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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. The game starts in the Stone Age and moves into the Steel Age. There is not a reason why a game can not move forward in time beyond the Steel Age. When people suggest a game can not its purely arbitrary rule they have made up. Could Call of Duty WW2 go father than WW2 (which is in the title)? sure why not. Unlike Vintage Story there is a bit of a conflict in the title of the game but there is not some golden rule that it could not. World History does not REQUIRE a book or a TV show to end on specific important dates in history, it can cover as much of the dates as it likes. Now getting into the fallacy which suggests this game can not be good unless its something the developer has explicitly stated then here goes this: The developers have stated they are interested in making the game go into Steam Power, which, was NOT part of the Middle Ages.
  2. At the risk of invoking some to engage in the is-ought fallacy, I would like to mention that when it comes to game play, I find it almost always useless to explore a vanilla ruin unless I have nothing else to do, I find this true for the new dungeons as well as (unrelated) traders. Its a missed opportunity really.
  3. I would start over many times to try and get the best clean early/mid game down solid but now I am thinking: 'If I want to start over, just move far from my main base and bring whatever kick starter gear I want if any at all. I can not suggest installing Better Ruins mod before you open up too much of the map. It used to be a great mod, now its an unbelievably awesome mod
  4. I have not even done the story missions yet. I plan to but its been est. about 1000 hours of game play in VS overall and I still haven't done it. Mainly because I had a bad habit of starting over. Regardless, to your question. If you have not been 20,000 blocks south you absolutely need to, if you have not installed the Better Ruins mod you absolutely need to. I currently have two bases with 3 more in the plans and a road system that I plan to make connecting them all, going all the way 20,000 blocks, there is litearlly a million by a million blocks to explore and it gets intresting going south of spawn
  5. ok fair enough, so to be clear when you say 'crops/agriculture' you are not talking about planting farms but rather what is more commonly referred to as forging (at least I would) but NOT forging berries, at least for the item on the poll Interesting, thanks for clarifying. EDIT: To answer your post question however, I forge but I do not make a distinction between doing so for grains/veggies/berries, I do all, even mushrooms in early game. I save hunting for later but primarily because I am using the Butchery Mod. CORRECTION: I do fishing pretty much as soon as I can be somewhat stable in a location but until then, if I can eat it, I forge it, I do not bother to make the distinction on food source type for the early game when it comes to those choices.
  6. The copy and paste of the title in bold was not meant to really be a intentional yell or scream, just lazy on my part. I am just explaining the context of my question which yes you answered as basically no (meaning its really not a early game source of food) of which I agree. I am just not sure why farming is being listed as one of the options for a early game food source which is why I asked.
  7. I think this context when people say 'early game' what they really mean is 'first possible option' when it come to mechanical power. The iron requirements for both a large windmill and a waterwheel I think would be painful to do without the basic windmill. Just to be clear.
  8. The common understanding I have gotten while playing the game and also watching several online tutorials is that medium fert dirt is not 'good' its essential to the point that if you can not find any anywhere despite several months of looking that this is an extreme outlier not normal. In fact, one tutorial I saw said that crops will not grow in time in low firt dirt at all...full stop. I do not know if that is accurate but I think your game world is an outlier, not a norm. So I think calling it 'good' is an understatement.
  9. fair enough but the title of the thread is as follows below which is why I asked the question specifically Early-game food sources post 1.22
  10. I am curious, can anyone explain how growing crops is an early game food choice? That is a best 9 days, likely longer because of time getting to making a crop and soil type, weather etc.
  11. I want to be clear, the assertion I am addressing is not related to what the developer has stated as their roadmap and the original assertion did not bring that up as a point either (best of my knowledge) The assertion was implied that because this game is 'set in the Middle Ages' then intrinsically it should not go beyond that because it would be bad design. Again NOT because the developers themselves have explicitly stated that they do not want to go past that but because it would be bad design because the game is set in the Middle Ages full stop (again not because the developers roadmap) With that as a baseline this these are my points: 1. Because a game is set in the Medieval Ages does not mean it has to remain there, just because it is as it is. 2. Despite the fact that this specific game does not even start in the Medieval Ages it starts in the Stone Age. 3. Even if the developers themselves have said its a hard stop at Medieval Ages as a roadmap that does not mean a game (intrinsically any game) has to stop at the Medieval Age simply becasue that specific game has that end point as its current design. I can appreciate everyone replying to me with counter points not really related to items 1-3 but the core of my response is directly related only to items 1-3 nothing else. Anything else that is not directly related to items 1-3 is not really related to my response. So developer roadmaps, how hard to code would be to make, how unpleasant the grind would be, how long the game play would be etc are not related to what my response was about. Just becasue the book or TV documentary stops world history at the Middle Ages or just because a game does, does not mean it has to. One can read a book about World History from 4000 BC to 1500 CE (Atone Age to Middle Ages) does not mean someone can not write a book that covers world history from 4000 BC to 1975. Its natural for time to move forward and not stop. I am sorry you had to spend so much time with your well done response but I am afraid its not really related to my core response and perhaps I was not crystal clear the originally. I come from a set point that I assumes everyone is on the same page as me when it comes to mutable game design regardless of what the developer has planned or not as a default, unless explicitly stated otherwise. I hope that default makes sense. I hope this clarifies everything for everyone.
  12. The programming involved to make this happen would be huge, the amount of game play required for gamers to learn would likely last them a lifetime, so I am not sure it would be possible functionally. However, my point was there is not some arbitrary rule (written or otherwise) that causes a violation on game play to make gameplay progress beyond Medieval Ages, nevermind the fact that the game itself STARTS in STONE age not Medieval age. Now the Developers might have stated they do not want to make the game past Medieval Ages and that is fine, but that does not mean it could not happen if they had a different view on the subject simply because the game is 'set in the Middle Ages' which by the way could be argued it does not in the first place. That was my only point.
  13. So the idea is this. You start the game in the Stone age (year zero) by the time you get to Steel you are still in 'Middle Ages' but its no longer the stone age and its no longer year zero. So what do you do then? you keep going. You go into Steam then Industrial revolution then Cars then computers then space. I do not think becasue a game is currently set in Medieval Ages that it means the clock needs to stop ticking and most only remain in that era. I do not think there are any rules that time can not move forward.
  14. I was just getting into semantics, not really important. For me 'windmill gearing has been nerfed' is easier for me to understand than 'windmills are unpowered' but I get it either way. I think the reason my understanding goes as it does is because windmills have been around for 6 years and only in the past 6 months have they changed. So a statement regarding a change rather than a statement of 'state of existence' makes more sense to me, but I got your point.
  15. maybe to be more precise you mean you think high geared multiple windmills schemes is under powered. I get that, I typically do not do that and I think (although not sure) a standard single 5 sail windmill geared to 1:1 is exactly as it was before. So maybe the best way to say it is, gearing and running multiple windmills has been nerfed. Yup, I think everyone can agree on that framing.
  16. At least speaking for myself (who would like that as well). The reason I play this game has nothing whatsoever to do with medieval, wilderness survial or primitive technologies. I can say the same was true when I played Wurm Online/Unlimited for 10 years it was not because it was set in medieval times nor was it because it was 'low fantasy'. So there is that anyway
  17. There is a thread title something similar to this: 'Are waterwheels overpowered?' Windmills have been in the game for 6 years while the latest changes to mechanical power have been in the game for I think 6 months. Although you can not run 4 windmills (standard size) next to each other anymore, I have found the single 5 sail windmill to be the same usefulness as it has been for at least as long as I have been playing for a 1 1/2 years.
  18. move 20,000 blocks south (its worth it) and find a translocator and use the translocator relocator. In my 'opinion' (but not really) the way to play this game properly is with mods.
  19. well I deleted that post because what I said is not really directly related to what you were saying over all. I posted that because my current game play I am very excited about because i have very long term, very long travel goals in mind with multiple bases. In fact, traveling long distances is more or less the center pillar of my game play but none of it is related to the story locations but it is dependent on a few specific mods. Cartwright Caravan's being one of them.
  20. I am currently building a road and I agree dirt is the issue. Godspeed doing all that dirt effectively with likely a flint shovel. I am using an Iron shovel and to be fair its less about the digging itself and more about 'where exactly do I want to screw up the terrian?
  21. Like I said, I am not engaging in a debate over what is self evidence even more so when one removes the most important part of my quote. Regardless, you might really like Project Glint
  22. Although creating the need to build a road system would in fact be awesome I have to ask, as you start the game, exactly how many cooper pickaxes (once you find enough copper) are you going to need to make to get the road to a reasonable place where its helpful?
  23. To be frank I think the definition of completing a story is self evident and obvious when it comes to a video game and I am not going to engage in that quandary. Other than to say how they know this is they inject triggers in the final game story sequence (like fighting a boss for example) and the game developers will know how many people exactly have finished that final quest. Having said that I think when it come to folks who are intrested in story centeric games they really should be excited for Project Glint. I am suprised at how little conversations there are about this project because its description sounds like its 100% what people are talking about here. Project Glint is intended to be more focused on RPG pillars like exploration, storytelling, and combat
  24. Like I had mentioned previously I think its important to note for a game like this to keep the story experience optional because industry wide only 10-30% of players finish a story and that is in games that are NOT sandbox/building games. Now character RPG progression is different from story. I used to play Wurm online and it had over 100 skills. That is a feature I do enjoy although important to note Perk Systems can nearly kill a game experience for me completely. Perk System however I have a strong aversion to and has been known to kill a game experience for me. It simply should be, the more I do something the better I get at doing that thing. Oh also, to repeat: Project Glint is described as Project Glint is intended to be more focused on RPG pillars like exploration, storytelling, and combat..
  25. I have seen on youtube videos of peoples worlds breaking on upgrades. I do not know all the specifics etc but I would just rather not. I plan on playing this new game file of mine for a likely a few years. We shall see if they have an update that leaves me wanting to upgrade but these two update descriptions not so much. I do like MAKING armour and weapons, I am just not a big fan of actual combat, those days are done for me. CORRECTION: I have seen updates to the game break mods. My bad, yes, I am running about 30 mods
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