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Everything posted by Broccoli Clock
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I said in the berry bush thread that I've pretty much swapped out my early game sat from berries to being fish. I like that they've added fishing, I think it makes sense, although I would like it to be a little more complex I am sure mods will take the current framework and make it more "realistic". So, yeah, fishing is great, and yes you don't have the berries to rely on for sat like you could in 1.21, however I am 3 days in and my inventory is pretty much stocked with fish meat. It seems a touch OP, as I don't even have clay yet and can't make meals (bowls/pots) or a cellar (storage pots). Previously the game has had a pretty tough start, so much so that many found themselves starving in the first few days, that's not the case now (if you have access to a stick and nearby water). This could be by design, we have the Wilderness Survival option should we want a harder start, or is the fishing just needing balance? I appreciate you can over fish an area, and I have been moving along the coast so I don't fish in the same place every time, but I'm guessing that's more aimed at industrial level over fishing. Thoughts?
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Welcome to the forums, @Cursed Spud is spot on, you do need to render the fat to oil the hide if you want to make the traditional fur clothing. However there are more basic clothing options, added in 1.22, that can be created using just a knife and untreated hide. https://wiki.vintagestory.at/Rawhide_clothing_set
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Never burnt my own house down, I've taken out the odd corner block but for the most part I build in non flammable materials. However...I've seen someone build their entire base on peat, then start a pit kiln. This peat deposit was approx 40 blocks in diameter. It did not end well.
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So what you are both saying is that we should remove this daft notion of stack sizes, and alter the game so your inventory is purely weight based? Yup, I agree!
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Now I've experienced 1.22 (didn't bother with the RCs or any youtube spoilers) and I'm pretty ambivalent about the berry changes. I do think that something needed to be done, it seemed just too easy to go around the world collect every berry bush going and within a week or two you'll have a hectare of ripe berries. What I have found, though, is that I've not tried to propagate any of them. Just harvesting them if they have fruit, whereas the sat I was getting from the berries has, for the most part, been replaced by fishing. I do wish that fishing was a little more involved, mods will probably do that, as I do sort of feel I've swapped easy berry collection with easy fish collection, but we'll see as I move forwards and how the winter will treat me.
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While I do agree with you, I think the streamer ecosphere is "different enough" for it to be an option. Some will carry a torch so that the "content" is visible, yet install a mod to stop the debuff. The argument being, people want to see stuff, if they don't they won't watch and if they don't watch what is the point of playing that game. It's very reductive and I find "streamer influence" to be quite annoying but it is part of the scene, for better or worse. If you have streamers that are using mods, command lines, etc, just to make the game "more visibly appealing" why not offer that option from the settings. We already have a grace period for some things, how about other things. I'm not suggesting it removes the weather altogether, but engagement with streamers is partly how the VS brand is spread, and the game can look bloody lovely at times. Just seems a shame to force dour, wet, and constant foggy environment on the player the minute they enter the world. I have said in my original post, I'm used to bad weather in real life and happy to deal with it in game, but then... I'm not a streamer trying to appeal to possibly 10 of 1000s of viewers. I can see why some may use the "why should streamers get special treatment" argument, but I feel that's not the correct framing. I have no reason to pander to this group, it's just offering a little leeway in order to onboard viewers so that the brand is expanded. That last part benefits all of us.
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The sling doesn't really mesh with Malefactor's incentivised playstyle
Broccoli Clock replied to ifoz's topic in Discussion
For me, one solution to the single player class locking (other than buying shit at a trader, or using a console command to remove those limitations) would allow you to craft the item but there are buffs from using it within your class. Anyone can craft a sling, but only the Malefactor gets the most out of it. The same could be said for other weapons, say the recursive bow, but I'm not sure if it could be applied to other classes though. A tailor would make nicer clothes than a commoner, but would those clothes be "less warm", "less durable"? Perhaps, doesn't feel right though. -
I was pretty clear as to why, I didn't suggest it was to be default more that the option is there for streamers. While I sort of agree with you, people should play the game the way it's intended or install a heap of mods to suit what you want, the world of streamers is different. I'll find a lot will install a mod to remove the debuff of holding a torch in their offhand. Is this to benefit them? No, it's to benefit their viewers, as watching someone stumble about in the dark is not worth watching. Why pander to these situations? One simple reason, a streamer can convince people to buy the game, its about the best PR you can get these days. Providing an optional setting that encourages users to engage and possibly buy the game is surely the best strategy. As for in general, people are being put off by the constant rain and gloomy skies. That's just a fact, feel free to view the sorts of videos I do and you'll see it's a common complaint. There is absolutely no reason for it to rain for days at the start. None at all, so it's hardly canon, and therefore should be mutable. Yeah, a more welcoming environment, even for a short period of time will greatly help onboarding.
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Anachronous, that's the problem. VS is set in the 1300s, flintlocks were not invented (or at least widely accepted) until the mid to late 1600's. Cannons, sort of, as you can probably guess history is more a set of shades of grey (no, not in that way!) than it is black and white. Technically cannons did exist in the 1300s, but they were a very new invention and were pretty much restricted to Yuan dynasty China. Just for reference the earliest record of a cannon goes back to this image.. Which was what they called a fire lance, as it had originated from a bamboo tube stuffed with gunpowder. The first recorded use of cannons on a "Western-centric" battlefield, was during the Battle of Crècy in 1346, under Edward 3rd. So yeah, imo... cannons, but not flintlocks, but pretty basic cannons. Not that I have an issue with them being a mod, although for me introducing something like this "lessens the style of game" it is, but that's personal opinion and you shouldn't stop using such a mod just because some random on the Internet (ie: me) has a historically technical problem with them.
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I would take issue with that. While I totally understand the frustration, some of it coming from your lack of prior knowledge - to be expected, not everyone is an expert and is no slight on you - but there is a fundamental reason that a bowl containing a meal of [meat]+[meat]+[carrot]+[onion] is different from a meal of [meat]+[meat]+[onion]+[carrot]. While the ingredients themselves are technically the same, the stacking mechanism shouldn't think that. This is extended beyond just food, take chiselled blocks for example, unless it is an exact copy not just the voxels but the extra textures and even the orientation of those extra texture blocks, they will not stack either. Just because you don't know why that is, doesn't make it "examples of poor planning". Which is the reason I'm replying. You may not like the way it works, but there is a reason why, and it's very intentionally planned that way.
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Aren't halberds already in the game, not craftable but as part of (vanilla) ruins loot?
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A tanning rack does seem conspicuous with its absence. Much like a spinning wheel.
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The sling doesn't really mesh with Malefactor's incentivised playstyle
Broccoli Clock replied to ifoz's topic in Discussion
The sling simply shouldn't be class locked. I don't mind class locking, per se, I think it works well in an MP environment, and most things can be bought from traders if you are not of a certain class in SP. However, this is a bit of cloth that is used to chuck a stone. There is no reason for that to be "special hidden knowledge". It's like games that ask you to unlock perks that involve very basic tasks (looking at you 7 Days, you can burn meat, but you need the perk to grill it. My brother in Christ, what step is before burnt meat, grilled meat, you should not need to unlock a perk that, like Cher, turns back time!). Recursive bow, locked for the Hunter? Sure that makes sense. Complex clothing, locked behind the Tailor? Again, totally fine. A rag that is swung around your head, locked to any class? No, that's daft. -
I like polls that use check boxes rather than tick boxes, as it allows me to choose every option and because I can, I did... sorry, but those are the rules! As for a proper set of answers.. 1) Check the boxes, clear out around the translocator, the only reason to destroy stuff is either for the metal parts (for repair) or if I'm in the mood for aged wood. 2) I don't, if they are connected already then that's fine (ie: in the same cave system). In general almost all my translocators end up with direct access from the surface, I've gotten lost far too many times trying to "refind" one. 3) Translocator destinations come in two variants. Either it's exactly what you are looking for or it's a new piece of land to discover. Sure, the longer you go in your world the more chance of uncovering parts of the map before a translocator takes you there, but in general it's only ever been a positive. Sometimes it's an absolute godsend, I've found all the stuff I've struggled with from iron to chalk to whatever. IMO, translocators are always worth fixing.
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PETITION TO ADD CHICKEN NUGGETS TO VINTAGE STORY!
Broccoli Clock replied to COMMANDER_GEB's topic in Discussion
Just going to leave this here, apropos of nothing.. As for this.. A great post, and exactly how I like my survival games, but you've sadly shot yourself in the foot by having no mention of mayo, which you have all the base ingredients for in that list of yours. -
Yeah, this is the most annoying point of any development cycle. You know an update is coming and you want to enjoy it but you've not invested from the first RCs and at this point you are as well just waiting for the full stable build.
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As some of you might know, I'm Scottish, that means I am very (very, VERY) well acquainted with bad weather and in game I have no issue with the rain and gloom and bad temperatures. It's "normal" One thing I noticed when I went on a bit of a binge watch of people playing VS for the first time is the number of people complaining about the rain. We all know how it works, we've all had spawns where it didn't stop raining for the first 4 days or so. We all deal with it, knowing that's correct for the latitude/time of year and that it would clear up eventually. For new players, especially those who will take time to grasp the meta, the rain is quite a common complaint. To the point of several of them quitting their playthrough - admittedly not just on that point alone but it was a big contributing factor. I have a feeling this might help streamers too, Tomato just did a huge playthrough (available on Twitch, for some reason the live streams on their YT are members only - three 4+ hour streams) and they were constantly turning off the rain, via the console at spawn, purely for content reasons. As we have a grace period for mobs, would it be wise to have a grace period for weather too? The game can look so lovely in during the day so it seems almost counter productive to allow it to start with rain, fog, limited visibility and low light.
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IMO.. the easiest, quickest, and with the least impact is just to add a simple check which item is being dropped. This could be attached to the routine that deals with forcing the half eaten pie back into your inventory. As far as I can see this is code is only invoked when you are dealing with half eaten food. I would guess the same would happen if you had a stack of identical meals in dishes (I presume they stack, never tried). Attaching the logic, and it could be nothing more than a basic ternary check, to this routine would seem the most obvious. I have no problem with the player dropping items if they end up having a full inventory. It's just the logic where it chooses to drop an entire stack of high sat pies that I have a gripe with. I will admit I am a little more salty than normal as this has pretty much ended a world of mine (it's 1.21, 1.22 is nearly here, I can't be fucked sorting it all out, so I'll just kill it). Not idea if this "problem" still manifests itself in 1.22 or not, but if so it does seem a far thing to revisit.
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Pretty simple this one, the title says it all. This is in 1.21 so perhaps this has been tweaked already for 1.22. If not, then the suggestion remains valid. As an example of this happening: I was working towards the Archive, inventory stacked as you'd expect, one of the slots was 24 pie sections (all meat, serious sat!). I ate a pie and carried on. What I didn't notice was the pie icon in my inventory to shift from x23 to x1, as the uneaten stack was dropped as the game forces the uneaten pie into your inventory, I was several hundred blocks further along the path and I found my entire food supply had morphed into 1 half eaten pie. It seems crazy that the game would consider 1 incomplete pie is more important than 23 complete ones. What was frustrating on my part was I had travelled some distance since the "pie stack dropping", and was unable to trace my path back (it's middle of winter too, so not helped by everything being white), and if I drop to creative I can't seem to spawn in a specific type of pie to restock my inventory (I certainly wasn't going home to cook more, so creative it was) as the only pie in the creative menu was a low effort apple one (you may be able to change that, I couldn't see a way).
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Best Linux Distro for Vintage Story gaming (Nvidia RTX)
Broccoli Clock replied to Lingam's topic in Discussion
.. true! -
Small steps. That's literally it. That's the whole advice. You might say, "well that's fine for you, but everything I create I think is shit", however my response is, "you'll never stop thinking your builds are shit, that's just part of the process". I've got hundreds of hours and still think everything I build looks crap and I'm not happy about it. I am easily my own worst critic, for example the images shared in the spoiler below.. ..are fine at best, crude and slightly embarrassing at worst. Are they either crude or embarrassing? Of course not, I'm just never happy with anything I do. Ultimately, don't focus on what you consider "failure". The inability to chisel the perfect doorway first time is not a failing in any way, but instead of saying "fuck this, and removing it", keep it in place and come back, adding/removing as your imagination lets you. Sooner or later you'll start to develop a style, and once you do then it's not all that difficult to expand that style. For example, the chiselling on the door, once you are happy(ish!) with it, can then be replicated on the exterior walls. Slowly but surely it'll all come together.
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Best Linux Distro for Vintage Story gaming (Nvidia RTX)
Broccoli Clock replied to Lingam's topic in Discussion
Going to bump this thread. I'd spotted nVidia had focussed on updating their Linux drivers (most likely with an eye on the Steamdeck). From the benchmark tools, it seems that there is improvement across the board. [06/04/2026 - Gaming On Linux] NVIDIA Beta driver 595.45.04 released for Linux - looks to be an exciting one [09/04/2026 - Phoronix] NVIDIA 595 Linux Driver Running Well In Early Benchmarks (benchmarks are on pages 2 onwards) -
For the most part, I am the same, I will use the mouse wheel to switch between selected items. However, like all FPS games I play, I have a particular order things should go in, and that's down to my "oh shit" keys. Those are the numbers 1-4, as they are (on a UK keyboard) directly above the WASD (which as a typical right handed player, I use for movement). It's much quicker for me to go direct to the item (ie: press the key, rather than scroll the mouse), hence why it's called the "oh shit" keys, as in those are the keys I press when I go "oh, shit!" For VS, my hotbar lay out is.. Falx [#1] / Bow [#2] / Shield [#3] / Lantern [#4]. These are all the keys I need in an emergency. I also have heals and ladders to the far right, again this is more how I roughly lay out every game not just VS. As for crafting and swapping between items in the grid, yeah... definitely more a niche case basis, but like you it's cool to know this is part of the game.
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Ok, so I'll probably explain this badly but it's not difficult to do. If you open your crafting grid, and use your mouse to highlight one of the grid spaces, you can press 0-9 and it'll swap that item from your hotbar into that crafting grid space. Pressing the number again will return it to that hotbar slot. Pressing a different number, while still highlighting the same crafting grid space, and it'll swap it for that toolbar slot item allowing you to effectively sort your hotbar from the crafting grid. As the title says, maybe the OG players probably know this already, but it was a nice find. To be fair, not sure how much I will use it as my muscle memory is now set, but I might see if it helps when mass crafting.