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k1ngofpentacles

Vintarian
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Everything posted by k1ngofpentacles

  1. Cementation was earlier than the Bessemer process and is in line with the middle age alternate universe setting of the game. Bloomery iron is also not cast iron. It's wrought iron.
  2. Am I the only one that has yet to experience the fabled bowtorn mafia?
  3. This actually isn't true. Shivers have more health than drifters. Enough so that even a surface shiver takes 3 hits with a steel falx as a blackguard vs 2 for a surface drifter. Considering the loot table for them isn't any better, their addition just makes drifters look silly. It just feels like bad balance to have the faster, more aggressive enemy also have more health while hitting for at least the same damage as the drifters.
  4. Honestly my only gripe isn't so much with the combat itself as much as the design philosophy of having health sponges that also have exponentially scaling damage. With the drifters, it doesn't matter as much, but the shivers and bowtorn should not be extremely tanky and also big hitters at higher tiers. I feel like the damage/armor balancing is also way off the mark of where it could be ideally.
  5. Another thing I just noticed is that the barrel actually does hold 64L, but only for rot?
  6. YES. Honestly though, my biggest issue is just the massive discrepancy between 64x an item that takes up a whole block of space being one stack, and then 32x an item that takes 32 to fill up a block of space. It just seems like an artificial barrier to resource gathering, in particular in the early game. I'd even be fine with lowering the stack size for cobble if we brought up the stack size for wood and firewood/sticks in particular. Or just any of the "this processes into more inventory space" phenomenon. I feel like if you start off with a full stack of something before processing, whatever amount it processes to should be an entire stack instead of split up into 2 or more stacks. It also just feels weird to have stack sizes of up to 320 for mortar, 128 for bits/nuggets but then sticks/stones stack to the same amount as cobblestone? just feels inconsistent
  7. Does anyone else feel like the choices for stack sizes doesn't make much sense? Like a full stack of wood is 16. Broken down into firewood is 2 stacks of 32 from one stack of 16.. but you can have a full 64 stack of cobblestone?? It feels very unintuitive to me and I feel like needs rebalancing. one stack of wood being processed into 2 stacks of firewood just feels bad, especially when the stack size of the firewood is literally just the amount it takes to fill one block's worth of space. It just feels like there isn't really any consistent rule or logic behind the stack sizes; they come off as arbitrarily designed just to make inventory management frustrating in the early game.
  8. This isn't how it works. I don't know where you got your information, but damage reduction is not reduced for lower tier attacks vs the tier of the armor. That's just false.
  9. I mean, you could make it like that. Like 3 salt on a block reduces its fertility to the next level. So it would take 12 salt to turn 1 block of Tera Preta into barren soil. Still functional as warfare, but definitely requires a solid source of halite to do any real damage
  10. It's worth it in the sense that it takes much less time to get several stacks of coal as opposed to charcoal, but my issue is that it renders the differences between coals largely irrelevant. Finding anthracite is right now only much of a boon in the aspect that you will also find fireclay with it. Both the forge and cementation furnace should definitely take the burn rate and temperature into account, with higher burning coals carburizing and heating faster as well as lasting longer. This would make anthracite a lot more valuable and also separate coal sources into different functions. As it stands right now, there's not much use to it if you find black coal, and even black coal can be replaced in most cases with brown coal, which is much more available ime
  11. Each coal unit underneath the cementation furnace should burn for its corresponding burn time in the item description. This should also be the case for the forge. As it stands, there really isn't a great reason to find anthracite over any other coal because the burn time is worthless except for cooking meals or smelting lower tier metals and alloys, which doesn't make sense considering its higher temperature either.
  12. Just thought of a pvp mechanic that might be interesting for faction based servers: adding the ability to ruin farmland by adding an amount of salt to it. Could make salt trade have a sort of power economy between factions. Thoughts?
  13. Can second this. Still an issue in rc3.
  14. Honestly I enjoy the progression aspect but at the same time, I feel like I view it as a gateway to being rich in resources enough to get to a point where winters are almost entirely spent chiseling and making bases to be proud of. I do honestly hope they add steel alloys soon though, but honestly I've been rushing to steel so I can get sturdy leather before exploring the archives (probably overkill but I am a loot hoarder for sure)
  15. I see this a lot on reddit where people say that steel isn't worth it because it's too tedious or iron is good enough, and my question is: is this really a widely shared sentiment? I'm near the end of my first winter and am already one batch away from full chainmail and a full set of steel tools. I have the bricks to make a second cementation furnace but am not even bothering at this point because one more batch on top of what I've already made (total of 4 batches) feels like it should be enough to last for a very substantial amount of time. tl;dr Steel doesn't seem as hard to acquire as people make it out to be, does anyone else agree?
  16. I know this is the suggestions board, and I agree, but I will say that I have had a really great time playing with a combination of Conquest Landform Overhaul and Rivers. Tweaked a bit for personal preference, but overall really enjoy that worldgen combo.
  17. I definitely agree to an extent that automation would be nice alongside it, maybe they'll add both in a big update in the far future. That being said, I personally don't mind the tedium. I already feel like people overstate the difficulty of making steel. Making a beehive kiln and automating a pulverizer is very easy to do and from that point it's not THAT difficult to get the refractory bricks for a cementation furnace (especially with any of the mods that make calcined flint easier to make like better firepit, although the bloomeries in vanilla also aren't a bad choice). I can get a week being a long time, but you don't see anyone complaining about leather, which is arguably more tedious as the cementation furnace is just 1 step set and forget (unless you are including processing iron or charcoal, iron being easy to work through with a few helve hammers and charcoal is not difficult to stockpile, especially if you're using other fuel sources like peat or brown coal whenever you can). I think it would be cool if they expanded on the cementation furnace a bit, like having a layer or 2 of crushed chromite instead of charcoal for stainless steel for example. It would be a pleasant surprise to see something minor like that as an addition just to make use of the already existing asset for stainless steel alongside a more general update just to give another progress point to work towards. Honestly the thing I probably love most about vintage story is how rewarding and fleshed out the progression is. We got something similar recently with the sturdy leather (which I would love an armor variant of for Hunter classes).
  18. Noticed that there are assets in the game for things like manganese and tungsten (and stainless steel). We already have chromium and nickel. I think this would be really awesome for progression. Maybe could incorporate a corrosion system based on water exposure. Make it so you can use oil from bowls with linen to care for tools to prevent corrosion. Could even add things like cobalt and molybdenum, have different alloys for different purposes. Stainless for things like shovels and hoes to have really high durability, other variants for higher damage or resistance for armor. Maybe there could even be a story location with an arc furnace you have to get working again. It definitely seems like at the very least, stainless steel and potentially other alloys might be in the future, and I for one am 110% excited for it, and please make it hard to produce lolol
  19. I can't for the life of me figure out how I'm supposed to orient these differently. I can make them horizontal or vertical, but can't seem to change what direction the inner wood or bark are facing. I can't rotate it after placing it either, and it won't let me chisel it for some reason. Is this a bug?
  20. Why does the map have to reload when you open it or scroll around? It's very slow and I'd rather have access to the map for everywhere I've explored and have it updated less than have to load the map every time I decide to look around at what I've explored.
  21. There's also a translocator really close to spawn in a cave with a massive iron deposit. Literally jackpot spawn. I'm already preparing refractory bricks for steel age 50 hours in
  22. Seed: 476728603 World Config: { "gameMode": "survival", "playerlives": "-1", "startingClimate": "temperate", "spawnRadius": "50", "graceTimer": "5", "deathPunishment": "drop", "droppedItemsTimer": "1800", "seasons": "enabled", "daysPerMonth": "12", "harshWinters": "true", "blockGravity": "sandgravelsoil", "caveIns": "on", "lightningFires": true, "allowUndergroundFarming": false, "noLiquidSourceTransport": true, "playerHealthPoints": "15", "playerHealthRegenSpeed": "1", "playerHungerSpeed": "1", "lungCapacity": "60000", "bodyTemperatureResistance": "0", "playerMoveSpeed": "1.5", "creatureHostility": "aggressive", "creatureStrength": "1", "creatureSwimSpeed": "2", "foodSpoilSpeed": "1", "saplingGrowthRate": "1", "toolDurability": "1", "toolMiningSpeed": "1", "propickNodeSearchRadius": "6", "microblockChiseling": "all", "allowCoordinateHud": true, "allowMap": true, "colorAccurateWorldmap": false, "loreContent": true, "clutterObtainable": "ifrepaired", "temporalStability": true, "temporalStorms": "sometimes", "tempstormDurationMul": "1", "temporalRifts": "visible", "temporalGearRespawnUses": "20", "temporalStormSleeping": "0", "worldClimate": "realistic", "landcover": "0.7", "oceanscale": "3", "upheavelCommonness": "0.3", "geologicActivity": "0.05", "landformScale": "1.2", "worldWidth": "1024000", "worldLength": "1024000", "worldEdge": "traversable", "polarEquatorDistance": "50000", "storyStructuresDistScaling": "1", "globalTemperature": "1", "globalPrecipitation": "1", "globalForestation": "0", "globalDepositSpawnRate": "1", "surfaceCopperDeposits": "0.12", "surfaceTinDeposits": "0.007", "snowAccum": "true", "allowLandClaiming": true, "classExclusiveRecipes": false, "auctionHouse": true, "playstyle": "surviveandbuild" } With Rivers Mod installed in a 1024000 x 256 x 1024000 world. Sorry for late response!
  23. Yeah they should definitely just make things reworkable like how you can with plates into door hatches or mail (or anything else, but why would you lol)
  24. That's not what I meant by misclick. I meant like you misclick what you're trying to make, before even actually smithing.
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