-
Posts
399 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by williams_482
-
I don't know if anyone else has run into this problem, but I do know that your friends experiencing the capricious wrath of the cabinet god would be a good fit for the humorous stories thread.
- 6 replies
-
- 2
-
-
-
- multiplayer
- bug?
-
(and 1 more)
Tagged with:
-
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
Between the renewed need to fence in crops, larger fields, and the nutrient recovery changes, this update has made removing and replacing med fert soil a more understandable strategy than it used to be. Fencing in larger fields makes it more difficult than it was to simply expand your farm instead of replacing your existing spent soil. The need for larger fields also means that a smaller portion of your fields can be expensive high fert or terra preta soil that you would never just dig up given the choice. Finally, the fact that leaving a field to fallow is now a mandatory step instead of a three crop rotation allowing almost continuous growing makes remove and replace appreciably more space efficient than allowing the intended fallowing period. I think that last point is inescapable, unfortunately: if you want players to be leaving fields fallow for a time, some of them are going to skip that and replace soil instead, unless some kind of explicit penalty for soil replacement is implemented. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
How long does it take fallow farmland to recover nutrients? If it's only ~3 months to recover 50 points then this works fine. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
That must be a bug, because it defeats the point of crop rotation. There's no reason to bother rotating crops of different nutrients if the soil isn't going to recover any nutrients at all when any crop is growing on it. You're going to grow a K crop, and P crop, and N crop, and then leave it fallow for a very long time while all nutrients recover, instead of the first nutrient being mostly recovered by the time the third crop is done. Rotating through three crops and then leaving all of your fields to fallow at the same time and starting an entirely new farm just feels bad, especially if it's expensive Terra Preta fields that you're leaving barren. -
I've found coral in temperate zones before.
-
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
Is that all nutrients, or just the current crop nutrients? -
90% of my Vintage Story game time is on a pretty beefy linux desktop with a mouse, keyboard, etc. Sometimes, though, you just want to be able to play from the couch.
-
My primary objection to the berry bush rework at this point is that knives break berry bushes almost instantly, and playing on a macbook with a trackpad it's inconsistent if the game will register a two finger (equivalent to right) click correctly. Accidentally and irreversibly breaking a bush while trying to remove a cutting is no fun. Other than that, the mechanics as they exist now are a little clunky in some areas but mostly make sense and don't seem particularly onerous. I'm content with them.
-
No mods, I'm just leveraging residual heat. If you put in a piece of peat, it will heat the firepit up to about 500C and slowly decline from there, while the food caps at 200C. The food will continue to cook as long as it's temperature is over 150C (for meals with meat) or 100C (for everything else), regardless of the temperature of the firepit or if anything is currently burning. Note that the green arrow stops animating and showing temps once the firepit goes completely cold, but cooking continues as long as the food is hot enough. You can still keep tabs on the temperature of the food by mousing over one of the ingredients, which will show correct temperatures. To take advantage of this, wait to put in a second piece until the food starts to cool down enough that it seems like it will fall below it's cooking temp, and be willing to wait too long while you learn exactly how much of this you can get away with.
-
A really annoying place where the two finger vs one finger macbook trackpad problem comes up in 1.22 prereleases: trying to take a cutting from a bush. Most accidental click-instead-if-right-click problems are either escapable or reversible, but because breaking a bush with a knife happens so fast and cannot be undone, I've found myself regularly accidentally smashing berry bushes while trying to propagate them.
-
HOLY COW THIS RUIN IS GOATEDDDDDDDD!!!!!!!!!!!!!!!!!!!!!!!!!!
williams_482 replied to COMMANDER_GEB's topic in Discussion
I believe the shield in that ruin is better than any you can craft. Same absorption stats as the best steel shield, but with a higher passive block chance. It's a serious score. -
I had problems with accidentally throwing rocks instead of pilling them in 1.21.6 as well.
-
Cooking fuel costs actually seem a little cheaper somehow, or perhaps I've just gotten better at timing. I've been able to cook four servings of hefty veggie stew or porridge with a single piece of peat, and five servings of meat stew or six servings of a non-meat meal with two (carefully timed) pieces of peat. Six servings of meat stew required three peat unless you time it perfectly (which is risky), but gives some heat to spare. Two to three stacks of peat, a quarter stack of brown coal, and about a dozen charcoal. Heating full stacks is a horror show in the new update, to the extent that I strongly recommend cooking only enough to make a bloomery, and then using that bloomery to calcinate more flint.
-
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
I caught half a dozen rabbits, two foxes, two fawns, and a boar, although nearly all was frontloaded into the first month or so. I also did virtually no hunting in the area prior to planting crops and digging my 1 wide, 2 deep dry moat immediately outside my fenced in fields. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
In 1.22, planted crops surrounded by a 2 deep pit will catch quite a few animals, even if the crops are fenced off enough to be inaccessible. Eventually you'll kill enough that they won't come back for a while. This won't work in 1.21 though. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
I was grumpy about this at first, but I'm coming around. The indirect buff to Terra Preta is a good thing for the game. The delay on windmills and gambeson armor is a little annoying, but there is always stuff to do in the mean time. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
williams_482 replied to Calmest_of_lakes's topic in Discussion
The update should not have affected stage 1 growth times. The bug which was fixed was a "fencepost problem" with nutrient consumption as crops grew. Flax, for example, has nine growth stages and is supposed to consume 50 K nutrient. Previously it was consuming 50 / 9 = ~5.5 K per growth stage. This is wrong because although there are nine stages, there are only eight transitions between stages because crops start at stage one, so flax should have been consuming 50 / 8 = ~6.3 K per growth stage. This results in significantly slower growth, but concentrated in the later stages. Under the old system flax in 75% moisture med fert soil at stage 6 would still have ~23% K fertility left to work with, and would grow to the next stage at 58% of baseline growth speed. Now under the same circumstances it will have ~18.5% K fertility left at the same stage, dropping it to 29% of baseline growth speed. All in all, this should increase total growth times relative to the old system by about four days on med fert soil, two days on high fert soil, and zero days on terra preta. That's meaningful (much harder to get two harvests in year one, and functionally impossible to get three in years 2+) Based on my first year crop in my 1.22 test world it seems like things have slowed by more than that, which could be me losing track of days, or could be one of the other factors (light level, temperature) interacting with the already slowed growth times in an unexpected way. -
The game is set in 13th or 14th century Europe. Potatoes are a new world crop and did not exist in Europe until they were imported in the 16th century.
-
1.22's Hide Scraping (Talking about the future of in-world crafting)
williams_482 replied to ifoz's topic in Discussion
I'd be happy to see hides become ground stackable, so you could put a pile on the ground, scraping them with a knife and picking them up in sequence with minimal added effort. This is in-world so it's more immersive than grid crafting, but still quick and easy. I definitely don't want to be forced to squiggle the mouse back and forth for something I'll wind up doing dozens, maybe hundreds, of times, often in short succession. There's a difficult balance to be found with these in-world crafting interactions. Clayforming demonstrates this well: it's great for most things because you only need to make jugs, bowls, vessels, pots, etc occasionally. Repeatedly crafting vessels can get somewhat tiresome, but you generally don't need more than a couple dozen across an entire playthrough. Where it falls apart is with roof tiles, which if you need any, you need a whole bunch, and crafting that many becomes a miserable slog. I think it's important when designing these mechanics to differentiate between high frequency and low frequency actions, making the infrequent ones complex and the frequent ones either extremely simple or complex but eventually automateable. Clayforming would be improved dramatically if there were moulds we could craft for the high frequency items like shingles (or bricks, once the grid crafting option is removed) that allow rapid sequential crafting with simple inputs like holding right click with a stack of clay in hand. There's a mod out there that does this reasonably well, although I think it could be better balanced. Scraping hides, as a high frequency task that will have to be done over and over again for most playthroughs, needs to be more shingle mould than shingle clayform. The alternative is pain. -
The axe only spends durability breaking the logs of the tree, not the leaves or branches. I just tested in game to make sure. I recommend forging metal axes to chop trees and break blocks quickly, but making flint axes (and using the copper axes you occasionally find in cracked vessels) to split firewood and do other inventory crafting tasks where durability is the only relevant factor.
-
I may be misunderstanding you, but this is how the game currently works? If you use an axe to break the bottom block of a tree trunk, the whole tree will break.
-
Golden words beat swords - Potential of player's instrumental voice.
williams_482 replied to Shpick's topic in Suggestions
Damage noises are frequently complained about and you do a good job digging into why. I hope the current crudely synthesized noises are placeholders and making them more generally pleasant is in the long term vision, but who knows. I haven't yet decided if I actually want this in the game, but it's a delightful and hilarious idea. -
1.22.0-rc.2 - Fishing, Mechanisms, Metalworking and More!
williams_482 replied to Tyron's topic in News
They actually changed this, and at the same time made stacks heat more slowly proportionate to their size. This is what Dok Kni has run into above, and I've complained about it in another thread. I hope they make some adjustments, because burning multiple stacks of peat and a couple dozen charcoal into the firepit to cook a stack of flint feels way too expensive and requires regular, carefully timed check ins to refresh or swap fuel. -
I think it makes intuitive sense that the special "rapids" water flows, being more powerful than "regular" water and also much less able to spread out, should flow further along it's one block wide rivulets. Doubling the current five block flow distance seems reasonable off the cuff. My motivation for this change is to make aqueducts a viable way to convey rapids across longer distances, at the obvious cost of needing to build the aqueduct. Aqueducts are cool and should be encouraged, so that's a perk by itself. This would also allow more (but not infinite!) flexibility in where one can put a water powered base, and increase the chances of connecting two or three rapids in one place to set up a double or triple water wheel power train.
- 1 reply
-
- 7
-