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Everything posted by Broccoli Clock
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** veuillez excuser la traduction automatique ** Bonjour, le problème pourrait-il être lié à la disposition du clavier ? Sur les claviers britanniques et américains, la touche [M] est à côté de la touche [N], tandis que sur le clavier français (AZERTY), la touche à côté du [N] est un point d’interrogation [?]. Vous avez raison, il est impossible d’assigner cette touche à la configuration, ce qui est étrange. Je suggère de l’ajouter au forum des suggestions.
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I love the idea that over time your structure decays, if it could be put into place while still working at the granular level (ie: it degrades your chisel work, not just replacing whole blocks) and that it happened organically then that would be amazing, add in foliage taking it over for the last steps would be.. * chef's kiss * ..but as a dev that sort of idea fills me with dread. There's just too much work (and testing) to get it to be "perfect". The idea of wandering through a wood, say an ingame year into your playthrough, and you come across your initial spawn shack and it's all dilapidated? ..
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What do you do with all your excess leather?
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Of all the things, I feel this is one that could go two ways... 1) A child of the 70s where interior decoration was still on a "come down" from the acid trip of the 60s. ..or.. 2) A child of a serial killer. -
I notice you didn't show the front of the shield, if you really want to boast about the "cool gear" then I'm expecting some sort of embossed and coloured leather number.
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Literally just smelted my first meteoric iron the other day, one of things that I had in my "I've been playing this for ages, but I've not done this..." list. I like it, although I cannot stop thinking the colour of the white with yellow specks reminds me of a cake you get here in the UK called French Fancies. They are small cube shapes of sponge with icing on top with buttercream/jam in the middle. Here, let me show you an image, you'll know what I mean immediately..
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I really, really.. ..really, hope not. I would file such things under "extreme cringe", but others may differ. We have very strong lore, why spoil it with cringe?
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Leaf blocks in the sky? That's a fire, trust me I like playing with lightning strikes spreading fire. The hot springs will have no effect on the foliage nearby, in fact moving near a hot spring would be an interesting test case if you're in a biome that has a harsh winter. I do wish the logic would realise the leaf blocks are left. I don't mind the destruction, to me it's natural, but having to come along and clean up the left over blocks, or that the grass surface doesn't end up scorched in some way, does ruin the immersion a little. If you are looking for a simple solution to this, aside from turning off the lightning (and someone has provided the command line above), is to use the.. /wgen regen <number> where <number> is the number of blocks surrounding the player at the time, try 1 and you'll see the size of a chunk. Make sure you do not do this next to your base, the regen is literally that, it'll regenerate the area back to it's initial seed value. You do this next to the base and it'll be replaced. There are many more formats the wgen command can take, it's pretty powerful.. https://wiki.vintagestory.at/List_of_server_commands/wgen
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How would you revamp Vintage Story's classes system?
Broccoli Clock replied to Calmest_of_lakes's topic in Discussion
Not going to lie, I like the antici..pation (as Dr Franken Furter would say) in finding out where I am when I translocate. I understand the frustration if you have had to grind in order to get the gears and it shoots you off in the least favourable direction and possibly only a short journey. Removing that gamble would make translocators, imo, pretty dull - albeit useful - as there would be no surprise. I don't know the lore behind translocators, maybe if there is some it can shed a light on how they are meant to act. -
How would you revamp Vintage Story's classes system?
Broccoli Clock replied to Calmest_of_lakes's topic in Discussion
As I mentioned before, I like the classes, they can be turned off in singleplayer although the vast amount of stuff you can't craft due to a class restriction can be bought from the trader, the recursive bow for example, you don't need to be a hunter to buy/use one. They are pretty cheap too. It's in the multiplayer environment that it really shines though, allowing a much better level of streamlining skills. What I would not like to see is a contextual class, which is quite common in other games. I've played a lot of 7 Days to Die, it has clothing items that affect the character, one of them is a hat that provides better barter prices. You can rock up to a trader, sans hat, ask for prices, then right in front of that person you can place the hat on your head and suddenly the prices of things are lower? That's beyond stupid. You: "I want to buy that, but I don't have enough money" Trader: "Oh, well, nothing I can do" * you put on hat * You: "How about now?" Trader: "My what a fine hat, of course you can get a discount" The 'choose a class and stick with it' (and if it all goes all Pete Tong then you at least can force the issue with a command line) I think works very well for this sort of game. A fluid one, I believe, would ruin the whole class structure (..the only class structure I don't want destroyed!) -
The things OP is complaining about, I totally support. Torch holders, just like all the furniture and accoutrements within a ruin, they should also have the chance of being ruined. The fact that torch holders are such a benefit early game just shows they should be nerfed a little. Berry bushes shouldn't be so easy to pick up and place down, this brings them much more into line with farming in general (and much like the trees). Once again, it seems just too easy to spam berry bushes everywhere (with effectively no requirements) and get a permanent source of food (barring bad weather). Yeah, not going to lie, I not only agree with the changes wholeheartedly, I look forward to their addition.
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What do you do with all your excess leather?
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Yeah, I'm definitely looking forward to all of that. My cottage core desperately needs furnished leather! -
Instead of Them Invading Your World, You Invade THEIR World
Broccoli Clock replied to neskience's topic in Suggestions
This has been suggested before and, for me, it's a definitely a no. Rather than repeat what I wrote before I'll just link it.. Edit: sorry, I see this is your first post, so welcome to the forums.. -
What do you do with all your excess leather?
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Do books you craft come with lore? It's quite a lot of work to make a book, when I could pan bony soil and get one quicker (with lore). Although it is a fair suggestion considering the limitation of leather crafting. Yeah, I'm guessing that is the option. Either as leather itself or crafted items. -
How would you revamp Vintage Story's classes system?
Broccoli Clock replied to Calmest_of_lakes's topic in Discussion
This is a much better idea than having a dedicated herbalist class, which was sort of what I hinted at in my reply. You mention smithing, and it's odd there are no class specifics for that. Similar to the tailor class, but I understand how integral smithing is to all class progression so maybe not the best idea of tinkering with it. Although the quenching and expansion of smithing does open it up for such things. -
I have too much leather... ..and there isn't enough stuff (in vanilla) to make with it.. Once you've made armour, got a bow, crafted a shield all you pretty much have left is endless versions of antler mounts. I'm sitting on over 200 leather (why make it, well I have all the pelts I could need so might as well process them) that is just taking up space. I don't have an elk yet, so no need to craft elk stuff, although I've looted several parts already. I don't have access to chromium so no sturdy leather - although that in itself only provides 3 recipes (the bag, the mining bag and an elk item). What to do with all my spare leather? I'm guessing crafting items to sell to the trader is the ultimate solution I guess... or install a bunch of leather related mods?
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How would you revamp Vintage Story's classes system?
Broccoli Clock replied to Calmest_of_lakes's topic in Discussion
I see no issue with tweaks here and there, but the fact that there are classes and that those classes are diverse in their crafting/nerfs/buffs is a positive so I think wholescale changes would be detrimental. I do think that there is room to expand the number of classes, especially if herbalism is coming to the game. This class dynamic really pays off in a multiplayer setting and sets it apart from most of its peers. Here's the thing though, I only play solo, so choose commoner. Depending on how I am doing, I may choose to unlock the class restrictions, but for the most part anything that I can't craft (for example the recursive bow as a commoner) I'll get from the traders. In fact, other than the sling which I've never seen on sale and isn't listed as an item for sale, I don't think there is anything that is class specific crafted that can't be bought. -
As I say, I'd like to see something in the middle. I think a dug out canoe, especially one you actually dig out rather than just crafting in your square, would be totally cottage core and suit the vibe of the game well. The one thing though is I feel you need to amend your map gen for there to be enough water for boats to really shine. I tend to find the raft does enough for small journeys otherwise.
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Ok, just had a read of that mod's comments, it seems like it needs pitch glue and there is some issue with that (not sure exactly, but it seems to affect the mod I linked). There is a different mod, that is just that other mod but with the recipe changed, and that's here: https://mods.vintagestory.at/show/mod/29634 As well as these: https://mods.vintagestory.at/show/mod/28881 / https://mods.vintagestory.at/show/mod/35151 Hopefully that isn't an overload of info.
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Hello and welcome to the forums.. I would like to see something "in the middle" with vanilla, as you have a raft and a sailboat but nothing in between. The raft is ridiculously simple to craft, the sailboat the complete opposite and involves quite the grind. There are mods though, and quite a few of them add boats, I'll link this one.. https://mods.vintagestory.at/canoemode ..but I've not used it myself.
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Is there a command to make bigger "Rooms"?
Broccoli Clock replied to ToothedMammal's topic in Questions
The simplest way would be just to subdivide 14x14 blocks using glass as the "inside" dividers so you can see through it. It's not ideal, but if you use a chisel on those inside glass walls you won't get the "glass borders". As you are wanting a 27x27 then that's pretty much a 2x2 of 14x14s.- 3 replies
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First time player. Where can I find limestone?
Broccoli Clock replied to Ozon__'s topic in Questions
Like almost everything in VS, it just depends on how your world generation rolled. Just for reference, you can use both the items they want as well as gears. You probably know that, but just in case you didn't. Trader maxxing is a thing, you can find traders that take very easily found resources and trade them for gears - for example some will buy peat. They won't take a lot, but it's easy to get so just build up a pile of peat near that trader and continue selling it when they want it. This is a complete list of what the traders buy/sell: https://wiki.vintagestory.at/index.php/Trading Traders reset their stock mostly within a week, not sure of the exact period, but it'll tell you at the top of the buy/sell dialog. Gears can also be found by looting chests in ruins, as well as rarer drops from some of the mobs. You will also find random gears, on their own, in the cave system. Edit: Panning! I forgot to mention panning, as that has a low chance of dropping gears. It also has a chance of dropping gems; peridot, emeralds and diamonds. These can be dropped in differing qualities; called potentiality and they range between low, medium and high. An artisan trader will buy them, but they need to match that potential. So a trader may be willing to buy emeralds but only high potential ones, not the others. Good luck hunting. -
First time player. Where can I find limestone?
Broccoli Clock replied to Ozon__'s topic in Questions
Hello, and welcome to the forums.. Chalk and marble will also do for lime, as well as sea shells, as they all crush down to the same powder. Which gives you a little more wiggle room in terms of what you need. If it's specifically for limewater (for leather treating) then borax will also do (in fact, it's preferred as it's much more efficient in terms of mixing ratio). Aside from RNG pockets of limestone, you do tend to find them near sedimentary rock - like you would in the real world - but it's just a case of searching until you find some, it's not a resource that will be prospected using the pick. Here is another thread posted on the matter just a few months back.. You can also find lime and chalk at Traders, I think it is the commodities trader that you should be on the look out for. There are entire biome chunks of limestone btw, it doesn't necessarily need to be in small patches. You can turn on the coloured map at world gen, or use a command line (press [tab] to bring up chat, enter it there). I can't think of it off the top of my head, but I'll go searching and add it to this post. Edit: I'm an idiot you are using the multicoloured map in your attachment, sorry..! -
Now you come to mention it, I have a vague recollection of a discussion thread many months back that mentioned petting the goats. As I had no goats, and I've never made any attempts to keep goats, the information just passed me by. However your comment has triggered a deeply buried memory, so thanks for that.
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You are preaching to the choir here, and I have to be careful as I am very political I just haven't shown it here and because I am extremely based I'm not sure it would benefit anyone if I did, but yeah... it's not at all about the kids and I'll leave it at that.