CastIronFabric
Vintarian-
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I wish Expanded Foods was working for the new versions. Not because of the wine but because of all the other things you can horde like peanut butter
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I assume the decimal numbers you are giving are related to the spoilage rate. From my understanding, all doors can leak light and light does affect. I have not tested this and I have heard contradictions on that but from my understanding the best set up is a hallway making an L with two doors one for the hallway access and the other door for the cellar room. I should test that but I havent, I just like that set up anyway so I just do it without having tested it really.
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I very honestly do not know what you are trying to explain here but I will just tell you my personal opinion on this question as a whole to its root: If you have a working helve hammer and have made a set of iron or steel tools, weapons and amour and you have completed the story questions with that iron/steel stuff you have made then I personally do not see the point in sweating over how to improve that system because when it comes to the need of iron/steel you have hit end game. Again, this is just my opinion, I know people make uber mechanical setups just to do it even if they do not need and I get that, however, if it was causing me frustration I would just simply not do it. again, that is not advice, that is just my opinion of what I personally would do.
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I would say the bed spawn mod (i forget the name), better ruins, Stone Quarry are a must for me. I would add QPs chisel but I do not chisel as much as I thought I would. Expanded Foods are awesome but its still not stable for these later versions.
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I estimate I have about 1000+ hours in this game so far and I have never been to the RA. Its not a requirement of course
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there are two setting I would add to this game and call it done (settings wise) 1. add 'provoked' to creature hostility. Currently on 'passive' monsters will not attack you no matter how much you attack them. Currently you can go all the way to the mantle find or make a huge cave and just kill all the monsters you want with a flint knife if you want. 'Provoked' would make them start to attack you within a given radius of the strike you made, until you leave the same radius. 2. Hostiles, rift and storms can spawn on your deed or not spawn on your deed. I would also add a mechanic in the game to create deeds that involves a little less obscurity. Now these settings does not solve peoples concerns about the Temporal Storm actual mechanics, but setting wise I think those are the only two settings left that would make the settings question complete in it totality.
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I watched tutorial videos from Kurazarrh. The video series that sold me on the game was Rhadamant when I saw blacksmithing, at that point I was sold. Anyway, I am not suggesting its the best way but I do like kicking back in bed and just watching the tutorials like I would watch a TV series., I do that for all games I start to play over the past 12 years now I suppose.
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The devs will be looking into rivers specifically for possibly making it part of the base game.
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no, monsters do not attack bases so no. This is not a new idea, its existed in Wurm for decades
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Its not the nature of the storm. Can we have storms just not spawn on a players Deed? yes Can we have storms spawn everywhere in the world other than a player Deed OR have multiple storms spawn in various locations that a player goes to (like unstable areas)? yes Should a storm have a reason to go into? yes Should that reason be something that is obtainable by other means but more time consuming? yes Does any of those changes conflict with NPC dialogue? no That is how it should be done and at least to me that is obvious, this is not a feature in which those who are not intrested should be forced anyway as part of standard play.
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I do not understand why that is a game improvement. I do not see the problem with going to the storm if you want or not going to the storm if you do not want to. I do not see an advantage for the game play even for people who enjoy storms to have it be a inconvenience you can't ignore. I know plenty of games that do this, I just do not understand the appeal.
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Its common for gamers to assume they must complete a game entirely and if it takes a long time to do so they consider that a bad game. I do not agree with that habit/view but I see it happen and I understand the problem. In Wurm there are builds that literally have taken a DECADE to make. There really is no end game, plus its a team effort. That is likely in part as to why its not popular, as soon as people see something in a game that CAN be done they assume they MUST do it at some point despite there being plenty to do at 'lower' levels. I blame humans for this lack of insight. As a personal side note, the vast majority of the games I play are 'open ended' but with a general feel of a 'end game'. Much like this one but perhaps even more abstract, anyway, despite the fact that I have played these games for about 25 years now I do not think I have ever gotten to 'end game' on any of them. When I get bored, I stop and play something else. In no way to I ever feel obligated to get to 'end game' or 'beat the game' if I am not enjoying myself. If I want to I switch games. I know for many people (if not most!) this is a bit hard. They want to get to end game regardless of the pain involved. I think they should not do that.
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well gamers will be gamers. Give them a feature that is intentionally designed to not be obtained by anyone other than people who never work and are willing to put their health at risk and all gamers will expect it to be not a grind. Regardless, the only game I can think of that takes things from stone age to modern age is RTS game called Empire Earth. I do not think its an obtainable goal at the level of detail that VS has but if I was creating a game I would make that my general trajectory even though I would likely never finish it in my lifetime.
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I would think talking about the subject itself instead of me would be best.
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I am not seeing it. I am not seeing a player base who has trouble with Homo Sapiens but at the same time wants to turn off traders and/or ruins, I think this thought process is actually beyond just being academic. WIth that said, I would be shocked that the world generation code does not have a way to differentiate traders from ruins and as such not generate one or the other given a new setting that could be created. So yes, I think that would be easy, no I am not going to fire up Visual Studio and learn how to mod specifically for Vintage Story to do something I can not imagine anyone would want. With that said, someone has already created such a mod that removes traders but not ruins. https://mods.vintagestory.at/show/mod/14177
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Lets get super concrete because Temporal Stability and Temporal Storms are considered by you to be Lore. As such the statement that aspects tied to Lore are hard to remove would not be exclusively true, it would depend on which SPECIFIC features you are referring to. So my question is this, who is advocating/requesting that traders or ruins be removed from the world? We can talk about how that would be easy or not that would be to remove all we want but who is requesting to not have traders or ruins while at the same time finding Homo Sapien mode unacceptable? Because this feels like an academic exercise that nobody would ever request anyway. I do not know why the developers decided to tightly couple these Lore features so that one setting could be toggled, that feels like an oversight to me. That said, the real question is, who is advocating to have those things removed while at the same time finding Homo Sapien unacceptable?
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if I had my dream game it would basically be Vintage Story that allows you to over many hours (like 1000+ hours) to all the way to modern times, all thru engineering etc.
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as you have argued many times that the storm is lore, if I can go into settings and turn off storms then that is doing exactly what you are saying is hard to do? Same is true for Temporal Stablity
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I agree 1000% million billion % so to be frank I am not entirely sure what we are talking about here. Why are we even talking about 'x is hard to remove because they are its to the lore?' I think I am confused. There already exists ways to do that in the settings anyway
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I could, and your right it would not be complicated. But for me personally I am 100% fine with Explorer mode and adjust a few settings, go. I am not in the mood to download Visual Studio at the moment but yeah it would not be really hard to....wait..what EXACTLY are we talking about here? I mean specifically...turning off storms? catch me up I am lost a bit an that is my fault. Why would I create a mod for removing storms when its literally just a setting in the settings? I think I misunderstand something
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oh VS does have plenty of mechanistic game play. I am just saying if I had my way there would be even more. There is no limit in that area actually despite what some people might think. Regarding decay, the reason it exits in Wurm is because a server there could be online for 10 years and never wiped and the world is not that big. So the mechanism is there so that items will decay if the Deed is not updated.
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its easy to create a game mode with some of the lore removed without removing all of it, I am very confident that this is not an issue and if people are not playing the lore then continuity of whatever is really not an issue
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