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Everything posted by Bruno Willis
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I'd also love to fall into a dense tangle of nettles while running away from a bear. That sounds like a perfect V.S. experience.
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Damn, I'm completely wrong. Hand-axes were just the convenient way to make a very early knife, they weren't used to cut down trees, there's no historical reason why they could take the place of both a knife and an axe. Apparently they were used for digging though, so there's our stone shovel-knife! I really like the idea of the stone age tools not fitting neatly into the exact same categories as the metal tools though. I like the idea of a wooden shovel+hoe, and a stone knife+hand shovel+axe head. I'd also like to see antler get more uses. It would be lovely if knifes could be handled with bone or antler all the way through the metal ages as well as the late stone age. Apparently you can get a good knapping effect with wood as well as with antler, although I'm guessing it's a very hard wood, not your average pine branch.
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This is a really good point, if early game is supposed to teach lessons which become more relevant later. It'd be pretty cool to get a flint knife out of a ruined pot and realize it not only looks way nicer than your glorified sharp stone, but it's way more effective. Then you'd wonder how to get there. I also think if early early stone knapping gave you a hand-axe instead of an axe or knife. It would work as a stone knife currently does, but could also be hit with a club to cut down trees. (teaching about the off-hand mechanic later used for chiseling). You'd have an early early tool which can do a lot, and looks very different to the later stone knife you get from ruins/antler knapping. You'd also get your first weapon (the useless club) as a by-product of wanting to cut down trees, ensuring everyone has a weapon when night falls. I also really like the idea of carrying antler late game, (cause you found it, cause you want to make a really nice antler handle for a knife, etc.) and when a metal tool breaks, just knapping up a really nice stone version with the antler, instead of falling right back to the bottom of the progression tree with the crappiest stone tools.
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That sucks, really. Here is a way for you to get into the game again, using vanilla mechanics: When you make a world, customize it. Go into the "Player Spawn and Death" section (it should open automatically when you press customize). Click "Grace Timer" and decide how many days you want before monsters start showing up. It sounds like you're pretty experienced, so I would recommend 1 to 2 days grace timer. It could make the game a lot more fun if you're feeling the pinch in the early game but still want the challenge when you're a bit more prepared. The other one you might want to change is under "Temporal Stability" you can change the frequency and intensity of the storms too, so you've got a bit longer before the first one hit. I used to do that every game. Use the tools it offers to change it until you're happy with how it plays. Adjust to your tastes. It's a wonderful game like that.
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I've just started playing with the new bushes, and I couldn't be happier. They are so fun to find, they look so good, and it's just added so much interest to the world, wondering if that bush is a special one? what about that one? I bother checking bushes without fruit, just incase I want to come back and propagate it later.
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Thinking about if Water could not be Destroyed only moved.
Bruno Willis replied to Emeal's topic in Suggestions
These would be great, and clay as a subsoil is an excellent idea. It seems really realistic to have some regions where there is a small layer of topsoil and then clay for 4 or more blocks before you hit stone. I grew up in an area IRL which has about a finger's depth of topsoil, and then clay down for meters, and it's like that for kilometers around. -
Allow us to place a door in the middle of a block
Bruno Willis replied to ParallaxError's topic in Suggestions
I'd use the placing system for pots and bowls, where you can click in a corner, and start placing the bowls in each corner, or you can click in the center and place a single bowl in the center. For doors, you'd have, I guess, five placement locations. You could click close to any of the four faces of the floor block, to get the door to place close to there, or you could click in the center of the block, and the door would be placed in the center oriented to block you. (give me a minute, I'll try and draw a diagram). The only issue I can see is that when a center placed door opens, it's going to open beyond the block it's been placed on. Trouble. -
The main things for me are recency and amount. The better ruins ruins mostly look like they were ruined only 100 years prior or less, while the vanilla ruins look like they've been ruined for a century. Adding better ruins immediately makes the game less "stumbling through the bones of an ancient civilization" and more "wandering through burned down Riverwood." None of the vanilla surface ruins have wood remaining, because it would have rotted away. Most of the better ruins do have wood present. Which makes you expect to see other survivors much more often than you are actually going to. The other thing is that because vanilla ruins are really old and damaged, they're harder to identify. You don't really feel like you've seen the same ruin 4 times, because they're basically piles of rocks with the suggestion of a window, set into the landscape. The better ruins are more whole, therefore more distinctive, so as soon as you see your second one, it breaks emersion. There are way too many better ruins. You come across them easily, and as LadyWYT said: You become more of a tourist than someone who is re-building almost from scratch. Saying that, I really enjoy running across the larger vanilla ruins, and I've built fun bases in some of the larger ones, (a wall segment with village ruins behind it) and had a great time. I can understand why it's fun to use better ruins to up your chances of running into more impressive ruins, but honestly, I'm willing to wait for more vanilla ruins. I'd love to see the devs gradually adding more vanilla ruins, bit by bit, in their vanilla style where everything is super old and overgrown and sunken into the earth. Vanilla ruins I'd add would be: The remains of a mill-race. Just the mill-pond, some low stone walls, maybe a little bridge, and rapids flowing from the pond down the race. The whole thing would be heavily bushy so that it'd have to be cleared to figure out that it's not just landscape, but an ancient human structure. Towers on hills and mountain tops. I'm guessing this needs a re-work of the way ruins are generated, but Europe has towers and castles on one in ten hills, it feels like. That's where they have built their towers in V.S. too. I'd love to see some absolutely eroded away towers on the tops of hills, just for the atmosphere. Port infrastructure. Basically ruins which interact with the coast a bit. The remains of harbor walls, a stone jetty, the ruined walls of a warehouse. It'd be cool if they generated mostly submerged, or too high on land to be useful for boats, suggesting that the water level has changed drastically.
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Yeah, I think vintage story could do amazing things if it did planned world generation. Imagine if the game sketched out certain key things, mountain ranges, large rivers, oceans, and then placed significant terrain into the world based on those landmarks: mountain passes, mountain forts, overgrown quarries forming in the mountains, the second story location forming near one of the rivers, and on other rivers maybe large ruined cities, or just old bridges with ruined roads leading to other locations and landmarks. The game could start of placing these large bits on a vague map, and once the biggest land features were set, the parameters for the next most significant features would become clear, and the game might work its way down from there. We'd end up with an interconnected world (even if it would lose some of that random generation charm). This does feel like a radically different way to generate a world, and I'm not sure it would support the re-playability of a noise map as well, but who knows?
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My offers are: Sticky Dirt: Makes soil sideways instability work in a reasonable way, taking into account the plant growth on and around the block. The game feels much more alive with this mod and sideways instability active. You notice small cave-in's occasionally, but they aren't world-ending show stealers anymore. Can't play without it. Can't play without sideways instability now either. Feels more vanilla than vanilla instability. Novelty: Rewards eating a varied diet by slowly filling a bar, identically to filling any other nutrition bar, except only filled by varying your diet somewhat. Means that there is a mechanical benefit to collecting a wide variety of berry types, and gives you a reason to pick wild mushrooms, even after your garden is flourishing. Feels vanilla. Temporal Symphony: Makes mini-temporal storm effects to warn you about an approaching storm diegetically. Temporal storms feel more natural and threatening than when you just get a text warning that they're coming. It feels like the right way to announce the arrival of a storm. I haven't found that many mods that really enhance the gameplay for me, although I have been trying many. Of all of the mods I use, these three feel like they could be added to the game without changing the vibe of the game at all, and would just fix some holes. I've tried better ruins, but honestly, they pack the world with things which really don't feel right. I promise you, the vanilla ruins are really nice, they're not packed with loot though (which I think is a good thing). I strongly feel that vanilla ruins generation hits the spot better than better ruins (although it could of course do with even more ruin options, just in a vanilla style).
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Yes, absolutely. I'd love to see wood ash and its historical uses used in V.S. I'm pretty sure you can make lye with wood ash, and use that instead of lime water to cure skins (so in real life you'd just burn some wood instead of hunting for a lime region).
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Irrigation with no infinite water source blocks
Bruno Willis replied to EnbyKaiju's topic in Discussion
I genuinely don't understand the block game obsession with over-watering crops. In the real world, farms that close to water are going to rot their crops, unless they're very special crops like rice. Too much water is as bad as too little, and I wish V.S. could get fully away from TOBG's unrealistic watering system. That rain hydrates farmland is a great step in the right direction, as are watering cans. I'd love it if crops could be watered too much, meaning you'd only want irrigation channels in arid landscapes where the gardens get a chance to dry out. Alongside that, it'd be good if moisture levels could be kept steady for longer (mods with mulch do a good job at this). That way people would be more likely to build realistic farms that can rely on rain and the occasional hand water during droughts. In the real world, if you had a meter wide pool after every meter of farm, you'd end up with a muddy mess. -
Geologically accurate caves, karst regions and more geology
Bruno Willis replied to Nicola Belotti's topic in Suggestions
Caves like these would be so good. They look like they'd be amazing, interesting challenges to explore. If I can pick your brain a bit, what do you know about the shapes of caves forming in harder stones like granite? I'm guessing they're less common than karst style caves in limestone? -
Geologically accurate caves, karst regions and more geology
Bruno Willis replied to Nicola Belotti's topic in Suggestions
I had no idea rope ladders were such a reasonable and realistic choice, that's epic. -
Welcome to the forums. This is a great idea.
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Perhaps they could generate a "landmass" at once, rather than the whole world, and then hide the borders under oceans (I play on a world with lot of water, but I don't think that is the intended standard). If that didn't work they could consider each "Landmass" to be a different geological region and where each landmass met, if it were above water, you'd get mountains. That way, you wouldn't usually see the next landmass generating because it'd be hidden behind a mountain range. The benefit of that would be that you'd guarantee big mountain ranges on continents big enough to constitute more than one "landmass", and you could generate rivers flowing out of that meeting point, the mountain range.
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Geologically accurate caves, karst regions and more geology
Bruno Willis replied to Nicola Belotti's topic in Suggestions
Yeah, I've written about it in the past too, that current caves are fine, but they feel like they're designed for seraphs to walk through. I do think more realistic caves would really shine with the inclusion of climbing gear though. I like using rope ladders to get around, but it doesn't feel realistic. I don't know much about solo climbing with ropes, but I feel like it would really make caves more exciting if we had a system for that, as well as realistic cave formations. I think tying the types of caves to the type of stone would be the easiest way to make a big exciting difference to cave generation, and would really add to your sense of place in game. You'd get used to your local cave types, and be unprepaired in other stone types. I love finding those big, stepped cliffsides that are propped on a diagonal, looking geological. It would be really satisfying if the caves in those sorts of formations didn't just pockmark it with holes like Swiss cheese. If the caves formed as wide cavities following the same diagonal as the rest of the rock formation, I think that'd look excellent, and make good base locations. -
All wild meat is a bit gamey. I'm pretty sure bush-meat refers to eating carnivore meat, which is notoriously potent-flavoured IRL. Apparently when carnivores are fed mainly vegetables they taste better, but I don't imagine anyone is that excited to catch wolves and feed them turnips until they've changed the taste profile.
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Geologically accurate caves, karst regions and more geology
Bruno Willis replied to Nicola Belotti's topic in Suggestions
I think lime speleothems would just be a good improvement. I don't think there would be any problem with lime being easier to access, as long as you're willing to dip into the caves. And welcome to the forums! I love these suggestions so much. I think if vintage story used caves like these it would feel much more interesting to go caving. They'd feel that much more alien and unwelcoming, and have good contrast to the underground ruins. -
Mulberries feel very old-fashioned in a good, vintage story way. It'd also be cool to have a fruit tree which produces berries. As an added bonus, white mulberry leaves are the food source of silk-worms. Mulberries would make a great addition, at the time when the devs want to add weaving and better textile systems. I'd love to have mulberries, silkworms and silk.
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I like this ide in some respects, but I feel like you have to know where the mountains are and the coasts are to generate rivers. Perhaps they could use a low complexity river map, which stores information about where the mountains are, and where the coastlines are, and how the rivers flow between those two points. Then you get valleys generating around rivers, and depending on the stone type in that area, you either get abrupt sandstone cliffs or broad glacial bowls. Rivers really are so important to the way a landscape forms, so it would make sense to them right at the core of world gen, but I really don't know how the world gen. system works. I feel like I'm just throwing guesses into the wind here.
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Oh for sure, but square sails are blunt instruments, where the triangular sails ask you to do some interesting things to get the most out of them. In reality, a square sail is not going to be your "go anywhere" sort of sail, but it is going to be your simplest sailing experience. A triangular sail is going to be able to let you sail upwind and stuff, but it's going to feel finicky and skilled. So to simulate the experience of sailing with a square vs. triangular sail, I think it works. (I would prefer it if all sailing took wind direction into account, but that seems like something the devs have decided not to do, so I'll work with what we've got, which is still very cool)
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I see where you're going with the status effects idea here and I really like it. Practice your archery for a a bit before going hunting to add a bit of accuracy and range, or set up a manakin and swing at it with your falx to get back into shape before heading into the first story location. That'd be really satisfying.
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I was thinking recently that I'd like a bunch of different boat hulls to choose from, a few boat decks, and then a few different sails to choose from, so you could design boats for specific needs. At each stage of constructing a boat you would choose which version you would build. For example, Hulls: Round hull. Goes deep into the water, meaning it can hit the sea floor if it's two blocks down or shallower. Has good storage and good speed. Flat hull. Flat and wide for shallow water sailing, it just needs one block of water depth. Has good storage but slower speed. Sharp hull. Goes deep into the water, needing two blocks of water depth, poor storage, great speed. Decks: Open deck. Good storage and sightlines. Cheap to build. Sheltered deck. Has a little deckhouse which offers protection from the elements to you, and reduced spoilage times for stored foods. Less storage space and sightlines. Sails: Square rig. The current sailing system. Low skill, it just works. Lug rig. A triangular-ish sail. Takes wind direction into account, and can be considerably faster or slower than current sailing, depending on skill and weather.