Jump to content

Kyle Rick

Vintarian
  • Posts

    33
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Kyle Rick's Achievements

Stone Age Settler

Stone Age Settler (3/9)

32

Reputation

  1. Gonna plug in the mod list I use here. I mostly been using mods that stall the game out more to make it take longer at least game time wise as I was getting tired of being complete before the year ended. So far I picked mods that look interesting and difficult, but a decent chunk of mods I had to tweak because of more questionable design and balance that does not feel that tested. I also like to keep the mod list kinda small, like 30ish while adding more over time after a playthrough. One of the big ones that is simple in practice is the SleepNeed mod. Makes it where you actually need to sleep or you get debuffed and having to manage energy. No content added otherwise. This makes the game progress faster due to skipping time via sleep but not increasing real world time spent with the mod that much. I did however had to tweak a BUNCH of settings because I don't like the buffs and other weird stuff it adds, just purely want it for required sleep and energy debuffs otherwise. This actually made the bosses impossible so I had to tweak a bunch of that too. I might redo it next time. Of course there is HydrateorDiedrate mod, not much needed to be touched besides I increased how long water takes to spoil because I thought it was weird and spoils too quickly, and increased the hydration cap to 2000. Then there is Vigor mod mostly because I like stamina management in video games. Don't think I changed much on this one. Do find it weird that anything combat related like using weapons does not interact with Vigor at all. The funny thing is that this combined with Hydrate and SleepNeed mods makes my hud look like this: (And this is before adding Statushud mod so it's even more cluttered lmao.) Oh and well I made hunger cap at 2000 to match the other bars I edited in configs. Just a simple edit in the game files itself. There is a mod out there that also does that. About half of the Wilderlands mods. Besides the combat stuff the caves and panning mods also look cool, however in practice the panning one sucks because the drop rate of copper is so low it's better to just search and find surface copper, something my current playthrough did anyway as I found so much, so I never even interacted with the panning mechanic and gravel. I changed the code to buff the rates to be something much more reasonable (Like one copper bit roughly per whole gravel block panned.) hoping that would be the way I would progress. I might just disable surface copper entirely next time. There is also the BlockAdjustments one that makes building bases more complicated and slower. So far I still just made one dirt house cube but with a wood log ceiling lol. Rivers, Watersheds, and PlainsandValleys mods for base world generation. Then added some stuff on top of it like BetterRuins and TheDungeon, however while they can be game breaking I not seen much of such on my current playthrough so not gotten much out of them in terms of loot. FruitBuff so that I can actually use the bushes and trees in a reasonable time frame after planting them. I think it's a bit overpowered though as I think it affects growth time for new berries and such as well so I been getting a lot of berries and year 0 wild fruit trees giving fruit. Not sure if that is normal though it been a while. This is like one of the few mods I use that makes the game straight up easier if not including ruins and having to deal with them, and guess StatusHud but that is more nice to have to me. TemporalSymphony is a cool mod and should be base game roughly. Only thing I wish is that I could more configure how common temporal storms is then what the current game settings let you, and a setting to configure how far in advance the warnings of a temporal storm is. Think it's roughly 8~ in game hours for the first warning of a storm. CraftableCartography is another mod that I enjoy because I think having a very strong tracking map is weird for a game like this, but also on Wilderness Survival base settings it just turns it off entirely and I think that is too far in the other direction so been using this instead. It interacts weird with story location map items though as it basically requires you have a map to see the markers placed, as you have to enable map and cords in the world creation settings to even have this mod be used. LimestonefromCaves because I dislike having to find a seemingly random stone that does way more then other stones that once found you have way more then enough. (Same with Bauxite.) I much prefer the more Minecraft way of generation where ores is found nearly everywhere in certain depths but in small amounts spread out, is why iron is so weird because you can have enough for a entire playthrough in just one or maybe two good trips once found. I know there is other ways to get Limestone but it's not nearly enough. I think this mod does a good job of what I seek but it could work out better. I rather use this mod then generating worlds till I spawn near Limestone. Now the mod that might actually make the progress the slowest out of all of these is ImmersiveMining. This I configured to make tools much faster on use but mine the blocks less per hit so that the better tools actually make a better difference on how many hits till a block breaks. This does make durability go though a LOT faster so you be replacing tools more often. This is something I was thinking on changing but kept it all normal. Because of this mod mining blocks in general is a lot slower, so building gigadirthouses and clearing out land is not happening early on. Once you get metal tools especially the higher tier ones it becomes more reasonable. All the mods I can recall while at work. So far progress has been taking about 50% to twice as long as early game is more of a struggle and I don't have nearly as robust, secure, and roomy of a base then usual, but feel like I could quickly progress once I find iron and Bauxite as that is all I need to reach steel in terms of raw things needed. I found some neat mods that I wanna try next playthrough when the 1.23 update comes out and to let the mods cook more. I really love hostile environments in video games so might look into a jungle playthrough and such one day with mods that go with it.
  2. I build up a packed dirt tower of 5 to help me remember and refind important locations like caves, surface ores, clay and such. It's interesting as there is not a easy way to find your base if you somehow truly got yourself lost, however the treasure hunter map to find him makes it where you can never truly get lost as you can use the map to always go to that location, then building a arrow to point roughly what direction your base is. You can also use the distance from it as a rough way to know how close your base is, but it is best when you have more location maps. Works out quite well for me so far.
  3. Curious then how would there be more incentive to do the story then. I can understand not liking progression locked behind story but also it's just awkward doing it in the first place. I was wondering how fast I could rush the Elk mount if I really wanted to and see if it is more optimal to play that way as the Elk is very strong. Would need to rush tin bronze for the pickaxe for the map, so I would assume you would have tin bronze weapons at least. I might look into that actually.
  4. Basically a mode/mod where you don't know how to do certain things like casting metal, smithing on a anvil, working with iron bloom, and steel progression (Does not have to be metal tiers but it's the most forward way of progression and such, can be things like leather too.) but you learn how to do all of that step by step by NPCs/things as you progress the story. Currently there is only 2 story locations, and from what I understand bronze is recommended for the first major location and iron for the second major location. There would need to be more steps to the story and such to really make it work but could see a mode/mod that makes you learn via story so it would be more immersive in a way instead of us magically knowing how to do everything, but also would give more of a reason to actually do the story stuff because otherwise I just wait to make steel tools/chain armour before rushing all the story content as the rewards isn't that worth it besides the Elk to travel far, would also fix progression in a way as I find it so weird that in my experience I go from leather armour to steel chain and nothing in between. (This is kinda a side complaint where once you find iron you have so much of it and progression becomes weird.) Curious what other people think of this concept. I do like the idea of instead of just reading the handbook to learn everything the NPC or such teaching you the next metal tier actually shows you in real time how it is done, maybe giving you a ingot or tool of that tier after showing how it is done as a reward for quest progression as well.
  5. Interesting, never did interact with trees myself. There is still so many game mechanics I don't know about or never use because I find no real use for them. Kinda wonder if I should try some of it, and maybe cheese for once.
  6. Wow I figured it would just vanish if you break it lmao. There should be no reason to have that high variance then when you can game it. Also while before this update planting barries being close to base was nice to get that nutrition right before winter, better preparing and getting lots of honey solves that already. Kinda realizing that I would need mods to fix some of the problems I have with progression in this game. Going from nothing to leather armour to steel chain armour is a bit silly.
  7. I thought about sleeping every night as i'm curious how it changes gameplay. So far in my current world I not slept at all so I not made a bed yet. For decorating I have no creativity and I will enjoy making my packed dirt castles, it just works. I was thinking of using some difficulty mods and anti-QOL mods to increase time in the world and slow things down. There is one mod that makes enemies break blocks during storms and underground with higher grade blocks take longer to break like cobblestone compared to packed dirt, as I think that is cool. Bunch of other things I been thinking I could do. I tend to play games for gameplay, but once you past the early game in Vintage Story it tends to be quite solved.
  8. So... guess I am not planting bushes anymore? Considering I planted all of these around month 2 I was hoping to get some use out of them before winter started, but nope! (Assuming they don't grow berries if temperature is too cold.) Most other bushes seem to have 10 days or so remaining. The time to grow difference per bush is wild, considering that farming crops grow quite consistently even. Mainly a problem because I would never interact with them due to finishing the game at around new years roughly. I imagine as the game has more story content and things to do it will work out better due to spending more time in the world, but due to how fast you can progress anything heavily timegated does not work very well in my experience. It's really funny considering I never, ever had any diary in any playthrough of Vintage Story, because I don't like milking till gen 3 as it seems inconsistent before that but I would have started a new world at that point due to feeling like the world got boring. For the berry bush mechanics themselfs, it's interesting and neat, but feels useless so far. I already have enough berries to last the winter so I don't have to worry about that, however it seems a lot harder to tell if berry bushes have berries in them compared to before. Wanted to post this because the timegated parts of this game feels weird, maybe it's better in mutiplayer? I been wondering if I can find ways to make the game progression slower but even Wilderness Survival default settings don't do much. If I found bauxite I would have steel by now and really be done with the game. Story content can be rushed in about 10 days (Depends on distance and such.) once ready to tackle it all. Curious what other people think of the new berry bush mechanics now it been a few months, and timegated things in general.
  9. "Finished" Vintage Story many times on different settings. (Finished as in, making it to full steel age and or beating the 2ed story.) I still not had a single taste of Dairy. By the time i'm done with the world my goats might have reached gen 2 as I try to wait till gen 3 to milk as so far I been failing. I think it get better as the game has more stuff to do and story, but I basically be done before the first year even ends on default settings. Thinking of making a much more rough world with slowdown mods to make the game last longer. Makes me wonder if there is mods to change some timings on how long some things take to process. Game just can't keep up with me.
  10. Unironically I think Temportal gears could fit more in one block if stacked properly on the ground instead of being in a chest due to being unable to stack them in the interface normally. x3 Also yeah that video is what gave me inspiration to do a challenge like this. Being able to see all your items at once does sound neat but gameplay wise I could see it being annoying storing mass amounts of items, but one day love to give it a shot if I could mod some storage like feature in the game.
  11. While I do agree it's quite extreme I found it quite interesting as a idea to try out one day but unsure. Even with how slow progression is in Vintage Story compared to the other block game it still feels too fast to progress so I don't get that satisfaction when getting most unlocks. (Still never made cheese.) Maybe because of there only being 2 story missions, and by the time of new years I would already be quite cozy with what I have. Been thinking of trying out a bunch of mods that make the game harder and slow it down and this is one idea I had in mind. I did try a seaworld playthrough once with some difficulty mods where I had to island hop a bunch till I found a decent sized island to settle for a few months making progression quite slow, combined that with limited chests on the ship it made it cool figuring out what to bring for my trips and progression enjoyable. Just wish there was more tiers of ships. Maybe I just like handling inventory while also being a hoarder hah. Love seeing items pile up.
  12. This came to my mind after seeing all the recent sneak peeks of shelves and such for storing objects. While it is mostly cosmetic because containers can store so much more per block but what if they did not exist or very nerfed, so you can only store most objects by actually putting them away? I myself don't store objects on the floor too much but it is a nice visual way to tell how much I have in ingots or such, and tools as well early game. Now keep in mind that the inventory you are carrying is a separate thing entirely to solve for this idea I have but we can ignore that for now, and only focus on actual containers or placing of objects in the world. While containers exist in real life, they won't magically be able to fit a ton of things like in Vintage Story. However there is a mod that does that: https://mods.vintagestory.at/immersivechests The mod shows items actually be stored inside, including those long tools that now stick out of the chest, with things like blocks grow in size the larger the stack. However keep in mind the mod is purely for visualization only with no mechanic changes. Of course it does not look perfect though I not tried it myself yet and it does not solve the main problem is that you get a interface of items instead of actually placing or picking up items. It does show that it kinda works like in real life, but now wonder if it can go further by making object size matter more for storage, and more importantly, no interface that you open up to see all the objects to manage. So my idea on what be a interesting world/mod to try would be... Having to make every object actually visible in storage, not in a interface. Meaning having to look at a object to pick it up even in a container. Containers nerfed due to the size of most objects taking up a large amount of space. Because of object size, with bigger objects taking up more space in containers and such, it would make you think more on if you should keep those bulky items or not. Having to make real dedicated storage rooms that isn't a ton of chests, especially if it's for bulky items that can't fit well in containers. Now of course there is problems with this setting, though knowing Vintage Story is a game of it being slow paced and like to make some stuff complicated I think it could be cool. Potential problems with these changes: Blocks if not scaled down would mean the only real way to store them is to place it somewhere to mine later, and that seems a bit excessive, so blocks being shrunk down when not placed could be fine to solve this problem. (Considering when mining blocks it drops as much smaller versions of itself, and the mod above shows how it can be done.) Having to dig out items to reach objects that is at the bottom of containers, though that is realistic at times. Besides blocks some items might have to be rescaled to make storing them more realistic or balanced. Having to handle inventory or mobile containers that ignore this realistic item storage mechanic outright via a interface, though that will be a separate problem to solve, or impossible to program or balance. Might need its own mechanics where bulky items take multiple item slots like you see in some backpack management games. I think it could be neat if this would be a actual mod or setting, slowing the game down even more as objects take up actual space. Curious what other people think of this, and what ideas or solutions people have for these mechanics. Thanks.
  13. I feel like a basic sextant is all one needs to not be truly lost by writing down important locations after using a sextant to know the coordinates of that area. Is how I got around on my mostly sea world anyway. I imagine having a high chunk render distance also helps. (I use 800 blocks myself.) Without mods you don't get map or such in wilderness survival mode but still made it work by not going too far unless needed and familiarizing yourself with the landscape. I do think this game is not ment to be QoL focused imo. If traveling extremely far I can think of a few ways to get back home, but it's not free for sure.
  14. I know how Vintage Story came to be, but I rarely played modded Minecraft myself, as most modpacks I tired has something I disliked (like the minimap) so I made my own modpack that took a while to get all of what I found fun. I don't treat Vintage Story as a mod of Minecraft I treat it as its own thing. It just felt strange to me that it has those features by default on what you would think a more survival focused game would not have. I don't play many games myself so I can't say how it compares to others, but it still shocked me seeing such when I played for the first time.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.