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Everything posted by Khornet
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The game really needs a way for us to build or otherwise place our own translocators (outside of creative mode "cheating", that is). It took me roughly 30 minutes of raw sailing to reach the Resonance Archives again. That's an entire real life hour of doing nothing but holding W and going forward. Still, it's MILES better than doing the Archives before 1.20 - because at least I now have portable 8 chests to carry all my extra loot with me home. However, I got the map for one of the new 1.20 locations. And it's approximately 3x the distance away from my home than the Archives are. REALLY not looking forward to sailing for 1,5 hours. And that's just one way. AND the optimistic scenario where the oceans/continents align to let me sail in what's roughly a straight line. If I have to read a book or browse memes on my phone to pass the time while 'playing' the game, that's bad game design. Sorry, but there's just no sugarcoating it. Now, I COULD use the existing, generated translocators to make this easier - but now that gimps me out of the extra storage option from the elk and/or sailboat. So the choice is not clear anymore - do spare myself like 30 minutes by translocating a certain distance west, or do I use the sailboat for 128 extra inventory slots...?
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Now that 1.20 is officially out, sort of, I can finally demand the thing that I'm sure everybody will be grateful for the sooner it's implemented. Somewhat spoilers below that I won't even bother hiding, you know what you're getting when you opened the thread. ADD AN OPTION TO SWIM AUTOMATICALLY INSTEAD OF FORCING US TO HOLD THE 'W' BUTTON! The elk mount got such a feature built in via a nifty mechanic (a different bridle type) and it is VERY quality-of-life and accessibility friendly. Why didn't the sailboat get something like that...? I'm not even expecting a mechanic like a different sail or something, anything will do that spares my poor finger (or, more accurately, spares me from using an external program/script that 'pushes' the button for me). Sailing to distant islands/continents takes hours - REAL LIFE HOURS, PLURAL - I really don't think we need to manually be moving the sailboat while absolutely nothing is happening in game except it... sailing... I also vehemently believe that it needs to be faster. Like 50% faster. I didn't do any specific testing, but it feels as slow as the raft. Maybe a little faster. This means that the only advantage of the sailboat is the storage space (which is VERY welcome for long-distance expeditions, I won't deny).
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Err, I'm gonna need some specific explanation here of what this could mean. I have a 1.18.0-generated world that I used for all 1.19 content, and I was also playing 1.20-pre.13 on it for the past two weeks. Just now I successfully Is that going to cause problems...?
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Will there be stuff newer than that in .pre13 for those that have been playing it for the past two weeks alraedy?
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I also hate to be blunt, but you seem to have completely misunderstood me. I'm only proposing an alternative way to solve the problem in the OP, that's IMO more in line with the game's current balance. Reaching steel-tier tools is also a big goal/point of progression to me (and probably everyone playing this game). I only suggested something that would make weapons more immersive. Why go to such lengths and tasks of producing hard-earned steel, if we're just going to attach it to the first crappy stick we find lying on the ground? And all the while not even formally using anything to attach it to the stick (despite the tool's image itself clearly having the metal part bolted/nailed to the wooden part).
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So, what do you guys do during temporal storms?
Khornet replied to Briskethead's topic in Discussion
I am talking about 1.20. -
The ideal scenario is my head is: first we get a proper tree rework to have them match the fruit tree aesthetic. Trees would get a new "sapling" stage where they only drop a new "thin X wood log" item, and normal (big) trees would drop those too to some extent. A thin log is basically worth half of a normal, "full-block" log, so it would make 2 firewood when chopped. Trees would also drop a new "branch" item is an "oak branch", "pine branch" etc. You can use an axe on a tree branch in the grid to make a single fiewood block, OR a knife, to turn it into a "sturdy stick". For the sake of early game inventory management a "sturdy stick" can be downgraded in the crafting grid to a standard stick we all know and love(?) - but not upgraded. SOME sticks (like 10%) that lie on the ground, or drop from branchy leaf blocks, would also be "sturdy sticks". But only some. NO MORE TOOL MAKING OUT OF BRITTLE, "STANDARD" STICKS! Tools can only be made by tying a "sturdy stick" and the tool blade, with some kind of material - reeds, rope, flax fibers. And that's only tier 1-2 tools. After you go into tier 3, you have to carve a proper HANDLE using an axe and chisel (or an axe and knife?) out of a "thin wood log". This is also where reeds and rope stop being usable in crafting. In tier 4, flax is dumped - you now have to use nails and strips for iron and steel tools. Of course, the nails and strips type would have to match the tool blade metal itself (this effectively increases the bar cost of the tool from 1 to 1.25, I'm aware). And you could also use them for tier 2-3 crafting (copper nails and strips for copper tools) for higher total durability, if you so desire. That's the ideal and immersive scenario that I made up for a tool rework, that would also improve the issue of early tools breaking too often (like I mentioned; higher initial resource investment for higher overall durability).
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Wow I thought I got a bugged elk male from the trader that had no antlers. Turns out it was just young and they're growing with time! Incredible!
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Tools speeds are still the same. They just added new first and third-person animations. But you still "knock" on the block repeatedly, and the sound effect even reflects that. Besides, like you already said, only the final hit or "knock" is the one that deducts durability. So why does that matter? The knocking speed of the weapon is irrelevant for durability efficiency if only the final knock counts. What DOES matter is the fact different blocks, or half-blocks, or block-like entities, all consume the same amount of durability on their destruction. This is most jarring in the case of the shovel which should NOT be losing 1 durability per layer of charcoal scooped up, or the axe which should NOT be losing 1 durability per leaf block destroyed.
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I case you haven't noticed, the clay oven in VS is traditional type in that it is heated by burning the wood inside of it on the same surface area the food is placed on. I wouldn't wanna place my raw bread dough on the residue left over by burning stinking, filthy peat, and you shouldn't either. The meals cooked in the firepit are either in a pot or, in the case of roasting meat, hanging a certain distance above the firepit (on a magically materializing firepit rotisserie).
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Peat is literally just dirt with decaying organic matter. Why would you put your bread into where that's been?
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Opinion alert. I dislike Wildcraft because it goes too hard. I'd like for VS to have ~8 more lumber tree species, ~5 more fruit trees and ~5 more berry bush types. Wildcraft adds like 50 of each. It's just bloat.
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You can place linen on the ground as a form of coping. I guess you're not interested in pelts?
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Tools are ultimately a form of a resource sink for balance reasons. They should break eventually. Getting a steady supply of steel late game is not really that much of a problem and something to always work towards for most of your initial gameplay. I've never had a problem with tools once I started making steel ones and a single iron vein was enough to sustain that forever (and it made me a full set of steel plate armor). So while I do agree with the notion it's a bit silly the tool "just disappears", tools breaking often stops being a problem at the iron+ level. I don't think a grindstone/whetstone "healing" your tool durability makes much sense - if anything, they should damage them at the cost of efficiency improvement. IMO all sharp tools (axe, pickaxe, falx, knife, scythe) should start in a "blunt" state and need to be sharpened to varying degrees on that grindstone you mentioned, or a portable whetsone (with limited durability itself) to be usable/efficient. But like I mentioned that should actually reduce their durability by a very slight amount. I don't like this option for the simple reason of it introducing more inventory clutter to bloat your bag slots. If my pickaxe breaks and I have a backup one in my inventory - I still am wasting 2 slots in my inventory because I just picked up the broken pickaxe part. So I'm forced to choose if I want to carry home more ore, or that broken tool for recycling. So here's my proposition. We don't add a magical tool duct tape/glue solution that fixes your tools. We also don't recycle the metal parts of the tool. Like you mentioned, we ditch the brittle sticks and instead add proper tool handles carved out of wood with varying hardness (ebonwood being the best) + a new crafting recipe including the proper connective material to tie the tool handle and tool proper. For primitive stick-based tools that material could be reeds/rope, later flax fiber, finally nails and strips for bronze + tools. And in exchange for a much higher initial resource and effort investment into the tool, it gains a proportionally much higher durability that our current stick-based tools. That way it breaks way less often.
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Tyron's probably saving sheep-shearing and wool for a tailoring/looming wheel rework. Or for actual sheep.
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For the life of me I simply can't fathom how that's possible. Medium quality soil is, well, it's the second most abundant block in world generation, right behind low quality soil. If you spawn anywhere close to a temperate climate, you'll get rainfall, and if you have rainfall, you have medium quality soil... And you don't need to search for the different shade of brown with it, it's always going to be on the top layer of low quality soil. It doesn't, though? You can make Terra Preta without high quality soil. It's "only" just half as efficient. And I get that farming compost sucks, because it takes a lot of time... but other than that it's not hard, just throw your stacks of berries and all bushmeat in a chest outside for it to rot fast. Bony soil having a purpose other than panning is pretty cool idea. I think it should simply be usable for even more efficient crafting of Terra Preta. Though on the other hand, just because it's "bony", doesn't mean it's "fertile"...
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I believe quartz is currently the most abundant ore (mineral?) in the game. It's so abundant that the game doesn't even return it as a prospecting result - because it's just that common and easy to find. Most of us, once we get the necessary glass needed for our windows, and the crushed quartz needed for our refractory bricks, will simply forget about it. However... hiding in those ludicrously large quartz disc deposits are precious small bits of silver and gold... and those are, in fact, the only efficient ways of getting these precious metals (and they don't merely have swag value anymore, but actual practical uses). So you're going to get to mining the quartz and You'll acquire stacks upon STACKS of quartz, enough to build a whole castle out of glass, and you'll still have a surplus. And I GUESS you could just throw all of it into the sea and forget about it... but a true Vintarian is always an utilitarian. So the conundrum is; what kind of additional resource sink could the game introduce as a method to get rid of all this quartz? Glassmaking The obvious candidate, which was I'm sure suggested a hundred times before as its own feature. A method to create liquid and food containers alternative than out of clay. The problem is... clay is also a rather abundant resource (with a WAY better resource sink in the form of bricks though), and realistically speaking, it wouldn't take that much quartz to make those bottles/jars. And, of course, glassmaking/glassblowing would be an entirely new complex mechanic to implement, though I know there's mods that do that already. Tempered glass It would basically just be Glass 2.0, and from the gameplay perspective it would simply take (way?) more quartz to make it. Although I know that doesn't make realistic sense, because tempered glass is basically annealed ("normal") glass that's... tempered, as in exposed to a high temperature and then cooled down. And finally, what kind of gameplay purpose could that glass have? Well, I frankly don't know. It's tougher than normal glass and shatters differently. Glass doors? Different window types? Late game crafting recipes (craftable translocators)? This? Laminated glass Laminated glass is basically two layers of glass with... something in between them. The key word here is "two layers" which already contains the implication of using double the quartz (yes I know that's not how it actually works and you'd just split the normal glass in two, but shhh). As for its gameplay purpose, I dare say I came up with something brilliant; since laminated glass has better thermal insulation properties, it could be used for making a "second tier" greenhouse, boosting the temperature bonus for crops/trees inside it from 5 degrees to 10 degrees (value purely arbitrary), when laminated glass is being used as the roof blocks between the crops and the sky. Stained glass "Stained glass is glass that has been colored by adding metallic salts during its manufacture." As opposed to our current method of smelting green, violet and smoky glass out of VERY rare and VERY precious crystal deposits. And finally, this would be a method to allow us to make red, blue, yellow and brown glass blocks currently existing in game, but not being craftable. So in short, we'd have to smelt normal quartz + some extra ingredient to get colored glass variants, for construction or trading purposes. Someone else has already made a nifty suggestion topic including very specific examples of what in-game materials quartz could be mixed with for colored results. Sell it to traders Well, this already exists, but in a very negligible manner. The furniture trader buys normal glass in stacks of 8 - but the odds of you getting it in their trading rotation, and the fact it's a single trader type, makes selling it frequently a rather unlikely case. I propose adding normal glass to the stock of items bought by the commodities trader (who is currently very under-utilized as a money maker unless you're a Malefactor), and also by adding stacks of quartz and clear quartz to the rotations of items bought by the building materials trader and the artisan trader.
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Let's get taming wolves out of the way before we jump to more exotic animals, eh? I'm sure we'd all love to have an alternative to killing puppies.
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Nobody really knows what Damascus Steel is/was, the actual recipe/process was lost in history. The "Damascus" steel you may have seen in modern context is a reproduction based on estimations. I'm personally against using real-world etymology for in-game terms (Damascus is a real life city - it makes no sense for the Vintage Story world to use that word). I would love to see another post-steel alloy tier, however. The game already has its premise in code - you can find stainless steel items in the survival handbook. And before that, I would like us to be able to turn meteoric iron into meteoric steel - kind of makes no sense that we're not already allowed to do that. A blast furnace is a neat idea overall. And finally one that would let us smelt mis-acquired steel bits that are currently unusable.
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So, what do you guys do during temporal storms?
Khornet replied to Briskethead's topic in Discussion
My temporary go-to strategy (because I don't WANT to build an ugly arena lmao) for temporal storms in 1.20 is simply "just go underground lol" The bastards can't kite me if there's nowhere to run. A couple of mine shaft corridors in four directions and it's almost as good as waiting for those Drifters to run into my falx. Next world migration will probably make Hunter. Melee right now (or perhaps "still") needs a serious adjustment, the main problem is the obnoxious constant knockback and the incredibly odd hitboxes at close range (it's actually harder to hit them than shoot them...) -
Only the block directly above the crop can "block" the sun that way, and some blocks don't count (glass). Don't know if leaves count. But the rotating, standard, shadow of the tree (relative to the position of the sun) has no such gameplay impact (the game's not THAT smart...). Assuming the crops in the OP image were indeed planted at the same time, and had sufficient nutrient levels, and no direct/overhead block above the Terra Preta crops, it does seem like a bug. Bad luck is kind of not an option where 8/8 blocks appear to exhibit anomalous behavior.
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Seinfeld - Kramer - Why go to the park and fly a kite.mp4
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Bro do NOT touch that movespeed value, please man, you have no idea what you're doing, the wolves are the least of your problems!
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So, what do you guys do during temporal storms?
Khornet replied to Briskethead's topic in Discussion
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So, what do you guys do during temporal storms?
Khornet replied to Briskethead's topic in Discussion
Well, no, that was around the middle. The problem is, with the constant barrage of arrows (or otherwise projectiles), between CONSTANT knockback and chipping damage, it's impossible to fight them in an open field. And chasing down a single one to kill it is like 30 seconds of effort in a full plate armor... I had another heavy storm adventure today