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Everything posted by Broccoli Clock
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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. -
..and further to that, if that is the case, does the snow slow down animals? I was just chased by a bear (one that seemed to appear from nowhere with no sound, but hey, it's the woods, it's winter, bears get "testy" at that time of year) and while normally I would be able to jink my way out of it, the bear was easily catching me up. I ran under a tree, and thus onto ground with no snow and I sped up, giving a wee bit of space between me and my furry friend, only for that space to disappear as quick as my health as the bear easily two swiped me. I'm not complaining I got merced by a bear, I mean I am... but as I say I should be more careful in the woods during winter. What's more, the bear was probably there already and I missed it, rather than it spawning next to me. You could argue that people, IRL, don't out run bears, so the ending probably reflects that. Was me running on the snow a bad move, it felt like it slowed me down, but I have no way to tell, meanwhile the bear seemed unaffected by the snow, running at a constant speed. Again, you could say, "it's a bear, it's evolved to run over uneven/soft surfaces", and you'd be right. Edit: I was just able to run away from a wolf much easier on ice, which opens up the question does ice increase your run speed, and if so does that count for animals too?
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My 2¢ worth is that bowtorns add to the game but their ability to hit you from some considerable distance and with a good level of accuracy makes them a bit of a nightmare. Less so, one on one, but either in caves or at night, because your light level is limited you seem able to get a wooden javelin hitting you from downtown when you had no way of knowing it was there (yes, it makes sounds, but that's a rough cardinal direction, it's not easy to tell exactly where they are) Do I like bowtorns, no.. no it has to be said I do not! Am I glad they've been added? Yes. I think they need tweaking so they either are less accurate from distance, or hit less with those spears. As for the transferring of water. I never played previous versions, but the functionality to mass transfer liquids are on by default, allowing you to create infinite water blocks, and thus allowing you to farm nearly anywhere. I'm not sure how you could build a greenhouse without that ability, unless in previous versions you were expected to use the watering can as a substitute to a nearby water block.
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For me it's less about adding the level of complexity you mention; blood trails, footprints, etc.. and more about tidying up the combat system. It's not bad, but it is a bit bare bones. I have only been playing the game for a month or two and I don't have experience of what combat was like before. It's all a matter of perspective I suppose. If you have been playing the game for years and the combat has tightened up to the point it is now, you could perhaps feel that those asking for better combat now don't realise the improvements made to get to this point, and that as it is, it's not bad. I'm coming from a baseline of 1.20, so my perspective will differ. In relation to the AI, that's always going to be the case. It's never going to be perfect and the complexity involved in fine tuning AI is definitely a task fraught with frustration. At present it doesn't reflect reality*, and I do find the AI to be just a bit too basic. I get merced by wolves that seem to appear out of nowhere, and they do tend to act like a pack, but I am sure that is nothing more than 3 wolves all working independently based on certain scripting, yet when in the same location they will look like they are acting like a pack. Just for reference, I am a coder and I am qualified and experienced in this field. I say that not in an attempt of self-aggrandisement, I really don't like dumping personal info into public forums, but I say that just so that you know where I am coming from. I don't have unrealistic expectations, nor would I expect the devs to react to every bit of criticism, as vox populi is not the best way to develop any game. (* is that a problem? not really, it's a computer game, we need to have compromises between realism and enjoyment of the game)
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What is the roadmap plan for health/infection/satiation?
Broccoli Clock replied to Broccoli Clock's topic in Questions
I think at its most basic, my question is, "we have the framework to apply positive and negative buffs to the character but other than cold and wet, and basic hunger, those things are not taken advantage of (or at least if they are it's not exposed to the player). What, if any, are the plans to take advantage of that, primarily leaning into the realism of the game?" However, the argument that you shouldn't punish people for "doing it wrong", is (imo) a bit flat, considering that's what happens in the game already. Choose to take on a wolf without weapons, that's "wrong", you will die, you are punished for it. Choose to mine under unstable rocks, that's "wrong", you'll get covered by a cave-in, you are punished for it. Choose to not wear enough clothes in winter, that is "wrong", you will freeze, you are being punished for it. I don't mean to sound glib or dismissive of the point you are making, just that being punished is already part of the game loop. Now, if you were to say, "look if you want your ultra survival stuff in a mod, leave vanilla alone", then I think that's fair. I wouldn't want to impose something on the game that others were not in favour of. See I think there is definitely scope to expand this. My preference would be that it leans into the middle ages herbalism style, that fits the lore and the vibe of the game. I have to admit that I don't like the idea of magic being introduced, considering it's somewhat adjacent to herbalism. @dakko There are "health issues" in the game already; cold, hunger, wet. Would you prefer to remove them? If you play with mods, do you use xLib, which provides similar environmental/character statuses? Overall, and as a side note to my initial post, I don't want to seem that I am demanding or requesting anything, just asking where the game plans to go in this respect. I fully understand that as a newish player, my wish list is likely to be different to those who have spent years playing the game. I understand why some may baulk at the idea of a more complex, but also more demanding, environment. -
I think that VS does a decent job of representing when you hit, and when you get hit, that's important, and as I said we shouldn't expect fleshed out combat and ai to go with it until a lot more stuff is in the game, but I do think you are right. Nobody is going to bother RP'ing hunting when they can just run around in circles. No shade, no drama, but yeah.. you are spot on.
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As it says on the tin. I realise feathers are not hard to come by, and when you kill a chicken you tend to get a decent amount, but in terms of passive farming I think it's reasonable to assume domesticated chickens will drop feathers. This happens IRL. I don't think this would mess with balance, as I'm talking just a couple of feathers every so often, not the amounts you get from killing a chicken. Looked at the mod database, didn't see anything there. Unsure how easy this would be to mod, I guess you could extend the henbox class to somehow store the feathers but that's just a guess as the henbox at this moment is like loot on the ground rather than a storage container.
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chiselling 50% Volume Requirement for Chiseled Blocks is Too Harsh
Broccoli Clock replied to Yukio77's topic in Discussion
...that is a nice looking greenhouse. I have to admit I don't like chiselling glass, solid blocks are better to an extent but I never feel like I'm hitting the right spot when chiselling on glass. Some sort of block overlay over the block you are chiselling would help, although it's less the game's fault and more the fault of glass being "annoyingly see through". I don't know if this YTer has an account on the official forum, but there's a nice greenhouse build that does fit the requirements and has a diagonal chiselled roof.. They are using mods for the tools, not sure which one but the cut and paste seems like a damned useful thing. It could be QP ChiselTools (https://mods.vintagestory.at/chiseltools)- 15 replies
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The tutorials will definitely give you enough info to not just survive but progress. Stuck for food, the most plentiful and easily attainable food is probably cattail roots. You will need a knife as using your hands only returns the tops, with a knife it becomes a two part process; top, then roots. Create a campfire, place the items into the slot and light the fire.
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What is the roadmap plan for health/infection/satiation?
Broccoli Clock replied to Broccoli Clock's topic in Questions
It's the dairy. I've not managed to produce a single drop of milk in 100s of hours. It's nice that's a buff, but I feel it's out of the reach of most players. Yes, this is the sort of thing I was talking about. There is the framework there to hook all sorts of nuanced disease stuff. Like you say, they would need to have a certain negligibility to them. I don't know how deep into the realism the devs want to go, I appreciate the game is still being developed and you don't want to introduce complex mechanics only to need to change them later down the road, but leaning into realism helps extend the gap between VS and "the other block game".