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Everything posted by Shoom
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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.
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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.
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A General Discussion on the State of the Forums
Shoom replied to Teh Pizza Lady's topic in Discussion
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. -
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.
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My old world migrated without problems this time, thank you guys so much for your hard work!
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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.
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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
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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.
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Suggestions from an Athropology/Archaeology student.
Shoom replied to Alexzandr's topic in Suggestions
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. -
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.
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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.
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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.
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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
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Without a backup save, sadly there's not much that can be done, once you load into the world the data is already overwritten and there's nothing to revert back to. True, by no means do I wish to stifle progress of the game for the sake of.. backwards combability.. or uh forwards combability? Not sure what the term is, but you get what I mean. I don't expect my world to be compatible with updates forever. I do really appreciate the effort from the devs though. Yeah, the riverlets/streams is what I meant, I could be wrong though and the changes to the world-gen aren't that extensive and it's just some small oversight in the migration code or something like that and it all gets resolved soon.
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My guess is the new river system, terrain might not be much different from 1.21 to 1.22 visually, but the world generation math under the hood is likely quite different to accompany it. I've tried a few things, like setting /wgen autogen to 0 and then updating but it results in the same checkered terrain, I'm sure there's some workaround but it's likely best to wait for further patches or until the stable release if you want to play in a old world. I should add that my terrain was generated back in 1.19, world generation has changed a lot since then, if your world is from 1.20 or 1.21 it might migrate better, make a back-up first though.
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Make a back-up before loading into an older world! Just a little extra heads up for people out there. As I loaded in, everything in render-distance sort of.. exploded, for lack of a better term. (I made a back-up so it's all fine)
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He made it to the copper age!
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True, there would definitely be some technical difficulty to implementing them and getting them to act naturally, I think they would require their own unique code separate from other animals, easiest would likely be small backyard birds like sparrows and woodpeckers, they could function similar to how butterflies and bees work, as in a nest spawns in a tree during chunk generation and they just stay in the vicinity of that nest, flying out and returning to the nest - the birds themselves aren't really interactable but the nests could contain some lootable eggs, sticks and feathers. Predatory birds such as eagles and hawks could work in a similar vain but their nest could spawn on higher altitudes, on cliffs and such. I wouldn't expect them to actually go out and actively hunt or have any complex behavior, just a visual treat to add some extra life. Aquatic birds and ground-dwelling birds would be a bit tricky like you mentioned, I think chickens should remain like they currently are since they are tamable, maybe other similar birds could just have the added ability to fly away in a straight line if startled.. But yea, at this point we're at 4 different "bird systems" and I think I'm starting to see why we don't have birds. But perhaps one day!
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herobrine When will Vintage Story have it's own "Herobrine" creepypasta? :)
Shoom replied to DUCATISLO's topic in Discussion
Now that you mention it, sometimes I light a charcoal pit and return just to find the pit completely empty, I've always chalked this up to me placing the firewood incorrectly but gnomes makes a lot more sense. They're clever, they seal the pit back up after stealing all the coal to make you feel stupid, then they'll wait 3-4 charcoal pits before stealing another batch. How does one gnome-proof their house? Are they affected by light level like the drifters? Do I have to leave pie and milk on my door step?- 20 replies
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herobrine When will Vintage Story have it's own "Herobrine" creepypasta? :)
Shoom replied to DUCATISLO's topic in Discussion
I wouldn't be opposed to having some folklore inspired things in the game, something neutral and non-intrusive like wisps or gnomes, but I get that such things might not align with the vision of the game.- 20 replies
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I agree, the game lacks birds, having small birds flying around and landing on tree tops/houses, hawks and eagles circling around in the sky would be awesome. I'm sure the devs have considered it. Remember we only used to have one type of fish and soon we'll have 40+.
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I suspect thunder strikes, do you have the setting on that makes fire spread? You can turn it off by copy-pasting /worldconfig lightningFires false into the chat window and restarting.
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I'm fairly certain I know what it is and why it exists. 3D models consist of vertices, a cube has 8 points/vertices, these points are essentially coordinates and what your graphics card uses to render a 3D object, the more vertices a 3D model has, the more work it is for your graphics card to render on screen. The 3D model for the vertex eater is a large set of small cubes so functionally it's intended to be the equivalent of a highly detailed Vintage Story block/item/entity. It's intended to "eat up" as much memory on your graphics card as possible, hence the name, the use for this is to stress test the game/engine, maybe in various graphical settings. So, It's likely just a little leftover developer tool, not really of any use to anyone beside people working on the game.
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To get even more philosophical, I think Minecraft being the most popular game in the world hints at something: that we as human beings have a inherit desire to create and to leave a mark on our surroundings. Minecraft went the path of total player freedom, turning Steve into a demi-God type figure, but creativity blooms within constraints and limitations, in adversity and scarcity, seldom does creativity bloom in perfect freedom, I think the truth is, we do not actually desire complete control, not in game and not in life in general. As humans we want to come together and partake in something, contribute to something pre-existing, something we quite don't understand, we do not truly wish to be God ourselves. Being all-knowing and having complete control of everything may sound like heaven at first but on a infinite time-scale even the most perfect of heavens turn into purgatory, eventually your only desire becomes to surrender all control and return to a more primitive, more imperfect state of just being apart of something, ignorance is bliss as they say and I think there's truth to that. By not being able to fly around freely, to tank any hit with enchanted diamond armor, to farm an infinite amount of every resource using some redstone contraption or mob grinder and instead imposing strict limitations and hardship, our inherit creativity kicks back into gear, suddenly just building a small cottage becomes engaging again and once finished you think to yourself, what if I were to build a castle? In the journey, in the moment, is where we thrive, not at the peak, once we reach the peak all we can think of is how to get back down. TLDR: If Sisyphus were to one day reach the summit, at some point I'm certain he would push the boulder down just to start over again.
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I started around 1.16. Around the time when fruit trees had just been added, from what I can remember the game wasn't all that different from today, it was a bit slower-paced, there was no elk, no sailboat, no shivers/bowtorns, no story locations, naturally the game felt a bit more mysterious. I think all games feel more mysterious in earlier version, because the vision of the game is more vague and undefined, like a fog. I remember trying Minecraft in the early days, around 2010 and asking, what's the deal with the zombies? Who are they and where did they come from? Now we take them for granted, like of course there are zombies in Minecraft, it's part of the brand, but back then things weren't as clear. Same thing with the music discs, what was that? I suspect Notch juggled with the idea of having lore but it never quite materialized and as more people joined working on the project the focus shifted towards total player freedom instead, it was the easier path to walk, but by doing that Minecraft lost something. That's why I think people are drawn to the earlier builds of Minecraft still to this day, they miss the time when the game stood at that foggy crossroad, a time when there was "something more" to the game. Minecraft clearly left a void then and there and I think Vintage Story fills that void neatly. I definitely felt the potential back then when I first tried Vintage Story, the game just felt and still feels alive in a way that present day Minecraft quite doesn't, I think the direction and development the game has taken since then is brilliant and I love that there are still mysteries in the game without answers. A game, just like real life, needs unresolved mysteries, because life itself is a unresolved mystery, knowing everything is boring.