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Everything posted by Broccoli Clock
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I'd decided to automate my pulveriser; this involves making copper chutes for an angled chute, and a hopper with a chest. Copper chutes are new to me and I see that I can create an Archimedes screw using them, which is nice but I find it odd it's used for transferring solid goods. I'd seen it in the handbook but always assumed it was for water, as after all that is what it was invented for. I honestly don't think I've ever known it (IRL, that is) to transport anything other than liquids. I suppose you could argue something like an auger is just a dirt Archimedes screw. I understand it could become much more useful in later updates, if mechanical power is being overhauled, and perhaps there are mods that take advantage of the item. However, as it is in 1.21 or earlier, has anyone put them to use? If so, in what way.
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.. oh, the irony! So have I. In fact just the other day, I had travelled about 5000 blocks to reach a borehole I'd dug down to a translocator. I had mined straight down but had found an awakward exit to the surface however intended to go more direct back down the borehole. I had not lined that hole with ladders and just automatically walked in, droppping about 80 blocks, and naturally dying. I just used the /tpwp command to go straight to my dead body (for those unaware your death is a waypoint called "you died here"). It was a stupid mistake, and of course I'd rather it didn't happen, but I don't certainly don't consider it "cheating". If anything, spending an extra 20 minutes running through the dark over uneven terrain with landslides enabled was not a valid use of my time. Perhaps if I was recording a playthrough, then it's all content and would make the journey, but on my own I have no issues using command lines.
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I was stuck for iron, couldn't find it anywhere. There was a few very minor hits with the prospecting pick, but multiple boreholes going below Y50 yielded nothing. I thought, f*ck it, I've got a translocator nearby maybe that will take me where I can find some. Take me there it did, as literally the first wall I saw when translocating into place was an entire iron vein, a bountiful iron vein at that. So yeah, sometimes you just need lady* luck on your side.
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Again, I take the point you are making but to call anything you don't like "cheating" is gatekeeping. There is no 'wrong way' to play the game.
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You never enter creative mode using debug, but I get the point you are making. I mention it purely in context rather than suggesting people use it, but if you find yourself in complete darkness it is a "solution".
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When you die, you lose your loot (if you have vanilla settings) but not your clothes. You do get a grace period of illumination that is very very similar to a temporal amulet, but if you are too far from your loot that can run out. Having the amulet (it doesn't get dropped on death) extends that grace period indefinitely.
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Name your favorite Vintage Story YouTubers!
Broccoli Clock replied to Mongster's topic in Discussion
Check out some of the links in my post. You've mentioned some of the same ones I did, so I'm guessing the rest will appeal to you. -
If you have full cave-ins set to on, and go mining, you can find yourself trapped inside multiple levels of rocks as a cave collapses. It's x-ray vision but only of the block you are "inside", and breaking other blocks breaks those next to the one you are "inside". Takes a few seconds to figure out wtf is happening. Also, if you set the "glitch strength waviness" (in the Accessibility tab of [Settings]) to the max, if you stand next to a solid surface during a temporal storm, you can see through/past that block.
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This is a bit sneaky, but there is a way to get light in total darkness without the amulet, just debug rooms..
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I always make the amulet, it's just so useful. If I'm stuck for a gear, then it's there, but primarily it's for the light source. It's not bright enough for combat, but it can be a life saver at times.
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If anyone is looking for an easy real world template for a big build they could do worse than have a crack at Marischal College, in Aberdeen (Scotland). The area is known for its granite, which takes a long time to weather and, although a hard stone, can be shaped into square blocks. Along with the link above, I'll add in an image into a spoiler.
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Storing gears (both rusty and temporal) in vanilla or modded.
Broccoli Clock replied to Broccoli Clock's topic in Questions
Thanks guys. MKMoose, I'll mark yours as the solution. Ifoz, that's good to hear. I'm keeping away from 1.22 stuff so I'm unaware of how exactly things stack in the cabinets but I'm definitely looking forward to them. -
My dream build is a world away from a mega build. Quite the opposite, in fact, as I yearn for very compact but well decorated small footprint homes. While some people are out there with 256x stack sizes, building massive defensive walls and impressive roadways and networks to support them. Don't get me wrong, I totally appreciate the time/effort put in, but in my mind there is no need for them in a world where mobs don't need to be defended against. Hidden, sure, but not defended against, which makes those sorts of mega builds feel a bit hollow. If someone was to ask me what I'd like to build given no time/resource issues, then it'd be a very tight area, heavily decorated with lore content like pictures, rugs and accoutrements, with complex chiselling. I'd say that my builds tend to not increase in footprint over time, if anything reducing. Give me a couthie garden over a massive structure any day...
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Rusty gears stack in an inventory but temporal gears do not. You can stack rusty gears on the ground, but only to a limit of 5, while there is no ground storage option for temporal gears. At this moment I just put them all into a chest. However, what I would like is some sort of object that will display multiple of these items in an 'attractive manner'. Yes, I could litter the ground with rusty gears, but that 5 limit is a real kicker. You can put rusty gears in display cases, but only 4 (one for each section) which makes them even less efficient than stacking them on the floor. Temporal gears cannot be placed in display cases. I've looked through the mods and can't see anything specific, but it may be part of a larger storage mod that I've overlooked. I appreciate that in 1.22 we will have cupboard and shelves (which look lovely!) but that still seems to be one space per item. It'll be an improvement on what we have but not the mass visual storage I'm looking for. Any ideas?
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This is purely anecdotal, and with the caveat that I've learnt more efficient ways of gathering sticks, but there definitely felt like a bump from 1.20 -> 1.21, whether on the ground or from trees. At the time I was far more sceptical about the shears, which didn't help with collection. Just to confirm, I really dislike the way everyone min/max's the other block game. Automated farms for everything, despite almost everything already being easy to do in bulk, so I'm all in favour of gatekeeping (if that's the correct term) certain elements. It does seem an odd choice imo, but as it is in 1.21 it's not a soft lock in any way. However if, as you say, it's meant to lean the player into a beehive kiln rather than stick heavy pit kilns, then it's failed with me. 1000s of hours and I've never built one!
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Name your favorite Vintage Story YouTubers!
Broccoli Clock replied to Mongster's topic in Discussion
I am going to be a contrarian here (me? No.. surely not!) and go against OP's wishes, sorry @Mongster, and post not my favourite VS streamer/vtubers.. instead I'm going to list smaller accounts (~30k subs or fewer, and some far far fewer with just a few hundred) who could benefit with the exposure. Ok, so what's the criteria other than low sub/viewer count? Well not much to be honest, I'm at the whim of the YT algorithm and that's how I encountered the cast majority of the videos listed below. All I have to have done is watched the video, enjoyed it enough to last to the end and well... that's it. I'm going to list the creator on the left and an example video to the right, the vast majority of these are no-modded vanilla first impressions (I feel that's a good way to judge how a person is going to approach the game and gives me a better idea of what their chat is like before they get "settled" into a routine). Many, if not all, have gone on to do multiple videos after that, with a good percentage having the majority of their playthrough live streamed - so make sure you check out that section of their profile. This is YT only, for several reasons, but I believe that many dual stream so you could find them on Twitch too. ** This is not in any way a complete list, I am almost chronically online and have watched what feels like 100s of different content creators take a shot at VS. All I've done is randomly chosen the links from my history, I may come back and update this with more. I've only scratched the surface of VS content I've watched over the last year or so. ** In absolutely no particular order: Bosmic : I Survived ONE YEAR in Vintage Story... Mr Egg Hat : 1 Year Adventure In Vintage Story DavaMouse : Surviving The First Day : Vintage Story 1.21 - Episode 1 Choko Getting Good : Lake Beginning VileShinobi : My First Year in a Hardcore Vintage Story! One Life and No Map! PotSheep : The Survival Game I've Been Looking For (Vintage Story) RiffyGames : (Not) Off to a Great Start! - Let's Play Vintage Story - Episode 1 CupcakeBro : minecraft guy plays Vintage Story like it's 2011 again Oscillascape : 100 Days in Vintage Story: The Island Challenge (Hardcore Edition) Azungu : I Survived 100 Days in Minecraft's HARDEST ALTERNATIVE Nemract : It's a HARD life in Vintage Story Dallasmed65 : The INSANE Journey to Build a Pickaxe! - Vintage Story Ep.1 TRC Cozy Corner : A New 'Vintage' Beginning NilHero : I Spent 100 DAYS In Vintage Story " Year 1 SUPERCUT" RubberTacoSurvives : Struggling To Blindly Survive My First Days On Vintage Story! Swootie : My first week in Vintage Story Kgeeplays : An incredible journey begins! - Vintage Story 1.20, Ep.1 WinkWinkCrew : To Run, First Crawl | VINTAGE STORY Janmaran : NEW MINECRAFT BUT BETTER? / Vintage Story Journey #1 Catastrophic Sandwich : What Is Vintage Story? -- We all say it would be nice for VS to get more exposure, it gets sidelined by its corporate cousin and doesn't carry the hype of hytale, and honestly this is how I do it. I find first time players, or those who have a small audience, and give them some love; whether that be likes, subs or comments. The larger content creators already have traction, retention and recognition, it's those out of the spotlight that need the extra eyes on them. -
Just for reference, I wrote my mod (posted above) when I was playing 1.20 which I found not to be overly generous with the sticks. However, in 1.21 (cannot comment on 1.22) there are lots more sticks on the ground in the forest, and it seems like there are more sticks produced by using shears. Despite it being part of my mod list, I don't think I use it all that often these days. I understand gatekeeping progression, we all accept there is a certain amount of grind, but sticks is a bit of an odd one. The vast majority of time you'll need them for pit kilns, or perhaps fences, and I really don't see a downside to allowing stick crafting.
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I get that. It's an all or nothing thing with me, either I don't touch it and get the surprise of the new content, or I go full on QA reporting every single little thing. I do not have a middle ground it seems! I suppose considering the joy/value I've gotten from VS and that my background is software development, I probably should lean my shoulder into the debugging process.
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Do Cellars not work in the south? (1.22.0 pre.2)
Broccoli Clock replied to Sakura Zensen's topic in Discussion
The area I (intentionally) settled in was "pure desert". It wasn't huge by any means and had things like savanna within 400 odd blocks, but the heat was ruining everything and making crops 'impossible' to grow crops. -
I'll use ruins as staging spots on travels but don't tend to repair them more than making them habitable. The question is, do you use the Better Ruins mod? I'm going to guess no because you didn't mention it, but if you are wanting something far more complex (although not necessarily more complete) some of those ruins are absolutely lovely. I personally don't use BR purely because to me they seem out of place and OP in the vanilla world, although as I say some of the builds are just beautiful, but if you were looking to specifically take over one and live in it, it definitely offers many more options than vanilla does.
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Do Cellars not work in the south? (1.22.0 pre.2)
Broccoli Clock replied to Sakura Zensen's topic in Discussion
Is this different to 1.21? As altitude is the answer currently. The higher you go, the colder it gets, even in the desert. Now while it'll only be a few degrees in places, that might be the cut off point for food spoilage and/or growing crops. When I played a desert playthrough, I found cellars only increased food spoilage, and in the end I used a 'subsistence farming' strategy rather than stockpiling. -
I avoid it completely. The main reason is I'd rather encounter new mechanics when they are fully fleshed out and not buggy. I am happy to play experimental branches of games, and done so on other titles, but for VS I'll stick to the stable. I have also avoided every single 1.22 video out there.
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On a side note, and apart from the above, I was playing Namalsk the other day, it's a modded map for DayZ which is loosely based on Stalker. As most will know Stalker has an "emission" threat, and this is mirrored in Namalsk. The emission event could be considered similar to the temporal storms of VS, albeit the storms last much longer. However the reason I mention it is the build up to that event. It starts off with really creepy "children sounds" with very deep bass and other environmental sounds like thunder and an increasing deep bass sound in the background, this builds up and becomes a storm, this all lasts about 2 minutes, finally you get hit by the emission (where you need to be in shelter or you'll get damaged). Here is a (very old, although it demonstrates it well enough) video of someone encountering a storm.. Nalmask/Stalker storm build up. Don't get me wrong here, I'm not asking for temporal storms to be like the stalker/namalsk emissions, but I do think the build up to those emissions is a format that VS could embrace, and for the better imo. However, I do think a console message to the user is like a "place holder". I am not against it being in the game as it allows accessibility but for the most part I'd like to see no textual warnings of the incoming storm, instead the user is informed of the incoming storm by environmental cues.
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Two things, 1) Could a mod merge all these "temporal storm discussion" threads? It seems like one is posted every week now. No shade at the OP, but it only benefits everyone if it's kept in the same place. Otherwise it's just a set of repeating posts. 2) For me, I don't want to be able to visit the Rust World, and for several reasons. One being the fact that you can't visit, and only get mere glimpses, is part of the "horror". It fits neatly into the Lovecraftian vibes; you do not visit them, they visit you - uninvited and unwelcome, into your world, and in doing so challenging what you consider to be normal. Visiting them would not only lessen that, it would effectively negate any "fear" or "power" the Rust World has. If you can easily move between the realms then YOU are now the monster. A fundamental, and complete shift, in terms of the current meta. One other reason, would be to avoid a direct analogue with Minecraft. If I'm being honest, it's just lazy meta. MC has an alternate biome, why can't VS have one. Aside from the reasons above, if you did allow people to travel there, all you are doing is massively lessening the impact of the Rust World for what? Nothing effectively, you've not moved on the lore, you've not gained any knowledge, unless you want the Rust World to have all it's own lore, loot, mobs, buildings/ruins, etc.. in which case you are asking the developers to double the workload - in a game that is technically 1/4 finished after 10 years (I base that on the storyline being 2/8ths complete). As for why the Rust World/Temporal Storm exists, I believe (and happy to be corrected on this) that this is the influence of Sarta, who is keen on the supernatural weirdness, whereas Tobias is more into realism. It's not as clear cut as that, obviously, but I believe this to be the gist. If that is the case, then anyone coming to the game and assuming the idea of temporal storms/horror elements are just tacked on in an ad-hoc basis is plain wrong. All this is personal opinion, of course. I have no special insight into the development process, or what sort of meta the dev team want to aim for.
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Sorry I really should have said, "when I play single player". I can imagine how expanding it onto a server would cause issues. In fact I'd be far more inclined to play a "non-realistic" multiplayer experience for all the reasons you mention. In terms of playing locally, I don't mind if the lightning strikes hit outside of my render distance. I've played with it on quite a lot, and while I do occasionally run into areas that look fire-ravaged, it's far less than I would have maybe expected considering I see quite a lot of lightning at times, yet most forests remain damp.