-
Posts
783 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Broccoli Clock
-
Is the world generation too vast and spread out?
Broccoli Clock replied to AIpine's topic in Discussion
..and I've visited it, and similar landscapes, for years. So when I say there is a similarity you're just going to have to accept it. Also the idea that a bog has to have close to 100% peat coverage is a bold statement. There is no single definition that suggests that as the criteria. In fact the peat bogs in the North of Scotland are categorised into 3 main types; blanket, raised, and quaking. None of them are even close to 100% peat coverage. It's actually the depth that counts more than the spread. If you want more information about UK peat bogs, not to be confused with fenlands, then you could do worse than these people.. https://www.iucn-uk-peatlandprogramme.org/ .they even have a PDF detailing how they are formed.. https://www.iucn-uk-peatlandprogramme.org/sites/default/files/2024-03/Briefing 1 Peat Bog Ecosystems Key Definitions - 2014.pdf All that said, the game is a game, and we have to suspend belief a little otherwise we'd all go mad. Are the biomes in the game a perfect representation of real life? No, not at all, but are they decent approximations? For the temperate stuff, yeah, it's pretty close. I've travelled across parts of the Sahara too. Does VSs desert biome match that? For the most part no, not at all, and in fact where people would be expecting me to say "dunes" the vast majority of a desert is loose sand and small stones, rather than large majestic dunes. It's more akin to walking on builders rubble. -
Is the world generation too vast and spread out?
Broccoli Clock replied to AIpine's topic in Discussion
Taking into consideration that it's a game, and not real life, I think we can consider it the analogue. That image I showed isn't all peat either, it's patches of peat and mostly it's below the surface so you wouldn't see most of it. Ultimately my push back wasn't that there was an exact copy, but that there isn't a "good real life analogue", because the image posted in the OP reminded me very much of my youth tramping across such landscapes. It matches the undulating surface (there's very little actual flat peat bog, it just looks flat from a distance), and the pockets of water. -
I'm similar, I had a map spawn (in 1.21) that literally had everything I needed within a 1000 block radius. Literally every metal, mineral or material I needed it was available to me. Part of me is, "yes, suck it RNG, this is a win", but equally I realised that it's going to make the early game so much easier and honestly... it sort of disappointed me. I think the way to look at it is that you'll get countless bad spawns as you play the game so it should even itself out. It's not that the game is favouring you, it's just paying you back a little for the times it dropped you in the shit. What I would say is, for whatever reason, 1.22 seems easier at the start. Less grindy overall, or at least that's my experience so far. What I'm thinking now is that I should probably start on the Wilderness Survival settings rather than the Survival default.
-
I would like to see more vegetables, and as many have said it's weird there are no potatoes in the game - I get the devs are Austrian, not Irish, but still. For me a lot of the farming is vibes, I rarely need to lean on it heavily for food. So I'd like to see visually different plants. Say like a pea/bean plant that uses a trellis of some sort. There is already one crop in the game which actually spreads past its planted block, and that's pumpkin which will grow horizontally adjacent. Switch that to vertically, and you could make climbing plants. Lovely.
-
I think climbing is fair, but imo it would need to match realism. Slow, difficult and dangerous. Unless you are meaning being able to scale 2 or 3 block high walls rather than mountains. For me the game is already designed so that verticality isn't all that possible without ladders. Take the Eidolon for example, if you could climb the walls that would make that whole 'boss battle' an entirely different experience. In fact the whole of the Archives would be changed drastically. I played with x-skills (that is the name, yeah?) and it allows you to perk into climbing height and if I'm being honest, I didn't like it. It felt "off" and "exploity". That's just my opinion though. Then there is the issue of stamina, should a player be allowed to climb a mountain side (say 20+ blocks) without needing to stop? Does such an action take more sat? There is no default stamina in the game (which is a bit odd, but ok..) so I'm guessing you'd need to mod it in. No mention of a grappling hook? I was just looking at the fishing mechanism and wondering if the way in which the line was created (nothing else like it in VS) it could be used for something else. A grappling hook could be one option.
-
Bears are far too powerful and need nerfed
Broccoli Clock replied to qualicabyss's topic in Suggestions
I'd happily see the bears nerfed, but only... only if that meant they weren't so easy to cheese. Depends on how close to realism you want to get, anyone who's seen a bear in real life will realise pretty damned quickly that it could tear you in half with one swipe of a paw and not give two fucks about it. That said, I'd be pretty pissed if out of nowhere a bear ended my run just from a love tap. -
Should a melee spear really do less damage than a thrown spear?
Broccoli Clock replied to DeanF's topic in Suggestions
This seems like a fun chat, I like to see physics equations being applied to realistic survival games. What I really don't like is people saying "go check ChatGPT" as if that, in any way, will provide the correct result. It'll provide what the algorithm says is the correct result because a chat bot doesn't understand mathematics, it's based on vibe. -
Is the world generation too vast and spread out?
Broccoli Clock replied to AIpine's topic in Discussion
If we consider a 1x1x1 cube in the game to be 1 metre in size, and the default map generation is 1 million blocks width and height, that makes the length of the equator (in miles) roughly 620. When VS talks about width, to me that is the equatorial circumference, not the equatorial diameter. For reference, Earth's equator is just under 25,000 miles. For a direct 1:1 ratio, you'd need to set the world gen width from 1 million to closer to 40 million. The highest the game will allow you to go with vanilla settings is 8 million, making the largest equator just under 5000 miles. For a celestial reference, our Moon, which is the largest satellite in the solar system, comes in at ~11000 miles The smallest planet, Mercury, has an equatorial circumference of ~9500 miles, while the largest dwarf planet is ~4500 miles and that's Pluto. In short if you set the world to be the largest possible vanilla size you'll be playing on a world approximately matching Pluto. A fun fact is that the largest country in the World, Russia, can be considered approximately the same "surface size" as Pluto, so you could say the largest possible VS map, in vanilla, is the same size as Russia. All the figures have been provided before my morning coffee, so there is a chance of a typo in all that, but it seems about right. I missed this comment the first time round, but yeah... that isn't the case. Scotland's North West is one of the oldest land masses on the planet, it's not just neolithic landscape it's Archean. There are literally miles upon miles of loose bogland (peat moors) that is a direct analogue to the screen shot. As can be seen here.. -
Yeah, maybe a guest bed that's less quality, would make sense now the traders are in their own structures now. I like the idea that you gain reputation with traders, after all it fits in with the lore of a new person arriving, but equally I'm not sure if I want rep to exist as I feel people would game it.
-
I gave the bushmeat stinkbait a go, it's safe to say it was a success.. I fished in a large(ish) lake, maybe 100 blocks width and 500 long. I have fished in this location before but a few days had passed since then. I started fishing at about 7 in the morning, and it was raining. Within 3 hours in game, this was my catch. It's RNG so I'd need to repeat this several times to confirm, but the fish were bigger (3 at the top left were the largest I had caught, 10x fillets from each) and the catch time slightly reduced.
-
I'd understand them allowing you to sleep at their compound if you had built up a (trading?) relationship with them, but it seems surprisingly tolerant that they allow you their only bed, without complaint, after you just walked in the door. As I say, the trader beds have saved my bacon several times, so I'm loathe to remove that ability completely but if they plan to make it so you can't sleep there, only hide during the night, then I'd be fine with it. It seems like every spawn now has a random trader nearby, I am guessing this is for easy onboarding with them giving you that lore dump, so it 'would be a shame' to see people 'exploit' that.
-
If you are new to the game then literally the easiest way to clear out wolves or bears is using a spear (stabbing, not throwing) and to be in a confined area they cannot get you. Say something like a walled in garden (simple dry stone fence) and neither animal can get into the enclosure but will try to, meanwhile you can stab them repeatedly with the spear. You'll need to jink a little to keep out of their range while landing shots, but it's a really good way to judge their hitboxes/melee range. If not "cheesing" it, then I tend to only take on wolves in the open if I have a spear (ideally copper or higher) or falx, both of these weapons shouldn't take more than 4 or 5 hits to despatch it, normally the last hit is on the run as it scarpers when it's close to death. With wolves there is a strategy of being able to hit them, knocking them back, and not getting hit. It's one of those things that once you learn you'll find is easier than you expect, but you do have to contend with the wolves slightly off hitbox and their reach (more so if they lunge, it can feel they cover 4 blocks distance). Then you have the terrain around you which you have to be careful with, an unseen block that stops you retreating can end up with you getting a wolf paw to the face. As for bears, you can cheese them with height (ladders being the meta here) but it's a dangerous strat, as unlike the wolves you could get one shotted in early game down to a lack of armour and health. Probably my least favourite strat is one that always gets mentioned because it works. I hate that it works, but it does. Just dig a fuck off sized pit. That's it. The pinnacle of neolithic tech.. a hole in the ground. As I say, it works and it works for everything not just bears/wolves, but yeah... not the most "elegant" of solutions.
-
That's it, that's the thread, that's a wrap. As mentioned by a few people, including myself, the fishy meals seem way OP considering the ease of their catch, but in general it also feels all meals are more filling. I discussed this with @LadyWYT in another thread, about the start of 1.22 not being as rough as previous versions and whether that was intent or design and whether that's a good thing or not. Obviously it's all RNG, and we can get thrown to the wolves (both figuratively and literally), but it does feel there is less of a grind in this version. Whether that is anecdotal or what who knows.. ..the main thing is cook that fish, so so much more sat.
-
First off, I don't think you should be allowed to sleep in a trader's bed, maybe if he had two but who would stand by all night while some random turns up and takes over their bed? That said, I understand that it's a strat that has saved many a seraph, mine included, so I get why people wouldn't want to lose that. However, while playing 1.22, I entered one of the new trader compounds which had fireplace with a pot on it. If we can use the bed, why not the cooking pot as well? I had the ingredients and the firewood, while the tooltip suggested the pot could be interacted with. Just to be clear, I am mindful of turning traders into something they aren't. Info and loot should be their sole purpose, but I thought I'd ask the question anyway.
-
Is the world generation too vast and spread out?
Broccoli Clock replied to AIpine's topic in Discussion
Quite the opposite for me, the fact the world is huge is the pull, and if I had to guess I think you probably are in "a minority" who want an arcadey and less realistic world. Those sorts of player found their home in Minecraft. The world gen is pretty damned configurable, either directly or via mods, so it shouldn't be hard to find/generate the sort of terrain/size you want. -
As nobody has shared this link yet, I feel I should...https://wiki.vintagestory.at/index.php/Framerate_and_Performance Although for me I've seen an increase in performance for 1.22. Admittedly I am running it vanilla, whereas 1.21 was played with mods (not a lot, but some), so that could be the performance increase. Shadows, anti-alias, and render distance would be the settings I'd be change if I was suffering.
-
Certainly looks interesting, although with the new cabinets in vanilla we have a lot more precision over where things can sit in 1.22 than we did for 1.21. I am unsure if it'll be a great addition or if it'll just become chaos with my ADHD brain. I can see myself spending hours adjusting things. I also wonder how much z-fighting there will be. There is a video on the mod page that shows a build, and moving items about.
-
You could easily write code to avoid that issue, there is a ton of untouched land in anyone's playthrough, even if you've developed the map so it looks like modern day Tokyo. The dynamic dungeons that will be introduced soon is an example of that. In fact, I was pretty sure that places like the Archives are generated only once the treasure hunter gives you the map co-ords, as I'd never encountered them without that trigger. The Archives would be a lot easier to place to be fair, considering how deep it goes, and you tend to find the entrance high up the mountains (at least in my playthroughs I have).
-
Nothing in particular, from reading through some comments when the fishing was being developed it seemed like it took a bit of finagling to get it to work the way they wanted so I'm guessing they had a framework in mind and that framework we see now. One that can be expanded by mods (presumably). Taking that into consideration, and that there's other stuff to complete, I'm guessing (and it is just a guess) that other than slight tweaks or balances, it'll roughly stay the same for a while. And, yes, hooks do seem an odd exclusion. Perhaps there is a reason for that. Interestingly the fishing rod doesn't have durability whereas just about everything else has, the grunting stick degrades pretty quickly while the pole itself is infinite. Which is either intentional or perhaps we will see hooks, but that's where the durability comes in.
-
Quick question, is this something specifically new to 1.22, or is this a mod? If it's vanilla, and triggered by buying a map, I'm surprised the chests aren't dynamically created upon map purchase than the chests already existing in the world from it's generation.
-
If the comparison is to 1.21 speared fish and 1.22 caught fish, then from memory the 1.21 fish meals were much less sat, like a 4 item meal with fish being the first two, tended to fill up half my hunger bar (roughly) whereas in 1.22 it's filling the hunger bar fully from one meal alone. So, yeah, I'd agree with that, and that it's probably an oversight somewhere, but maybe push back that it's an already existing "bug". That said, the last couple of world in 1.21 I played in I had the Primitive Survival mod installed and tended to grab my fish that way. Not sure if that resulted in less sat from the fish caught that way.
-
That's a fair point, from my limited testing where I have several smallish ponds (say max 10 block diameter) and at most I've managed one fish from the ponds, while the coast near me is pretty open (it's fresh water, so not the sea, but it is large enough for it to be worth making a raft for crossing it) and the fish are effectively jumping onto the hook (heh, if there was a hook). In fact, just writing that makes me wonder why they didn't include a hook. Lots of mods make flint hooks for fishing, and they could take the DayZ approach where the quality of the fish is based on the equipment you catch it with. So the pole, the hook and the bait would all combine to determine the catch. Just musing here, btw, I doubt the fishing will get changed all that much.