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Narcosis

Vintarian
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  1. 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.
  2. 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.
  3. 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.
  4. Luckily, doesn't look like a rot beast... doesn't look like anything tameable at all. Clearly a malformed rust realm inhabitant... clearly bigger. Hopefully it's not a future stead because I'd vastly prefer something nicer to tame and ride on. Should we be scared?
  5. You should make triple-headed drifters your priority targets. They are the elites of the bunch and always carry a lot of precious stuff on them. From my current testing, you have about 50-70% chance for a jonas part drop and they usually have a bunch of gears on them too. Definitely worth it, especially considering a single storm can spawn at least a couple of them before it disperses but they're quite tough and hit like trucks, so better be prepared (or just don't get hit ).
  6. The current "room" algorithm is kind of wonky. It works perfect when you're actually creating small rooms or houses, but when you want to create something like an actual house - in the way they used to be built in the past - you won't get them, most likely. Add actual chimneys & amenities, and 100% you won't get your house to be one. I have a situation where my house fits exactly within the limits - all with the chiselled blocks for chimney counted perfectly to a single voxel and the game still does not count it as a room. It kind of makes no sense, particularly when chiselling allows you to create elaborate designs with actual working chimneys and I despise the cookie cutter designs where placed limitations completely restrict you in terms of what you can create, causing every single building to look and work exactly the same. That said, the bonus is basically +1C in base temps and no winds inside. Only Tyron probably knows whether it has any impact at all, might be purely aesthetic, might slow down temperatur loss. I will say this tho - if it's meant to be an actual mechanic, it will have to be revised and seriously. +1 in temps means literally nothing, even in temperate climate, as you'll start freezing in cold seasons without proper clothing and constant warmth generators (like fires). I'll have to look into it a bit more and maybe there's something that could be done about it. I'd love to have actual working chimneys.
  7. Ambiance scapes based on the vicinity/amount of particular block types/biomes would be the best solution here, I'd say; it works similar to reactive music with difference here you stack ambient sound loops in varying intensity and power - the stronger the "presence" and the closer you get, the more soundwaves are both played and layered on top of each other. I'm not certain how VS is built, but afaik it doesn't really use "biomes" as information output but a couple different factors like temperature, precipitation, amount of rain, aridness, wind etc. These should be enough to create waveform tables which could serve as basis to tell the game what kind of soundscapes it should be playing at the right moment. Give it a try, I'd love this game to finally breathe with life, as it's been the one thing it has seriously missing; there are some basic sounds and they're great, but game does indeed lack the proper sound ambiance. Another thing you really need to consider is adding actual animal sounds - mainly footsteps/breathing for large creatures/etc to indicate animal/creature presence. I've lost the count how many times I've run straight into a bear without it even knowing it was there because it makes little to no actual sounds aside from a random groan here and there. Most creatures make "angry" sounds already when they're targetting you and for a lot of players it might be already too late by then. I bet it's probably one of the reasons for the past bear frustration, people simply weren't able to properly spot them in time. I remember one of the minecraft sound mods - MAtmos, I think - did a fantastic job with creating ambiance back in the old days and did so by reading the amount of block types around, amongst other things. Might be worth looking into.
  8. Turnips and soybeans as staple crop but no potatoes? Are you kidding me? HOW AM I SUPPOSED TO SURVIVE ON SUCH DIET. I will summon ten centuries of pestilence to curse your farmlands for generations. I DEMAND MY LITTLE POTATO FRIENDS, THE LUNCH OF CHAMPIONS.
  9. You could get them from ancient vessels, indeed. They just never grew fruit due to being unfinished. They were meant to be lost vegetables the past civilization had access too, sort of high tier food source which takes far longer to grow and has higher requirements, but rewards you continually for a long period of time once fully grown. I do hope the farming system will get an expansion sometime in the future. Another thing I'm really rooting for is wild herbs which could give some basis for a future herbalist/alchemist profession along with potion crafting etc. Having an actual use for all the flowers and new herbs which would grow in different climates could be really neat and it's great to have actual incentives to both travel and explore. Next major update is supposedly to focus on new means of travelling, which is a requirement for fast and efficient long-distance exploration; having some horses/donkeys or maybe some domesticated ram species to travel on would be fantastic.
  10. Can't wait to see this update pushed to stable! Particularly hyped about loot rebalancing, glue, performance tweaks and most importantly - re-bindable mouse buttons. Can finally put that mouse of mine to good use and I always can't stress enough how important such features are, including full proper keyboard rebinding (no forced buttons + combinations other than w/a/s/d for people using different setups/controls). As far as I remember, both tomatoes and peppers were supposed to utilize this different system, the one you're talking about. It was meant to pave way for sort of "update" to farming, where certain plant types are basically evergreen and produce fruit as long as the environment allows them; it would allow things like tomatoes, bell peppers and it was put aside because it turned out to be more complicated to implement and other things took priority back then; since that time peppers and tomatoes were temporarily removed completely from the game and been on the back burner.
  11. I did exactly that but world still turned out to be different. I even went as far as to check every single value by hand, though I can't really recall whether some past mods might have influenced world creation (I play mostly vanilla nowadays). Honestly, it's not that much of a deal and I'm currently having a blast in a freshly generated world. (Un)luckily my first holiday period began this year and I really was supposed to do other stuff than play more Vintage Story! Speaking of which - are there any plans on some minor ambiance/atmosphere improvements? Playing yesterday reminded me how beautiful this game is and the only small thing I find missing is actual cloud shadows. I'd love to see those fields basked in flowing sunlight and shade running over the ground and I bet I'd greatly improve the ambiance. Would it be something difficult to even consider implementing or more a matter of being tricky to implement without greatly impairing current performance? PS. Really loving all the work and passion you're pouring into this project! Keep it up!
  12. Congratulations on another stable release! Unfortunately, worldgen seems to have been changed since 1.18, yet again. Exact same world setting options produce entirely different results on vanilla client. Not a real deal breaker, but it quite literally means it's better to start all over from scratch than hope for porting of your previous structures into exact same or similar spot and honestly my biggest pet peeve with this game's development cycle. At times you simply lose interest to play long-term sessions because of how fragile the game is between the updates and knowledge all your effort and personal progression will go to waste.
  13. Long-time player and forum lurker here. To be honest, one of the biggest overall problems with VS is the amount of initial investment it takes to progress the game; for that you need appropriate land and you bet you'd want it to be perfect. This strive severely limits the areas you can actually settle down to have unrestricted growth, while also sporting decently nice views around. I found out, it often takes countless hours of running or "cheating" by flying around to scout the perfect spots and that's not where the searching ends at. You need appropriate geological structure, access to all resources and minerals... then you'd also want to have the good traders around AND most importantly - the area needs to be relatively safe and sound, with possibly no temporal instability; bonus points if it's very stable underground as well and there's caves with stuff below. There's so much to factor in, but when you find a perfect spot, It's like you won at the lottery, haha. After spending some time in 1.18, I have to confirm the terrain is... different. Quite vastly, I'd say. The length of fields is bigger, the distance you often have to travel between ranges also grew. In comparison to previous maps, the world feels much bigger but in a way, it also seems less diverse; that said, it's difficult for me to say whether it's better or worse. I'd say it's different and in my case, I kind of grew to like it as the time passed. In overall - minus the new strange generation glitches, more "floating rock formations" and some uneven terrain generation - it does feel much more natural and realistic; the upheaval is responsible for it in the most part as it doesn't change the generation, it simply raises the terrain it is on, creating these natural, wave-like hills which definitely add to the overall feel and can produce some really nice looking vistas. I'd say it a move in the right direction but it'll need tweaking; luckily, everything in generation can be configured to your taste. From what I've checked, if you reduce upheaval to zero, it will produce very much pre-18.1 landscapes. My main complaint is that new generation is incompatible with pre-18.1 and produces vastly different results now. It's understandable, since game is still in active development so we have to deal with it occasionally, but it was still disappointing when it turned out I won't be able to play on the world I previously managed to get. That said, I'll share one nice new seed here: 801461586. you will start in the hills; the terrain there is nice if you want to settle down for sorta Swiss feel; that said, if you'll move further to the west, besides the dunes, there's a vast open field with a mountain range to the north and forest to the south. It is very stable temporally and best of all - has quite good deposits of iron underneath and there's plentiful of resources in the area, whilst the surrounding biomes have a lot more to offer as well. Best of all, there's a survival goods trader at the edge of the field! I highly recommend it for a fresh new start.
  14. Lava doesn't seem to be generating at the bottom of the underground and instead, there's basalt rock everywhere. Is it intended or a bug? It's a fantastic update but unfortunately also seems to change the previous worldgen completely, making all the old seeds useless; I will miss my previous, beautiful world. The new upheaval features are definitely great and seem to be introducing a lot more variety to the terrain, yet at the same time - from what I've managed to see so far while test traveling - I have a feeling it kind of stretches land planes exponentially, creating either gigantic and huge mountain ranges or vast, but completely flat fields. All in all, it seems like the world is more empty and there's much less overall variety in comparison to what I've been used to. Either way, it's really difficult to tell at this point, but I guess a little bit more explanation on how worldgen works right now would definitely help! That said, the sole fact everything is still tweakable is just great, I highly appreciate that. Keep up the great work!
  15. Hey there! Just leaving a note - the latest stable version of VS (1.7.3) seems to run your mods, but BuildingPlus crashes when you try to place balcony parts (including stairs); otherwise everything else seems to be working well and the multiroof submod works as well. Please consider updating, your multi-roofs add so much to the game, it's hard to play without them around.
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