Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Actually, you can get a pretty good idea based on number of people who download various mods. Crops V2 is pretty good, and sounds a lot like what you are asking for. But there's only a few hundred downloads for any given version, and several of those were me. It is self-evidently not what "everybody here wants".
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Only if you, like me, play hardcore. If you play defaults, you just have to go back somewhere on the relatively safe surface to retrieve your stuff. But if you want to make crop death as likely as lightning death, I have no objection. You are one of the handful I've even heard of it happening to. I'm fine with the same frequency -- weeds never killing my crops. Which is the current game... That's just silly. I'm not sure I've ever babysat a torch, other than when I was a n00b and people made a big deal of it, suggesting I should care about it. Why bother obsessing over 2 grass and a stick? Awesome. Code it up. I guarantee I'll give it a whirl. I have done so for all other crop re-imaginings. And others' re-imaginings of other gameplay. All except chiseling. I just have not yet encountered any hardcore farming mods I think add enough to the game. You are putting way too much emphasis on a blurb. Not all gameplay possibilities are fun. Yes, I am. I, for one, do not enjoy tedium and frustration. I don't really care to play a farming simulator. If I did, there are simulators I could play, or, as I said earlier, I can go outside and do some IRL gardening. So far as I can tell, the story has nothing at all to do with farming. That's so kind and gracious of you.
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That I did not know. I often turn multi-block windows into chiseled blocks but not actually chisel them, just to get rid of the black lines. Never noticed the rain sound goes away. Maybe it's the single block windows that I generally leave alone?
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Well, technically, the standard is whether it fits the vision Tyron has for what he wants the game to be. As it is for all mod authors. If it were his vision for the game, it would probably be on the roadmap. And maybe that's what is meant by polishing systems. Dunno. I'd just rather not slow the development cycle any more than it is. There is enough content added that it's already quite a bit slower than when I first bought the game, and that's with more people working on it. Fair question. The base game is the base game. Kind of like pretty much anything else in life. Start with the essentials, get those rock solid, then start adding "nice to have"s. There are hundreds of Early Access games that demonstrate what happen if you move the "nice to have"s too early into the development cycle. I sure am! I don't want to play a game that makes me wish I were getting a root canal. (I think. Never had one, but I've heard tell.) There are gameplay loops I avoid or minimize, as does everyone. Many minimize combat, looking for more of a cozy game. That's why there is a "Passive" setting on creatures. Chiseling bores me to tears, but there are a lot of people who absolutely love it, and who do fantastic things with it. You are the one who wants farming changed. Make your case. Why should a person who loves that part of the game have to put up with the tedium and frustration you are proposing when all he wants to do is spend a few hours winding down after work making works of art?
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A lot of what you suggest is already on the roadmap, @EnchikO. Maybe not combat, though that might be included in the bit about polishing existing assets and systems. I suspect it's mostly not, but rather bringing the older assets like sheep up to the model standards of the wolf, but maybe. After all, until maybe 1.15, they had swords in game. There had to be a reason for taking them out, and going with the falx. The game is intended to retain medieval flavor, into early steam, so electronics is probably mod territory. ?? Biomes in this game are derivative functions, determined by rainfall, temperature, elevation, latitude, and other factors. Now, granted, a biome with 0.56 rainfall is not going to be distinguishable from one with 0.57 rainfall, all else equal, but the game is intended to look realistic, not have "biomes" filled with mushroom trees and mythical (non-Rust) creatures, like other games. That's the realm of mods. Um, what? That is decidedly not all they do.
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Maybe. Check the code on some of those toggles, and you will see it's still loading a lot of fluff you didn't want in your game. Not all of that can be backed out cleanly, because anything vanilla is, by definition, base game. And, of course, if it is vanilla, it needs to be updated by the core team. And the more that drags out the development cycle. Have you completed the game yet? It sounds as if you have not. Yes, Chapter 1 will probably not be too bad. Your first time, a day or two to get there, maybe a month there, a day or two to get home. Maybe you will lose some turnips, but if you left right after planting, you should be fine, so long as you are not counting on mulch and such carrying you through. But Chapter 2? If you got a flat plain all the way there, you can probably sprint it in 4-5 days running day and night, eating on the run. A good strong several days on the content itself, probably a month your first time through. At least triple your travel time for a more typical terrain generation, and lots of people complained about it being much worse than that. Why are you so dead set against using a mod? All the things you said were fun for you would be well within the realm of a mod, and, in case you haven't picked up on it yet, not everyone agrees with your definition of "fun".
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If you can come up with an appropriate recipe, it's easy enough to add. Even a smithing recipe.
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Just me or is the hype about Hytale a bit much ?
Thorfinn replied to FlareUKCS's topic in Discussion
Oh, my bad. But realize the board is already configured for exactly that. There's Vintage Story Discussion. There's no reason there could not be a discussion forum for whatever the Successor of Hytale is. As with any other total or largely total conversion. Galactic Story or Undersea Story or Toy Story or whatever. -
I'm not opposed to the ideas, but not for vanilla. In vanilla, you get just the one implementation. Left to mods, you get to pick and choose which features you like. And maybe more to the point, which features you are willing to take the performance hit to have. Personally, I'm not the kind who likes a game of drudgery. If I wanted to weed a garden, I can just go outside and do it. Similar to those who champion bodily functions in the game. Realistic, sure, but is that how you choose a good book? Where the protagonist goes out to weed his crops, or steps behind a tree every page or two? "I don't remember eating any corn!" Like @LadyWYT says, it's already tough enough to take time off during the growing season to actually, you know, engage with the story. I get the impression many of these suggestions are coming from people who have not completed or even really begun the story content. If you want to forego the story, that's fine. It's a sandbox. Find some mod to make it the sandbox you want.
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Just me or is the hype about Hytale a bit much ?
Thorfinn replied to FlareUKCS's topic in Discussion
I think this is probably a lack of understanding the extent to which Tyron has gone to separate the engine from the game. You can already mod the graphics, interactions, story,... well, the whole nine yards. The game is set up to allow you to disable the core Vintage Story assets. Why? What would there be left, other than other mods? That used to be called a total conversion, and he's bent over backwards to make that as easy as he can. -
Just me or is the hype about Hytale a bit much ?
Thorfinn replied to FlareUKCS's topic in Discussion
Depends on the terms under which it was shut down. As with most other things legal that don't end up going through a court decision, usually not many people know the true terms, and, usually, the terms include keeping that quiet. -
There are mods to fill that niche, @petermandeena, and probably better than the game ultimately will. The game is telling its own story, and that is not a story that has a lot of villages. Maybe someday after they finish telling the story they want to tell, VS will start working on another story. Or maybe with their emphasis on encouraging mods, to the point that the game itself is a mod, the goal is to let others tell their stories.
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Also, from my early days in the game, just seeing others having the same troubles I was took away the lure of the "Rage Quit" button. Lots of us grogs tend to lose sight of things like starvation or wildlife or domestication or bees or prospecting or other challenges like, "What the heck am I supposed to be doing now!" that seem so formidable early on. I was a lot like @Never Jhonsen -- long time lurker.
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Possibly. But like @ifoz says, it's based off Wilderness Survival defaults, 5000 block respawn, 150% creature strength, no map or coordinates, faster hunger, 10 HP, etc. It really is just WS, but without the lore.
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Could be. It's a little bit light colored, but brightness might not be at defaults, or .recordingmode.
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Too much so, IMO. Particularly if you give yourself a delay before monsters. Focus on cave diving and finding traders, and you can be in a much better position than if you had focused on progression. If you play with map, it's especially sweet, as it doesn't require the time and effort of creating landmarks.
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Something strange is going on. Bonemeal should give back 30% P. Five bonemeal should get you to 150% from completely depleted. Even barren soil starts with 5%. Mods? Or has something changed recently? I use bonemeal all the time on onions.
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Sandstone, shale, granite, peridotite, chert?
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Oh, I see what happened. I tried the very first version. Between then and a couple versions later, the "climb" key was remapped. I never tried it after that first time. It didn't really do anything I wanted to do, and, worse, either is cheating in the storyline, or, if I disable it, have the habit ingrained and make mistakes.
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Sawblades and the like are pretty close to the same thing as a miniboss.
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I would guess not. There's not a record of what happened that you can just "Undo" until you get to where you wanted to be. The database is updated in real time. Maybe if that was still in cache and had not yet been written to disk, and the game crashed, but I've yet to see a case where a normal termination failed to do so.
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I agree it's inexplicable. Fire should not have been able to go down those 3 or 4 fingers into the lake, even if grass did spawn in the gravel in the meantime. I don't know of any other reported cases, though I wasn't looking specifically for this last time I looked through the Issues. You could check that and see if there's anything helpful. https://github.com/anegostudios/VintageStory-Issues/issues At the very least, if it's a bug, I'd think its going to be very difficult to replicate. Since you know what you had, I think I'd just /gm 2 it, give yourself the right number of seeds, and call it a day.
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Welcome to the forums, @Starlight_wolf I don't know of a command to do that. Not that there may not be one, just I don't use things like that. You can get a searchable command handbook in-game by typing .chb
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Giant squids! Kraken! Sharks with frickin' laser beams attached to their heads! That pretty little boat should take damage, just like your armor does.