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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. I said I over engineer everything.. I never said I over engineer everything well..
  2. If you think it's a bug then report it as a bug, https://github.com/anegostudios/VintageStory-Issues/issues I have to say I do not suffer the issues you are having regarding picking items up. Time is a fair concern, but just because you wish to streamline everything doesn't mean everyone else should dance to the beat of your drum. That's why there are mods, that's why you use mods. As for the "tedious waste of time" comment, you are entitled to your own view on this, of course, but equally I think that is a dogshit take, but you do you boo..
  3. Not for me thanks, I don't find the process of creating fire clay to be all that restrictive. It can be a complex chain if you are working up to steel, but again I don't find it restrictive. Things like that mod, along with things that alter the stacks you can carry aren't QoL in my opinion. I'm not going to say don't use them, it's your game - play how you want to, but for me I'd prefer to lean into the designed limitations of the game, as intended by the dev, than circumvent them.
  4. I said.. ..and I got... .. thanks guys! Also, @MKMoose/@LadyWYT very decent little deep dive discussion there. Liking it..
  5. Just going to leave this here...
  6. It's one of those resources that is very closely tied to character progression, it's understandable it requires some effort. Plus, the ratio of calcined flint chunks to fire clay is 8:1 so you do get a fair bit when you complete the process. This will come as little comfort but fire clay is more likely to spawn on the surface with 1.21 (the same is true for high fertility soil), so it's actually easier to find now.
  7. As a dev that regularly over engineers their code, I am all too happy to fall into rabbit holes! Pedant alert! * some of us on Earth * The antipodeans would be looking for the Southern Cross.. Yeah, I mean it's always going to be a skybox, rather than a sky simulation; just a flat plane with geometry to make it look spacial. Overall though, I think I share your vibe of "whatever you give us, allow us to navigate with it", even if it processes somewhat over the sidereal year.
  8. Sure, although the discussion has had people mention the star field and the orbits of other planets.
  9. I've said this before, having a realistic representation of a the night's sky is not difficult, it's just a skybox. The real difficulty would come if you wanted to simulate the whole thing, for example calculating the retrograde orbits of the planets (and Pluto), or things like procession. There is literally a texture of the skybox now, so just make it a realistic one, and for brownie points you could do one for the mid 1300s to match the rough time period we are in.
  10. Maybe it's just me, but I find fighting outside during a temporal storm to be fine. It's not risk free, of course, and a decent weapon, shield, and armour, along with a stack of heals should see you alright. That said, I don't do it all that often, I've normally built some sort of "horde base" within the first month. With that said, I wouldn't want to take on a temporal storm underground, that's where my problems lie (heh, well... game related problems at least!), I'm fine with surface stuff but the lack of movement beneath the surface would f*ck with me (and does, quite often). I believe there is some scaling in terms of the enemies, but I've not checked for myself. Something about higher tier enemies being spawned based on how low your sanity is, and as higher tier enemies drop better loot, you can sort of game the storm a little. Not that I've tried that, this is all sort of on the "trust me, bro.." level. I'm sure someone will correct me if I'm wrong..
  11. Could I just say that I've only been on the Discord once, to ask a very specific question, and the community (at least while I was there) was absolutely lovely. Should you be surprised by that? No, but I do find it can be a coin-toss with discord in general, as there are a lot of spicy internet randos out there.
  12. From the wiki: https://wiki.vintagestory.at/Fence That page also shows three images.. Stone Fence: https://wiki.vintagestory.at/File:Stone-enclosure.png Wooden Fence: https://wiki.vintagestory.at/File:Wooden-enclosure.png Rough Hewn Fence: https://wiki.vintagestory.at/File:Rough-hewn-enclosure.png Interestingly the demonstration for the hewn fence, despite being visually larger, is the one used to protect crops, the wooden and stone fences are shown for goats and chickens respectively.
  13. If you are interested, I started a poll on here back in October..
  14. This isn't a loaded question, but have you worked on legacy codebases? If you have then you'll know exactly why I'm pushing back on the claim, if you haven't then I fully understand why it would seem simple on the surface. This debate is a bit moot, though, as I would wager weight is definitely not coming to VS. Irrelevant the amount of (or little) work involved.
  15. No, it's most definitely not. Now, to be fair I do not have visibility over the VS codebase, there may be short cuts to the solution, but trust me it's a hell of a lot more than just assigning random values by vibes then hoping that it doesn't break the game.
  16. Gneiss released a video on the geology of VS (it's a 2 part video, the first covers rocks, the second will be ores) which I think would help new players (and provide some catchup to experienced players).. As for the geology being dependent on climate, it doesn't and even if it did I'd prefer it the other way round: climate affecting geology. For example, sandstone rock shouldn't only spawn somewhere wet, but somewhere wet should see erosion of that sandstone (after all it's sedimentary). Sadly world gen/interaction isn't at that level.
  17. Those two statements contradict each other. It is an insanely detailed process of taking 100s of items, assigning them weights, then ensuring all those weights balance out the gameplay. An even bigger job if the game initially started without a weight mechanic.
  18. This world is long gone, and to be honest I doubt I'll start another water world. Fun and a little bit grindy at the start it becomes a real slog later game.
  19. As someone who has been playing games for far (far) longer than I care to admit, and being a bit of a fan of indie developers, I can safely say that every "niche" title you crush on will be ruined by popularity. Those are the rules, and you can't do anything about it.
  20. Going to need some clarification on that, as I've had conflicting replies (from experienced players). I am guessing the way you write that, the assumption is that light and proximity does have an effect on non-storm enemy spawn. That would align with not just anecdotal evidence but from personal experience. As for the storms, 1000s of hours in (no flex, many have more) I have never had it spawn in on me on the same block. With that in mind I think the nerdpole is 100% effective (so long as you are high enough to be out of range of a bowtorn's arrow. In regard to flying mobs, yes, I think that is something that would change the meta significantly. It has to be done correctly though, and by that I mean the paths it "flies" needs to look realistic. We don't even have bird flight in the game yet!
  21. If it's any consolation, support stuff is pretty quick, I don't think it's uncommon for people to look for a refund, although it's obviously unfortunate that you didn't like the game in the way you expected. (google translate) ถ้าจะให้พูดให้สบายใจขึ้นหน่อยก็คือ ฝ่ายบริการลูกค้าตอบกลับค่อนข้างเร็ว ฉันคิดว่าไม่ใช่เรื่องแปลกที่คนจะขอเงินคืน ถึงแม้ว่ามันจะเป็นเรื่องน่าเสียดายที่คุณไม่ชอบเกมอย่างที่คาดหวังไว้ก็ตาม
  22. I see that several people have mentioned the issue of slots vs weight for the inventory. Yes! It would be a lot of work, as it effects *everything*, but it is definitely more logical, more realistic and would fuck (imo) with more people's gamestyle than any other opinion given so far. 7 Days to Die and its Undead Legacy overhaul mod (sadly not updated for 7DtD v2.x.. ) is a perfect example. Base game has no weight restrictions, just slots. This means I am the "same amount of overweight" if I have a slot filled with a single feather or a slot full of a stack of forged iron. It makes no sense what so ever. Undead Legacy provided a weight rating for every single item in the game in order to work out it's encumbrance ratio, and that's what you'd need to do if you wanted to replicate that in VS. Now to be fair, VS handles things a little differently. In 7 Days you always have a complete inventory, it's your character progression that determines how many slots are fine, and which slots cause you to be overweight. With VS you either have a slot or you don't, there is no option to overload yourself. With all that said, the idea that you could kill a bear, then take its fur, bones, and meat, along with other things in your inventory is stretching the realism somewhat. However I do not at all expect a weight mechanic to be introduced, it's one of those underlying core elements of gameplay you introduce at the start of the development cycle or it you are faced with taking a crowbar to tons of legacy code (just like Undead Legacy and 7 Days) just to get it to fit in.
  23. As someone who has (admittedly in the past) knitted, crocheted and even dabbled in macramé.. good luck, I hope you have fun. In terms of this game, the voxel graphics should give you lots of inspiration. If I had any advice, don't go too detailed to begin with. It's far too easy to get stuck midway through a complicated piece you wish you hadn't started. Shapes like the gear or a side on view of a drifter, rather than launch into something more complex, would be a good starting point, imo.
  24. I sort of was aware that it could be configed, but even then the comparison between its ruins and vanilla ruins is just too large. I understand why it includes such grand structures, and some of them are lovely, but massively out of place in the game (imo). That said, I am talking from a SP point of view. I imagine in MP, especially with a mature world where others have built large structure over time, they fit in much better.
  25. Yes, Expanded not Extended, apologies, and thank you that's great feedback. Thanks, I'll keep an eye on it.
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