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Everything posted by Broccoli Clock
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There are two answers to this, a very long and detailed one relating to development methodologies and resource management, while the other is a simpler broader concept. I'll go for the latter just now, but happy to drop into the former. In short, if you update certain things piecemeal, without the intended game functionality being added, is only going to add to the development process when you need to come back and amend it. Say, for example, you introduced an improved way to cover terrain. That's nothing to do with combat right? Well, yes, it does, as player movement would be one of the key elements within the algorithm. It would make more sense to create a generic combat "class" apply it to all mob/animals, then once the systems are fully fleshed out you then re-evaluate how those changes affect the combat and apply those findings to all mob/animals. Just to clarify, this comes from my own experience, both of developing games (many years ago, btw!) and managing large code base projects that have been developed over years. I have no specific "in the know" knowledge. I've not spoken, as far as I am aware, with any of the devs so I know as much as you do when it comes to the development process they are undergoing.
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Welcome to the forum. Sticks can be one of those things, you either have tons or none at all. Obviously you know you can find sticks on the ground, but only leaves that are "branchy leaves" will give sticks, while normal leaves won't. If you are stuck for sticks you sort of have two solutions, early game, and that's either take a long trek in one direction, ideally through woodlands, and pick up all the sticks you see. I'll find most of mine on the forest floor, and a 20 minute walk could net you a half stack of sticks, with the other being totally decimating all the local flora near you in hopes of sticks dropping. The latter of those will leave you with a pretty barren landscape in front of you. If it's any consolation, I ended up writing my own mod just to solve my lack of sticks problem (mods can be found here: https://mods.vintagestory.at/) but honestly, I'd suffer vanilla for a while to get an idea of the level of resources are naturally available before adding mods.
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Yes, but this comes from the perspective of someone who has only played 1.20+ However, the time for updates to combat are when all the mobs/ai the devs want to add are in the game. There's no point in doing it piecemeal; adding a new character/mob, including ai, then tweaking the combat system to enure it doesn't break. As it is, imo combat is functional. It's important that you get feedback both from your hits and theirs, and that's part of the current system. I'm not sure how exact the hitboxes are, they seem a little odd at times, but that's something that can be addressed later.
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chizeld block not counting as a insulating block
Broccoli Clock replied to ZeroDots's topic in Suggestions
Welcome to the forum, and if it's any consolation your first post covers a point a lot of people have an issue with. The wiki has this to say about chiselled blocks and how rooms are calculated.. https://wiki.vintagestory.at/Room/en For reference, you can type /debug rooms hi into the chat box to get a green or red overlay to show if the room is "secured". That won't work for greenhouses, they will display the success a different way, and if you want to remove the overlay use unhi rather than hi as the last word in that command. -
Exactly. In my 100s of hours I've never gone beyond Iron. There just seems no reason. The most telling thing is that while most materials have a "usage" section on the wiki, Steel doesn't.. https://wiki.vintagestory.at/Steel_making
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As we are talking temporal storms, does anything think/hope that the flickering effect is replaced by "something nice". I get the idea, but to me it just looks like a graphical glitch, not an intention.
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What Animal Would you most like to see added and why?
Broccoli Clock replied to Josiah Gibbonson's topic in Discussion
Couldn't agree more, I really look forward to seeing d3d2d5dnrnNM's majestically sweep across the plains! Ok, so in terms of animals, I think birds are needed, they add so much to the environment just as a passive mob. What types of birds? Ohh... I can think of tons, from the ornate like a heron, think how cool it would be to find a heron spear fishing in a pond? Ducks! Dear lord, why is there no ducks already, if only for the unbelievably cute quack you could give them. Then there are all the song birds that make up the dawn chorus, whether as a 1-to-1 representation or just a generic birdsong environmental sound. I think the water could be improved, just now it feels like that other block game before it updated it's underwater stuff. I've noticed more fish in ponds in the most recent updates, but making the edges of lakes and ponds feeling more lived in would be good, that is a natural transition of life IRL, so lots of bugs essentially, and I'm guessing frogs, toads, reptiles and the like. As for 4 legged land animals, I think we've got things mostly covered. We have herbivores and carnivores of differing sizes (bear>wolf>fox // moose>goat>rabbit, for example), adding different variants would be good. In terms of animals existing but not actually being rendered, I'd like for there to be flies and mosquito sounds when you are in a swamp area. While not an animal being added, I think it would add depth to the soundscape of those areas. -
3 steps to lots of karma. > see a good game > go to official and make a post praising the game > get karma Seriously though, welcome to the forum, and glad you've moved on from the other block game!
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First off, I just want to be clear. I am glad there is modding in the game, and I like that the mod database is on the official site (I find 3rd party sites can become unreliable). I also think the way the mods can be created for this game to be really accessible. It almost makes me want to mod the game because it's so easy (at least from what I can see). However... however... and I am sure that there is a trick to it, but the whole process didn't come across as intuitive. I'm not new to dev, coding or mod building, and I have used numerous mod upload interfaces before. There seemed no place to upload the actual files, and asking it to publish showed possibly one of the worst warning messages possible, a yellow text on white background that disappears after a second or two. I literally had to repeat the process several times just to read what it said, example in spoiler below.. It kept saying you must upload a playable mod/tool first, yet there is no place to upload those files. It was only by accident that I found that if I navigated away from the edit mod page and go to the actual mod page, and if I was logged in, I then found the file upload option. So to clarify, I can do everything except upload the actual file from: https://mods.vintagestory.at/edit/mod but then I had to literally navigate away from that page and go to the "published" mod page, https://mods.vintagestory.at/show/mod/21934, only to find a Files tab (unselected) where I could upload the files, example in spoiler.. Perhaps I've been an idiot, perhaps I didn't RTFM properly, perhaps I missed some text somewhere explaining this, but for me this process was confusing and awkward and almost had me giving up. If this is the intended process of uploading mods, then please provide clearer instructions and for crying out loud no more yellow on white temporary error messages.
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.. very probably. After all, it is my signature move!
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I had wondered what that was, seen it in the guide but it didn't give much info. Just checked the wiki.. https://wiki.vintagestory.at/Rift_ward
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Windsock would be the obvious answer. You'd need to make the chimes suitably nuanced to tell the strength of the wind, whereas a windsock would display this visually without noise.
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Just going to add this in, as it's not been mentioned, but using a knife on a temporal gear (in your offhand) will cancel the storm. I guess if the plan is to have a shield powered by temporal gears, and 1 gear would last 2+ storms then the shield would work out more efficient. Although, to be fair, temporal storms (by default) aren't all that common.
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* mind blown moment * I've been playing for 100s of hours and I've only just realised there are no rivers in VS! I mean there might be in terms of world gen creating a small path of water, but traditional high altitude water sources don't create rivers that flow down to sea level.
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Welcome to the forum. I think it's wise to remove Windows malware/spyware/bloatware because it's not needed. I do this as the first task after installing the OS. I am glad that this has improved your performance, presumably not just for VS but other titles too. The one note of caution I would add is I'd recommend people use a github script to do this, as you can drop into the repository and see the actual script that is going to be running. Downloading and installing an exe from a 3rd party leaves you open to that app doing things you don't want to. For example: https://github.com/Raphire/Win11Debloat with the active script being here.. https://github.com/Raphire/Win11Debloat/blob/master/Win11Debloat.ps1
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I like the idea, but it's a ton of work. A lot more than most people would realise, imo. Would you be looking for this to be SP only or MP, as the intermittent existence of players in their SP worlds is very different to always on multiplayer environments. It's a game so we can play around with realism, but just for reference, I used to live in a house that was built in the early 1700s, very little of it had changed and very little of it had rotted away over 100s of years. As I say though, I like the idea.
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What Biome Specific Gameplay would you like to see?
Broccoli Clock replied to Josiah Gibbonson's topic in Discussion
I have not played a hot climate yet, but from everything I've read it's far less challenging that temperate/cold climates, which puts me off. I don't think you can suffer hyperthermia in the game, only hypothermia. Happy to be corrected on any of these, but that's where I would start, create a genuinely difficult desert environment. In fact I'd make both the Arctic and Equatorial regions considerably more difficult than the temperate climate. So not so much new biomes, but a beefing up and a clear separation of the current ones. I am using word "biome" to reflect climate zones, and I appreciate that isn't the correct terminology, but I'll be honest, looking at the wiki I'm still not entirely sure what a biome is in this game... -
You can survive in the deepest of winters as there is still food, just not your crops. Things like cattail roots and hunting animals. What I would say is that while you can survive, quite easily, even if you've made no preparation, the thing I find with the more Northerly climes is that there is a lot of down time, and with daylight being less it ends up with you wandering about your base wondering whether you should chisel everything, or by repeatedly reorganise your storage, and that's about it (I'm sure many will disagree but I find myself kicking my heels during long cold winters) Should you restart? Probably, but only because you have a much better idea of what you are doing. For reference I bought the game at the start of Feb, my first world had about 40 hours in it, and like you I felt I had not planned ahead properly. Thing is, that second run, I didn't do all that much differently, I just knew how to do stuff.
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When farming pumpkins, do you remove the withered vines?
Broccoli Clock replied to Broccoli Clock's topic in Questions
Oooh, interesting. That bit of info may have extended the lifetime of this world I am in. -
When farming pumpkins, do you remove the withered vines?
Broccoli Clock replied to Broccoli Clock's topic in Questions
Thankfully I managed to save one pumpkin seed.. *phew*. This world seems quite Northerly, previous winters were cold but not "killing plants in the greenhouse" cold (and yes, things like carrots and turnips are dying). I am in two minds, shut up shop and make a huge travel South (hoping South will take me more to the equator, I'm not sure I can guarantee that), or just stick it out where I am. Has anyone done a playthrough where they had a Winter vacation home in a more temperate climate or when people move is it lock, stock and barrel? -
What is the roadmap plan for health/infection/satiation?
Broccoli Clock replied to Broccoli Clock's topic in Questions
No probs, I sometimes come across as absolutist or (perhaps?) arrogant. I really don't mean to but as I said in my previous post being on the spectrum can be a nightmare for that. Although I am more than happy, at any time, to be called out to defend my words. I live an odd gaming existence where I dislike RPG/Fantasy but I play RPG/Fantasy games, yet I've got a fairly low tolerance of RPG/Fantasy elements. I love the idea of herbalism based on two things, I think there is good potential for expansion (for example all the "useless" poison mushrooms), but also give me cute voxel glass flasks filled with coloured liquid to put on my chiselled shelf. The sheer aesthetics of herbalism is a big pull. Magic is sort of the line I draw, I've never been a fan of it, and while I don't feel tension from any of the Eldritch horror inspired stuff, it's definitely something I can embrace. -
What is the roadmap plan for health/infection/satiation?
Broccoli Clock replied to Broccoli Clock's topic in Questions
It's fine, I'm a bit on the spectrum so I sometimes say/write things that people get annoyed/frustrated with without that being my intention. It makes me a little defensive about my comments. -
When farming pumpkins, do you remove the withered vines?
Broccoli Clock replied to Broccoli Clock's topic in Questions
A slight update to this, I did remove the withered vines (with a knife, it returned nothing) however the problem has sort of "resolved itself" .. -
What is the roadmap plan for health/infection/satiation?
Broccoli Clock replied to Broccoli Clock's topic in Questions
If you think that, then I feel you may have misinterpreted my comments. Perhaps that's my fault for not being entirely clear, so apologies for any confusion. My point was just to counter that there are consequences for your actions in the game already, so asking if further consequences could be included in future development doesn't (to me at least) seem like a crazy question, especially as we have the framework for it. This was a response to the it's always better game design to reward the player for doing something "right" than to punish him for doing it "wrong". There was a reason I put "wrong" into quotes, to signify that it's open to debate. Not to suggest that people must play the "right" or "wrong" way. If that's how you thought I meant it, then I understand the entitled comment, but it's not what I meant. Within a gaming environment, things like Skyrim has set the tone for lots of games, rightly or wrongly. I think historically there is a certain connection between pagan magic and witchcraft with the herbalism. All within the wheelhouse of fantasy/rpg, imo. Less desiring, although I think there is potential for expansion in this area and there seems to be a framework for it to hang onto, more just asking where the devs intend the game to go. I feel I've gotten some pushback here as if I am demanding changes, that I am somehow enforcing stuff onto others, I'm not, I am just genuinely interested to see if this part of the game will be expanded.