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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. ..and further to that, if that is the case, does the snow slow down animals? I was just chased by a bear (one that seemed to appear from nowhere with no sound, but hey, it's the woods, it's winter, bears get "testy" at that time of year) and while normally I would be able to jink my way out of it, the bear was easily catching me up. I ran under a tree, and thus onto ground with no snow and I sped up, giving a wee bit of space between me and my furry friend, only for that space to disappear as quick as my health as the bear easily two swiped me. I'm not complaining I got merced by a bear, I mean I am... but as I say I should be more careful in the woods during winter. What's more, the bear was probably there already and I missed it, rather than it spawning next to me. You could argue that people, IRL, don't out run bears, so the ending probably reflects that. Was me running on the snow a bad move, it felt like it slowed me down, but I have no way to tell, meanwhile the bear seemed unaffected by the snow, running at a constant speed. Again, you could say, "it's a bear, it's evolved to run over uneven/soft surfaces", and you'd be right. Edit: I was just able to run away from a wolf much easier on ice, which opens up the question does ice increase your run speed, and if so does that count for animals too?
  2. My 2¢ worth is that bowtorns add to the game but their ability to hit you from some considerable distance and with a good level of accuracy makes them a bit of a nightmare. Less so, one on one, but either in caves or at night, because your light level is limited you seem able to get a wooden javelin hitting you from downtown when you had no way of knowing it was there (yes, it makes sounds, but that's a rough cardinal direction, it's not easy to tell exactly where they are) Do I like bowtorns, no.. no it has to be said I do not! Am I glad they've been added? Yes. I think they need tweaking so they either are less accurate from distance, or hit less with those spears. As for the transferring of water. I never played previous versions, but the functionality to mass transfer liquids are on by default, allowing you to create infinite water blocks, and thus allowing you to farm nearly anywhere. I'm not sure how you could build a greenhouse without that ability, unless in previous versions you were expected to use the watering can as a substitute to a nearby water block.
  3. For me it's less about adding the level of complexity you mention; blood trails, footprints, etc.. and more about tidying up the combat system. It's not bad, but it is a bit bare bones. I have only been playing the game for a month or two and I don't have experience of what combat was like before. It's all a matter of perspective I suppose. If you have been playing the game for years and the combat has tightened up to the point it is now, you could perhaps feel that those asking for better combat now don't realise the improvements made to get to this point, and that as it is, it's not bad. I'm coming from a baseline of 1.20, so my perspective will differ. In relation to the AI, that's always going to be the case. It's never going to be perfect and the complexity involved in fine tuning AI is definitely a task fraught with frustration. At present it doesn't reflect reality*, and I do find the AI to be just a bit too basic. I get merced by wolves that seem to appear out of nowhere, and they do tend to act like a pack, but I am sure that is nothing more than 3 wolves all working independently based on certain scripting, yet when in the same location they will look like they are acting like a pack. Just for reference, I am a coder and I am qualified and experienced in this field. I say that not in an attempt of self-aggrandisement, I really don't like dumping personal info into public forums, but I say that just so that you know where I am coming from. I don't have unrealistic expectations, nor would I expect the devs to react to every bit of criticism, as vox populi is not the best way to develop any game. (* is that a problem? not really, it's a computer game, we need to have compromises between realism and enjoyment of the game)
  4. I think at its most basic, my question is, "we have the framework to apply positive and negative buffs to the character but other than cold and wet, and basic hunger, those things are not taken advantage of (or at least if they are it's not exposed to the player). What, if any, are the plans to take advantage of that, primarily leaning into the realism of the game?" However, the argument that you shouldn't punish people for "doing it wrong", is (imo) a bit flat, considering that's what happens in the game already. Choose to take on a wolf without weapons, that's "wrong", you will die, you are punished for it. Choose to mine under unstable rocks, that's "wrong", you'll get covered by a cave-in, you are punished for it. Choose to not wear enough clothes in winter, that is "wrong", you will freeze, you are being punished for it. I don't mean to sound glib or dismissive of the point you are making, just that being punished is already part of the game loop. Now, if you were to say, "look if you want your ultra survival stuff in a mod, leave vanilla alone", then I think that's fair. I wouldn't want to impose something on the game that others were not in favour of. See I think there is definitely scope to expand this. My preference would be that it leans into the middle ages herbalism style, that fits the lore and the vibe of the game. I have to admit that I don't like the idea of magic being introduced, considering it's somewhat adjacent to herbalism. @dakko There are "health issues" in the game already; cold, hunger, wet. Would you prefer to remove them? If you play with mods, do you use xLib, which provides similar environmental/character statuses? Overall, and as a side note to my initial post, I don't want to seem that I am demanding or requesting anything, just asking where the game plans to go in this respect. I fully understand that as a newish player, my wish list is likely to be different to those who have spent years playing the game. I understand why some may baulk at the idea of a more complex, but also more demanding, environment.
  5. I think that VS does a decent job of representing when you hit, and when you get hit, that's important, and as I said we shouldn't expect fleshed out combat and ai to go with it until a lot more stuff is in the game, but I do think you are right. Nobody is going to bother RP'ing hunting when they can just run around in circles. No shade, no drama, but yeah.. you are spot on.
  6. As it says on the tin. I realise feathers are not hard to come by, and when you kill a chicken you tend to get a decent amount, but in terms of passive farming I think it's reasonable to assume domesticated chickens will drop feathers. This happens IRL. I don't think this would mess with balance, as I'm talking just a couple of feathers every so often, not the amounts you get from killing a chicken. Looked at the mod database, didn't see anything there. Unsure how easy this would be to mod, I guess you could extend the henbox class to somehow store the feathers but that's just a guess as the henbox at this moment is like loot on the ground rather than a storage container.
  7. ...that is a nice looking greenhouse. I have to admit I don't like chiselling glass, solid blocks are better to an extent but I never feel like I'm hitting the right spot when chiselling on glass. Some sort of block overlay over the block you are chiselling would help, although it's less the game's fault and more the fault of glass being "annoyingly see through". I don't know if this YTer has an account on the official forum, but there's a nice greenhouse build that does fit the requirements and has a diagonal chiselled roof.. They are using mods for the tools, not sure which one but the cut and paste seems like a damned useful thing. It could be QP ChiselTools (https://mods.vintagestory.at/chiseltools)
  8. The tutorials will definitely give you enough info to not just survive but progress. Stuck for food, the most plentiful and easily attainable food is probably cattail roots. You will need a knife as using your hands only returns the tops, with a knife it becomes a two part process; top, then roots. Create a campfire, place the items into the slot and light the fire.
  9. It's the dairy. I've not managed to produce a single drop of milk in 100s of hours. It's nice that's a buff, but I feel it's out of the reach of most players. Yes, this is the sort of thing I was talking about. There is the framework there to hook all sorts of nuanced disease stuff. Like you say, they would need to have a certain negligibility to them. I don't know how deep into the realism the devs want to go, I appreciate the game is still being developed and you don't want to introduce complex mechanics only to need to change them later down the road, but leaning into realism helps extend the gap between VS and "the other block game".
  10. Calm yourself now, I'm some distance from retirement!
  11. Honestly, no idea, I've not dipped my toe into modding yet... although I do plan to at some time.
  12. You need to have some algorithm to work out when to chime, how intense that chime will be, and how long that process should continue. You then multiply that by the number of chimes. It's this that gives the wind chimes their evocative sound. It would be better if there was animation for them too, as there were some mods on the "other block game" where the chimes were a solid block with no animation and it looks terrible (well.. terrible in action, in a static image they look fine). I think the point I'm trying to make is that there's quite a lot involved in creating something like this, more than meets the eye.
  13. Stone paths are great but that height difference goes hard with my OCD. However, the reason for this post is ask for the ability clear snow from them without them breaking. You can break snow off path cubes, just not the stairs and it ends up looking silly, especially with the height difference.
  14. Yup, all on board for this, although I feel it'll end up a mod rather than vanilla. If you break down what is needed for it to look/sound realistic, it's quite a lot of work for an object that only a small percentage of people would create (unless you make it so that the wind chimes "scare off" drifters within a set range). You'd have to work out whether the game creates gusts of wind or if it's a flat value that increases and decreases over time, then you have the animations, where each chime (traditionally it'll be 4 or 5) needs to have some independent swing from the other chimes. It's a lovely idea, and IRL I am a big fan of bamboo chimes, but unless I am over complicating the thing, I think it's a lot of work.
  15. No probs. I've always had fairly mid PCs so don't worry too much about fidelity rather than frame rate. There are people out there who have played this game for years, I'd suggest their experience of how the game renders over the years will give you much more insight than my limited knowledge will. With luck those people will add their own comments.
  16. Which makes sense, at higher resolutions it will become blurry, turning it off should make it "jaggy" irrespective of the resolution. For what it's worth, I am on a 3050, use FXAA and run it at 1080, it doesn't seem overly blurry to me, but then it doesn't look that much different to the video you shared. I'm new to the game (1.20) so can't really comment on what rendering is offered and why, but it does look like FXAA is the only one available. This then leaves you to post process, either using inbuilt nVidia settings or perhaps using a 3rd party app like Reshade.
  17. You don't say what resolution you are running the game at, but the FXAA setting is enabled and it can become blurry at resolutions higher than 1080. It's a trade off with speed as FXAA doesn't impact FPS as much as other methods. If you weren't aware, the main difference between AA types is where in the process the actual AA is applied (pre/during/post rendering) As for what nVidia may or may not be doing behind the scenes, I'm sorry I can't tell you. I have a 3050, but I've been an AMD user for ages and don't really know much about nVidia settings.
  18. On a side note to this, I presume a torch doesn't affect the temperature inside a greenhouse? From my testing it doesn't seem to. Whether it's passive or not, I feel you should be able to warm the greenhouse even just a little.
  19. ** Just to clarify, this is related to vanilla and official development, I appreciate there are mods that take advantage of the stats in game ** In the roadmap, here, there is the line.. "Comprehensive Status Effects System" We have a somewhat complex (for vanilla) food and climate system, but having the ability to note what food groups you are eating is all fine and well but if it doesn't affect your character (other than just baseline hunger) then there's nothing stopping someone living a diet of bread alone. (the "other block game" operates like this) There are no diseases in the game, which is interesting as the game seems ripe to take advantage of that with not only the food groups but also a fairly complex weather/season system. Don't eat fruit, get scurvy, is the simplistic way I'd put it, but there's much more nuance you could add. What is officially planned (if anything) to take advantage of the frameworks already existing in the game? This doesn't have to be specifically for the next update, a more flexible "to be done later" is good enough for me. Also is there a wish list for this? Do you have your preferences? Are you happy to have vanilla expose these values, but you need mods to exploit them. If a more complex health/food/disease loop was put into place, I do think that it should be toggle-able in the world generation. I wouldn't want to force people to play a realistic gamestyle if they are looking for a more relaxed, yet still survival, experience.
  20. I've got experience with Invision boards, both using and developing for, so turned my signature on when I was creating my account. It's off by default, which means very few people see it though. However, for others wondering.. top right, look for your name with the drop down arrow, click that and select [Account Settings], the page it displays will have tabbed menu on the left, select [Signature]. From there it will give you the option to enter a signature. Finally in a Captain Obvious moment, you'll need to switch on the "Show other people's signatures alongside their content" option. Be prepared, I bought the game a month or two ago and I'm easily into my 300th hour. It's a time sink, a good one, but one none the less.
  21. It might work, but it just feels 'wrong' to me. That's just a personal take, I'm not telling anyone how to play, if you want to despatch wolves or bears this way, I'm not here to gatekeep. Although I find kiting them through water is a far better strat (obvs you're not always going to have water nearby, and wolves and bears can attack with little warning) and anyone who has been attacked by a dog knows you can't run in circles to get away from them, dogs are considerably more agile and will double back far better than humans can. That said, I think it's more a symptom of an underdeveloped melee combat system. That's to be expected in games like this where development is still adding new stuff. You don't want to review your combat and/or melee interactions until all the mobs and their relevant AI are added. For example it was only in 1.20 that we got bowtorns, and their AI will need to be amended (or already has, can't remember where I read that). So, as unrealistic and, imo, cheesy as it is, I totally understand why people would use it. After all, it's a pain in the ass to be jumped by wolves. I think this method will fall out of favour once a more complex melee combat system exists. Edit: Just for reference, I find the combat system in "that other block game" to be poor too, in fact I find it worse and they've had over a decade to perfect it. That game's combat always feels really "floaty" and imprecise, so if you think I'm having a go at VS alone, I'm not. In comparison I think VS's combat will turn out better in the end.
  22. I had a 3(w)x3(l)x4(h) pit and the top two layers of one corner were gone, as well as a decent chunk of most of the top layers. Was it within the expected ratio? No idea, didn't count, but it certainly seems like it's possible to "lose" more than the top layer. In fact, it was that which prompted me to ask this (I should have started it in the questions subform, though).
  23. Thanks, although I am on vanilla just now. I'm guessing that placing is one of those things, it just clicks after a while, in the same way the "other block game" does.
  24. The wrench is both the must useful and the most useless tool in the game. Absolutely brilliant for the stuff you mention, but ask it to rotate a corner shingle block and it'll not give you any joy. I'll certainly mess around with this now I know what is possible. I'm fairly diligent with searching underground ruins, but I've never come across anything under the beds (and I've seen a ton of them). Whether that is RNG, or I'm missing things, time will tell.
  25. I was going to but was worried it might effect the plant. I'm going into winter so I guess they'll not be growing much anyway. I'm happy to mark this as "solved".
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