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Everything posted by Khornet
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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
Good luck lmao -
So, what do you guys do during temporal storms?
Khornet replied to Briskethead's topic in Discussion
I used to don my steel plate armor, grab that falx and go Doom-mode double-headed drifter hunting in an open field for those lootalicious gear drops. Then I got my first heavy storm in 1.20 and let me tell you I do NOT recommend the pincushion experience. -
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WHY does the game not tell you that through some tooltip or the smithing guide? I consider myself a veteran of many years by now, and I HAD NO IDEA YOU CAN DO THAT! That's right! I crafted an entire steel plate armor set BY MANUALLY STACKING TWO STEEL INGOTS ON TOP OF EACH OTHER and making 20 (TWENTY) steel chains that way. It takes like 90% less effort to just pop some holes in that steel plate made through a helve hammer.
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Out of all the things that need a rework/rebalance in the game I don't personally think they're a priority. They eat, they breed properly (as in they lay eggs instead of just appearing out of thin air like they used to), they drop meat and feathers when you kill them, they're functional enough. Most importantly though, the fact they eat only grain gives the over-abundance of flax grain acquired when farming linen an actual purpose. Maybe stop the roosters from killing each other is one thing I'd add to chickens ASAP since roosters don't really do that much IRL despite the fact they DO fight.
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You can easily test that theory by dropping some low-value item yourself and then reloading your world. Most of the multiplayer "world rules" apply to single player as well. Dropped items are on a 10 minute timer. They despawn only when the 10 minute timer expires. The dropped items need to be in a "loaded" chunk (in other words, within a certain proximity to the player) for the timer to tick down. Saving and leaving (reloading) your world has no effect on your dropped items - the world "remembers" them. Yes, that means that if you drop your items and then leave the area far enough to unload the chunk (which pauses all entity activity on that chunk), the dropped items will never despawn/expire, since you're playing singleplayer and are the only entity that can "load in" that chunk. This is IMO a flaw, because you're basically polluting the environment if you find yourself dropping useless items to clear inventory space.
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Alcohol (Im)balance: One Degenerate's Heartfelt Suggestion
Khornet replied to Prof Neils's topic in Suggestions
I presume you're of drinking age, so, uh... why not just get drunk IRL and play Vintage Story? Let me tell you from personal experience that it's... an experience... -
You're crazy. I play Blackguard every time just because the extra hunger rate trait is such a non-issue. Securing food while sustaining yourself on berries and hunted meat in the first spring is really easy. Once you get farming going, you will have way too much food, that I just rot and compost.
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While this is a neat idea, the bottom line is; I NEED that charcoal for smelting steel. I really run out of trees at a faster rate than I run out of iron ore. And stacking up that firewood and then gathering the charcoal is somehow more tedious than mining for said iron.
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I have to voice my immense displeasure with the new fire clay and calcinated flint mechanics. There was by NO MEANS any need to make charcoal farming even grindier, by adding another layer of grind on top of it - that is cooking calcinated flint for fire clay. Improve the shoveling/ breaking speed of cooked charcoal and make the amount of charcoal you acquire static instead of random (8 charcoal per 32 firewood instead of 4-7 randomly) to compensate for this please.
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WHAT GOD DAMNIT TYRON
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I can't imagine ever lacking flint, if anything I had tons of it in my chests just lying around. You find one biome with surface obsidian and flint becomes obsolote forever; at least in my experience. So I was happy to see those stacks of flint are getting some resource sink mechanic, alas, it's only for different brick colors... was hoping it had something to do with fuel efficiency maybe because farming charcoal in industrial quantities is such a chore.
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Sorry but I can't find any info about this anywhere else and I'm very curious: what's the point/use of calcinated flint? No mention of it in the patch notes...
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My guess is your style of a curved roof made out of slabs is causing some kind of detection issue. Try to make it an ugly rectangular flat roof and see if it works.
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Thanks! This is half of exactly what I wanted. I suppose it's even better, 3 types of clay deposits lessens the amount of searching needed if you need a specific deposit. And to be honest I was mostly interested in red clay as it makes bricks I consider most "iconic". A bit sad we're getting these small changes to the very important world generation mechanics in such small doses though.
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Titanium/ilmenite got a purpose a long time ago - ingredient for tier 3 refractory bricks. There is still the obvious unused concept of using it for the highest tiers of steel alloys Nickel got a purpose in 1.18: cupronickel for electronic temporal equipment and items crafting. Chromium got a purpose in 1.20. Not what I expected, because we got a higher leather tier with it instead of a higher steel alloy tier, but it's definitely a good use of it, and 8-slot endgame backpacks are more than nice. What's left? Uranium exists in the game code, but I'm fairly sure it doesn't spawn on worldgen. I think it was thrown into there for modders. Rhodochrosite/manganese - also in code. No idea if it spawns on worldgen. Possible use is another tier or sidegrade to a metal alloy: I believe that's all of them. So only uranium and manganese are unused - both of which I'm fairly sure don't spawn during worldgen. But that could just be incorrect anecdotal evidence; I've simply never seen any myself.
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I never really believed VS would reach proper levels of "inspired by eldritch horror themes" that it advertises on the main page... and here we are. Just in time for October, too.
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Skeps hibernate (deactivate all functions) at 0°C. Here's a wiki quote: "Populations of bees will hibernate (stop swarming or producing honeycombs) at 0°C. Once the temperature reaches -10°C, all bee-related timers (swarm and production) will reset, and will only resume until the temperature rises above 0°C at the end of winter." They still buzz though even if they're surrounded by mounds of snow, those bees simply never shut up...
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I've said it mulitple times that avian fauna and a rework of trees need to be priorities in development to make the game world feel more immersive and alive. Crows cawing in fall, birds chirping in spring, owls hooting at night, cuckoos and woodpeckers in foresty areas and ducks around lakes/ponds = these would contribute TREMENDOUSLY to the feeling of a living, breathing ecosystem of a world. I think the biggest problem is actually making them fly, because If I'm correct I don't think the engine can handle that at all yet.
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Bumping this old thread because I want to add a question regarding 1.20: the version preview includes the following image, with many different new brick colors: Does this mean additional clay deposits? I see 6 colors for all the new varieties of brick style blocks.
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I would. We already have the base line for talents. If we're going to RPG-ify the game, why not expand on them? Many people dislike the Skyrim-like leveling system because it forces you to grind a specific task and sometimes encourages you to do really stupid things that are immersion-breaking (like hurting yourself repeatedly to level Restoration magic in Skryim).
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As always happy as I am to see news and new features in VS, I have to voice my disappointment with feature priority. A rework of... bricks? Really? Aren't there more fundamental issues in VS that could use reworks and polish? The ugly block-trees? Aquatic content? Avian fauna? The 1.20 update is presumably going to feature another worldgen change with adding the new story-mode structures. Why not use this opportunity for another worldgen feature, like changing the aforementioned trees so that they match the fruit trees visually and technically? Or updating water geography so that they're not all gravel ponds/lakes...? On the other hand, huge props for working on the long-distance travel systems by adding mounts and boats - this is also something that should be IMO prioritized, as exploration and long walking/running is very tedious. And also the long awaited diversification of the game's adversaries beyond drifters is something VERY welcome. What a childish argument. "IF IT'S IN M GAME I DON'T WANT IT IN VS, I DON'T CARE WHAT IT IS, OUR TRIBE IS BETTER THAN M TRIBE!" Especially since it's not about a gimmicky feature, like redstone or diamond weapons, but about the texture for animals, for God's sake. Do you think Minecraft invented pink pigs or something...?