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Narcosis

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. This release actually came out faster than I expected. Lovely but not without major bugs - the quern milling/stack bug is still here. Output material from quern will disappear after closing any container that's not your own inventory. Quern then doesn't reset it's progress bar, which results in ultra fast, near instantaneous milling of entire stacks of materials; it does not matter though, as they will all disappear if you try to craft something out of them or place them in any container or move any other item/stack into their place on the grid. Also, a lot of block entity models are now duplicated in a single spot upon placement, quern being one of them; this results in constant Z-fighting. Other than that, this is probably one of the most major and substantial updates to the game in quite a while. Thanks for all the work and I can't wait to see what the future will bring.
  2. This is a bug and it's still in as of rc8. I haven't tested it thoroughly but it seems to be connected to the produce; when you for example process certain materials into another with larger quantities and move it out of machine's inventory slot into your inventory, it will often disappear - but - it doesn't really disappear either. When I placed it directly in the grid as a crafting material, it was gone but once I reloaded the game, it appeared back, stuck in the same grid slots I left it at. I think there's more to it than just that; no idea if anyone else bugtracked it yet but since it's in rc8, its been either not dealt with yet or its unknown.
  3. I think that was something that's been already presented and brought up a couple times in the past to no avail, sadly. In my opinion the game would benefit greatly from these - an entire library could handle all the buff/debuff/injury/ailment system together and it would allow for a lot of freedom in terms of content additions and modding. Large wounded animals could get weaker/slower but also more ferocious - like bears (fight/flight response); wounded animals could also leave a blood trail behind them with periodical drips of blood visible on the ground to spice up hunting mechanics; a percentage-based system on the ailments could basically dictate whether the animal will survive and heal itself after a while or just collapse and die, making hunt searches an interesting and alternative way to deal with large predators (think of potential bear traps, spikes etc); now you wouldn't necessarily have to only hunt, you might expect a dangerous predator you fought with but didn't quite managed to fell might be laying somewhere around in the area, dying. Obviously - polishing such a system would require adding more animations for wounded states etc but overall - for starters, introducing a mere wounded state with a slowdown on herbivores and maybe a buff for some predators to enter an "enraged mode" could be fun. Not to mention - the player's own survival potential with new mechanics like illnesses, wounds, healing methods via salves and herbal medicine - as well as health or stamina buff via herbal concotions or natural drugs (with potential later drawbacks) etc. Vintage Story feels like a deep and immersive survival-focused experience, I'd really love to see this included and expanded; Obviously this also begs for a complete combat overhaul. Its not something that probably will come anytime soon, if ever at all though.
  4. Go straight into the game! Beginners usually don't get far anyway at first so it's better now to just have fun and learn the mechanics; once the 1.22 stable drops you'll have far more experience to tackle on bigger projects and get into the meat and potatoes of the game.
  5. TFW you stumble into a rich iron deposit in your first few hours of playtime, while searching for tin
  6. This game is not the other block game; it's in fact its direct opposite aimed to focus precisely on survial aspects, instead of sandbox nature. What's good and what isn't is not up to you to decide. You may think redstone is fun, meanwhile I consider it what derailed Minecraft's original vision. In the end, there's nothing modding cannot fix, provided a game is popular enough. If a need arises, people will make it. I personally see no reason to add advanced logic to VS... yet. Maybe in the future, when we'll get the steam power and full jonas endgame content integration? It would make sense - depending on Tyron's vision - to have some ability to control all the intricate machinery. For now, though? Not so much. I like the gritty, early medieval fantasy atmosphere of the game. I hope it stays this way. I don't want another clone of that other block game. Again, it is exactly why we're all here.
  7. I'm seriously hoping Tyron will finally introduce hydration, would make all this juice and drinks finally make sense, not to mention open up a whole new world of interesting mechanics for characters and making the tropic/desert starts far more challenging. Add prospecting for spring water (which could for example be an actual block source located deep underground, depending on local rock strata), which could then allow - paired with a network of pipes and a mechanical pump powered by a simple windmill and then steam engines - to transport water into large barrels and then canisters and we get an incredibly engaging system that would add a ton to actual settlement building and allow for some incredible future prospects. Add leather water bags, low-level gourds and then metal canteens as means for personal water carrying; animals could drink too which would create ecosystems based on water amount/proximity. @Tyron Is there any chance we could get the ability to chose between the old and new moon in the option settings? I can't live without the new moon, the old one is just :- ( and feels too basic.
  8. A rope & pulley system would be rad further down the development line to create more complicated mechanical contraptions. We already have clutches, transmissions and brakes. It might also become a step to later implement belts and beginnings for Jonas-derived advanced mechanical devices, like the ones we saw in the Library.
  9. Man, that moon looked so great... not everything in this game needs to be square, you know.
  10. If nothing went wrong, it should be fine now. Another good thing is a lot of slightly outdated popular mods seem to be working fine as well, despite message warnings. If you play with more than a couple mods, I'd recommend checking the game on a test world first to see if everything loads fine and there's no potential crashes.
  11. Good question. Last RC update broke the worldgen, causing glitched terrain on the borders with previously generated chunks. It should be fixed by now, but there's no telling whether it truly works as intended or not; one of the reasons these versions shouldn't be used as a base to move from towards release with your generated worlds, as they often carry over all the bugs. Albeit there is an ability to re-generate terrain afterwards with the new worldgen commands, it often comes at a cost of losing your creations... or just does not work at all. Hence, it's best to wait for the release, RC's are only meant for testing and to showcase new features.
  12. I can see this work, particularly with the kind of contraptions and advanced machinery that can be seen in dungeons. Whilst the latter work on the principles of technology we don't know much about yet (temporal gears etc), one I also consider more of an endgame goal, the ethanol fuel industry could be meant as something of a post mid-term progression which could also serve them well into endgame. I really dig this concept.
  13. They're hardly overpriced. Current endgame is certain ancient devices and these need a ton of Jonas parts... which only drop from double-headed drifters (whom only spawn during temporal storms and in very limited quantities) or can be found in ruins; most folks won't even get to this point or won't bother due to how extremely time consuming part hunting is at the current moment. Your first lantern in the beginning is both a massive help and a precious thing to behold, once you line them inside. It really elevates this sense of achievement. Once you get to automatization, it becomes much easier to mass-produce lanterns very efficiently and honestly, you don't really have to even line every single one of them up. I simply mass produce iron lanterns because at one point iron becomes so much more commonplace than copper - kind of like in reality - and you want to save the latter for all the higher tier metals.
  14. Seems this update borked the sword attack animations a bit; you hit once and the animation keeps repeating itself over and over afterwards, until you make a different action. Another thing I spotted is when I had the shovel in hand and was digging out peat and there's a lot of items you start collecting around, it causes the hand animations to reset with every picked up item along with considerable impact on performance; not by much but enough to make it noticeable. Previous version didn't have such issue.
  15. The world in VS is a medieval fantasy. In-game years have nothing to do with actual dates, as far as I know. My idea of a potato plant would be something based off P crops, which - instead of typically just planting - you'd have to dig up by removing the topsoil layer (potatoes would be within it), making that soil an investment required to grow the crop. Realistically, potatoes are extremely hardy plants (albeit not indestructible - the *cough* great famine *cough*) which don't require particularly good earth to grow in and well accustomed to growing in colder, more northern climates. Crop diseases included, it gives a lot ground to work on for a potential future content update - maybe something tied to alchemy/herbalism, which would require creating natural pesticides from wild herbs/flowers/plants which cold help you battle potential threats to your crops and/or making them stronger. Jerusalem arthichoke is also interesting, being often called a hardier alternative to potatoes. It's a rather lengthy flowering plant looking a bit like tiny, wild sunflowers; I'd be interesting to see it included - and it kinda does fit the world setting too - being the first two-block high plant of sorts (thus requiring more space to grow). I'm all for any of these, honestly BUT potatoes are must. Can't live without my potato friends. That's true. Tomatoes and bell peppers were postponed since they were meant to be first "perennial" crops - ones you basically plant once a year and as long as the requirements are met and plant is alive, it'll continuously flower and produce fruit; the downside is they would need to be planted early enough for them to have enough time to grow - as their growing period is much longer, making them an interesting alternative to basic crops, particularly in warmer climates. Their postponing was caused by need for new plant mechanics to be introduced. More alternatives for different crop types and climate ranges are always good and I do hope we'll see more of them.
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