CastIronFabric
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Vintage Story Is a Challenge-Centered Game.
CastIronFabric replied to Rudometkin's topic in Discussion
7 hours does not get you thru the night. I am sorry but your wrong. Monsters spawns are active for more than 7 hours even in spring time. -
Vintage Story Is a Challenge-Centered Game.
CastIronFabric replied to Rudometkin's topic in Discussion
good for you, I am not intrested in the play loop in question. at all, which is why I turn it off. -
Vintage Story Is a Challenge-Centered Game.
CastIronFabric replied to Rudometkin's topic in Discussion
Regarding Sleeping: 1. multiplayer 2. early game where you can not sleep thru the night long enough so yes you have to sit and wait looking at a wall. Regarding violence: no combat...peroid. Stationeers example: high adrenaline action of fast paced is most of the game. However there is zero violence, combat or whatever term is most palatable to describe what I think we both know I mean. How do they do that? well...they can. -
I think the question of 'is steel hard' and 'is it worth it' are two different questions. Is it worth it? likely not Is it hard? I am not even going to entertain that quesiton
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Medieval Engineers. Same points in both directions where made then, it did not do well. I am not a fan of this idea but I am also not a business manager at the company, I have zero idea what the accounting is etc. I have no idea if they can do it or not, I am just not interested in this new project idea...full stop.
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Vintage Story Is a Challenge-Centered Game.
CastIronFabric replied to Rudometkin's topic in Discussion
I still do Exploration mode. Here is my summary of Standard mode: Early Game: get as much done during the day as you can, sit and stair at a wall for the night and wait for the clock to be done. Mid/Late Game: monsters just get in the way, mess up your train of thought and are just in general a nuisance. So for my single player experience I just leave hostile off and I have no plan of ever changing that. However, I would like to see them make a change where if I attack a monster, they will then attack me in mass. Also, I refuse to accept not being able to build someplace I find cool simply because of Temporal Stability. Nope, not having any of that. -
Vintage Story Is a Challenge-Centered Game.
CastIronFabric replied to Rudometkin's topic in Discussion
As anyone who has played Stationeers or even KSP would know, a 'challenge' does NOT have to mean monsters or violence. A challenge can be heart pumping while also NOT be centered on combat at the same time. In Stationeers for example you are on the clock and its very easy to not get things done in time before you starve to death. As a long term gamer I am exhausted with challenges related to physical violence, it just gets old and it diverts attention away from more novel ideas around challenges. -
true, however, management has to spend time managing both projects at a high level which takes away time and focus on the main title. Its not dramatic to be fair but it does have an impact. I personally could not remotely care less about the adventure mode. I just want to make more stuff, more recipes, and a massive skill system based completely on 'learn by doing' concept without ANY resemblance of a 'perk system' but its not my game so fair enough
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I have to admit I am totally...NOT...a fan of this idea but it is what it is.
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I have 1.21 on a separate file set up with mods and the following major mods are not working Expanded Foods (or its dependencies) Tailor's Delight Xskills I have zero idea if any of those mods are currently being worked on for the update
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one thing they could do that would be super easy is to link the most active branch on GitHub and people could directly look at the date last modified for their code. (we are talking the modders here). I did exactly that but I doubt I was on the most active branch because the dates I saw where from several years ago despite the mod page saying more like Feb this year.
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The 'amount of content to be added' is a known factor. I too would like to know roughly how long it might take given we know the amount of content. Are we talking weeks or months? Major mods like Expanded Foods, Tailoring Delight, Xskills appear to not be working. I would love to get an indicator as to if those mod creators are actively working on those mods or not at the moment.
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its shown on your file at the load menu
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a single play through How long do you typically play a single playthrough (multiplayer or singleplayer) before you want to start over again? mine is around 200 hours.
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I was thinking Vintage Story devs might have a Vintage Story Mod Discord channel (and they kinda sorta do but not really) or maybe Gethub has a feature for posting updates or something. I do not know really just curious
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oh I agree..no doubt. its just I am currently more interested in play by play news on the subject if I can get it, not complaining at all.
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thanks for the info. I did figure it all out and set up the two separate instances just fine, in fact both with their own mod list. I do have a follow up question for everyone. QUESTION: where is the best place to get any updated information on the work Mod makers are doing? sure there is the mod site but I am curious if there is a discord or if gethub has a posted notification feature maybe? I am primarily interested in Culinary Artillery which is currently not working on the update and it affects many other mods. Having said that the errors I see appear to possibly be related to a object name change which I would think would be fairly straightforward fix, just a matter of getting to it of course.
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Where is the best place to read updates mod makers are doing for the update? Primarily I am interested in Culinary Artillery which from my testing appears to not be working in the upcoming update. My gut tells me the answer would be GetHub but perhaps Discord would be just as good?
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Waterwheel, and any other answer other than that as the first is just..well..wrong
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2 months in??
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I can confirm your statement about oceans. In fact, I created a world using a seed I am very familiar with and I confirmed my geo location and its radically different in that my large lake is gone. I do not know where the oceans are but I can confirm that large lakes are far less (I have two missing in the world I mentioned) and I have not found any ocean. I do not know if that is intentional or not. Regarding lakes, lets be honest. 1. we can create lakes if we want if we want lake side property 2. this mean more land near by for stuff and less lakes to travel across when traveling.
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ok and google AI description sounds rather straightforward for anyone who has separate shortcuts for the purposes of mod management as I do. I assume its download, then the install process would allow me to specify a folder. I just need to clean up my existing framework I have three setups all linked to the same version of the game and I am really only using one and some of them are not set up the same, its all a hot mess at the moment. So I have some house keeping to do.