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hstone32

Vintarian
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Everything posted by hstone32

  1. Oof. Hate to break it too you, but that's pretty normal. Maybe not for clay, but you will find yourself spending lots of time searching for stuff all throughout the game. I hesitate to give you my advice, because it might be considered a spoiler. I'll just say that because most resources generate in a geolocal distribution, the thing that works for me is traveling to very far distant areas where the distributions are different. If you keep exploring, you might find a certain something that makes traveling to distant locations much easier.
  2. The clay is precicely 150 meters from your house, but It's invisible until you have met a randomly generated quota of wasted time looking for it. This mechanic is to prepare you for when it gets repeated at a grander scale for tin, and then again for ilmonite and chromite /j
  3. Ah geez. The're giving dev updates over social media now? After all the work I put in to completely eliminate all my social media usage?
  4. it's a new thing. Before the last major update, you could right click to take it out. Now, the mold must be broken. If you're still unsure, try making a creative world and trying it there.
  5. What is the source for that quote?
  6. Why did you post this in two different sections? Anyways, I'll just go ahead and paste my response to someone else who asked about the consequences of hytale: As far as fantasy creatures, aren't the rust monsters fantasy? Aren't you, the player a fantastical creature? Vintage Story already is fantasy, even if not mainstream fantasy. What you're describing sounds like something better meant for a mod rather than an a game mode. As a matter of fact, I believe there are indeed mods that add orcs and goblins and dragons and such.
  7. This makes me wonder something. Is it possible to re-calculate stability zones in your world? Like with a command? I'm assuming that the game uses the world seed to decide an area's stability, but what if you could pass in a different seed into just the stability calculator, while keeping the world seed the same?
  8. @Teh Pizza Lady and @LadyWYT, you two seem to be an endless fountain of amusing anecdotes. Makes me wish you two had a youtube channel so I could watch the wacky adventures you have together.
  9. I think you might be lost, friend. The humorous story thread is that way. Actually, nevermind. All threads can do with a little humor.
  10. hstone32

    Fishing

    I don't care when it comes, so long as they don't slow down to the snail's pace the other block game is at. It's like all their updates must be carefully vetted and fine-tuned to ensure each update is simultaneously as shallow and as advertisable as possible. I guess that design process must take as long as 6-8 month to accomplish.
  11. hstone32

    Fishing

    Ooh! Is that new music? I find it hilarious that he fishes up an old boot. That trope originates from way back when there were no waste disposal services, so everybody threw their trash in the lakes and rivers. somehow, after 2 apocalypses and space-time distortions mixing everything up, we are still finding old boots in random ponds all over the world.
  12. Considering this whole topic is apparently contentious (though I really don't understand how people would get up in arms over this of all things), this sounds to me like a good compromise. I suspect that those who feel cheated would no longer feel that way if there was some in-game confirmation that it is indeed a feature, not a bug that the devs are so rudely ignoring.
  13. They may have bought back ownership and announced a restarted development, but I don't see how that would impact project glint unless it comes out that the former hytale devs who got onboarded at Anego decided to leave and rejoin hytale. more than one voxel adventure game can exist at the same time. I realize that they very well might compete against each other sales-wise, but that's ok. Only puplic companies are so afraid of competition that they would cancel their products, and Anego is not a public company. That's my hope, at least.
  14. Whenever I see this topic (for some reason, potatos and tomatoes always go together) I always think of this song https://www.youtube.com/watch?v=WKbJLCZsIOA
  15. So are pumpkins, casava, peanuts, pineapple and peppers though
  16. Maybe it's just me, but I don't feel like there's too huge a difference in progression from your first iron ingot, to the helve hammer. As a matter of fact, the only reason I refined my first two iron ingots by hand was because I wanted my helve hammer to be made of iron instead of bronze. come to think of it though, isn't copper heavier than iron? Maybe I should have used bronze...
  17. Hey guys. I saw this weird goo on a rock the other day, and now my fingers are turning black. Should I be worried?
  18. I feel like a lot of this is relative. If you stick around these forums long enough, you'll see a number of people come on here to complain that the game is too uncompromising. While there are many valid and applicable criticisms, a lot of people's complaints boil down to "I knew this game was harder than minecraft, but I didn't think it would be this much harder." Those people likely didn't come from the modding scene like many of us have, and so have never been exposed to the common tropes and design principles of hardcore survival modpacks that made it in to this game. I don't think I've played enough survival-crafting games to give a broader perspective of where Vintage Story sits relative to other entries of the genre. It does seem to me though, that VS does have a stronger empassis on the reality and demands of wilderness survival, wheras those other games derive their challenge from other things like combat or locating necessary resources. I find that the progression curve in VS doesn't often rely upon arbitrary milestones to unlock progress, but it happens organically: when you first start the game every waking moment is focussed on survival; you don't have any time for mining, farming, husbandry, mechanical power, story content, etc. As you progress, your ability to feed and protect yourself increases, which allows you to dedicate more time to those other activities. Survival doesn't get trivialized, it's just your capacity to focus on more things increase.
  19. This reminds me. Is the archive supposed to contain completed tomes? Maybe I'm bad at looting, but I could only find 100% of one. The otheriare sitting at around 70-90%
  20. Have you seen the size of your typical iron vein? What's a lost ingot every now and then? There's plenty, plenty more where it came from.
  21. yeah, weird how we can't propagate berries. I know of some places in the world where preventing berry bushes is the real challenge of gardening. you'll know if a place has been neglected for a year or two if it's being engulfed by the ever encroaching wall of blackberry briars. obviously, since VS is meant to be post-apocalyptic, the devs must have decided against making the players deal with an additional berry apocalypse.
  22. All APIs I've ever worked with communicate via strings sent over some online protocall, serial interface, or OS bus. Is it any different for Vintage Story's modding api? Are vintage story mods just binaries that communicate with the main game using json or yaml or some such? If so, could mods be written using any language? I ask, because for some reason, I tend to have a hard time programming in anything but C. Moreover, I've historically had a rotten time getting the .NET sdk enviroment workng on my linux computer. I'd love to make mods for vintage story, but I see myself losing interest if I have to write them using .NET.
  23. hstone32

    gutted

    Fair enough. Do any alternative penalties come to mind? There's that mod I mentioned, but that wouldn't work with multiplayer. Maybe a set of debuffs that either go away over time, or healed immediately if the player returns to their point of death.
  24. Huh. It should pop off automatically. You shouldn't need to mine it.
  25. hstone32

    gutted

    You know, this might be unpopular to say, but if losing your stuff upon death causes you to consider quitting, maybe it's better if you turn that mechanic off. Death punishment as a game mechanic is meant to make the player feel more cautious and try harder to stay alive, and that adds to the fun. But when that punishment causes you to lose a huge chunk of progress, that isn't any fun. I have drop items on death disabled on my playthroughs because I hate how it can just totally kill my enthusiasm for a playthrough. I'm a fan of alternative death punishments though. I know there's a mod out there that advances the calendar by a day or two when you die, so the punishment is an opportunity penalty rather than potentially losing your progress.
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