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Heegrim

Very supportive Vintarian
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Everything posted by Heegrim

  1. I have been generating worlds with different settings looking for a nice seed near a coastline but I have had no luck all day. I either spawn on a tiny island or in the middle of an enormous continent. Anyone have any tips? I tried the Chunkmap Pregenerator mod to look at what the overall terrain is like but it runs so insanely slow for some reason. It has been quicker for me to just fly around.
  2. Yeah, I agree. It’s kinda devastating for new players to finally get their first pickaxe and go mining, only to realize they have to pan for 20 more nuggets to craft another tool to be able to progress further. The chunk smashing mechanic is already in the game and this would fit well as an transition from early game knapping to late game metallurgy. Primitive Technology on youtube smelts iron and smashes the blooms with a rock to extract the nuggets, so we should at least be able to smash copper chunks with a rock.
  3. No you don't, spoilage rates/barrel recipes/etc all scale off of calendarspeedmul from what I can tell.
  4. Just spitballin ideas here for how some traits could be earned or lost: Spending a lot of time indoors could gradually increase the Frail trait. Getting hurt and healing often would do the opposite and eventually give you Toughness for a slight bonus to HP (Kenshi-style). This would naturally have players specialize into roles, fighter would naturally get better at fighting over time and crafters/cooks would get more frail and need protection. Similar thing could be done for run speed. Running around a lot would slightly increase your Fleetfooted trait over time and being sedentary would reduce it. These should be capped at a very small amount, though. The max variation between players really shouldn’t be more than 10-20%. I think these should be hidden stats and just be expressed through traits. If people see that running around is increasing their speed stat by 1% per minute they will just be encouraged to run in circles until they reach speed level 100. The spirit of Vintage Story just feels more qualitative rather than quantitative. When people see a number, they focus on that rather than the beauty of what is actually in front of them.
  5. I’m not a huge fan of games with skill progression systems. It just feels like another number go up grind. I like Vintage Story because your progress is based in the physical things you create. Also, lore-wise, your character is not some fresh baby that just appeared in the woods one day (well that last part is kinda true). You had a life before and your skills and physicality are based on that (i.e. the class traits). I do agree that there should be some way to earn new traits or remove negative ones in the future.
  6. Yeah, this would be a good way to obtain salt if you are playing wilderness survival. I really think they should add some way to make evaporation pools to collect sea salt early game too. Or even just let us fill a cooking pot full of sea water and boil all the water off to get 1 salt. It is crazy how hard it is to find any naturally occurring salt right now.
  7. I don’t know if it has to be this complicated but I do think there should be another tier of hives. They should still require some care so they are not just ‘passive income’, like having to repair the frames with twine or preparing the hive for winter somehow (cover with linen sheet maybe?). It would just be a more compact and pretty way to make honey instead of having fields of hundreds of skeps like I see some players do. I think putting the honeycomb in the fruitpress is good enough for extraction. Maybe the sieve should have to be inserted under the press with the bucket for it to work.
  8. I like this too. Even just a crafting grid recipe that uses axe/hammer/chisel and logs would suffice. Then we would have an early, mid, and late-game boat.
  9. Yeah, the shovel should be used for harvesting root vegetables instead of the scythe. This also gives more variation to the usefulness of different crops early-game. Since you need metal to make a scythe, it would make more sense to plant more root vegetables in the Stone Age and then upgrade to favouring grains as you progress to metal tools.
  10. I did some tests and calendarspeedmul is what you want to change. It affects all the games systems evenly. /time speed gives a warning not to use in regular gameplay. It seems to be linked to gpu processes like waves on water and plants swaying in the wind. Both commands change the day/night cycle but this one will have unintended consequences. I set my calendarspeedmul to 0.4 which makes a full day/night cycle last exactly 1 hour in real time. This feels more natural to me and also makes a full year take about 100 irl hours (depending on how often you sleep).
  11. It would be nice if you could go from a standstill straight to galloping with the curb bit when you are holding the sprint key and press W. Not a huge issue, but I sometimes forget that I have to press W multiple times in an emergency and the elk just saunters along as I get pelted by bowtorn. I think the two bits should be differentiated further but making the curb bit act more like a throttle, increasing the elks speed smoothly as you hold W and keeping it there when you release. The sprint modifier could then be used to quickly jump to max speed or stop instantly when used with S.
  12. Bruh, idk why the ModDB home page only shows the latest mod version for my followed mods, not the game version that is supported. I’m trying to see if my mods have be updated for 1.22, I don’t care that patch version 0.2.3.0001.5 was upload for some random mod, I want to see if I can use it for my 1.22 playthrough… I am currently clicking every single one now to see if it says 1.22 yet. Let me know if I am just brain dead and there is an easier way to do this.
  13. lol I second the necroing of this post. I want to make the days a little longer for my server with new players but now I am confused on what command to use. Does one command change the tick rate and the other just scale the day/night cycle or something like that? I know that crops/barrels/sleep/campfires all kind of use different ways of tracking time so I don’t want to mess things up significantly by changing the wrong one. (I feel like this should be overhauled, probably will be in a future update) If no VS scientists respond to this soon I may have to set up a test world and conduct my own experiments.
  14. Is there some sort of technical limitation that would make it impossible to melt snow and ice when a chunk loads? The lake behind my house is half frozen in the middle of summer because half of it is unloaded most of the time. Crops can ‘catch up’ to the current season when they are loaded in so why can’t this be done for snow and ice? Couldn’t there just be a check for outside temperature when a chunk loads? (i.e. if temp > 10C then instantly melt snow/ice between sea-level and certain y-level). If that is too taxing on performance then can the melt chance be significantly increased for higher temps? The relationship should be non-linear so there is almost a 100% chance of melting above a certain temp and also 100% chance of freezing when significantly below 0C. Currently, it feels like snow and ice melt at the same rate at any temperature above zero. Maybe someone has made a mod for this already. It is currently 30C in the middle of summer and I spent all day walking around the frozen side of the lake and there is still snow and ice remaining…
  15. Yesssss pleaSsssse!!! I have almost 500 hrs in game and I just stared turning off the block interaction help tooltips because I have finally memorized all of the different possible button combinations. I know veteran players will be upset with this change because they will lose their encyclopedia of muscle memory but this is sorely needed for new players. Just leave a “legacy controls” option for people who want to keep it the way it is.
  16. We need the Jonascycle too lol!
  17. I like the idea of an iron stove that burns fuel more efficiently for cooking and heating in winter.
  18. The bells, Mason! What do they mean?! I am all for adding diving bells. Also, I'm pretty sure there is a depth where the human body begins to sink instead of float. So you would have to struggle to swim up or be forever lost to the sea.
  19. Also, I think there are lore reasons why the Seraph already knows how to build basically everything that isn't super high-tech (although I haven't finished the entire story yet, so I may be mistaken). I kinda figured the handbook is just memories in the Seraph's mind, not a physical handbook they are reading. Having things locked behind skills wouldn't work with this. At least, that is the connection I am making with the [Story Event] text that comes up when you load a world. Not sure if "it" is referring directly to the Seraph, but it is definitely connected somehow. No spoilers pls!
  20. Yeah, I always wondered why daub was so expensive. It is actually one of the most annoying building materials to work with because you basically have to go collect everything specifically for it as you almost never have a surplus of the necessary materials (besides dirt).
  21. This would be great! I just have my browser's bookmarks full of mod pages and I will have to keep going back to them to see when they get updated to 1.22 now.
  22. Yeah, I second this. I am really sick of bloated skill trees and level requirements in games now. Vintage Story is going for a diegetic experience where knowledge and time are the requirements to progress, and I absolutely love this. The less menus to sift through and and arbitrary numbers I need to grind for, the better.
  23. I kinda hope a cooking overhaul comes our way one day. The current recipes are a bit unintuitive and I still end up going back to the handbook to check the ratios after hundreds of hours played. I like the Zelda method where it abstracts away the exact ingredients so you would just get "porridge with berries" or "fruit porridge". This way, like foods could be combined and they would just have the combined average spoilage time and satiety values. Maybe we could still see the exact ingredients when mousing over. It would be nice to be able to cook more freeform meals, but I guess the devs made set recipes so we wouldn't just make meat-veggie-fruit gruel to fill all the nutrition bars at once. Maybe if they do add something like that in the future, it will have a very fast spoilage rate to balance it. This would also work for jam, so you could make it with just berries but it would spoil faster than if you used honey.
  24. I feel like Blackguard needs a large stomach trait that gives +500 max satiety (+33%). I like the increased hunger rate trait but it would be nice if I could go out and not have to eat second and third lunch so I don't start starving in the middle of the day.
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