Thorfinn
Vintarian-
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Everything posted by Thorfinn
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You still need a quern and a bucket, because for some reason, you can't make dough in a bowl. And the recipe is 1:1, so it seems reasonable. A good match for a mortar/pestle or a mano/matate.
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That's vanilla.
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Diversifying drifter drops for fewer empty kills.
Thorfinn replied to WalrusJones's topic in Suggestions
Let me get you started. Take the basic drifter.json that I listed above, skip down to that section, change quantity: { avg: 0.02666, var: 0 } to quantity: { avg: 0.2666, var: 0 } Now, on average, you get one temporal gear for every 4 drifters. Or take that section and insert additional drops in whatever trips your trigger. { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "arrowhead-gold", quantity: { avg: 1.2, var: 0 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } } ], Now you get 1 golden arrowhead for sure per kill, and a 20% chance of a second one. See how easy it would have been for them to do that? Make the game the one you want to play. Don't insist that they change it on everyone. [EDIT] Because of the loot popup, you are limited to only 4 drops. That can be changed, too. But making grinding profitable was obviously not the intent. -
Diversifying drifter drops for fewer empty kills.
Thorfinn replied to WalrusJones's topic in Suggestions
It would have been simplicity itself to add drops to make this a combat game. They chose not to. Here's the bit for surface drifter drops: { code: "harvestable", duration: 2, fixedweight: true, dropsByType: { "*-normal": [ { type: "item", code: "gear-temporal", quantity: { avg: 0.02666, var: 0 } }, { type: "item", code: "flaxfibers", quantity: { avg: 0.2, var: 0 } }, { type: "item", code: "gear-rusty", dropModbyStat: "rustyGearDropRate", quantity: { avg: 0.01, var: 0 } } ], Would not have been difficult to change the item dropped, or the average quantity, or both. Obviously, the game they intended to create does not involve grinding creatures, like Terraria. Not that you can't easily mod it to become yet another Terraria, but in 3-D. But that is not the direction the game seeks to head. -
Is there a Database to download Vintage Story json files?
Thorfinn replied to tibbers's topic in Discussion
There is, but I don't believe anyone has yet added the JSON in his Builds post. You might have to be the one who gets the ball rolling. Someone has to be the first. -
What makes you think I was offended? I'm just completely frustrated telling you the same thing again and again, slightly changing things so maybe the point will get across. It's just not fun. There are more enjoyable things to do in the game. It's not a challenge. It's distracting from more important (to me) game loops. It's just random punishment. It's a phenomenal waste of time, and virtually everyone agrees with me. How many different ways of phrasing it does it take? And the solutions make little sense, either. "Oh, just use lime." Yes, and do you have any idea how often people complain about not being able to find lime? Why not just tell them to hop on down to the grocer and trade a few blocks of dirt for pies? For the love of Pete, try the mod! Until you do, I don't care to read any more of your bloviating about this.
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That is a choice. Turnip soup, water and a single turnip, for instance, gives you an almost negligible timeout. You get your (I think) 50% bonus for satiation, and a single 30 second timeout. Same with flaxseed porridge. Yeah, there's a bug of some sort afoot, but I cannot reproduce it reliably.
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It wasn't fun. It reminded me of those learning activities my kids had back on Win95. Click on the thing that's different. Now do it again. Again. Again. Keep doing that for the next 12 hours. There was nothing challenging or interesting about it. It was just mindless clicking. Think about what you are asking for. Look for the crop that is blighted. Click on it. Look for the crop with weeds. Click on it. That can't be what you really want. That's just a preschool activity meant to train eye-hand coordination. You do realize this is not real life, don't you? This is what you do for enjoyment, during leisure hours. The goal is to have fun. That was not fun. You won't even try it to see if you actually like it, or if the anticipation far exceeds what the function can possibly deliver. Y'know what? This whole conversation is even less fun that. Consider me backing out, having thought all the correct profanity while doing so.
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Yes, but... ...In the first day or two, you don't want that pause. Eating is what fills your bonus HP. Particularly in Wilderness (or worse) you want that off-hand "penalty", the "penalty" for healing, and avoid that "pause" at all costs. Only in lean starts like Snowball do you want to reduce the burn rate.
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I don't care to be persuaded. I just want to be shown in the best possible light how it works. The closest we got absolutely sucked! It would be more exciting to require one to use the watering can, like in Stardew Valley. Yes, the watering can sucked, but it's not like the rest of the game was edge of your seat action. The map in Stardew was static. The one in VS is always something new. "Oh, I don't want to see pretty terrain if it means I can't manage crop blight." It's not so much that it is tedious, though I think it is, but rather that the game has SO MUCH ELSE that is vastly better. No matter how thrilling you make farming, I don't think it can hold a candle to the rest of the game.
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TBH, this whole business strikes me as new year's resolutions. Yeah, there are a trivial number of people who manage to keep them, but mostly it's all talk. People on my server and I constitute at least 20 out of the 300-ish downloads. We gave it a try, and the decision to get rid of it was unanimous. Are there any (other) servers out there who have ever tried it? Do they still have it? Are there any streamers using it? We tried it, and it went over like a fart in an elevator. [EDIT] Maybe we weren't doing it properly. Can any of you who believe in this make a recording of the actual gameplay? Maybe we did things the hard way, and it didn't suck nearly as badly as we thought. I'd like to echo @traugdor in a kind of related way -- the ball is in your court. Don't make the case. Show us how great it is.
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That's not really much of a gate. Copper chisels are not difficult to have by the middle of May. If you are not trying to jump straight to bronze, late day 2 or sometime day 3 is not unreasonable. Gating it behind iron, yeah, that would take a lucky start.
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Chaucer, towards the end of the 1300s: [EDIT] Beowulf is only 300 or so years older:
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Have fun.
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I think farming will get some adjustment, but maybe not anything like this. Look at the crops JSONs. From a code standpoint, rye and spelt and rice are identical with different textures and a couple parameter tweaks. I'd expect all crops to be consolidated into a single JSON much like the way goats are done. Want to add a new crop? Add a couple lines of text, come up with a set of crop textures, and that's it. I suspect they are gathering ideas to incorporate into the game. More uses for hoe or shovel harvesting root crops or tubers, for example. Pests and blights? Doubtful. Much is made of it being "uncompromising", but entirely too little of "game". It's supposed to be enjoyable. So far, only a few hundred want that kind of "fun" enough to bother clicking a single time. [EDIT] Hey, if you are skimming ideas, maybe include the wildspawn characteristics in that same file, and pull them from those parameters rather than having to also tweak worldgen? That single source of data would also come in handy for a hypothetical respawn of wild crops each spring, making multi-year multiplayer servers viable.
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So, just spitballing, you need, 20 oakum, which is flax treated with beeswax, and 30 pitch, which you get by cooking down resin, 4:1.
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Not possible to overstate this. They caution that people NOT use existing worlds, and expect that you will progress far enough to test all the new flobbits. That means people who enjoy flying through the early game, and have done a fairly good job fine-tuning their "speedruns". Who laugh at the wolves and bears and rusties. That's why the bowtorn and shivers were so "overtuned". The people who were doing the playtesting just adapted. It took several nerf releases to bring them in line with the broader sample of those who only play stable. Self-selection in pre-releases pretty much guarantees "overtuning".
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You could if you have enough duct tape. Yes, that and making TP. Bonemeal is the bottleneck. You will wipe out the better part of a chest making enough TP to bother with. 'Course, after your first flax harvest, you have a couple full windmills, your sailboat and gambeson. So why bother with TP again? It's not like you ever need to even fill all the farmland you already have. I don't have any problem with using bones for, well, pretty much everything. It would have to be a pretty significant boost to overcome the opportunity cost.
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@LadyWYT, @Foe Hammer, exactly my point. Particularly on an engine which is deliberately designed to do that with. I'm just not understanding the negativity.
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We'll see. A texture pack, a handful of entities, and a few items, and you would have to squint pretty hard to see you are playing VS. "What do you mean, VS? VS doesn't have orcs with hand axes!"
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True. Sailboats and story travel distance. So it's not exactly uncompromising...
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Windmills should take damage if allowed to spin too quickly
Thorfinn replied to Teh Pizza Lady's topic in Suggestions
OK. Still, most of the winter, I see gale force winds on my mill. The times when the mill is really worth having, when the hammers are really flying, I'd have to shut down. -
That's what they want you to think.