-
Posts
783 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Broccoli Clock
-
Do you mean it has a current? Hard to tell from a still image. If so, your answer is a Bucket. (wooden boards and twine). VS is slightly odd with it's water blocks in that placing them counts as a permanent water source (unlike the "other block game"). If there is a "flow" in a square, then facing it with a full bucket of water and pressing [ctrl] and [right click] it should place a full water block in that location and remove the "flow". Repeat as necessary.
-
I watched that video too, here's a link for people if they want to, and trust me he's hardly scraped the surface! My recommendation is to still go in blind, but for the love of God, do the tutorial/first steps guide. Boffy didn't and they spent the first hour getting nowhere, the next hour figuring out shit that was in the first steps guide.
-
There is a mod for firearms, but remember the lore... this game is set in the ~13th century and muskets weren't invented for another 3 centuries at least. You did have cannons as it's about this time that they were invented in China.
-
v1.20.12: Purely stable performance, 1.21 update notice
Broccoli Clock replied to Tyron's topic in News
Always nice seeing bugs you reported being worked on. While it wasn't a big deal, it shows reporting to github works. For those wondering, the video in the spoiler is how the bug manifested itself: Thanks @Tyron and to the rest of the dev team. -
I agree, but I would recognise the meta (of an approaching storm), the problem you have is for people who don't/won't and need that "head's up". I've mentioned 7 Days to Die before on this forum, and there are similarities in that during an event (VS: temporal storm, 7 Days: blood-moon horde) both games act like tower defence. 7 Days more so because their mobs can actively damage structures, with VS it's more about hiding (or farming the mobs). The reason I mention 7 Days is that it has 2 different ways of informing you that this night is the blood moon. One of them is when you look at the time/day you are on, it's red after 08:00. You can disable this. The other is when it comes to 18:00, the sky turns red and there is thunder and lightning. The default blood moon trigger time is 22:00, giving you either 14 hours or 4 hours (in game time) warning to get to your base/safe location. To summarise, I agree with your point, and I think it's best resolved by allowing you to disable either of the messages, and from there you either "raw-dog it" by having no warnings, or as you suggested (and in a similar way to 7 Days) having environmental cues.
- 5 replies
-
- temporal storms
- immersion
-
(and 1 more)
Tagged with:
-
Two games that I play regularly (7 Days to Die and DayZ) both have dynamic music systems, and both have been praised for their in game music. However they both do it differently. With 7 Days (7 Days to Die OST) the amount of music played is based on the frequency % you give it, I think the default is set to somewhere between 60 and 80%. Which specific music track is played is based on what the game thinks you are doing. There are effectively 3 different "action categories" (exploration, suspense, combat) with exploration having the most number of tunes, and music for things like the blood moon (this games tower defence bit), or talking to traders, being the same every time. You are relying on the game switching these tracks, and making the right guess as to what it is you are doing, and sometimes that can be a bit jarring. It works in general though. With DayZ it's more a generic ambience experience, based on time and location. Music will continue during combat, and there is no specific combat music. YouTuber WOBO did a much better job than I would of explaining which music is chosen and why - WOBO - DayZ Ambient Music Showcase .. with the full OST (including tracks not included in the current release) being here.. DayZ OST Although I don't listen to music in game, I do like the DayZ soundtrack (very lo-fi) and would happily listen to it when doing something else. Both systems are dynamic though, with 7 Days inserting itself into your game, meanwhile DayZ trying to be dynamic but totally low key with it.
-
balance Make Drifters only throw rocks at long-range
Broccoli Clock replied to Warentan's topic in Suggestions
Thanks for the reply, but I wasn't being entirely serious.. -
* shakes fist * Zach Barth is an evil person!
-
balance Make Drifters only throw rocks at long-range
Broccoli Clock replied to Warentan's topic in Suggestions
The question is, where do they get the rocks, they are never seen bending down and picking them up, which suggests... -
Personally I'm all for a sleep mechanic, and.. although this will bring ire from some.. I wouldn't be against VS implementing a mechanism where you are rewarded for sleep. Just a passive buff, nothing more, and certainly not forced (yes, there are mods that can do that, but I'm talking very basic). After all, if we manage our food then we get a HP buff. I don't always sleep, I don't RP it so that I have to, and I've spent multiple nights either chiselling or cooking in batch, but there are times - especially in the winter when the daylight is short - when I've wanted to go exploring and it's dark. I see no issue with sleeping to pass time, no matter if it's inefficient - it's not like there is a time limit to the game. I like the cottage core nature of it too, just like I enjoy bubbling cooking pots I also enjoy a cozy decorated bedroom where I can fall into bed. All that is personal preference of course, people should play the way they want, I'm not gatekeeping here. However the main reason for this post is that I notice nobody is mentioning the beds. In my playthroughs I will tend to have a range of beds, (hay, wooden, aged - 7.5, 8.5 and 9.5 hours respectively) and will swap them out dependent on how long I want to sleep (normally depends on the season). I don't like the idea of a "wake at dawn" as to me it sort of goes against the "you blend into the world, you don't control it" vibe.
-
Don't get me wrong, I love music, and I love gaming, I just don't love music while gaming. It's like having someone speaking in your ear while you're doing something else. IMO, it's not immersive, it's distracting, irrespective of the music. Now... you mentioned old game tunes, so I can't let the opportunity to go past without mentioning 6580/8580 (C64) chip tunes, and their remixes.
-
The sling is locked behind a class, which seems daft. I understand restricting things like the recurve bow as that would seem like something that you would learn how to make, but a sling? It's a piece of cloth, it should not be class locked.
-
Vintage Story download flagged by Microsoft Defender?
Broccoli Clock replied to Cuddla's topic in Discussion
If the install had a Digital Signature, then this wouldn't happen. To get one you pay MS. One other option is if a download is so popular, defender will stop flagging it as a risk. -
No, is my personal opinion. One of the reasons I find "the other block game" so utterly tedious is you just need to run in one direction for a while and you'll encounter a village. Once you encounter a village you will have a bed, lots of food and likely a ton of other loot. That's it, you've effectively completed "the other block game". The above reason is also why I don't play with the better ruins mod, although I would love to if it didn't spawn tons of loot in them.
-
I am old school, I want to hear the environment around me not music. There is not a single game I have played in the last 2 decades or so where I've had music on in the game. That's irrespective whether that music is a chef's kiss or a chef's arse, it all gets turned off immediately upon installing.
-
This is about the update process, not the actual game...
Broccoli Clock replied to Broccoli Clock's topic in Suggestions
In the grand scheme of things it's a very tiny annoyance (if it's even that), overall the process is good considering it's not hosted on a platform like Steam. Would be nice not to be dropped out after updating though. -
The new "outdated" tag on mods.
Broccoli Clock replied to Wondiws98's topic in [Legacy] Mods & Mod Development
Brilliant, that worked a treat! I also know why I was having trouble, if you are already logged into the ModDB and navigate to your mod it shows you the tabs [Description]/[Files]/[Source]. Clicking on the [Files] tab will show me a list, clicking the mod version number will take me to a page called "Edit Release" where I can amend the versions the mod is valid for. However.... if I click the [edit] button to the top right, I get taken to a page where I can change the Description and Source, but can't edit the files and there is no direct link back to the initial page which listed the files. As a dev I can sort of see the logic intended, but it's not overly intuitive and could be streamlined. Although, to be fair, this information may be somewhere and I've overlooked it. -
This is with the caveat of someone who hasn't read a lot of Lovecraft, but isn't the "psychological horror" all about the existence of horrors in our own world? The Elders were terrestrial, and while things like Cthulhu came from a different dimension it made its way to Earth. Lovecraft's whole bit, to me, seems like trying to push on the fear of the thing just out of our periphery vision, the horrors that lurk behind the shadows, or the thalassophobic terror of massive sea beasts all unfolding in a world we all presumed was immutable, static and safe. If that is the case, and VS is to continue to lean into it, then I'd probably suggest it's more likely that we'll see more Rust World visiting us, rather than us visiting it. The fear of the unknown, what else will reach through the void and enter our mundane and peaceful world? That would be slightly undone if you allowed people to travel there.
-
Just to confirm, I like that the updates are done fairly smoothly, pretty much 2 or 3 clicks and done. The reason for this post is that after the update is done you are left with an empty screen. Now, I know it worked, and starting the game again is not a big deal, but.. I would suggest one of the following.. 1) Clicking on the update in the UI, it takes you to a confirmation screen, that screen should warn the user that they will need to re-run the game once the update is complete. 2) When the (MSI) installer launches, before quitting, it should bring up a popup to say that the update was complete and successful. 3) Have a checkbox in the (MSI) installer that asks if you wish to re-run the game once the files are updated (for QoL this checkbox should be, by default, ticked) The priority for this is low, like really low, I only mention it because as a dev it sort of bugs me that once you've updated you are spat out to your desktop with no success (or fail) messages, and without the game re-running. To most experienced gamers an update process "stopping like that" suggests the update did not work.
-
The new "outdated" tag on mods.
Broccoli Clock replied to Wondiws98's topic in [Legacy] Mods & Mod Development
What is the situation with this? I have a mod that is "outdated" (it's not, it's just a very simple grid recipe mod). It's very likely I stated it was compatible with 1.20.4 as that was the latest version at the time. That's obviously updated, so the list now looks like.. The question I have is... As the mod is still working, do I just take the previous files, and re-upload them and select the compatible versions so that it includes the latest build? Is that how I get around this? Do I need to do this in the UI? (I messed up the screenshot it should have 1.20.11 in there too, sorry) --- In general terms, I have mixed feelings about the automatic outdated message. When changes with modding happens it's necessary to flag the mods which may be out of date. I can't imagine there are the resources (or the time to develop them) for a system that detects if the mod files conflict with more modern versions of the game. Doing it en masse, then getting the authors to double check seems probably the only workable solution. It would be really nice if when editing the mod you were allowed to add versions the mod is valid for. Emailing the mod account to inform them that their mod(s) have been listed as outdated would also be a QoL here as I didn't know this had happened to me until I actually checked the Mod DB manually. -
Sure, just giving you the heads up that the RC has changes to the spawning.
-
It should probably come as no surprise to anyone reading my previous comments that I'd like to see fatigue/sleep be more integral to the game, it is pretty standard for lots of offline survival crafting games and I would definitely like an expansion of the realism. I understand the difficulty in implementing that on a multiplayer server, the only true way to handle that is to sleep in real time, and I can understand if the devs felt that it should either exist in both or not at all, but for a single player game it's certainly doable, with sleep not being forced upon the user but their skills taking a hit when not fully rested. In many ways this is the same as food, you get more health from eating more and varied foods, you do not need to max out your HP with food, but you can. The simple answer is "Stardew Valley". It's whole game loop is based around fatigue, and it's considered a fun game.
-
You might want to check it against this release client... Tyron: "I also finally tackled the excessive new mob spawn during temporal storms"