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Tabbot95

Vintarian
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Posts posted by Tabbot95

  1. I think quenching should be more abou "heat treating" metal work objects.. perhaps with harder options not allowing for the player to accurately tell temperature from sight alone..

     

    possibly this might incentivize a tech tree of forges, and etc.

     

  2. On 3/24/2026 at 7:19 PM, Bruno Willis said:

    But, your post gave me an idea about special river-flat blocks which might let us do flooding in a cool way: They'd essentially be dirt slabs, which would generate when a river ran through flat dirt land. They'd generate on either side of the river, out until they met an elevation change. They'd be able to have plants placed on them (I know, that'd be an issue but bear with me), which would grow extra bushy around the base (allowing the devs to use their normal plant models and then extend a half-block of tangled foliage filling the space below). The river-flats would be able to be tilled, and would have good fertility, but if dug up would just produce "silty earth" which would work like fertilizer rather than a placeable block.

    When rain fell for an extended amount of time though, all rivers with river flats would rise one block higher, and the river flats half blocks would flood, destroying any plants and crops (except rice?) which were planted on them. Any missing bits of river flat would re-generate if there were river flat blocks adjacent (simulating silt washing over the flats). It'd stay flooded for four days after the rain stopped, and then return to normal, except the river-flat blocks would be refreshed to full nutrient value, be un-tilled, and stripped of any grass which might have grown on them. 

    I think it would be somewhat simpler (if still annoying for the developers and modders) to make the "leap" to "all blocks are half height, but most are multiblocks" thus allowing the "rules" to work without annoying air gaps opening up. 

     

    21 hours ago, Bruno Willis said:

    Currently I really like seeing the terrain generation where there are obvious geological slabs sticking out of the ocean on these dramatic leans, with slight steps where the land looks like it's eroded to a hard ridge and then left a bit of it jutting out. What makes those look so good it how often they are at angles, which really sells their tectonic origins. You wouldn't want to lose that by generating based on elevation offsets. 

    I think the solution is something a lot more like dwarf fortress, which might be process intensive, but could create far more coherent (in terms of worlds)...

    trouble is that DF-style worldgen is quite intensive and not very friendly for JIT worldgen

    • Like 1
  3. On 2/16/2026 at 2:50 AM, V1ncent said:

    I feel an approach similar to DF (dwarf fortress) style except the historical and cultural

    I'd actually include them as to make the location of traders, story structures, and settlements a little more coherent, things like pre-generated roads that lead to at the very least the ruins of what was once a settlement.

    I think a DF-approach might do a lot of wonders from the back-end as well, even in worlds where "Homo Sapiens" has been selected.

    I'm mostly referring to things like "Migrating animals"/"Animal Packs", even "mega-beasts"/"titans"/"monsters"/"were-creatures"; that could be handled by the game in an abstract manner and be a little more interesting than the random-spawning animals of the present.. (though obviously there's downsides to that approach as well)

    • Like 1
  4. On 2/15/2026 at 11:15 AM, OreEnthusiast said:

    I thought of the same thing as well but because there doesn't seem to be the framework for selective hitboxes I assumed it'd be pointless to suggest as that'd be a mountain of work to implement. Status effects just seem easier to implement from a coding standpoint, however if possible I do think your idea is better.

    I'm not sure it would be so hard to implement, might actually be useful for various other projects if they worked out such a framework.. 

     

    I'm pretty sure combat overhaul has a selective hitbox setup for serephs.

     

  5. the butchery mod is frankly the ideal; would maybe add some more stuff to it, skulls, hooves, horns, tusks, teeth, and brains and other organs that can be used for things.. maybe have that be something you can disable, lots of decorating/engraving/inlay potential that shouldn't be ignored or locked behind some arbitrary "rare mob" nonsense.

     

    idk I think that lowpoly, low texture res,  pink carcass just isn't gory, it's not like it flops around. worse comes to worse, the animals have bright green or neon blue blood.

     

    having organs or whatever might make hunting more interesting because it might make shot placement actually matter

  6. perhaps some terrain generation that would make rifts and unstable zones something more visible, but also a sort of "starting point"

     

    idk a solution like that would require terrain to be generated in a more "static" manner..

  7. On 1/22/2026 at 6:09 AM, EmperorPingu said:

    On death sure. Was worries you were gonna suggest as per regular gameplay.

    Actually the getting torn up by by wolves and bears sounds kinda lit tbh. Bear and Wolf should heal when they feed on you.

    what about having mechanized/"rusted" bears and wolves do that?

  8. On 4/15/2025 at 7:38 PM, Dobromir Bogatev said:

    Before I start I want to say that I'm no here just to hate on the game.I love Vintage story. It has so much systems that I always wished Minecraft had. I love the direction. What I want this to be is my opinion why the game wont reach the heights of Minecraft.

    In my opinion the world gen is what is holding the game back. This becomes apparent simply by going creative and flying around. I tried quite a few mods that improves the world generation, but the variety and uniqueness of biomes is just lacking for proceduraly generated world. Just by flying around you can see how its lack of variety produces a world that is highly repeated and looks kinda bland and boring in my opinion. I think the game needs more variety in places, but more importantly in biomes. I think it also needs much more things, like the trader that can serve as landmarks.
    I am saying this because in the end what makes me come back to Minecraft is exactly this. If the worldgen was interesting I wouldnt even come back to MC.
    What are your opinions on this? Are you happy with the worldgen?

    the way to fix this is to ditch the "Just In Time"/""Infinite"" worldgen and instead have "All at Once" Worldgen.

  9. On 1/14/2026 at 8:26 PM, talkingsoup said:

    It's funny how what's rare changes depending on your seed in this game. I spawned absolutely surrounded by pine barrens (gravel + pine trees), so I'm drowning in resin. Meanwhile I can't find anything other than granite and peridotite to save my life, so I still have no way to make leather.

    I do think it would be nice to have more uses for pine resin, and it's cool you mention earlier forms of tapping as well. One indigenous tale in the northeast is that people learned to tap maple trees by watching squirrels tap the trees using acorns. If the player can get pine resin that's just sitting there on the tree, theoretically we could do the same with maple sap even before the copper age. Metal taps could be a natural progression from the less efficient early methods of just scraping bark with a stone axe or knife or something. Likewise maybe a pine tree could give two sap instead of one if you use a metal tap instead of just collecting it off the surface. There's all kinds of things the devs could do with the progression.

    lye and soap (among other things) would be ideal tanning agents; 

    fat itself is too rare at start (though it's plentiful when you've got a decent herd of pigs or down of hares).. having animal butchery bit a little more intense would be good even if it's too much for some; it would allow for things like the specific organs in addition to meat; so like bladders, stomachs and intestines, which can be used for all sorts of things.. brains can be used for tanning, kidneys and livers are often nutritious (though some arctic animals have poisonously rich livers)

  10. I'd add a "crude bash" for the spear; 

     

    the best game to handle spears was mount and blade: warband (or the mods for it that incorporate "deploying" spears from With Fire and Sword) that is 

    - Spears(pikes really) can be deployed defensively, so you use the velocity of your opponent instead of thrusting

    - lances can be "Couched" when mounted so that you use the velocity of your mount (horse) instead of thrusting

    you can also bash with the spear-shaft.

    • Like 1
  11. animals such as predators would be better handled if they along with worldgen were handled (holistically) to be more like Dwarf Fortress and less like MC.

    such as "world is generated all at once" and thus "animals migrate and chase other animal packs/ wild herds"

     

    what does this mean for bears?

    this means that bears at the very least do not spawn randomly, and do not necessarily respawn randomly in order to keep up the bear population; bears are instead tracked in a more abstract fashion as part of world/climate/etc. systems.

    (broadly this might benefit from having a pause at the start/end of each in-game month where the process for these things can be handled without the rest of the game lagging out as part of ordinary play..) 

  12. I think a slab-based world would do alright; would be easier to implement; would also help with rivers and elevation changes to some degree.

     

    Ideally 10cm³ blocks would be the thing chosen, as that would allow for things like tides and semi-realistic floodplains, but would also require an entire engine reconfiguration (so save it for VS2) but that has far more serious performance and data demand issues.

    Slab-based world would also help by reducing the slab-gap problem a bit

  13. using google translate:

    Quote

    I find very little to criticize about the game, except for the world generation.

    I've already read the roadmap, but this needs to be addressed in the next update.

    Rivers definitely need to be added, and the mountains need to be reworked so they blend more smoothly into the surrounding landscape and have proper peaks.

    Currently, the mountains are very steep and often have large, flat areas at the top.

     Similarly, the forests need to be less hilly, as the slopes are far too steep, and there needs to be more flat terrain.

     Overall, the game is great, though.
     

  14. 8 hours ago, Venusgate said:

    Like improved arrow types with lower breakchance?

    kind of.. second thought; might want to make that a "shooting jig" and a hand plane/knife/etc; seems a bit specialized so perhaps a 'carpentry surface' with a variety of configurations/tools (jigs, vices, etc.)

    but either way "kind of"; arrow shafts that are 'worked' from board-wood should be both more durable and fly more true than raw sticks; (at least from a "war-bow").

     

  15. On 9/8/2025 at 11:29 AM, CastIronFabric said:

    I do not think the combat system in this game is complex if I understand you correctly. Not complex at all.

     

    Regardless, although I was dead wrong about this when it comes to Space Engineers my prediction (maybe becasue I want it this way) is that this game will not try to be the next Mount and Blade but instead focus on building, traders, villagers, thirst mechanics, story (although I am not a fan of this either I think the developers are)

    I feel like I'm the only one who remembers Mount and Blade as "off to Dorstaad to sell a boatload wine and wool for mead and amber, gotta dodge that sea raider ship, oh looks like it's got a smaller crew than me, and I've got a ship slot opened in my fleet, let's smash them and steal their ship to sell for profit in DOORSTAAD".. (this is only slightly different in slightly modified vanilla warband

     

     

    also one of the most important things CO is missing is a lack of momentum/relative-speed bonus when it comes to attacks. from couched lances to braced pikes CO is lacking in that department when it would probably make things like bears and boars much less annoying to fight.

  16. On 12/9/2025 at 3:12 PM, hstone32 said:

    I'm thinking caravans spawn randomly, and then leave after a few days. If the player asks them, they'll tell the location of a permanent base camp in interesting locations where traders of 3 or 4 types live, like this abandoned market from the better ruins mod

    68747470733a2f2f692e696d6775722e636f6d2f423438747950592e6a706567.thumb.jpg.1df86cd3b18aa73a2133ae978a07f2a7.jpg

    too big; and I'm not necessarily a fan of "keeping it 14th century" (I'd go to early 17th imo)

    A market, even a ruined market is going to be defined by having a major paved road network (in various states of repair) with it's biggest feature being a massive stockyard and a bunch of slaughterhouses, auction houses, banking establishments, inns, all crowded together and smelling like the worst thing ever when it's active.

    Think the Forum Romanum or a County/State Fair but like sort of year round and without amusement rides.

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