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Everything posted by Broccoli Clock
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If it's any comfort, I assumed your comment was about vanilla. While I'd find the idea of a "trader hall" considerably off-putting, I really don't mind the combination of 1, 2 or even 3 traders in an organic fashion. With the traders moving from caravans to more sedentary small outposts, I'm not sure if that sort of grouping will happen in the future.
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Question about the spawn locations during temporal storms...
Broccoli Clock replied to Broccoli Clock's topic in Questions
Interestingly I've noticed this more. Now it could be observation bias, the more I play games the more obscure or unlikely things I'll see, but in a similar situation I was walking between two (self built) buildings and literally 3 drifters spawned out of nowhere, about the same number of blocks away. I can understand that in a temporal storm enemies could "enter our world from the rust world" at any position, so the idea they can spawn in near you seems fair if a little worrisome. However in previous builds (and again there could be no changes made on this, and it's just observation bias) I found that the non temporal storm spawns were out of my line of sight and they would make their way to me rather than spawning closer within my vision. -
Sort of yes, and sort of no, imo anyway. While I think that the restrictions are all too visible in things like the other block game, at least with VS you have chiselling which does allow you much more granularity. It's still all aligned within the 1x1x1 grid.
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Just for reference, my comment is more about how this works in general rather than having it implemented in VS. With DayZ, and I will die on this hill, heh.. and I literally do, but quick swapping from an inventory while moving is far too arcade-like, I don't want to play CoD. What's more the reason people have immediate access to a backpack in DayZ is legacy code based, not with a nod (or not) towards realism or immersion, or gameplay balance. It's a different case for VS, and I should have been clearer that I'm not necessarily arguing for that mechanism to be in this game. You tend to have far far more time to plan how you are going to approach something, plus you can always pause - try that in DayZ and see how it works. The PvE is different too, it's not as targetted or threatening than some online random dude with nothing to lose. In many ways, putting a backpack/basket down is not the imposition it is in other games. In short, I'm not advocating for more awkward mechanics just for the sake of immersion alone, or at the expense of "fun", but I do think that 'in the round' the immediate and permanent access to your inventory is a sacred cow that is long overdue for slaughter.
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I do find it a little odd that you are required to eat, but not drink. Now I'm sure there is some lore reason behind that, but it still feels a bit off, especially considering all the mechanics are in place already (jugs, drinking animation, a difference between salt and fresh water, fruit juice/wine/beer, etc). I've seen the https://mods.vintagestory.at/hydrateordiedrate mod and I'm tempted. I run with Primal Survival and Extended Foods and the mod page says those are compatible, so I see no reason why I shouldn't add it into my mod list. Before I do, and I'll be making a new world (not just for this, but with the update and previous version of Terra Pretty not playing nice), does anyone want to give me some feedback on how it integrates and if there was any config tweaking needed (it does say on the mod page that while EF and PS are compatible, they could be unbalanced). Thanks in advance.
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Seems massive overkill, imo. For me the whole point of VS is that it's small scale, sure you can build large scale but all that comes before you is not. With that in mind, it's structures like you've shown that stops me using better ruins, less "better" ruins and more "massively op with tons of loot" ruins. Not that I'm gatekeeping if that's the sort of experience players want, and there is no doubting the 'better ruins' themselves are expertly put together, but it's a huge no from me and that goes for positioning multiple traders in a building like you've shown. It just smacks of the lazy way the other block game allows "trading halls" with trapped villagers. To me that's utter cringe, and I'd hate for that idea to make it's way to VS. All opinions, of course, yours (and others) may vary.
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Question about the spawn locations during temporal storms...
Broccoli Clock replied to Broccoli Clock's topic in Questions
Which is fine, but you need a certain level of balance, for example you shouldn't expect mobs that can one hit you to spawn on the block next to you. If that is intentional then the only solution to that is to nerdpole during a storm, and that would be 100% safe. There are certain caveats, we know this, in terms of proximity and light levels, and the reason for this post is to ask why, given what I'd experienced before and from the chat on this forum, the mob spawned so close to me. -
Yes! Lit items; candles, torches, lamps and to a lesser extent the lantern, should all interact with the object it's being stored in. This is a lit flame, fire is dangerous. The idea you can store a lit torch in a wooden chest, indefinitely, is a bit daft. Understandable balancing of gameplay (and perhaps a remnant of the meta from the other block game), but still daft. I'd even go so far as to add a "realistic fire spread" modifier, much like the cave-ins it would be something you choose to turn on, but when selected it wouldn't allow you to store any lit item in storage. No more torches directly below wooden or straw blocks, they would catch on fire, and the pit kiln is not the only thing that will spread fire if next to something flammable, as it seems odd that a pit kiln and a fire pit are essentially the same thing yet react differently with the environment. As a DayZ player of over a decade (heh, not a good one!) the idea that you can just reach around and pull out a long weapon, or a metre length of pipe, out of a back pack, on your back, while you are running is one of the least realistic things in what is (apart from the zombies infected of course) a game that tries to lean into realism. I have seen this implemented (not in DayZ) and honestly it works, you run along, want something from the bag, you have to literally take it off, place it on the ground and then search it, at which point the classic "tetris style" inventory is shown. Can I remember what game it was? No, although it is going to be some FPS whether online or not. Perhaps someone else has seen it too and can remind me of its name.
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Question about the spawn locations during temporal storms...
Broccoli Clock replied to Broccoli Clock's topic in Questions
Sounds about right, just unlucky. I've spoken to others before about the minimum spawn distance and from memory it used to be something like 2 or 3 blocks away. Like you, I never asked if that included the square you are standing on. I'll mark your comment as solved, as to be honest it's what I thought too, but just wanted to check... -
I'm feeling salty, I was just merc'ed by a double headed drifter (lvl 4) while in a very small room (4x7) with two light sources situated at either end (levels 18 and 16, respectively) and even a cheeky wee candle on the floor... Temporal storms are not difficult and if I've no problem with the mobs spawning I'd just like to know how this can happen as to me it shouldn't have spawned because of (a) light level, and (b) the proximity to the player. I can't be sure exactly the square they spawned on, as I wasn't looking. The top of the bed is the farthest point inside the house from where I was standing, at 3 blocks distance. That coupled with not just one but two light sources, one of them almost directly above where the mob could have spawned, has me a little confused. Any ideas or have I just been really unlucky in terms of how the RNG spawning mechanism works. Edit: Here is the room from a better angle..
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There is nothing that gets the blood pumping faster than a good ol' fashing death spiral; add in cave-ins, a timer to get back to your body, your body being reachable on foot (just) before the items despawn, and some mob/animal spawn camping those items. Oh, and it's dark, and the your death glow doesn't last long enough to reach your body. I've been there, I'm sure most have been there, sounds like @Slam has been there... it makes the wording of the "rage quit" button all the more tempting!
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Considering the number of dead goat carcasses I find next to sheer cliffs, I'm not sure if those are vintage story goats in your vid..
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Well done people... some truly unhinged opinions, I am genuinely impressed. There's also quite a few I agree with too!
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ooh, I like that. Short, just three words, but enough to trigger many. Well done! * whispers* if you had added in 4th, "mostly", you'd have my full agreement
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For those who don't get the reference, r/UpopularOpinion is a subreddit where people admit to having an opinion people will dislike. With that in mind, what is your unpopular vintage story opinion? Extra points go to ones that would not only possibly break the game but mess with people's playthroughs. Not that I'm looking for the extremes, but things you genuinely believe should be implemented. Here's mine, and it's mostly about lighting... 1) You should not be able to place a lit torch into your inventory. If you do, you should either start to burn, it blocks you from doing so, or it extinguishes it when it does. 2) This should apply to oil lamps too, and what's more oil lamps should not be placed in water. At present they provide a nice uplighting, but really when placed there they should turn back into a bowl (much like the way a bowl or rot works when you throw it into water). 3) Lanterns should only work under water when they have been sealed in some way (beeswax, animal fat?). While these suggestions are "realistic" and "make sense", I feel they would f*ck with people's game play style that it would be considered an unpopular opinion. What are yours?
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I've seen one in my recent playthrough, and I'm 50 odd hours in. You'd think the Winter would pull them in to me but no they've been surprisingly conspicuous by their absence.
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What a tease... sure there are shorter commands but I'm not going to tell you them. Don't worry @Fsh, I got you, those shorter commands that for some reason the Professor here thinks you are too dumb to remember are just.. For survival.. /gm 1 For creative.. /gm 2 By the way, and as a side note, when in creative, press [F3] to swap between movement modes, with "normal"/"no clip"/"no clip + flight" being those.
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Yeah, they looked like they would stay unfrozen, and now I'm passed the worst of the Winter the ice never really spread more than some "crusting" at the shoreline. Those fishing hooks (Primitive Survival mod) are definitely OP compared to vanilla. They catch even in the depths of Winter, with or without bait although I do have lures attached.
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Just a quick head's up that the bear armour is not repairable at this moment. In terms of bowtorns, is it just me or have they been rebuffed again? In 1.20 they were snipers, accurate snipers at that, and hit hard. In 1.21 they were nerfed, but playing 1.21.6 it feels they are just as aggressive again. Could just be my RNG, who knows... Edit: while we are here, and rather than starting a new thread, is it just me or are mobs now dropping temporal gears with abandon? My last playthrough I had to budget them, this one, my "cup runneth over" ...
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It's Terra Pretty, anyone running that mod will need to go to the ModDB page, https://mods.vintagestory.at/terraprety It seems that they will need to fork at this point, providing two different versions, as there is a possibility that the game will crash dependent on game version and mod version. Purely anecdotally, I am running the "older version" which is 7.0.8 (but now renamed 7.8.0) intended for 1.21.5, with the newest version being 7.9.0 (it would have previously been 7.0.9) of the terra pretty mod for the newest version of the game 1.21.6+ which gives the following error.. [Error] [terraprety] An exception was thrown when trying to start the mod: [Error] [terraprety] Exception: Patching exception in method static System.Reflection.MethodBase SmoothCoastlines.MoreContinentalUpheavalPatches::TargetMethod() ---> System.Exception: Method static System.Reflection.MethodBase SmoothCoastlines.MoreContinentalUpheavalPatches::TargetMethod() returned an unexpected result: null at HarmonyLib.PatchClassProcessor.RunMethod[S,T](T defaultIfNotExisting, T defaultIfFailing, Func`2 failOnResult, Object[] parameters) --- End of inner exception stack trace --- My game didn't crash and I'm guessing all that's happened is that Terra Pretty stopped working, which in the grand scheme of things isn't the worst. I can still play and I'm not going on long expeditions uncovering land (..and it's that map gen stuff that I assume is when TP gets referenced)
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> It's right behind you! Where? I can't see it, I've walked 100s of blocks around my base. If it was just next to me I'd know. > Have you checked behind you? Of course I have, I just told you I've walked 100s of blocks, in fact it's probably closer to 1000s. > Ok, I hear you but like that spot behind you is 20 blocks away, have you checked there? Are you an idiot? Of course I did. That's what I keep telling you, are you stupid? > Come on, humour me, lets walk over there and look Fine, fine. FFS, what a waste of time, I've been over there tons of times and there's not any cla..... GOD DAMNIT!
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I'm forever bumping my gums about how Winter isn't all that, time to put that into practise! I'll be fine, after all I have Primitive Survival and it has a pretty op (for early game) fishing...
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The slightly imperfect maths invoved in pouring metal...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Ooh, I can't promise you it happens every time, sorry. I've noticed the discrepancy before, and in similar circumstances of me being interrupted during pouring, I just decided to post about it because it happened to me right now. The main reason I'm doing so is more to warn others that they don't need to spend time smelting more ore to even out the quantity. I don't see it as a bug as such, the amount of ore I put in to the crucible at the start is still the amount I get out at the end. -
The slightly imperfect maths invoved in pouring metal...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Sure, get hit by a shiver mid-pour and on low health, then run away, hide in your house, sleep, then come back when the coast is clear! -
This is a really interesting suggestion, as potatoes can improve soil quality in real life. If I found a patch of waste ground that had been left fallow but had no natural fertiliser being added over time, I'd throw down a season of potatoes. It's not a panacea, and like all crops repeated planting in the same place will cause problems. The idea that you could change the quality of soil based on the crop is in the game already, it's just that it only works on a negative scale rather than a positive one.