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Everything posted by Broccoli Clock
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Vintage Story impressions after about one month of playing
Broccoli Clock replied to Viceroy77's topic in Discussion
Food is all around you, for example cattail roots. Easy to find and cook, you will need a knife to harvest them and a fire place to cook them, but even in the depths of winter it's a decent food supply that is always available. In terms of nights and winters, I feel you, both feel "annoying" downtimes. In terms of night, look into creating a better bed. If you can manage to get flax (4x flax = twine, 4x twine = linen) you can create a bed that allows you to sleep longer. In caves you might be lucky enough to find a unbroken aged bed that increases sleep time more (straw bed = 7.5hrs, wooden bed = 8.5hrs, aged bed = 9.5hrs). Those extra 2 hours, if you can find the aged one (in ruins), really help quicken the nights. As for downtime outwith sleeping, then it's the same thing you'd be doing anyway; cooking, storage organising, smelting and building (or, chiselling, although that comes with an addiction warning!) I think ultimately the style of game that VS is, not immediately gratifying and needs some effort put into it, perhaps this is just not what you are looking for. The guide and the wiki have tons of info on how to do things, but if you aren't feeling it, knowing how to do something is different from wanting to do something. That said, if you do find it just too grindy or awkward, then perhaps spend time in creative. Learn all the blocks/block combinations, see the items in action without spending hours/days harvesting and crafting. Perhaps once you've experienced it "without limits", you might be tempted to go back to survival mode and a slower progress. -
In game, yes, should be an absolute doddle, and using the window settings you can determine if the users wants background noise from a non-focussed task. In C# you can attach to the default windows sound class easily, but I think(*) you need to do a bit of shenanigans to control the apps individually. That's not to say it's difficult, it's just not as exposed as you'd like for what seems like a fairly simple task. In terms of manually doing it on your desktop, and if you enjoy the "syntactical horrors" of python, a quick and easy solution would be to use something like PyCAW. * Might be different now, it's been a while since I've coded c# with any real intent.
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Want me to start a fight? I think inventory should reflect size and weight, and not be slot based. That'll soon sort out the oddity of stack sizes.
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Require Proper Lighting for Knapping and Other Voxel-Based Work
Broccoli Clock replied to Dowlgrett's topic in Suggestions
I mean... that's the point. Ever been running with a torch underground and fell into a water/waterfall? VS leaves you blind, in the dark and won't hold your hand. imo.. being "almost unplayable" at certain points is a design decision, not an unintended bug. -
Not going to lie, VS is very happy sitting minimised. In fact I've probably added 20 odd hours to each world just from that alone, but I do go into the options and turn the sound down. If you look in the graphics settings there are "fullscreen" and a "fullscreen always on top" options, and I am guessing it would be easy enough to hook up a blur event to check the rendering option and mute the sounds or not. Somewhat annoyingly there is no way at a Windows OS level to do this via settings. You could, of course, do this manually, there are several scripts out there, and I'm sure it wouldn't be difficult to create an app (python, c#, java, etc) that monitors the focus of apps and mutes the relevant ones when minimised.
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While I wouldn't expect a root and branch update to the combat either (a) ever, or (b) for some time, the one thing that would be nice at this moment is the "sweeping mechanic" for the falx. It may be in the game, but I've not managed to achieve it. I imagine most people understand how a sweeping mechanic works, but for those unsure it calculates the swing of a weapon and its hit radius, then it calculates which (if any) enemies within that calculated area are damaged. Those closer and more central will get more damage, those either to the periphery or at the start or end of the swing will be damaged less.
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Was underground, ran into a large Locust spawning region. Ok, I can do this, and yes, I did it. I cleared it out, with lots of dead locust bodies around. However, I then got a bunch of drifters attacking me. Fine, I'll repeat the process. No, sadly not, because your attack is stopped by the Locust body, while the drifters' attack is not. I ended up in a cramped location, with a pile of Locust bodies next to me, a number of drifters blocking a exit, but I couldn't hit them with either a spear or a falx. This is not a problem for the drifters though, they seem capable of hitting through Locusts. As there is no way to harvest/remove Locusts, and because they hamper CQC, could they either disappear a few seconds after death, or allow us some way to remove the bodies.
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There are two answers to this, a very long and detailed one relating to development methodologies and resource management, while the other is a simpler broader concept. I'll go for the latter just now, but happy to drop into the former. In short, if you update certain things piecemeal, without the intended game functionality being added, is only going to add to the development process when you need to come back and amend it. Say, for example, you introduced an improved way to cover terrain. That's nothing to do with combat right? Well, yes, it does, as player movement would be one of the key elements within the algorithm. It would make more sense to create a generic combat "class" apply it to all mob/animals, then once the systems are fully fleshed out you then re-evaluate how those changes affect the combat and apply those findings to all mob/animals. Just to clarify, this comes from my own experience, both of developing games (many years ago, btw!) and managing large code base projects that have been developed over years. I have no specific "in the know" knowledge. I've not spoken, as far as I am aware, with any of the devs so I know as much as you do when it comes to the development process they are undergoing.
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Welcome to the forum. Sticks can be one of those things, you either have tons or none at all. Obviously you know you can find sticks on the ground, but only leaves that are "branchy leaves" will give sticks, while normal leaves won't. If you are stuck for sticks you sort of have two solutions, early game, and that's either take a long trek in one direction, ideally through woodlands, and pick up all the sticks you see. I'll find most of mine on the forest floor, and a 20 minute walk could net you a half stack of sticks, with the other being totally decimating all the local flora near you in hopes of sticks dropping. The latter of those will leave you with a pretty barren landscape in front of you. If it's any consolation, I ended up writing my own mod just to solve my lack of sticks problem (mods can be found here: https://mods.vintagestory.at/) but honestly, I'd suffer vanilla for a while to get an idea of the level of resources are naturally available before adding mods.
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Yes, but this comes from the perspective of someone who has only played 1.20+ However, the time for updates to combat are when all the mobs/ai the devs want to add are in the game. There's no point in doing it piecemeal; adding a new character/mob, including ai, then tweaking the combat system to enure it doesn't break. As it is, imo combat is functional. It's important that you get feedback both from your hits and theirs, and that's part of the current system. I'm not sure how exact the hitboxes are, they seem a little odd at times, but that's something that can be addressed later.
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chizeld block not counting as a insulating block
Broccoli Clock replied to ZeroDots's topic in Suggestions
Welcome to the forum, and if it's any consolation your first post covers a point a lot of people have an issue with. The wiki has this to say about chiselled blocks and how rooms are calculated.. https://wiki.vintagestory.at/Room/en For reference, you can type /debug rooms hi into the chat box to get a green or red overlay to show if the room is "secured". That won't work for greenhouses, they will display the success a different way, and if you want to remove the overlay use unhi rather than hi as the last word in that command. -
Exactly. In my 100s of hours I've never gone beyond Iron. There just seems no reason. The most telling thing is that while most materials have a "usage" section on the wiki, Steel doesn't.. https://wiki.vintagestory.at/Steel_making
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As we are talking temporal storms, does anything think/hope that the flickering effect is replaced by "something nice". I get the idea, but to me it just looks like a graphical glitch, not an intention.
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What Animal Would you most like to see added and why?
Broccoli Clock replied to Josiah Gibbonson's topic in Discussion
Couldn't agree more, I really look forward to seeing d3d2d5dnrnNM's majestically sweep across the plains! Ok, so in terms of animals, I think birds are needed, they add so much to the environment just as a passive mob. What types of birds? Ohh... I can think of tons, from the ornate like a heron, think how cool it would be to find a heron spear fishing in a pond? Ducks! Dear lord, why is there no ducks already, if only for the unbelievably cute quack you could give them. Then there are all the song birds that make up the dawn chorus, whether as a 1-to-1 representation or just a generic birdsong environmental sound. I think the water could be improved, just now it feels like that other block game before it updated it's underwater stuff. I've noticed more fish in ponds in the most recent updates, but making the edges of lakes and ponds feeling more lived in would be good, that is a natural transition of life IRL, so lots of bugs essentially, and I'm guessing frogs, toads, reptiles and the like. As for 4 legged land animals, I think we've got things mostly covered. We have herbivores and carnivores of differing sizes (bear>wolf>fox // moose>goat>rabbit, for example), adding different variants would be good. In terms of animals existing but not actually being rendered, I'd like for there to be flies and mosquito sounds when you are in a swamp area. While not an animal being added, I think it would add depth to the soundscape of those areas. -
3 steps to lots of karma. > see a good game > go to official and make a post praising the game > get karma Seriously though, welcome to the forum, and glad you've moved on from the other block game!
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First off, I just want to be clear. I am glad there is modding in the game, and I like that the mod database is on the official site (I find 3rd party sites can become unreliable). I also think the way the mods can be created for this game to be really accessible. It almost makes me want to mod the game because it's so easy (at least from what I can see). However... however... and I am sure that there is a trick to it, but the whole process didn't come across as intuitive. I'm not new to dev, coding or mod building, and I have used numerous mod upload interfaces before. There seemed no place to upload the actual files, and asking it to publish showed possibly one of the worst warning messages possible, a yellow text on white background that disappears after a second or two. I literally had to repeat the process several times just to read what it said, example in spoiler below.. It kept saying you must upload a playable mod/tool first, yet there is no place to upload those files. It was only by accident that I found that if I navigated away from the edit mod page and go to the actual mod page, and if I was logged in, I then found the file upload option. So to clarify, I can do everything except upload the actual file from: https://mods.vintagestory.at/edit/mod but then I had to literally navigate away from that page and go to the "published" mod page, https://mods.vintagestory.at/show/mod/21934, only to find a Files tab (unselected) where I could upload the files, example in spoiler.. Perhaps I've been an idiot, perhaps I didn't RTFM properly, perhaps I missed some text somewhere explaining this, but for me this process was confusing and awkward and almost had me giving up. If this is the intended process of uploading mods, then please provide clearer instructions and for crying out loud no more yellow on white temporary error messages.
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.. very probably. After all, it is my signature move!
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I had wondered what that was, seen it in the guide but it didn't give much info. Just checked the wiki.. https://wiki.vintagestory.at/Rift_ward
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Windsock would be the obvious answer. You'd need to make the chimes suitably nuanced to tell the strength of the wind, whereas a windsock would display this visually without noise.
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Just going to add this in, as it's not been mentioned, but using a knife on a temporal gear (in your offhand) will cancel the storm. I guess if the plan is to have a shield powered by temporal gears, and 1 gear would last 2+ storms then the shield would work out more efficient. Although, to be fair, temporal storms (by default) aren't all that common.
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* mind blown moment * I've been playing for 100s of hours and I've only just realised there are no rivers in VS! I mean there might be in terms of world gen creating a small path of water, but traditional high altitude water sources don't create rivers that flow down to sea level.
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Welcome to the forum. I think it's wise to remove Windows malware/spyware/bloatware because it's not needed. I do this as the first task after installing the OS. I am glad that this has improved your performance, presumably not just for VS but other titles too. The one note of caution I would add is I'd recommend people use a github script to do this, as you can drop into the repository and see the actual script that is going to be running. Downloading and installing an exe from a 3rd party leaves you open to that app doing things you don't want to. For example: https://github.com/Raphire/Win11Debloat with the active script being here.. https://github.com/Raphire/Win11Debloat/blob/master/Win11Debloat.ps1
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I like the idea, but it's a ton of work. A lot more than most people would realise, imo. Would you be looking for this to be SP only or MP, as the intermittent existence of players in their SP worlds is very different to always on multiplayer environments. It's a game so we can play around with realism, but just for reference, I used to live in a house that was built in the early 1700s, very little of it had changed and very little of it had rotted away over 100s of years. As I say though, I like the idea.
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What Biome Specific Gameplay would you like to see?
Broccoli Clock replied to Josiah Gibbonson's topic in Discussion
I have not played a hot climate yet, but from everything I've read it's far less challenging that temperate/cold climates, which puts me off. I don't think you can suffer hyperthermia in the game, only hypothermia. Happy to be corrected on any of these, but that's where I would start, create a genuinely difficult desert environment. In fact I'd make both the Arctic and Equatorial regions considerably more difficult than the temperate climate. So not so much new biomes, but a beefing up and a clear separation of the current ones. I am using word "biome" to reflect climate zones, and I appreciate that isn't the correct terminology, but I'll be honest, looking at the wiki I'm still not entirely sure what a biome is in this game...