Jump to content

Shoom

Vintarian
  • Posts

    98
  • Joined

  • Last visited

Everything posted by Shoom

  1. Now that you mention it, yes, I've accidentally thrown a few fireclay bricks lately. Edit: In general I feel like there's something up with the game's internal tick rate (or something akin to that) as of right now, jitter in the crafting menu, slight jitter when running on stone paths, object interactions not quite registering, maybe it's all related?
  2. I like the concept of having a base you can sail straight through, stock up and unload all along the way, no need to run up and down a harbor, I spend so much time doing that lol.
  3. I know what you mean, I cooked 32 quicklime for mortar yesterday, it took something like 4 in-game days just to get the temperature up. What I resorted to doing was to burn full logs instead of firewood/peat, one oak log for instance burns for 98 seconds up to 800 degrees, firewood/peat only last 25 seconds a piece so just for the sake of getting temperature up I think it's more effective, a full stack of 16 oak logs gives you 1568 seconds of burn time vs ~800 seconds for firewood/peat. For quicklime though it wasn't that big of a problem as it cooks at 825 degrees, I can see things requiring higher temperature and thus more valuable fuel being a bit harsh indeed.
  4. I wouldn't mind having aged variants of machinery, maybe as parts of ruins, could be less effective than their crafted counterparts if functional.
  5. I find that glue is one of those things you make so infrequently you always forget how to properly do it when the time comes around.
  6. I swear I've found vines on grass blocks sometimes that I haven't placed or weren't there before but maybe my mind is playing tricks on me, maybe it's the gnomes again.
  7. On the topic of jitter, Is it only me or does the player jitter a little when running on stone paths? Edit: Like a small up/down jitter, as if you were stepping up or dropping down a very slight edge.
  8. What do you grow in there, drifter bells?
  9. If you don't mind "cheating" a bit, you can type /gm 2 in the chatbox, this will let you into creative mode, then press E to enter the creative menu, from there you can spawn whatever items you had on you. Once you're done type /gm 1 to get back into survival mode. It would indeed be neat if the game tracked a few death locations instead of just the most recent one, ending up as bear food instantly after respawning does happen occasionally.
  10. I have ran into this as well, I've found that clicking the output anyway, even if the output item is invisible usually results in the item being crafted correctly, but on rare occasion I get some block or item that just wont craft for whatever reason, happened with some dry grass and packed dirt.
  11. Can also be placed in a quartz glass bowl only sold by a luxuries trader every 1000 days.
  12. Are you playing in a world made prior to 1.22? I suspect fish spawning is tied to chunk data now rather than just water blocks like salmon used to. Old chunks likely doesn't have this data so no fish spawns there. If you're in a old world try going out into unexplored areas so new chunks can generate, you'll likely find fish there. Alternatively, you can do what I did and swim out to the center of a lake and use the /wgen regen 1 command to regenerate chunks, if you try this though be cautious and make a backup of your world first and don't do it near your base or any nearby builds that you may have as it will wipe everything in a 3x3 chunk radius and replace it with new terrain, I ended up with a new island in the middle of the lake but it did make fish start spawning.
  13. One trick I've picked up through many hours of messing with supports beams is to chisel blocks so that you can put the starting point of the beam inside or behind the block in question, that way the hit box of the beam doesn't get in your way and blocks the adjacent block, it's a bit finicky but it's the best solution I've found for tight places.
  14. I've been listening to Sideshow by Blue Magic while playing these last few days, probably not the most fitting album but it sure is relaxing.
  15. I haven't been around here for very long and I browse rather sporadically but from my own experience I think the vast majority here on the forums seem respectful, nice and welcoming. I haven't had any bad experiences myself. As the game gets older I think people lock into certain playstyles and then when a major overhaul releases it may disrupt said playstyle and that's the main cause for backlash. Personally I have nothing except positive things to say of 1.22, I like all the changes made so far. Blacksmithing is a lot more engaging, berries aren't quite the powerhouse they once were and fishing is a fun and relaxing way to pass time, I think it's an all around great update and see no reason whatsoever to be upset, I'm just delighted to have more content to play with. As for the Discord, I can't say since I'm not on there. I prefer the forum format over the live format of platforms like Discord, I think by nature it's more impulsive so it wouldn't surprise me if there are more vocal reactions over there.
  16. Personally I would build a new base and just leave the old one behind, I'm thinking about doing that myself, that way I can make the new one slightly better since my old one has some fundamental flaws that would require the whole thing to be rebuilt anyways (some rooms are too small, layouts not ideal, etc) and it might also be fun to return some day. I'm one of those players who enjoys the slow logistical challenge of things like this, building new mines and quarries and such to facilitate builds, etc. It all depends on how you want to play and what you find the most enjoyment in.
  17. My old world migrated without problems this time, thank you guys so much for your hard work!
  18. I haven't tried out 1.22 in depth yet, but doesn't the buff to fishing sort of balance out the nerf to berries? I assume what devs are trying to achieve is to incentivize players to vary their diets more and in turn interact with more food related mechanics which I think is good. And now natural berry bush spots matters more and is something worth marking on the map and maybe even considering when settling, probably needs some tweaking but that's part and parcel with any major overhaul or newly introduced mechanic I feel. Might take a little while to get used to for seasoned players, but in the long run I think this overhaul will be good.
  19. For now, you can pop into creative mode and spawn a bed in to circumvent this or any similar bugs, the command is /gamemode c then once you've given yourself a bed from the creative menu you can return to survival by typing /gamemode s
  20. I'd suggest migrating to another area, I traveled about 11k blocks south before eventually finding a spot to settle down, along the way I found plenty of copper, clay, resin, ruins, etc. Some areas are just naturally devoid of ores, or the ores that do generate are deep underground, if you can somehow get a prospecting pick that would likely help you out a lot.
  21. I really like how this game attracts people from all kinds of backgrounds and contribute knowledge. Welcome to the community! On the topic of hay and grass, an idea I've been playing with in the back of my mind is tall, dense grass that is 1.5/2 blocks tall and which yields more dry grass when harvested compared to regular grass, it could lead to some cool emergent gameplay where you might not spot animals like wolves and boars or while hunting you lose visual track of prey you're chasing. Tule already sort of does this in-game but spots where tule grows are kind of sparse and the only use for tule is to make roofing, whereas dry grass is a lot more useful. As a proof of concept I suppose one could make a mod that replaces all grass with tule if possible, and make thatch interchangeable with dry grass in crafting.
  22. Having moss and vegetation in general grow on blocks adjacent to the ground, would be really cool I think, like cobblestone or stone walls. Project Zomboid has this cool mechanic where walls will crack and vines and moss will start growing given time, iirc it started out as a mod but the devs liked it so much they implemented it into the game. Since Vintage Story is a more creative-focused game however I could foresee people not wanting mechanics that changes the appearance of their builds though.. maybe if the moss grew really, really slowly? If it's entirely optional I think a lot of people would miss it. Overall I think it's an idea with potential, if implemented in a clever way, imagine a abandoned player structure, overgrown and covered in moss and vines.
  23. From my experience, fastest way to get to copper is by running around and looking for bits on the ground and then maybe supplementing a few missing bits through panning.
  24. The only things that I know of in the game right now that can transport things are chutes and water, neither can reliably transport things horizontally though, and usually setting either of these systems up is more trouble than it's worth, nothing seems to beat a pair of legs unfortunately. I believe minecarts are mentioned on the roadmap though.
  25. Agreed, creative mode is really useful for things like this, I used it to decorate my local lake with some of the new aquatic plants we got along with 1.20 as the lake was generated before we had anything but seaweed. You just have to resist the urge of "accidentally" spawning 64 iron doors into your backpack while you're scrolling through the creative menu. they look so cool but take so long to craft
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.