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Everything posted by hstone32
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I think I've decided to make a compilation of all my favorite sound effects from VS. Definitely one of those things is the sound chutes make when they pass an item.
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new I just bought the game, what are your tips for just starting out
hstone32 replied to neoladdTTV's topic in Discussion
Here's a concept that new players seem to frequently miss: The perceived scarcity of materials depends a lot on your ability to travel. When you first start, hunger, cold, weakness, and other factors prevent you from traveling very far from your home, and so you end up finding fewer resources. Your goal in the early stages should be to find ways to increase your ability to travel. Crafting armor, warm clothing, improving food production/preservation, etc. As you cover a larger area, important materials become more and more common. Edit: Oh and on that note, whenever you go exploring, always bring a prospecting pick with you. Sample every square kilometer or so.- 17 replies
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As far as I'm aware, a large hide can only be crafted into a medium hide, right? Well, you can craft medium hides into small hides from there at any rate.
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Does being near a heat source reduce hunger rate (when past 100% due to cold)? I was under the impression that the hunger-rate debuf remains in force, no matter your internal temperature, but depends only on whether or not the game considers your current position to be indoors or out. The magnitude of the hunger rate debuf does depend on outside temperature, but in my own testing, it seems being near a heat source doesn't alleviate it at all. The only thing that puts a stop to it is going inside a building.
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Also on a Linux laptop with an NVIDIA GPU. What I've discovered is that my gpu is pretty much capable of handling all graphical settings at their highest value except shadows. Even with everything else turned all the way down, shadows still kill my performance.
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Yeah, fences are kinda funny the way they're implemented. I was doing testing in a creative world and laughed out loud when I saw bears (who normally can climb 3-block high walls) absolutely incapable of jumping an ankle-high fence.
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What embarrassing "noob" mistakes did you make starting out?
hstone32 replied to Vexxvididu's topic in Discussion
Let's see here... Not building or using a quern for 1.5 years, because I mistakenly thought it could only be used with mechanical power. Eating animal fat so that it wouldn't "go to waste." Tossing out rot to let it despawn Waiting until November to plant crops Refusing to buy an elk for two years because I wanted to try catching my own Choosing sheep to be my one and only renewable meat source Sleeping every night, as if phantoms from the other block game were in danger of spawning Keeping every single lore book I find Spending 2 bronze pickaxes attempting to dig a tunnel into the resonance archives (didn't realize there was an entrance) Building my smiting workshop open-air -
There's a large delta (I am currently playing with the rivers mod) west of my house. It is highly abundant in resources, flora, and fauna, whereas all the other surrounding area is rather barren. However, every time I cross into it, the same darn bear immediately rips me to shreds. It's such a large area, but somehow it always know exactly where I am as soon as I enter its territory. I've tried to kill it, but I can't ever seem to do more damage than it regenerates by the time I can make it back. I've nicknamed the beast Shrek, because I'm fairly certain if it could talk, it would be shouting "WHAT ARE YE DOIN' IN ME SWAMP!?"
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Curious what people generally consider to be inflammatory when it comes to AI. I think generative content is the main thing, but the therm "AI" might refer to a lot more than just that. One of my big personal problems with generative content is that 99% of it is plagiarized; the models were trained on material without the original creator's knowledge or consent (at least if you're using anything made by OpenAI, Microsoft, or Google). I also think generative content should be used wisely, that the user should carefully consider areas where non-deterministic content is appropriate, and where it is not. But what about anything belonging to the broader scope of machine learning? Is that also considered controversial? Let's say someone trains a ML model on animal behavior, and then uses that as a means of driving animal ai in-game. Personally, I think that is a case in which non-determinism would actually stand to benefit the gameplay experience. But would a mod that does that need to mark the proposed AI flag? It isn't generative AI, but it is still AI.
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I feel this opinion is unpopular, because whenever I or anyone else bring it up, we're flooded with a whole bunch of replies saying "fourteenth century medieval level tech." I'm really not sure that argument applies to VS; not only because of Jonas tech, but I'm pretty sure one or two of the lore books hint that were some inexplicably advanced tech being invented even before Jonas. I think it's safe to say that the fictional divergence between VSs world and our world are a lot deeper than just Jonas and the 14th century apocalypse. Anyways, all that is to say I've been craving some sort of in-game engineering system. I love electrical and computer engineering IRL, and I think it would be really cool if there was something that activated that same part of my brain in-game. Electricity would be the obvious choice, and there are some mods like that out there. However, they are all in imitation of the classical Minecraft tech mods, which really aren't engineering at all, just a crafting progression tree. I'm talking a true-to-life electricity system, with impedances, nodes, frequency responses, etc. Something that might even require an in-game SPICE emulator running under the hood. I'm not asking for redstone, because I know why that would be a bad Idea. What little survival potential Minecraft has is ruined by redstone. It would have to be a system confined to its own sphere of locality so as to not spoil the survival experience. It should not replace the need to find and preserve food, prospect and mine for materials, smith equipement, raise animals, build windmills, or any other of the established survival systems, but it should expand the player's capabilities in a fun and interesting way. Perhaps it could be used as a compliment to the existing mechanical power system by allowing players to design digital logic controllers that drive mechanical power trains. I realize there was no electrical engineering in the game's lore. Fine then. Just take every IRL electrical engineering term, and replace it with a cogwork analog. Replace voltage with tension, current with torque, resistors with a hydraulic buffer, etc. For more advanced systems, use fancy Jonas sounding names: Call a triode amp a "bifurcated differentiator," a SIPO register a "depressive archival linearizer." I realize this is a big ask, which is why I'm posting it here instead of in the suggestions sub-forum. It's just me expressing my own opinion that I would really enjoy some kind of in-game engineering system.
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Has Anybody Else Experienced Glitchy Crafting Output Slots?
hstone32 replied to ThePeterCopter's topic in Questions
Yeah, I've been getting that too. Quick reload of the world fixes the issue. For me, it was torches. I wonder how much longer we'll even have this current crafting system? I think I remember seeing in the road map that they plan on doing away entirely of the 3x3 grid crafting system at some point. -
Here's one from my first world: Winter was coming. It would be my first. My weary nerves were beginning to fail at keeping panic at bay. What's worse, November was only a few days off, and already I had eaten through most of my "winter stockpile." What can I say? I didn't know back then you could fit multiple crop cycles over the course of a single summer. At any rate, it seems Providence was merciful to me, for I had at once discovered the land had become overrun with bunnies; likely the last time any animals would spawn until next spring. The meat would keep me alive... If I had the means to preserve it. Beeswax was out of the question. There wasn't enough time to go frolicking through the already frosting woods in search of a wild beehive. Salt? Don't make me laugh. Thus I needed animal fat. There was a bog to the northwest, its muddy depths littered with bones. My bones, for the place had a bit of a wolf problem. Today however, the wolf problem had become a wolf solution. With bunnies dropping hardly any fat, the wolves would be my source. Of course, I was no fool. The pages-long chat log chronicling my many lupine encounters was sufficiently effective at dispelling any fanciful daydream of tearing the beasts limb from limb with my bare hands, like some kind of Roman gladiator. No, I had at this time at last come to terms with the frailty of my clockmaker body. Were I to succeed, I would need to be clever. "Clever," in my case, turns out to be digging a number of holes around the area, whacking a wolf on the noggin, and running for my life as I lure them to fall into one of the holes. A cowards plan, sure, but who's keeping track? To get them to chase me at the right angle though, I would need to get close before they aggro. Dealing a small amount of damage would also help ensure they chase me instead of run away as they sometimes do. Squelching along the bog's muddy banks, I found her before long. There she was, a rather beautiful white wolf napping under the canopy, her fur shimmering in the dim October sun. Ever so careful, I inched closer. Closer, closer..... I stopped short as a good deal of black suddenly filled my vision. It took a moment of staring to realize what I was looking at. A big black wolf had just walked into my view. From the angle of his approach, he could have only come from directly behind me. I stood still as a tree, but the black wolf didn't react. He lumbered in the direction of the sleeping white wolf. Did... Did it not notice me? Was I some kind of stealth prodigy? Or else, did he not suppose this wimpy little clockmaker posed any real danger to him and his mate? Methinks the latter was the case, for after reaching the white wolf, he ever so casually sat down, and looked directly at me. His yellow eyes challenging my nerve to make a move. As it turns out, I don't possess the nerve. I bolted out of that rotten bog and never turned back. Winter was rough that year.
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The discover store on steam deck is configured to only offer flatpak version of apps. While there is a way to downgrade flatpak apps, I get this error when I attempt to do so: Error: While pulling app/at.vintagestory.VintageStory/x86_64/stable from remote flathub: Commit a1a19a47af15af5e8fb9985247c42d528e940b82d279c7e02ba0a12729c107df: GPG verification enabled, but no signatures found (use gpg-verify=false in remote config to disable) So unfortunately, it looks like the maintainers of the flatpak version have disallowed pulling commits without a GPG keypair, meaning you'd have to be a maintainer yourself. It doesn't look like it's possible.
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Sneak (crouch) while the shield is in either main or offhand.
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Sandwiches; The historical traveling man's food. Sure makes a lot more sense than carrying around 45 kg worth of pie.
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On the topic of combat, it's worth noting that realism is a meaningful (but not top priority) design goal for this game. You mention how it's hard to see what you're doing while using a shield. That part is true to reality; your head, being a vital part of your body, is something you're going to want to hide behind a shield. Considering how effective active shield blocking is for even high-tier enemies, I think it's rather well balanced. I've survived many scrapes by simply cowering behind my shield whilst blindly flailing my falx blade all over. Of course, a more skilled player would wait for the moment enemies begin their attack animation, and only block right as the hit lands. Makes me wonder if this game's combat system might benefit from a perfect parry mechanic? As for your issue with selecting backpacks, I personally have my controls bound such that shift is sneak, and ctrl is sprint. I've never had an issue accidentally selecting backpack slots that way. I don't recall ever having a problem with lighting throughout that dungeon, personally. I had a temporal gear necklace equiped all throughout, and I found that was more than sufficient illumination for close quarters combat. Maybe try adjusting your gamma? Oh man, though. I really love the resonance archive. The idea of it, that in middle of my sandbox survival block game, I find myself going through a zelda-style dungeon with a boss, seems like it shouldn't feel right. For some reason, it just works. Maybe the sudden change in gameplay helps to compliment the feeling of uncovering a lost world you get when attaining the library. Really hoping the chapter 2 stuff and beyond is like that too. Been so busy that I hadn't ever gotten past finding the Lazaret.
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Geologically accurate caves, karst regions and more geology
hstone32 replied to Nicola Belotti's topic in Suggestions
Aren't there already karsts? I took this screenshot from my previous playthrough before my current one. I even took the time to rename the file to "karst map." Might be hard to tell without some elevation, but each one of those ponds on the map represents a 20 or so meter sinkhole. -
Why use a virtual machine? Unless you're referring to containerization, which is what the flatpak version does already.
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It often seems like resources that seemed super rare in the early game suddenly become super common later. I believe that is because as you progress and gain better gear, you become more capable of traveling longer distances, and more often. Early game, you can't venture too far from your base due to inventory limitations, and food supply. At that stage, some resources appear super rare, because you sample size is so small. As you progress, you become more and more capable of taking longer treks away from base, your sample size increases, and the resources appear to you to be more common.
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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.
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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.
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Not sure how I could possibly make my feelings any clearer than I have already. Excessive redundancy is one of my writing weaknesses.
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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!