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Everything posted by Broccoli Clock
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As the title suggests. The argument is weakest from the stone throw, as it is just that - pretty weak, although if it didn't break the glass it would be nice for it to make a solid "stone against glass" sound. The bowtorn arrows though, they can hit hard, and have a very solid "thunk" when they land against your base. It totally makes sense that if they hit glass, it'd break. In fact it's almost comical that you can stand behind glass and get peppered by high speed javelins and still be safe! Edit: Sorry I should have made this clear, I was originally intending for the glass to fall out of it's location, rather than be destroyed and you have to craft a new one to replace it. How do you stop them from breaking your windows? Why... make proper windows, with lead. There is now a reason to upgrade the window other than cosmetics, or you could create shutters using gates on the outside. I do think shutters are very conspicuous by their absence, this is a deeply cottage core game after all, where are my couthie wooden shutters? Anyway, the question is probably.. "Why?" I feel there should be more of a threat from mobs around your base, and that includes during storms. If I had my way enough stones or bowtorn arrows against things like doors would be enough to break them, but I doubt many others would vibe with that idea, but broken windows seems a nice trade off. I retains a level of fear without directly affecting the access of the mobs although will open up windows for bowtorns to target you, and you'd also likely loose the room bonus too (depending on your base layout). Most players, not all, but certainly from my experience of watching streamers probably the majority of players end up with a base that looks a little "castle like" and we've all seen the mega builds where the castle intent was far more explicit, and trust me I don't want to turn the game into a tower defence game (although, an interesting mod/overhaul suggestion considering the game's framework) but equally it would be nice for there to be an undercurrent of fear/worry/concern even if it's not present. Think of the jump scare nature of you just happily making some food, the evening has drawn in, the pot is bubbling away, perhaps the rain is gently pitter-patting outside, then *crash* a bowtorn arrow gets launched into your kitchen.
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Game Settings: Separate setting for Armor durability
Broccoli Clock replied to coolAlias's topic in Suggestions
I don't want to be mean, but you are castigating the cost of linen armour yet you managed to use one crop for sails, then failed to manage the second crop. That's a bit of a "you problem" in terms of efficiency rather than a reflection of the cost.. However, for me linen is definitely the go-to for every day armour that allows you to take multiple hits from bowtorns without losing 1/3rd health each time. Linen is also good enough for cave diving, depending on your confidence/ability. It provides the buffs/nerf trade offs, imo, with simple (albeit not unsubstantial) ingredients. Growing is one option with linen, but there is a ton of flax fibre and twine are to be found around the world. Drifters and their ilk will drop fibre regularly, it's small but a fairly consistent supply, where twine is a regular find in the foraging breakable pots found in ruins. I have iron armour but only use it if I expect large long term fights (like the Archives or spelunking for underground ruins). In terms of having more granularity with the armour, the devs have expanded it a little with the introduction of bear armour, and it does have granularity as it depends on the type of bear you kill. For example, a polar bear pelt turned into armour provides greater warmth buff (as you'd expect) and also durability but it comes at the higher cost of movement and hunger, compared to other pelts, with things like panda or sun bear being worse. Random trivia .. I've never actually seen a sun bear in the game. With the bear armour, 2 types of wood, 2 types of linen, two type of basic leather, and 5 differing tiers of metal, where the metal itself can be any one of 5 (6?) metal types you can use, I think it's fair to say there is already a lot of armour variants. From the cheapest wooden being overall poor but will stop you from getting 3 shotted by a random bowtorn. Although this isn't directly related to the low end of the armours but the new quenching/smelting update it may be possible to tweak the metal armours even more (not sure, I've been waiting for 1.22 to hit stable before I dip into it). -
Latest Sky Astronomy Update Observations/Suggestions
Broccoli Clock replied to IronOre's topic in Suggestions
Longitude.. ..but yeah, you are right, it's a really nice touch. Considering the other block game has been around for 15 years or so, yet its day night/cycle is so basic it's almost embarrassing. As for the eclipses, and I suppose the auroras, I am torn. Convert them to real world analogues and technically the player could never experience them even if they played for (in game) decades. I also accept that planets are a bit of a stretch for the sky box. As a dev, in my mind, the solution to that is to have separate planet layer, or layers, placed over the skybox, which in turn would track the individual orbits, allowing those objects to move independently which in itself allows for retrograde orbits. I think we both probably agree that is putting way too much effort into something only a select few people will geek out about. (admittedly I am one of those select few people!) -
It's purely decorative, and I know that there is a chance to get unruined items (pre 1.22, famously the torch holder) and if I can pick up some aged tables* or if I'm really lucky a big bed, then that's a win, but otherwise I'm happy picking 'as is' I was just a bit miserly when it comes to creating glue to pick it up 'as is'. So I've got a couple of metal barrels, some filled with rot (as part of the texture, not actually in its inventory), sitting next to my compost stuff. I picked up the washboards, coat racks and cloth piles for where I treat my leather and create dyes, while my smithy has chains/hooks from the roof and crates of broken stuff (again the texture). With the inclusion of cupboards and sideboards, I feel they will fill up my niche decorative/storage stuff so renovating the items is less of a concern. I do welcome more world building and cottage core, and the renovation or just the expansion of the decorative items in the game. You wander around The Library, for example, and wish for the ability to create similar. (* slightly annoyingly you can't place dough on an aged table, but can place everything else, this means I have one brand new table in my kitchen, while everything else has been looted or crafted)
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Latest Sky Astronomy Update Observations/Suggestions
Broccoli Clock replied to IronOre's topic in Suggestions
I would love a totally accurate sky box, although "totally accurate" is a tough one as we're not working with a 1:1 scale ratio of the Earth and it's satellite. I've used stars to navigate IRL and would like that to be possible in game (and I think it just about is but not quite). I do like the fact there are eclipses, although I'm unsure if the frequency of those has been upped as IRL you could spend decades without a solar eclipse casting a shadow near you. It's interesting that the phases have been included even to the point of a super moon. https://wiki.vintagestory.at/Ambience_Features#Sky I also like the fact the day length differs based on longitude. All in all, if you were looking at areas of the game to improve I'm not sure the skybox (and things related to it) is in need of attention, but as I said at the start I would absolutely love a realistic sky box. -
This is sort of adjacent to modpacks, and I am of the opinion we don't "need" modpacks just now, but equally can see how they would be nice to have as the game gets more and more complex. My problem is less about the modpacks themselves, but the way they would be accessed, and that in turn brings up the Mod DB. When I put up my first mod, I found the Mod DB to work but be finicky. When I posted a comment about how things could be better I was contacted by someone (honestly can't remember who) saying the Mod DB was to be updated and improved, and I have to say it's desperately needed. Since then, noting has changed, and I do wonder if it ever will. I hope so. Listen, it's not a bad setup, it does what it needs to and the "1 click install" does a lot of the lifting, but the layout, the search/filter options, and just the overall feel doesn't make me want to spend time on there. It feels even more awkward uploading your own mods, and then in turn updating them. I'm not throwing shade here, the mods are locally hosted (which is important to stop exploits and malware), and as I say the "1 click install" is a really good idea, but I spent decades writing extremely complex web apps for multinational companies, so I've got a pretty good idea of the levels of UI/UX required. If VS/Anego/Devs want mods to be a serious part of the game, and I believe that is the case, then they need to desperately look at the mod section. It's fine, let me be clear, it is entirely functional, but you want it to be more than functional, you want to be "fun". Currently it feels like a setup for a tight nit community of relatively informed users, this is always the core audience for indie games that gain traction, but if VS "fully hits the mainstream" then I hate to say it, it's not really fit for that purpose. I don't want to sound miserable, I am sure there are people dedicated to keeping the Mod DB working correctly, and I don't want to diminish their input.
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The glue is probably the biggest let down this game has given me.. ..which to be fair, is only one of the few negatives I've had. My first few playthroughs I didn't have enough resin, wasn't exactly sure how to get more (sure, trees, but new player and all that) so glue seems a bit of a stretch. Then I found my first underground ruin area, and saw that all the furniture with the tooltip about using glue or it'll break when removed. I spent time, and several failed attempts to get the glue, but finally I did and found out one glue portion is effectively worthless, so back to the grind, got more glue, applied to this lovely looking but dusty and cobweb covered bookshelf. It was then that I realised glue only allows you to pick things up, not actually fixes them. I spent ages trying to achieve something that literally I could have done just by rolling the dice and seeing if the object will break or survive my pickaxe, sans glue. I now play with glue effectively disabled, there is an option in the world gen at the start, under the "Clutter obtainable" drop down, which is located at the very bottom of the [Survival Challenges] section, and it allows you to set all clutter to either "always destroy", "always need glue" or "always gives object". I choose the latter. Now, if glue restored the item, or there was a secondary process that restored the items (looking through the handbook, I don't think there are many items that don't have both broken and restored versions) then I would invest in glue. I just don't see the benefit at the moment, so I just 'disable' it altogether.
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A General Discussion on the State of the Forums
Broccoli Clock replied to Teh Pizza Lady's topic in Discussion
I mean... if it helps, I'm probably what you'd call a "new guard" and I hate the bowtorns too! -
A General Discussion on the State of the Forums
Broccoli Clock replied to Teh Pizza Lady's topic in Discussion
You can, at least on desktop, if you hover your mouse over a user's avatar, after a couple of seconds it'll show a dialog that displays more information about that user, as well as the options to [message], [find content] and [ignore]. -
A General Discussion on the State of the Forums
Broccoli Clock replied to Teh Pizza Lady's topic in Discussion
There's not enough traffic here for it to become a problem. I've been a moderator for a forum that had 1000s of users hourly with 100s of posts, this is (and I mean this in no way negatively) a relatively sleepy backwater of the Internet. That's always been the problem with Discord, and Reddit too for that matter. You are beholden to an unenlightened middle management type that cares more about whether "their partners" are scrapping data well enough, as to whether some random is annoyed. Take the wiki for example, it's curated and hosted locally. Anego has full control over it. You don't have that level of control if, for example, you shift the content onto fandom or some other 3rd party. -
A General Discussion on the State of the Forums
Broccoli Clock replied to Teh Pizza Lady's topic in Discussion
For the most part I think the forum is fairly welcoming, but I answered "other" for two remaining categories and that is down to context. Not all suggestions, complaints, criticisms are equal. Some are from people who think they are entitled to have the devs design the game specifically for their tastes, some are from those that are quite clearly trolling, and some are suggestions that are simply unworkable even if the devs liked the idea. There is a huge difference between someone dismissing an idea based on vibes, and dismissing it because they've spent 3 years playing the game and know it inside and out. Just saying "that's daft" is not explicitly a negative, however it's incumbent on that poster to provide an explanation as to the push back rather just "because I say so". I am a bit old school, I've used forums for decades (written them, written mods for them, moderated them, hosted them, etc) so feel comfortable in this environment. I don't use Discord, originally because it just seemed like a mash up of teamspeak and IRC with added surveillance tagged on top. Now that is even more apparent. In terms of support though, I do find that Discord is a good location to ask questions. I think the worst place to post is on Reddit, and that's just down to the whole meta of Reddit. Good if you want to show off some artwork or screenshot, not great for discussing the minutia of a subject. If I am being honest, I know I can be a little bit spiky in general, and I am aware of that, and some of that is down to my autistic brain either over thinking or reading too much into something, but I don't think I cross any metaphorical lines (or even get close to crossing lines). I am more than open for people to say, "hey, bc, you're being a dick here..", and despite my posting style coming across as if I am right all the time (..am I not right all the time?) I am well aware that many times I'm just guessing and happy to be corrected. If someone does bug me though, I'll just sit them on ignore and carry on, no need for a bunfight in the forum, and I pretty much expect that from people who may dislike my posts. There doesn't seem to be active moderation on this forum, for example not allowing a multitude of threads about the same topic (how many times do we need to see a new thread discussing the merits, or otherwise, of temporal storms), but then perhaps that is intended and it's just "light touch moderation". I don't have any complaints although my OCD brain is always thinking that certain threads could be merged, or moved to a more representative forum section. -
I've seen the recipe in the handbook and tried a few times to get it to work. When I've watched other people's streams I don't notice them using this technique so didn't have any insight into how it works. Crate : https://wiki.vintagestory.at/Crate Parchment : https://wiki.vintagestory.at/Parchment The problem is that in the handbook it doesn't mention you need to hold an item that can be used for writing (coal, chalk, etc). It makes sense now, and the wiki does provide a bit of a footnote about it, but I'd tried it and it hadn't worked so I just left it. However, just tied it there, with coal in my hand, used the same keyboard controls as writing on a sign... and boy I didn't expect it to literally draw the item on the parchment. I expected to write on it, like a sign.. You do need to redraw the contents if they change, but I'm still sort of blown away that it creates an image rather than your text. There are several ways to get parchment, but the easiest I've found is using tongs on scrapped small hides. I had quite a few of these, I don't hunt rabbits, foxes or racoons because they provide little meat, some are bushmeat, and finally they drop small hides that I had nothing I could do with. Well that last bit has changed!
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I would love to be that organised.. ..sadly my brain runs on ADHD and vibes. Seems to work out ok, though.
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** veuillez excuser la traduction automatique ** Bonjour, le problème pourrait-il être lié à la disposition du clavier ? Sur les claviers britanniques et américains, la touche [M] est à côté de la touche [N], tandis que sur le clavier français (AZERTY), la touche à côté du [N] est un point d’interrogation [?]. Vous avez raison, il est impossible d’assigner cette touche à la configuration, ce qui est étrange. Je suggère de l’ajouter au forum des suggestions.
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I love the idea that over time your structure decays, if it could be put into place while still working at the granular level (ie: it degrades your chisel work, not just replacing whole blocks) and that it happened organically then that would be amazing, add in foliage taking it over for the last steps would be.. * chef's kiss * ..but as a dev that sort of idea fills me with dread. There's just too much work (and testing) to get it to be "perfect". The idea of wandering through a wood, say an ingame year into your playthrough, and you come across your initial spawn shack and it's all dilapidated? ..
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What do you do with all your excess leather?
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Of all the things, I feel this is one that could go two ways... 1) A child of the 70s where interior decoration was still on a "come down" from the acid trip of the 60s. ..or.. 2) A child of a serial killer. -
I notice you didn't show the front of the shield, if you really want to boast about the "cool gear" then I'm expecting some sort of embossed and coloured leather number.
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Literally just smelted my first meteoric iron the other day, one of things that I had in my "I've been playing this for ages, but I've not done this..." list. I like it, although I cannot stop thinking the colour of the white with yellow specks reminds me of a cake you get here in the UK called French Fancies. They are small cube shapes of sponge with icing on top with buttercream/jam in the middle. Here, let me show you an image, you'll know what I mean immediately..
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I really, really.. ..really, hope not. I would file such things under "extreme cringe", but others may differ. We have very strong lore, why spoil it with cringe?
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Leaf blocks in the sky? That's a fire, trust me I like playing with lightning strikes spreading fire. The hot springs will have no effect on the foliage nearby, in fact moving near a hot spring would be an interesting test case if you're in a biome that has a harsh winter. I do wish the logic would realise the leaf blocks are left. I don't mind the destruction, to me it's natural, but having to come along and clean up the left over blocks, or that the grass surface doesn't end up scorched in some way, does ruin the immersion a little. If you are looking for a simple solution to this, aside from turning off the lightning (and someone has provided the command line above), is to use the.. /wgen regen <number> where <number> is the number of blocks surrounding the player at the time, try 1 and you'll see the size of a chunk. Make sure you do not do this next to your base, the regen is literally that, it'll regenerate the area back to it's initial seed value. You do this next to the base and it'll be replaced. There are many more formats the wgen command can take, it's pretty powerful.. https://wiki.vintagestory.at/List_of_server_commands/wgen
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How would you revamp Vintage Story's classes system?
Broccoli Clock replied to Calmest_of_lakes's topic in Discussion
Not going to lie, I like the antici..pation (as Dr Franken Furter would say) in finding out where I am when I translocate. I understand the frustration if you have had to grind in order to get the gears and it shoots you off in the least favourable direction and possibly only a short journey. Removing that gamble would make translocators, imo, pretty dull - albeit useful - as there would be no surprise. I don't know the lore behind translocators, maybe if there is some it can shed a light on how they are meant to act. -
How would you revamp Vintage Story's classes system?
Broccoli Clock replied to Calmest_of_lakes's topic in Discussion
As I mentioned before, I like the classes, they can be turned off in singleplayer although the vast amount of stuff you can't craft due to a class restriction can be bought from the trader, the recursive bow for example, you don't need to be a hunter to buy/use one. They are pretty cheap too. It's in the multiplayer environment that it really shines though, allowing a much better level of streamlining skills. What I would not like to see is a contextual class, which is quite common in other games. I've played a lot of 7 Days to Die, it has clothing items that affect the character, one of them is a hat that provides better barter prices. You can rock up to a trader, sans hat, ask for prices, then right in front of that person you can place the hat on your head and suddenly the prices of things are lower? That's beyond stupid. You: "I want to buy that, but I don't have enough money" Trader: "Oh, well, nothing I can do" * you put on hat * You: "How about now?" Trader: "My what a fine hat, of course you can get a discount" The 'choose a class and stick with it' (and if it all goes all Pete Tong then you at least can force the issue with a command line) I think works very well for this sort of game. A fluid one, I believe, would ruin the whole class structure (..the only class structure I don't want destroyed!) -
The things OP is complaining about, I totally support. Torch holders, just like all the furniture and accoutrements within a ruin, they should also have the chance of being ruined. The fact that torch holders are such a benefit early game just shows they should be nerfed a little. Berry bushes shouldn't be so easy to pick up and place down, this brings them much more into line with farming in general (and much like the trees). Once again, it seems just too easy to spam berry bushes everywhere (with effectively no requirements) and get a permanent source of food (barring bad weather). Yeah, not going to lie, I not only agree with the changes wholeheartedly, I look forward to their addition.