Jump to content

williams_482

Vintarian
  • Posts

    352
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by williams_482

  1. williams_482

    HI!!

    Is this greater efficiency just from needing to "waste" four firewood on the firepit regardless of the charcoal pit size, or is the direct firewood to charcoal conversion rate better with larger pits?
  2. Prey animals being harder to hunt effectively than predators is exactly why bushmeat isn't supposed to be a good food source. If you're going to try to feed yourself on hyena meat you can, but you're not going to get a lot of satiation out of it. My recommendation from someone struggling to hunt effectively? About 50-100 blocks away from your base, dig a 4 deep, at least 3x3 pit with a gated off access stairway. Dig a 2x1x2 section out of one of the walls and place a large trough in it. Fill the trough with dry grass or whatever surplus grains you have. When you see an animal you want to hunt, chase them towards the pit. You don't have to chase them in; once they get close enough and don't feel frightened they will inevitably wander in on their own. After they've fallen in the pit and had a little time to eat, go check on them and if their weight is "good", kill them. Rinse and repeat as needed. This technique can work for capturing animals you want to domesticate as well, and domesticating some ibexes (which are technically goats) should permanently solve your protein problem once you're a couple generations in. But even for deer and antelope which can't breed, catching them in a pit and fattening them up is both easier and more rewarding than trying to chase them hither and yon across the map.
  3. If animals are in a dark, covered space (not exposed to sunlight) they will despawn. If you never put an enclosed roof over your animal pens you won't run into this issue.
  4. They have to wander into a very specific space to climb a block in a fence corner, but they can do it. A perfect setup to see no problems for a while until the seemingly inexplicable escape. I'd bet this is what happened. With luck they should still be around unless they fell down a sinkhole or wandered into a dark cave.
  5. Did you go near their pen during the temporal storm? One possibility (although an unlikely one) is that drifters spawned in their pen during the temporal storm and attempted to throw rocks at you, but hit the goats instead. Drifters and animals normally don't fight, but they will retaliate against each other when damaged. Male goats would have aggroed against the drifters, and could plausibly have been killed when the drifters hit back. Or a slightly more mundane explanation, bears are capable of attacking and killing animals directly next to a fence under certain circumstances. Solid block walls will reliably prevent this. Did you see a bear nearby around the time the goats disappeared? If the goats were killed by any means, you would have found corpses in their pen unless you waited months to check in on them. If there were no corpses, this is probably a bug of some sort.
  6. It would be a fun easter egg if regular boars would mature into huge boars after several in game years. Heck, that could easily be in there already, it would take a while to figure it out. Has anyone checked?
  7. Agreed 100%. Of course that's still a real lift for the devs to set up, hence it not happening (yet). The user acknowledges that piracy exists in their circle of friends. This is not an endorsement of the practice! On the contrary, they bring it up as a sign of a problem, and propose a solution (regional pricing/moving to Steam) which would combat it. We've known for a long time that the best way to prevent piracy is to make games affordable and easy to acquire legally. Anego studios has (correctly, I'd say) prioritized the continued development of the game over optimizing for minimizing piracy from third world countries. Thus, small scale piracy from third world countries. Thems the breaks.
  8. Quickly extrapolating from the numbers given, this person lives in an area where a typical wage is the equivalent of roughly $3 per day. We do not know their personal circumstances, nor are they whining about the damage spending money on this game has done to them personally. They are merely saying the following: 1. In their local currency, this game is prohibitively expensive for most people. 2. If this game had regional pricing and became viable for people in their country, it would probably benefit from the increased sales. None of that is wrong. It's understandable why the devs have not put the game on steam or directed their energies into some other mechanism of implementing regional pricing, but it's also understandable to lament the effect this has on poorer regions. Brushing that aside and telling this person that they personally should simply spend less money on video games totally misses the point and doesn't respond to anything they actually said. I'm sorry that your personal circumstances are difficult, and I'm glad you were fortunate enough to receive a copy of this game as a gift in spite of that. This person is merely asking that they be able to extend the same privilege to more of their own friends, and I struggle to see anything wrong with that.
  9. I just love it when someone who knows their stuff makes a detailed post about how something really works and how Vintage Story could implement it. Well done.
  10. Wild crops do progress. Next game deliberately leave one or two near your base and check their progress every couple months. It is still best to just pick them immediately though. The seeds you get from breaking immature flax will grow to maturity on your farm long before the wild crops would have matured, and also produce far more flax fibers and grain than the mature wild crops would have.
  11. What does the interior look like? In 1.21 and earlier I found an ordinary large pen for females and adjacent small pen for the males was enough to keep and milk bighorns, but with sheep now inclined to flee the player like goats I've been trying to come up with a design that would keep each female confined to a small space (to facilitate milking) which the lambs would escape from, then could be lured back to replace their mother if they happen to be female. getting the lambs to fall through a one block hole in the ground is easy, allowing the adults to climb back up without subsequently escaping is more of a challenge, especially while trying to maintain an appropriate barn aesthetic instead of a Minecraft style industrial hell farm.
  12. As discussed previously, the quenching RNG isn't even realistic. I'm not a big fan of the new implementation and would be much more interested in a realistic system. The devs are aware of the linked post, so although I wouldn't expect to see much change in 1.22 they might move in that direction in the long run. Personally I'm hoping a mod for more realistic heat treatments comes out once 1.22 is released. With that said: You should only get a 10% break chance on a second quench. It's not clear to me right now if the first quench is risk-free or a 5% break chance, but for most things you are only going to want to quench once, especially if quenching for durability and not power. Quenching for durability (assuming 5% shatter chance) is a pretty good choice, you get 20% more durability at a 5% chance of losing the tool. Quenching for durability a second time is pretty much net neutral and thus not really worth it, quenching three or more times is just burning metal. The intention under the current system is that the player choses how much risk of shattering they are willing to accept in exchange for increased stats. There is no limit on how many times you can quench, only progressively greater shatter chance and reduced benefits to each successful quench. I think most players would already describe Vintage Story as a "hard core survival" game, regardless of the quenching mechanics. It's explicitly advertised as "uncompromising wilderness survival."
  13. This is true, but their growth speed is so slow that it takes a long time for any currently ripe crops to revert to stage one. It does happen, though, and I've actually seen a crop revert before my eyes as I was about to harvest it.
  14. Macbook trackpads seem to be difficult for some apps to interpret properly. Most likely what is happening is that you are just barely brushing the trackpad with a second finger in the process of clicking, which the game interprets as scrolling through your hotbar slots.
  15. You need to have clay of the correct type in hand to do clayforming. In practice this means you need at least one more piece of clay than will be consumed by your clayforming recipe. The cooking pot consumes four clay, so you'll need at least five in order to actually finish it. Just get in the habit of grabbing slightly more clay than you expect to need and you won't run into problems. Clay deposits tend to be pretty big, so if you've found any you've surely found enough.
  16. Bloomeries take 24 flint. That's enough for three stacks of fire clay, which is 48 bricks, which is four bloomeries. So it scales pretty well.
  17. Fortunately the initial 12 bricks only require 6 flint, which should heat up reasonably fast in the firepit. even 12 flint for two bloomeries should be okay to get the snowball rolling a little faster. I still don't love the linear scaling of firepit stack heating, but cooking a small amount of flint once to start the bloomeries going is a pretty solid alternative to the hell of firepit cooking full stacks.
  18. Having thought about this, I think it's okay to increase the total carrying capacity of the more advanced backpacks somewhat. We do want the player to value these upgrades, and we are giving additional use to backpack slots so we don't want the tradeoff of giving away storage to feel too harsh. - Leather: primary backpack costs 16 leather to open 13 inventory and three additional bag slots. Secondary bags cost 8 leather and open five inventory each. Total capacity jumps from 24 to 26 inventory, total cost from 32 to 40 leather. Pretty close to current balance. - Sturdy leather: primary backpack costs 20 leather to open 14 inventory and four additional bag slots. Secondary bags cost 8 sturdy leather and open six inventory each. Total capacity jumps from 32 to 38, cost from 40 to 52. This is a large increase over current balance, but sturdy leather is one of the most fiddly and expensive products in the game to produce (requiring both chromium and sulphur, locked behind steel, complicated multi-step cooking process) and many players don't currently bother with it, so I'm okay with making it even stronger. If the player opts to use three secondary bags plus a light, they will wind up with the same carrying capacity as four sturdy leather backpacks now. I would expect that to be the standard caving configuration but I don't think it will be the choice every time. Mining bags will go in the bag slots, and be somewhat reduced in capacity, 8 slots for standard and 10 for sturdy. Still a considerable increase over comparable type-agnostic bags. Additionally, here are some other things the player might be able to use bag slots for: - A shield gives 50%(?) passive block chance to projectiles and melee attacks coming from a 90 degree cone centered directly behind the player - A barrel or other container which keeps it's contents, but it's inventory cannot be accessed unless put down. Similar in concept to the Carry On mod, but using a bag slot instead of occupying your hands. This also comes with a meaningful reduction in walk speed (-30%?) and an increase in hunger rate (+20%?). Multiple inventory blocks can be picked up as long as you have the bag slots to hold them, but the walk speed and hunger penalties will stack, capping at 10%(?) of unencumbered walk speed. This should ensure that interesting choices still need to be made about when to use this ability and when not to. Finally, if the player wants to use an unenclosed light source (torch, candle, oil lamp) in a bag slot, they will have to build some sort of crude housing for it. This won't be especially expensive (probably made with sticks, rope, and maybe a pottery component) but will add an extra step. A lantern more or less can be just strapped to the top of a full bag, but a torch is going to need to be secured somehow or you'll light your hair on fire.
  19. I really like this idea. The current system does benefit from it's simplicity: it's well balanced, progresses smoothly and incrementally as resources are acquired, and easy to understand. As you say, though, it does seem a little silly on the face of it, and the fact that our character model is obviously only wearing at most one backpack highlights that problem. I believe the recommendation is that the single primary backpack would have a volume close to the current four backpacks put together, with the three additional slots filling out the missing inventory slots. I'm going to suggest a slight tweak where we have one backpack slot by default, and our primary backpack unlocks additional slots for smaller secondary bags. For example: - Reed baskets: Primary backpack costs 30 reeds (3x current hand basket) and opens up 10 inventory slots plus one additional secondary slots. Secondary bag costs 10 reeds (same as current hand basket) and opens up two more inventory slots. Max capacity configuration is 12 inventory slots for 40 reeds, same as now. - Hunter: Primary backpack costs 45 reeds plus 12 small hide equivalent (4 medium, two large, etc). Opens up 10 inventory slots and two backpack slots. Secondary bags cost 15 reeds and three small hide equivalent to open three inventory slots each - Linen: Primary backpack costs 10 twine (or equivalent, e.g. two twine and eight linen) and opens up 12 inventory and two additional bag slots. Secondary bags cost 5 twine and unlock four inventory slots each I stop here because balancing the progression of adding inventory slots and bag slots to the primary bag while also improving the secondary bag gets a little more difficult with leather and heavy leather while keeping their current total capacity. I think that's a solvable problem, but I don't have a solution now. What I really like about OP's proposed system (with my slight tweak) is the following: 1. It makes more intuitive sense, and 2. (more importantly) It allows for much more interesting tradeoffs with your backpack slots. Now upgrading from hand baskets to hunter backpacks or linen sacks won't just give you more inventory, but also make it easier for you to pick up multiple reed chest traps or full skeps. I also love OP's idea of allowing a light to be placed in a bag slot, finally allowing you to both see, use a shield, and wear a helmet at the cost of losing some inventory slots. The presence of mining bags make clear that the game is trying to give you interesting choices for how to use these bag slots, it just doesn't actually give a lot of options. This proposal would be a significant improvement in that respect.
  20. I really like the boat customization ideas. Just to pick nits, from my limited understanding of how sails work these should actually be flipped: triangular sails are very good at turning seemingly unfavorable winds into forward movement, while square sails give you more surface area and thus more power in favorable winds but have more difficulties when the wind is blowing the wrong way.
  21. Grain is better than hay if you have surplus (which you surely will if you're growing flax). Pigs will be attracted by grain but not grass, and you'll need less of it to fill the trough. Grain in a large trough will also work on deer, goats, and sheep, while in a small trough it will attract chickens. The trick with luring animals is having animals near enough to notice and be attracted to your baited pits. I've had good luck gently herding whatever wild animals that spawn within a kilometer or so in the direction of my traps. Once they are within a couple hundred blocks they'll eventually notice and wander into the pit as long as nothing scares them away. This is my preferred way to when hunt near my base. It's often easier than sneak up -> throw spear -> carefully watch fleeing animal -> repeat, and the animals will fatten up eating whatever bait lured them into the pit in the first place so you'll get more stuff. To clarify, wolves and bears don't have specific "spawn points", but a region which has spawned a bear or wolf will eventually spawn more if the original(s) are killed or relocated. The only way to permanently get rid of them is to trap them in a pit with a light source to prevent despawns and just leave them there. I usually build a fence around the pit after trapping a bear so I don't accidentally fall in myself. If you lure a bear into a pit and plan to kill it, see if you can chase a fox or raccoon into the pit first. The bear will kill it and gain weight, and you'll get more stuff when you kill the bear.
  22. It's generally best to harvest the immature crops too. They won't drop gran/fibers/veggies and there's a chance to lose the seeds, but wild crops grow so slowly relative to planted crops (and drop so much less when they do mature) that you'll wind up with much more stuff if you just gather as many seeds as possible and plant them as quickly as possible.
  23. Probably for the best, although the longer growth times weren't all bad. I was starting to get used to the idea of fewer harvests. I hope they apply some rounding to these new numbers though. Flax consuming 44.4 K just looks funny.
  24. One of the intentional changes in this update did increase crop nutrient consumption, which will effectively reduce growth speed. So you can now expect them to grow slower than in 1.21 still, although not quite as slowly as in the previous 1.22 RCs.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.