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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. If it's wood, then sure.. why not? It should be pretty easy to mod this in, if the devs are not interested in adding it, as it is probably nothing more than a simple .json file content mod. Bad Russian (google translate).. Если это дерево, то конечно... почему бы и нет? Добавит это довольно легко, если разработчики не захотят, ведь это должен быть всего лишь простой мод для содержимого .json-файла.
  2. If rivers are introduced, and I think they should be (for a game that leans into realistic world gen rivers are distinctly conspicuous by their absence), I really hope they integrate it into the climate/biome/geography. The rivers mod, which I've used and in many ways replicates rivers pretty well, is a bit of a blunt instrument. No shade, it's trying to do something the game doesn't do just now. How lovely would it be to see genuine marshes generated because of a river hitting low lying soil, or a canyon like structure with a river in its valley that has eaten away the sandstone but left the granite? Rivers starting at believable locations (such as high level run off, melt water and or lake drainage) or rising up in sedimentary basins flowing from natural aquifers under the ground. Jinkies if you could tie it up to the weather cycle we could have seasonal flooding. It's all a lot of work, of course, a ton of work, and with things that involve random gen, the testing to make sure it worked both correctly and added to the gameplay would be a nightmare. That said, what a lovely experience it would be. As for the rest of the possible additions, I have no issue with tweaking around the metal work. I've always felt that if you smith a (for example) iron pickaxe, that head of that axe isn't going to break. The handle might, it's a stick, but the head won't. It will, in real life, become dulled and a way to sharpen them would resolve that and stop the need for repeatedly smithing tools. It's a game balance, of course, if you provide a way for players to constantly sharpen blunted tools, then you reduce the requirement on smithing in the first place. I think there is wiggle room to expand the gameplay in a way that doesn't lean too heavily one way or the other. Bit disappointed not to see all that much focus on future fauna, adding more (and varied wildlife) adds so much to the game, but we'll see how that progresses.
  3. Underground farming is one of those things I feel extremely strongly about, but I have no right too. To me, it's just a lazy exploit, despite it being possible in the game. I know, I know, people who use it will complain at my characterisation. I'm not throwing shade at people, I just really dislike the mechanism. There is a slight exception to this though, and that would be mushrooms. If we could farm them, then placing them in hot locations with no light (or underground) is completely fine. As for farming in hot climates, it's not all that much different to temperate farming, you just choose different crops. For turnips, replace it with rice, instead of cabbage, replace it with peanuts, etc. Sure, there may be a few months, due to the ambient temperature, where you can't farm anything (depending on where in the world you are) but that's the same for cold climates too. In terms of preserving in hotter climates you can be clever by pickling, salting, sealing and fermenting to extend that shelf lifespan. Ultimately the reason you choose to live in a hot climate is for the challenge, it's different and provides a different challenge. Turning on underground farming, imo, negates that struggle. There is also the debate that as we have both a greenhouse mechanic but also copper pipes (of varying types) they could be combined to alter the greenhouse blanket +5.c; for example heat could be provided by a fire pit, with cold being provided by ice blocks, the distribution is governed by the pipe layout. Both methods needing their "fuel source" replenished over time. That's a different discussion though. Obviously this is all subjective, if you want the ability to grow crops not suitable in your biome and to possibly do so at a location that is not feasible, then you should absolutely be able to without hearing my scorn.
  4. I'm confused, but my confusion arose from OP's spelling error/correction of the word quern into Quran!
  5. I spent about 800 hours in game before I realised there was salt water (and thus an ocean). It seems crazy that all this time I'd spent in game I wasn't aware of it. Every single water source I found, and I found some huge lakes, were fresh water. It just never occurred to me that all water wasn't fresh. Roll around the update to 1.21, and my new world for that was a water world (created using world gen + some mods) as I wanted to try out the big sailboat. I spawn in, set up a basic base on an island, go to plant my crops next to the water only to be told they would be damaged by sea water. I was a little taken back, when did this game have sea water? I dropped onto here asking, "I guess the update added seawater, are there sea water resistant plants to go along with this addition?". You can imagine my embarrassment when someone replied (and thanks to them, although I forget the username) saying, "there's always been seawater in the game, it's been in for ages". How can I spent so loooong in a game, like literally hundreds of hours, and not know that oceans existed?
  6. I'd say after your first year (assuming you've survived the winter), the game becomes far more cottage core. You do things because you enjoy them or they look nice, whether that is falling down the rabbit hole of chiselling or going ruin hunting (with or without mods), not because you need to to survive. For me at least, I find it opens out to being more a creative experience you've settled, got some basic farming, and have resources near you, as opposed to the immediate survival needs you have at the beginning. There is also the lore to chase down, with the Resonance Archives and other quests, I suppose you could look at those like the Ender Dragon in "the other block game", a task that is doable so long as you have some decent armour/weapons, but not essential for you to progress your character development. Multiplayer too, although not really my thing (I generally dislike people! ) it would add a lot to the dynamic if you are used to playing solo.
  7. "Finicky" would be my description of beams, if they weren't so damned nice to use as detailing I don't think I'd use them as they are a pain to place. It gets better over time, and believe it or not 1.21 is better than 1.20 in handling them. Still you'll always find some daft situation where you can knock out every block you think it's attached to only to have the bugger hang in open space, taunting both you and gravity. I do not envy your job there. As I'm sure you know, the beginning of the beam should have a nub that you can target to remove all the beam's length, but that's not the case when dealing with chiselled blocks, they seem to attach differently. I wonder if this is the same for roof tiles, which could be causing the issue? If I had to give advice it would be to remove everything around it, like everything within a block then try to see if the "nub can be targeted". It's not the advice you want to hear, though..
  8. ..that would require the anchors to be properly implemented first, they are in the game but do not function, but as a way to avoid the game needing to track the sailboat as you sleep I think it's a good solution. Sorry for just summarising your comments as "stuff" but I want to first apologise as I think I was a little rude when pushing back against your comment. From the outside it just seems like you don't like the idea, which is totally cool, but the reasons you gave seemed almost contrived. It's a bit of the same with your further reply. Listen, if you think that having hammocks goes against whatever you assume is the lore or the gameplay that's fine, if you just don't like the idea, cool, but I am sorry I don't agree with your countering points, as again I feel they are contrived to reach a conclusion. As it is, it just might be not technically possible for people to sleep on boats, maybe that is why it hasn't been implemented already, after all if you are going down a tick list then hammocks are likely to appear, but the devs have chosen to implement the ability to bring your elk along (something far more niche, I would wager) so perhaps we are discussing something that is just not on the roadmap. We could all be "arguing" over nothing. I will admit I have a certain bias here, I am currently playing a water world where I can be a day at sea without seeing any coast, doing that in the daylight benefits me, and with it being in the middle of the sea then I can't stop to sleep in order to progress through the night quickly. Do I think it's a good idea? Sure, of course, otherwise I wouldn't have created a thread about it, but is it going to be extra useful in my current playthrough, yes it would.
  9. For those searching for bees, there is a mod that does a sound proximity thing, it'll say "Bzzz" at the bottom of the screen when you pass a hive. I'm guessing that the vanilla accessibility settings could do the same. https://mods.vintagestory.at/buzzwords
  10. It absolutely is well hidden! I am not mad I mislaid it, more proud I'd managed to do it with such aplomb! As for the windows, I'm running Better Ruins, and the windows came from one of the churches.
  11. Oh, look at that Pandora's Box has just been opened... what you've just described as an acronym is actually an initialism due to the way it is pronounced.
  12. Not sure if people are like me, I kind of hope not as it's a nightmare at times, I have the attention span of a fly. Anything shiny will distract me, and I have a habit of putting down tools and items at random then immediately forgetting where they are. Tool racks? Sure, but I'll instead lean that tool against a random wall. 3 weeks (in game), I refused to remake a windmill rotor because I was positive I had made one before. Determined, utterly sure that I had, it has to be somewhere right? Somewhere... It was only seconds after I made a new one (it wasn't the cost it was the determination that I had already made one!) that I climbed down the ladder to the windmill, and looked at my helve hammer setup..
  13. I started this thread when I had just started playing, and I was hung up on the rooms mechanic. Now I am well aware that for a smeltery, you don't need the room sealed. Do I still think it should be possible? Yes, it would be nice, but it's far from essential in any way. I think most (although maybe that's just me making up figures) would end up having a separate building/room for things that require power, and don't really need them to be sealed. Obviously a lot of that will depend on how cold the weather is at your location. I'm guessing forges give off heat, after all camp fires do.
  14. I have only 3 words to add.. "ALL" ... "HAIL" ... "RNG" (and yes, technically that's 5 words)
  15. Not going to lie, I'm with @LadyWYT on this one. It rarely happens, I'd prefer if it didn't, I know I can fix it with a helve hammer, but equally I find myself discarding the rogue bloom and setting it down for "later on" (*). (* "later on", of course, never happens and I spend a playthrough looking at a cooled lump of incomplete iron as I work through the rest of my smithing.)
  16. I'm having "other block game" flashbacks of 4 frames per second as the world is (very slowly) revealed in realistic graphical fidelity. I'd love VS to look better, but I'll be honest, as of now it looks lovely already. I own an RTX card and I have to say it's hardly been used for that purpose. I think a combination of tasteful graphics and the current shaders is enough to provide a beautiful sky or sunset. You have to factor in that the game is voxel based with a pixelised graphical style. It's just me, but I feel a photo-realistic world would juxtapose that considerably. There are other shaders (and texture packs) out there, https://mods.vintagestory.at/list/mod?sortby=lastReleased&sortdir=d&text=shader, which may bring you closer to what you desire.
  17. This will be a design decision, and on the whole I like that VS has classes. I play solo/offline though, so class locking simply means certain elements of the game are not available to me. If it was multiplayer then cool, that's part of the dynamic, but as a solo.. do I really need a "hunter trait" in order to make a sling? A sling which is linen and twine. It's not a technically advanced weapon, I think everyone reading this would say "yeah, I could make a sling, I could make a sling right now... *picks up 2 socks* look, a sling!" This is just me throwing this out, and I am sure that this has been discussed before, but would it make sense for the commoner class to be able to make things like slings or clothing with the trade off that only those with the correct class would get the full benefit. A clothing item that provides a certain warmth (say +2'c) when created by a tailor, but this item provides maybe half that amount when created by a non-tailor. I appreciate this isn't as easy as it seems on the surface. For that example, do you create two identical clothing items in game (one with +1'c, one with +2'c) or do you have the same item and then apply half the buff when worn. Would you allow this to take place in a MP world or only a SP one, and if it's the latter what happens if people then join that server, does the clothing buffs get amended? I don't want to unbalance the game, I'm making no demands, just throwing this out to see what others think. If it's a resounding no, then it's very simple to use a single command line (in spoiler below).. As I said at the beginning this is a design decision, one that will definitely affect the way the game plays. If the devs want to enforce a rigid class system (either for a technical or just design reasons) then that's good enough for me.
  18. I think you both rightly bring up the idea that it isn't a solid item because it can't be due to the way it's implemented (or that implementation is awkward and not overly easy) you can't stand on rafts either. As for the type of bed, just a straw equiv, as mentioned above, the alternative is to find a bit of land, place down a bed, sleep, then return to your journey. That's if you want to sleep, and there are reasons to do so even though there is no requirement too. I wouldn't imagine there would need to be any extra threat to you sleeping on the water. At present the only risk you have is if you are in a temporal storm and you stop moving. Although that does open up an interesting question of whether you should be allowed to sleep while the boat is moving. IRL you would, of course, but in game there might be a need to have the boat stationary to allow sleeping (just because of the way a "sleep" cycle is calculated).
  19. Where and how? Easy. The same position a seat take up. They lie horizontally across the boat, and each end of the boat seat is a vertical slab. Care to point to the lore where the sailboats are exclusively "travel vessels"? That take is just your opinion nothing more. Also are you somehow claiming that Vikings never slept on the boat? They had routes that stretched 100s and even 1000s of miles, what did they do, drink a lot of coffee to stay awake. You have just created an entire scenario in your head, attributed it to me, then used BLOCK CAPITALS to complain about your scenario that you had invented. It's almost like you didn't read my initial post. The point was we *can* climb the rigging, but for what purpose? The movement is limited when up there (unless you go 3rd person camera) and all you can do is "hang on". It makes sense there is "something there" for you to climb to, that's all.
  20. my 2 cents.. If I was designing the game for immersion then all tools should have the option of the handle breaking. Almost every tool (except the chisel) uses sticks, and that seems like an obvious failure point. Some tools should become blunt. Axes, knives, pickaxes, saws, etc.. all rely on a cutting edge, that edge should dull an in turn reduce efficiency. Perhaps to a point it "drops down a tier" (ie: quartz needs level 3 pick, if a level 3 pick is badly worn it should stop being able to mine quartz). This would facilitate the introduction of a grind stone (or similar) to sharpen things, and that grind stone could provide other functionality. However, if I was designing the game so that there are artificial limitations that alter the progression and length of the game (for the better) then I'd design it like it is now. It could do with a tweak here and there, but if there was no durability it would lead to people mining iron once in their playthrough and never again. After all, why would you need more iron/steel if the iron/steel you have never breaks.
  21. I've checked the mod db and found nothing, and perhaps there is something technical about the boat that means it can't be used as a "location" to sleep, but it does seem like an omission. When you think of boats, hammocks are probably in the top 5 of things associated with sea travel. As I am on the subject of boats, it'd be nice to be able to stand on the deck. I get that you can climb up the rigging, which seems an odd thing as there is no crows nest, but I suppose it's nice it is there, but falling through an object that is solid enough to hold chests stacked with rocks seems out of place. Again there might be a technical reason as to why the hull of the boat is not solid.
  22. I would like to see the player make thermostats, although not sure of what the exact recipe should be. It needs to be suitably difficult as to not be early game, but alcohol based (which seems the logical option considering what is available to the player) requires a lot of infrastructure. I lean towards the realism and immersion of the game, the idea that with one button you can tell the exact temperature seems a bit off. Same goes for the time, actually. I don't think either time or temperature should be shown on the UI. Time can be worked out either by building your own sundial, or perhaps a "watch item" that is worn similar to the bracelets you find in ruins. Time is a bit nebulous in VS, it's either dark or light, you never need to sleep. Temperature though is key for crops. The experienced player may be able to tell at a glance, based on the colour of the leaves/soil, what the rough temperature is but a novice certainly won't be able to and because of that, I think removing the temperature, but replacing it with rough approximations; cold, cool, pleasant, warm, hot, etc.. being shown in the UI makes senses. Your character can detect whether it's warm and/or cold, but not that it's exactly 12'c.
  23. In short I am trying to create High Fertility Soil (HFS) from mixing Medium Fertility Soil (MFS) with Potash (PA) in the crafting grid. In game you can create it by applying PA to already tilled MSF, but you cannot dig up tilled ground. To solve this it seems fair that you can mix in your grid, after all it's the same process with the same ingredients. If it becomes OP I can amend it to require more resources, but for now I just want to get it working. However, the game will not resolve the soil block, despite me using the correct game code reference. I have tried playing around with the "game:" id's to see if it's something I was doing wrong, and doing so created an error in the server log. So I believe I am using the correct "game:" id's, otherwise it would error. There is a code block in the spoiler if you wish to fix an error in the JSON.. Just for reference, I have a very (very) similar mod that uses an axe on boards to create sticks. That works perfectly, so I'm at a bit of a loss as to why this isn't working. It could be something mind numbingly obvious I've missed, so any hints would be welcome. Thanks in advance.
  24. I didn't expect my preference to be the most popular, but equally I didn't expect almost all options to have similar support. Going by the votes, it seems the only thing I can say is that the Trumpet is the least popular type of voice, with the least popular pitch being Very Low. What to make of this? Not sure, without an out and out clear winner, I suppose it validates the dev's choice of having a non-human like sounding voice, and in turn providing differing pitches. If it was disliked by most then you'd probably find people gravitating towards the "least worst" voice, but as it is, it's a pretty even spread.
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