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hstone32

Vintarian
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hstone32 last won the day on November 5 2025

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Ironsmith

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  1. Well I'm not as well versed on DE and gui stuff as I am with shell operations, but I'll take a crack at it. i'm pretty sure that whenever you install a new app on most linux distributions, the last step of the installation is to create a sym link in the usr/bin directory which points to the apps binary. Additionally, apps meant to be launched by the user will also contain a .desktop file which when registered by your DE, will add a new entry to a database somewhere with the location of the app's sim link as well as the desktop thumbnail. my guess as to what your problem is, is that the sim link in your usr/bin directory might for some reason no longer point to the binary. You could try deleting it, and see if re-installing makes a fresh one. Another thing you might try is manually creating a new .desktop file and trying to register it. but yeah, just kind of airballing here. I really don't know a whole lot about gui stuff.
  2. Has it been literal decades since you last dusted off your (hopefully not all gross and yellow) SNES? Can you still recall which unlabeled cardboard box in the attic contains your old Atari? Allow me to update you on what's been happening in the years since you last powered on those old machines: hobbyists and engineers have made huge leaps and bounds in understanding and documenting the hardware and software design of many retro consoles and games. Console modding techniques have been refined and optimized. People have found ways to greatly improve upon OEM hardware performance, way past what even the original hardware designers thought possible. A new lease on life has been extended to many games with game-breaking bugs or poor performance. FPGA based hardware emulation is rapidly approaching a level of perfect parity for many different consoles, including several once thought of as impossible to emulate. Several FPGA based consoles have been released to wild success, despite all the global supply and trade woes we've been experiencing. 2026 is rapidly shaping up to be the definitive year of FPGA gaming. These consoles allow for flawless OEM experiences for all those who missed out on the original hardware back when it was still being manufactured. Riding on the coattails of FPGA gaming's rise in popularity, we've also been seeing something of an increase in homebrew gaming. Of particular note, is the upcoming release of a very promising looking game development engine for Nintendo 64. After market sales of physical games media has exploded. While this has had the unfortunate, yet inevitable effect of massively spiking physical media prices, it has had the beneficial effect of attracting many more entrants to the market. I've personally seen several new game stores pop up in my local area alone. It's become easier than ever before to buy physical copies of old games in-person, without the risk of shady ebay scams. Now is also a really good time to sell, because at this moment, many of your physical games are probably worth more than they ever have been before, even at the time of their active production. Yes, now is a great time to be a retro gamer, or to start being one. As I watch my personal cartridge and disc collection grow, I can't help but think: How can modern gaming possible compete with retro gaming? The library of recent releases seems to get smaller and smaller every year as development times and costs increase exponentially. Meanwhile, the vast library of retro games only increases as time marches on. There are so many great games to revisit, or discover for the first time. So many hidden gems that hold up well even by today's standards. Games that were created back in an age long past where developers had so many limitations that they could only laser-focus their attention on one thing only: making the game fun. Why would I ever buy a modern game when there are still so many retro games I have yet to experience? Sure, I love vintage story, and I still buy the occasional indie metroidvania or roguelike. For the most part though, trailers no longer make me excited, and I no longer derive enjoyment from browsing Steam's store page. In short, the magic of a brand new game is now lost, greatly outdone by the magic of discovering an old game.
  3. Not sure how I could possibly make my feelings any clearer than I have already. Excessive redundancy is one of my writing weaknesses.
  4. I tend to go through periods of high and low activity in games that I love. I foresee this update signifying the start of another great period of VS goodness!
  5. I seem to recall when the project was first announced back in the day, it was specifically being presented as a competitor to minecraft. Granted, that was quite a while ago.
  6. I've not tried hytale. It doesn't look apealing to me. From what I've seen, it looks like it's trying to be a competitor to Minecraft. Doesn't look at all like it's trying to compete with Vintage Story, so I'm not sure where you're getting this idea that VS has no future. If anything, I'd say hytale is more at risk for deliberately presenting itself as the better minecraft. By doing so they've thrown themselves into deep waters. Time will tell how well they fare against the Microsoft shark that dwells there. Meanwhile, VS has been carving out a nich that both minecraft and hytale don't even try to fill. It has more to lose from other survival games than it does from minecraft or its competitors (no, minecraft is not a survival game, and I will die on that hill). Fortunately, the survival genre is a bit too well established at this point for it to be monopolized like microsoft has for voxel sandbox games. Let me be clear. I'm not rooting for hytale's failure here. As a matter of fact, I would be pleased as punch to one day learn it overthrew minecraft. I'm still resentful towards microsoft for what they did to that game, after all. I just think it's silly to think Vintage Story is going to be killed off, when hytale is clearly the one more at risk here.
  7. My laptop is decorated with stickers meant to start conversations with random people who recognize them at school, the train, the bus, etc. Most of them are engineering related. Lately, I've been hoping to talk to people about my new favorite game. Hoping to add to my laptop a VS related sticker. Thinking either the tree logo, or one of Dave. Seems Anego doesn't have a merch store, and I respect that. I understand if they don't want to deal with the extra overhead of commisioning and shipping physical products. What I was suprised to find though, is that apparently nobody on etsy or redbubble had thought to submit any vintage story designs either. Is this game really still so niche that there is zero demand for even unauthorized merch!? maybe I'm not looking in the right places. Anyone know of any VS stickers I'm missing?
  8. I've said it before, but I really think peat should need to be dried before it can burn, kind of like how you need to dry out bowstaves. It occurs in wet areas like swamps or places with high rainfall, so it doesn't make sense that it can ignite at any time like refined petroleum.
  9. It could be a monster-dependent thing. Drifters would have a fairly normal footstep, as they don't appear to employ any sort of intelligent tactic when hunting the player. Shivers on the other hand, can be observed to stalk the player before charging. Perhaps while stalking, their footsteps are near silent, before the player's ears are assulted by a most unsettling scuttling as the shiver charges at them. Bowtorns, whose legs appear to be made of rebar, would have a distinctive metalic sound as they walk. They wouldn't be very stealthy, bus they don't need to be because they keep their distance from the player.
  10. You've misunderstood my post. I never said you can't progress unless you play it a certain way. On the contrary, the point of my post was that you can play at whatever pace you want, but deviating from the intended route adds to the difficulty of the game. In this way, players have fine-tuned control over how difficult progression is for them. Wanna go explore caves before crafting armor? Sure, go ahead. just know you'll have to be extra good at defending yourself and avoiding attacks. Wanna take on the first boss with full steel equipment? Right on. It's not going to be very challenging though. I love games like this that don't have any arbitrary restrictions on progress, but are modulated only be the player's own tolerance. The one thing you can't do though, is play the game at your own personal pace, and expect the difficulty to be the same throughout. That's not the kind of game VS is, nor does it need to be.
  11. You are right that annoying != difficult, and I would further add that a very common pitfall of amature game design is assuming difficult = fun. Thing is, I don't think VS is statically difficult, but it's difficult if you don't play by its rules. That is to say, VS is only as difficult as you make it. People coming in from the other block game often don't understand that, because they're used to super-cautious game design that avoids stepping on the player's toes like it's a crime. VS, in contrast, is self-described as an uncompromising wilderness survival game. You play by it's rules, or deal with the consequences. Almost always when I see someone complaining about VSs difficulty, it is because they're trying to play the game by their own rules. In your case, you broke the rule that says you shouldn't go exploring more than a few hundred meters from home without first getting a reliable source of food, either through farming, or being well equipped enough to hunt and cook along the road. Until you obtain clay cookware, foraging and campfire meals will be insufficient for long treks, so your only exploration at this early stage of progression should be to find clay. If you don't feel like playing by that rule, then that's fine. You'd be making it more difficult on yourself, but maybe that's what you want. Some people don't like waiting, and try to move to the next stage of progression earlier, even though it makes the game harder. Just don't expect VS to accomodate your own ruleset like the other block game does.
  12. and is the ingot math wrong every time that happens?
  13. Yeah, I've noticed this too. It only seems to happen to me one out of about every 20 ingots, but I sometime find myself innexplicably one or two units short of a full ingot. This seems to happen often (but no always) when I stop pouring before the ingot mold is totally filled, or before the crucible is empty. is your situation reproducable?
  14. Sorry, I don't intend to dig up old contentions, but I want to make sure of something. You're not referring to me, right? If so, I was by no means offended by your post. I just disagreed with your idea, is all. I'm hoping you're just talking about some other person who might have commented in time since I last checked the topic. If that's not the case, I'm sorry if my critisisms came off as a personal attack. That wasn't my intent at all.
  15. You know what? I do like winter. I love the urgency I feel as it approaches, and the relief when it passes. It gives a sense of flowing time, especially since your daily chores tend to change around the season. If the differences between winter and other seasons were purely cosmetic, then I wouldn't really have a sens of history in my world, as the years would sort of just blend together.
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