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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. My dream build is a world away from a mega build. Quite the opposite, in fact, as I yearn for very compact but well decorated small footprint homes. While some people are out there with 256x stack sizes, building massive defensive walls and impressive roadways and networks to support them. Don't get me wrong, I totally appreciate the time/effort put in, but in my mind there is no need for them in a world where mobs don't need to be defended against. Hidden, sure, but not defended against, which makes those sorts of mega builds feel a bit hollow. If someone was to ask me what I'd like to build given no time/resource issues, then it'd be a very tight area, heavily decorated with lore content like pictures, rugs and accoutrements, with complex chiselling. I'd say that my builds tend to not increase in footprint over time, if anything reducing. Give me a couthie garden over a massive structure any day...
  2. Rusty gears stack in an inventory but temporal gears do not. You can stack rusty gears on the ground, but only to a limit of 5, while there is no ground storage option for temporal gears. At this moment I just put them all into a chest. However, what I would like is some sort of object that will display multiple of these items in an 'attractive manner'. Yes, I could litter the ground with rusty gears, but that 5 limit is a real kicker. You can put rusty gears in display cases, but only 4 (one for each section) which makes them even less efficient than stacking them on the floor. Temporal gears cannot be placed in display cases. I've looked through the mods and can't see anything specific, but it may be part of a larger storage mod that I've overlooked. I appreciate that in 1.22 we will have cupboard and shelves (which look lovely!) but that still seems to be one space per item. It'll be an improvement on what we have but not the mass visual storage I'm looking for. Any ideas?
  3. This is purely anecdotal, and with the caveat that I've learnt more efficient ways of gathering sticks, but there definitely felt like a bump from 1.20 -> 1.21, whether on the ground or from trees. At the time I was far more sceptical about the shears, which didn't help with collection. Just to confirm, I really dislike the way everyone min/max's the other block game. Automated farms for everything, despite almost everything already being easy to do in bulk, so I'm all in favour of gatekeeping (if that's the correct term) certain elements. It does seem an odd choice imo, but as it is in 1.21 it's not a soft lock in any way. However if, as you say, it's meant to lean the player into a beehive kiln rather than stick heavy pit kilns, then it's failed with me. 1000s of hours and I've never built one!
  4. I am going to be a contrarian here (me? No.. surely not!) and go against OP's wishes, sorry @Mongster, and post not my favourite VS streamer/vtubers.. instead I'm going to list smaller accounts (~30k subs or fewer, and some far far fewer with just a few hundred) who could benefit with the exposure. Ok, so what's the criteria other than low sub/viewer count? Well not much to be honest, I'm at the whim of the YT algorithm and that's how I encountered the cast majority of the videos listed below. All I have to have done is watched the video, enjoyed it enough to last to the end and well... that's it. I'm going to list the creator on the left and an example video to the right, the vast majority of these are no-modded vanilla first impressions (I feel that's a good way to judge how a person is going to approach the game and gives me a better idea of what their chat is like before they get "settled" into a routine). Many, if not all, have gone on to do multiple videos after that, with a good percentage having the majority of their playthrough live streamed - so make sure you check out that section of their profile. This is YT only, for several reasons, but I believe that many dual stream so you could find them on Twitch too. ** This is not in any way a complete list, I am almost chronically online and have watched what feels like 100s of different content creators take a shot at VS. All I've done is randomly chosen the links from my history, I may come back and update this with more. I've only scratched the surface of VS content I've watched over the last year or so. ** In absolutely no particular order: Bosmic : I Survived ONE YEAR in Vintage Story... Mr Egg Hat : 1 Year Adventure In Vintage Story DavaMouse : Surviving The First Day : Vintage Story 1.21 - Episode 1 Choko Getting Good : Lake Beginning VileShinobi : My First Year in a Hardcore Vintage Story! One Life and No Map! PotSheep : The Survival Game I've Been Looking For (Vintage Story) RiffyGames : (Not) Off to a Great Start! - Let's Play Vintage Story - Episode 1 CupcakeBro : minecraft guy plays Vintage Story like it's 2011 again Oscillascape : 100 Days in Vintage Story: The Island Challenge (Hardcore Edition) Azungu : I Survived 100 Days in Minecraft's HARDEST ALTERNATIVE Nemract : It's a HARD life in Vintage Story Dallasmed65 : The INSANE Journey to Build a Pickaxe! - Vintage Story Ep.1 TRC Cozy Corner : A New 'Vintage' Beginning NilHero : I Spent 100 DAYS In Vintage Story " Year 1 SUPERCUT" RubberTacoSurvives : Struggling To Blindly Survive My First Days On Vintage Story! Swootie : My first week in Vintage Story Kgeeplays : An incredible journey begins! - Vintage Story 1.20, Ep.1 WinkWinkCrew : To Run, First Crawl | VINTAGE STORY Janmaran : NEW MINECRAFT BUT BETTER? / Vintage Story Journey #1 Catastrophic Sandwich : What Is Vintage Story? -- We all say it would be nice for VS to get more exposure, it gets sidelined by its corporate cousin and doesn't carry the hype of hytale, and honestly this is how I do it. I find first time players, or those who have a small audience, and give them some love; whether that be likes, subs or comments. The larger content creators already have traction, retention and recognition, it's those out of the spotlight that need the extra eyes on them.
  5. Just for reference, I wrote my mod (posted above) when I was playing 1.20 which I found not to be overly generous with the sticks. However, in 1.21 (cannot comment on 1.22) there are lots more sticks on the ground in the forest, and it seems like there are more sticks produced by using shears. Despite it being part of my mod list, I don't think I use it all that often these days. I understand gatekeeping progression, we all accept there is a certain amount of grind, but sticks is a bit of an odd one. The vast majority of time you'll need them for pit kilns, or perhaps fences, and I really don't see a downside to allowing stick crafting.
  6. I get that. It's an all or nothing thing with me, either I don't touch it and get the surprise of the new content, or I go full on QA reporting every single little thing. I do not have a middle ground it seems! I suppose considering the joy/value I've gotten from VS and that my background is software development, I probably should lean my shoulder into the debugging process.
  7. The area I (intentionally) settled in was "pure desert". It wasn't huge by any means and had things like savanna within 400 odd blocks, but the heat was ruining everything and making crops 'impossible' to grow crops.
  8. I'll use ruins as staging spots on travels but don't tend to repair them more than making them habitable. The question is, do you use the Better Ruins mod? I'm going to guess no because you didn't mention it, but if you are wanting something far more complex (although not necessarily more complete) some of those ruins are absolutely lovely. I personally don't use BR purely because to me they seem out of place and OP in the vanilla world, although as I say some of the builds are just beautiful, but if you were looking to specifically take over one and live in it, it definitely offers many more options than vanilla does.
  9. Is this different to 1.21? As altitude is the answer currently. The higher you go, the colder it gets, even in the desert. Now while it'll only be a few degrees in places, that might be the cut off point for food spoilage and/or growing crops. When I played a desert playthrough, I found cellars only increased food spoilage, and in the end I used a 'subsistence farming' strategy rather than stockpiling.
  10. I avoid it completely. The main reason is I'd rather encounter new mechanics when they are fully fleshed out and not buggy. I am happy to play experimental branches of games, and done so on other titles, but for VS I'll stick to the stable. I have also avoided every single 1.22 video out there.
  11. On a side note, and apart from the above, I was playing Namalsk the other day, it's a modded map for DayZ which is loosely based on Stalker. As most will know Stalker has an "emission" threat, and this is mirrored in Namalsk. The emission event could be considered similar to the temporal storms of VS, albeit the storms last much longer. However the reason I mention it is the build up to that event. It starts off with really creepy "children sounds" with very deep bass and other environmental sounds like thunder and an increasing deep bass sound in the background, this builds up and becomes a storm, this all lasts about 2 minutes, finally you get hit by the emission (where you need to be in shelter or you'll get damaged). Here is a (very old, although it demonstrates it well enough) video of someone encountering a storm.. Nalmask/Stalker storm build up. Don't get me wrong here, I'm not asking for temporal storms to be like the stalker/namalsk emissions, but I do think the build up to those emissions is a format that VS could embrace, and for the better imo. However, I do think a console message to the user is like a "place holder". I am not against it being in the game as it allows accessibility but for the most part I'd like to see no textual warnings of the incoming storm, instead the user is informed of the incoming storm by environmental cues.
  12. Two things, 1) Could a mod merge all these "temporal storm discussion" threads? It seems like one is posted every week now. No shade at the OP, but it only benefits everyone if it's kept in the same place. Otherwise it's just a set of repeating posts. 2) For me, I don't want to be able to visit the Rust World, and for several reasons. One being the fact that you can't visit, and only get mere glimpses, is part of the "horror". It fits neatly into the Lovecraftian vibes; you do not visit them, they visit you - uninvited and unwelcome, into your world, and in doing so challenging what you consider to be normal. Visiting them would not only lessen that, it would effectively negate any "fear" or "power" the Rust World has. If you can easily move between the realms then YOU are now the monster. A fundamental, and complete shift, in terms of the current meta. One other reason, would be to avoid a direct analogue with Minecraft. If I'm being honest, it's just lazy meta. MC has an alternate biome, why can't VS have one. Aside from the reasons above, if you did allow people to travel there, all you are doing is massively lessening the impact of the Rust World for what? Nothing effectively, you've not moved on the lore, you've not gained any knowledge, unless you want the Rust World to have all it's own lore, loot, mobs, buildings/ruins, etc.. in which case you are asking the developers to double the workload - in a game that is technically 1/4 finished after 10 years (I base that on the storyline being 2/8ths complete). As for why the Rust World/Temporal Storm exists, I believe (and happy to be corrected on this) that this is the influence of Sarta, who is keen on the supernatural weirdness, whereas Tobias is more into realism. It's not as clear cut as that, obviously, but I believe this to be the gist. If that is the case, then anyone coming to the game and assuming the idea of temporal storms/horror elements are just tacked on in an ad-hoc basis is plain wrong. All this is personal opinion, of course. I have no special insight into the development process, or what sort of meta the dev team want to aim for.
  13. Sorry I really should have said, "when I play single player". I can imagine how expanding it onto a server would cause issues. In fact I'd be far more inclined to play a "non-realistic" multiplayer experience for all the reasons you mention. In terms of playing locally, I don't mind if the lightning strikes hit outside of my render distance. I've played with it on quite a lot, and while I do occasionally run into areas that look fire-ravaged, it's far less than I would have maybe expected considering I see quite a lot of lightning at times, yet most forests remain damp.
  14. I turn on landslides, cave-ins, and lightning starting fires. Sure, all these things could turn round and bite me, and to be honest they have - several times, but imo it all adds to the gameplay. Do I get annoyed trying to escape a steep sided valley as the dirt blocks pile down on me? Yup. Do I get annoyed when I am trapped after mining an unstable block? Yup. Do get annoyed when part of my wooden roof goes up in flame because I hadn't gotten round to placing copper lightening rods? Yup. For me, that annoyance is part of the game, if I wanted the easiest play through I can get then I'd just play creative.
  15. Say within the last decade, probably things like DayZ and 7 Days to Die which are both top of my current Steam profile, both easily 10K+ hours. That said, both have been out for over a decade.Off of steam, Rimworld is a particularly difficult game for me to stop playing, it's just so f*cking moreish. That and, perhaps in contrast to the other games I play, FIFA, but only the offline manager format (RtG). In fact, I find myself so drawn towards those last two that I have uninstalled both of them for fear I relapse! There are others, for example I recently got into SurrounDead, and sank 400 hours into it, and I'm waiting for it to update to 0.8 so I can probably drop another 100.
  16. Which is fine, until the game wants to roll that 5% repeatedly! Take this example, I was at a trader, it was night, I was freezing, it's cold and it's snowing. I am already frosted up and losing HP, the only option is a fire. The landscape around is one of swampish ground, not many trees and lots of uneven clumps of terrain. Shaking, cold, limited visibility due to frost, it's the middle of the night so no light, and it's snowing not only reducing the visibility more (not just the environment but me raising my hand to my face all the time due to the wind). The only place open to me to build a fire is next to a 2 block high tree, the leaves above it gave enough cover for it to light. Literally seconds after I get it going, a bear appears out of nowhere. No grunts, no sounds, it's literally on top of me, literally. In a scenario like that I challenge anyone to avoid getting merc'ed. I had linen armour on but 3 swipes was enough to shuffle off this mortal coil, the first 1 happened as it landed on me, the second as I reacted and the third was as I tried to get to the safety of the near(ish) trader caravan. You might say, "hey, bc, that's a pretty contrived situation, not all bear attacks are like that", and to that I'd argue that if you are in the middle of open plains, lots of visibility and not fighting the elements, then it's unlikely you will be bear buffet, yet each time on this cursed journey I kept rolling 1 for luck. I've tried my best to not follow any 1.22 stuff, I'd rather experience it on the stable release. Plus, by that time, some of the mods I use will have had time to update. It's been quite hard to avoid spoilers though, as it seems every person and their dogs are doing YT 1.22 reveal vids. Certainly an uptick on the number of bears I'd expect, and equally a downtick on other animals. Is this just normal RNG or something specific to do with my world gen settings? I doubt it's the latter as it's pretty much a vanilla survival config with a few minor tweaks for terra prety.
  17. They do, but they are happy to roar at the same time as hitting you. It seems to be luck of the draw whether they decide to announce their presence to you before the mauling. As mentioned I'm in the depths of Winter, so I had limited visibility due to the storms and the bears themselves are covered in snow making them even less noticeable.
  18. I've not noticed an abundance of animals other than deer. I have a hunch it's a mix of spawning system, the Winter (which I presume reduces animal spawns) and them being hangry due to the cold and lack of other animals to eat. Just a guess, it could all be down to the RNG and I'm just that lucky/unlucky (delete as appropriate). A day later and I encountered two more, one killed the other literally merc'ed me with no sound at all. One minute I was walking along, the next I was dead. Those bear footsteps cannot come soon enough.
  19. It's worse than that, I go through phases of binging games, so I'll have a month without it, then easily throw up 40 hours within a week. VS isn't my worst binged game either!
  20. Nah, you are right, the two main formats are bitmap or vector. While screen dpi tends to be 96 with print being 300. There is a slight difference in that print medium will use the CMYK colour model, while the screen is limited to RGB, and finally the way in which transparencies are handled is slightly different. Do I think that's the reason VS is "not as popular as we'd like"? No, I think it will have some effect, you only get one chance to make a good first impression after all, but if the logo is stopping that person from buying the game then there is more to it than just preference. If it came to a toss up between spending money on game A or B, and it's pretty close, you could argue a logo may tip things in a certain direction, but again.. if that's the case, there's more to it than that.
  21. If only someone had created a Rammed Earth wiki entry, more people would know about it. For me, (dark) mudbrick, wattle and daub, and rammed earth tend to be my go-to at the beginning. The latter of those has multiple textures (6?) so keep placing it into the crafting square to get the one you like. I find I use that for my forge floors too, when I get round to making a specific area for it. Mixing up the different rammed earth textures makes it really pop visually.
  22. This. In vanilla, I've watched the temp rise (and drop) past the recommended and they've been fine. It seems to be an average over a certain amount of time, rather than a binary switch.
  23. Again, this is all opinion, but for me any logo that has transparency around the edges is (in general) a problem when scaling, printing, etc. Being an artist I'm sure you'll have encountered the issue. I am specifically talking the foliage of the tree, here. As for the font, it's like 1970s typography has a love child with 1990s MS word art. I'm not calling for it to change, just commenting I find it quite offputting.
  24. I agree with you, you want to be in the middle of the fight feeling like this.. ...not just taking swipes at it from the safety of a trader caravan.
  25. Not far off, the fat was more (about 13 I think) the bushmeat a little less (I think I didn't grab all of it off some of the wolves), I have 7 bear skins, which I think will translate to 21 huge hides (I could be wrong, but I thought 1 skin results in 3 hide), and the remaining medium hides from the wolves comes to about 6 or 7, not counted and like the meat I think I left some on their bodies as it felt like I was constantly under attack. Either way, no matter which way you do the maths, you are right. It's turned into a bountiful hunt... by accident. Shame about the death spiral, it really hammered my satiety spread. For anyone unaware, the different types of bear give different buffs/nerfs from their relevant armour. As the polar bear seems the most random, this was the first one I found and I don't believe I am all that far North, and as it has the best stats, I might put that to one side for some armour. I am currently wearing pretty new linen (not tailored) and the bears were eating through that with each swipe of their murder mitten. If that's the case then I might switch to the polar bear armour just for the heat buff alone.
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