MattyK
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Everything posted by MattyK
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Easy way to toggle greenhouse effect on and off
MattyK replied to Professor Dragon's topic in Suggestions
What if a block like the Sticks Layer insulated in autumn/winter but not in spring/summer?- 8 replies
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- greenhouse
- vent
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(and 2 more)
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Wasn't Tyron quoted somewhere saying he wanted to make farming in general take longer and therefore be more impactful... Something like 'we want to increase times so you can only get two to three harvests a year'? IMO, I think Potatoes desiring low fertility soil but also perhaps only being harvestable once a year could have an interesting twist to it. Plant in spring and harvest in winter as a sort of backup foodstock crop. They could be used as a fallowing crop too, increasing P-levels for the next spring, but that would also defeat the whole 'low fertility soil desired' element mentioned above. The other thing we haven't really seen is crop blight. We see overheat and too cold effects, but having a blight and crops resistant to it could incentivize players to further diversify their farming, and push them into a hunting subsidence mode once in a while when a crop goes bad and you only get say 10% of the total yield that harvest.
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I definitely feel that 1.21 meets the goals you've set for it so far, and feels like a substantial bump in the quality of life of the game in general. The default world generation changes alone are a game-changer, encouraging more sailboat and raft usage. I look forward to seeing future updates, Tyron.
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I agree, I'm just reaffirming that the presence of Hypixel devs on the team isn't going to turn us into Vintage Hytale.
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You can see the Heavy Tool Belt in the Wiki, under the Belt category. It's purpose is purely cosmetic. Aaand yes that's the crafting grid output.
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I was talking about the social integration, of letting them take over Vintage Story. Yes, they could make a total conversion but that's besides the point.
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I'm struggling to put two and two together with this thread... Is it a concern thread, outrage, or just venting? Tyron left Hypixel over a conflict of vision (As per the Oscillascape interview), I doubt he'd let them integrate on a level you are suggesting (Where the Hytale mode becomes the dominant way to experience Vintage Story). Those devs that join are likely looking to pick up any work they can, as the games industry is vicious in how hard it is to find new work that isn't setting down roots and starting your own project. I very much doubt this is some 'coup' to turn Vintage Story into Hytale. That and Hytale itself was styled after adventure megapacks for Minecraft which are already known for some pretty lofty expectations. It's safe to say that the spirit of Hytale lives on in Minecraft.
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Ingame months perhaps? XD
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Ehhhhhh, for me, it'd probably be along these lines; Tools that break past Copper produce broken heads that can be re-smithed. Revamped combat with smoother animations, no more 'chop chop' Falx, let us swiiiiiiing, and give us those other weapon models too. High-end metallurgical components for new Jonas Devices, let us make an entire steampunk workshop like in the Resonance Archives. More engaging and rewarding butchery options, taking down a Sow shouldn't just be good for a two-portion hearty stew, let us take the carcass home, drain it, dress it then lay it over a firepit and have a whole roasted boar. More roofing interactions. Applying boards with a hammer should 'hollow out' the interior of the roof tile and install a frame in its place.. I could've sworn I saw a mod that does something like that and it's sooo nice. Hell, rework roofing so you first have to create a triangular frame with sticks or planks then use shingles or another compatible block on it and build it in sections.
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I love 1.21, I just wish I could make pies, damn bug. XD Quirks of starting near a decent sized grasslands biome chock full of berry bushes is we have fruit for days but no way to really turn it into anything other than juice and wine and maybe the occasional hearty stew. Haven't found any local beehives yet to gather so we can make jam. I've definitely noticed the behaviour changes in wolves and bears though, makes me feel like the apex predator when I toss a spear at one and it scarpers, as I proceed to chase it down like a wrathful god. That said, a pack of wolves is still bloody scary, and while I'll be able to pick off the stragglers when the others retreat, I'm not thinking about diving into a mob of them anytime soon. The auto-loot on the Falx is nice, what's not so nice is the fact that accidentally hitting a corpse with one opens the looting menu, which can really hinder combat in close quarters having to constantly hit escape to close the loot menu (fortunately they typically break down and despawn after that, but when you have a bunch of drifter corpses in a cave, it can become a nuisance and a quick death). There's a bunch of other small QOL things I haven't really noticed as much, but the gameplay overall feels... Smoother.
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Great job! I'm looking forward to starting a new world and experiencing these changes firsthand.
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It was mentioned in another thread that Spears are currently one of the best weapons in the game, hence why they're limited to the Bronze Age. Rebalancing the low-end of Spears to make up for adding an Iron equivalent would completely invalidate their usefulness as early-game hunting tools, making them so ineffective that you'd never want to use a Flint Spear in the first place. In the same vein, it's very much in the spirit of the game that they want you to advance through the ages to more sophisticated hunting tools, going from spears (hunting), to bows (a more sophisticated way of hunting), to eventually making traps (at which point hunting just becomes passive). As a weapon though, I believe they want you to have more options later. Ancient Armory shows this by implementing the unutilized assets in Vintage Story's assets (albeit with primitive animations), so it's clear that later on, polearms will be the go-to for your long-armed needs.
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Given this is in Mods & Mod Development, can you include your modlist and maybe even a client-crash.log from Appdata/Roaming/VintagestoryData/Logs
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So I've been spending time on a friend's modded server lately and we've run into a bit of an issue. Simply put, our Crockery never stops drying, and it's actively voiding food being put into it when it happens (It'll cycle from 0% dried to 100% dried and back to 0% dried, destroying its contents in the process). It means that one of our major forms of food preservation is now off the table. I'm wondering if anyone here has run into this issue before, and knows which mod is causing our Fired Crocks to dry and void food in the process. Here's the modlist, there's a few duplicates (previous versions that have been overridden by the server.