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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I'd think a wheel would be best implemented in a manner similar to what @Rudometkin is saying. Don't know if separate shapes for finished goods using the wheel make sense. From a realism POV, it you are rounding a storage vessel, for example, it should only hold about 3/4 of the one that's square. Same with bowls -- they are now 3/4 of a liter. And from a gameplay POV, it's ok making it easier, but I'm not convinced it should also be faster, particularly with such an easy recipe for the wheel, which is available within minutes of having a saw. Seconds if you were planning ahead. Maybe if you made it using a brass plate or something. Worth doing, sure, but not overbalanced, similar to the effect of the helve hammer. An example of what I think makes sense is Knapster with the setting: /cf v 1 You just hold down the buttton (Right? Left? I don't remember) and it applies one voxel per half second or so. The same rate as the game itself does. You could watch the pottery take shape as the wheel rotates the new voxel to face you, not to mention that it gets rid of the carpal tunnel issues. That would be pretty cute, IMO.
  2. Nothing yet. While the farming routines may well be complete now, they may not be, and changes will entail reworking more than the existing half-dozen crops.
  3. By late summer, it is not that hard to end up with well over 500 tiles under cultivation. Twice that with some practice. If you have a random weed sprouting, say, 10%, not only do you have maybe a hundred tiles to hoe every day on average, but unless the weeds are really, really obvious, there is the issue of spotting which tiles need weeding. I mean, if you are a novice, maybe you only have a couple dozen tiles under cultivation, and this suggestion is a trivial "ask". But if you want a definition of tedious, it seems to me it would be a gameplay loop that takes more effort to weed than it does to plant the field in the first place. And, yes, I'm sure the answer will be, "Then only plant as much as you can care for." In essence, you should be punished for game mastery. That was the main reason I was asking about level of experience in the game. It is completely understandable that one might have absolutely no idea how involved a suggestion is if he's relatively new to the game.
  4. Truth, @LadyWYT, but if you are the official servers, you don't get to use mods. I have no idea what @shnabbles' experience is with creating MP servers.
  5. All due respect, that is NOT what he's doing. He long ago left off from Suggesting, to the point he became aggressively dismissive of others. "It's supposed to be uncompromising!" repeated ad infinitum. He already said he will use a mod, but he wants it in vanilla. Others who disagree can go screw. I even made the effort to recommend a mod that, I think, did more or less everything he was asking for, and he's asserted his own game design bona fides, as in, "I thought about farming mechanics, and the occasional need to leave the main base for long periods of time, and determined with my game-design oriented mind that these farming mechanics can be implemented for the betterment of the game." Implying that his "game-design oriented mind" is superior to others', and has been dismissive of anyone who disagrees. [EDIT] I should say, it may not be intentional. Some people are just unknowingly abrasive.
  6. You can change them to "passive" in settings, or even play a HS server. It's just that it seems the majority of people prefer otherwise. I'm guessing you have looked into the various open servers, and they do not use the settings you prefer? You can do that in a single player world while you learn the game systems well enough to play on a vanilla server on defaults. Or you could start your own server with your own settings. There probably are people who would play under those settings.
  7. It's not for the fainthearted, but you can do your own fixmapping. You have to figure out exactly what blocks are missing textures, then remap them to something different. Dirt, air, whatever makes sense. Unless you are comfortable doing that, it's a whole lot better to follow @Maelstrom's advice and just break the block and replace it with something that looks good.
  8. I hadn't planned on ever opening this thread again, @Rudometkin, but I hadn't noticed that this was the thread I got a notification on before I clicked on it. I don't care one whit what post you were replying to. I was commenting on the content. You asserted that there is no way to determine what people want, and I said that's not exactly true. Unless one is omniscient, there is no better guide than revealed preference. Ciao.
  9. I took a sec to look it up. You are right, @Steel General The recipe is 6 plates -- 3 wide, 2 high, just like packed earth. Pretty darned expensive, but that's what it is.
  10. Why are you talking to @LadyWYT and I about that? I don't believe either of us said anything remotely like that. Though, to be honest, I'm getting a little tired of having you argue past me.
  11. So you propose, what, exactly? Mind reading? Assuming everyone likes the same things you do?
  12. True, but it's the best yardstick we have. Kind of like Nielson ratings. What better guide do we have of how popular a given show is than how many people watch it?
  13. Why should lightning death be a rare thing? What is "uncompromising" about that? But seriously, give Crops V2 a whirl. See if it adds to your fun.
  14. 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".
  15. 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.
  16. 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?
  17. 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?
  18. 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.
  19. 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".
  20. If you can come up with an appropriate recipe, it's easy enough to add. Even a smithing recipe.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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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