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Everything posted by Shoom
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Lovely!
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I want to build a underground sea underneath my town, I'm picturing something like 500 blocks in diameter, maybe 30-40 blocks from ceiling to bottom. I'm picturing dimly lit islands, in a ghostly, forever dark sea that you can sail in-between, inspired by the game Sunless Sea. I've started mining, it's something I do on and off, but the sheer amount of rock that needs to be quarried is ridiculous, it will likely take me years of on and off mining just to get the cave done, then it needs to be filled with water and smaller builds as well, an overwhelming amount of work for a build that's hidden underground. I don't know if it's something I'll ever be able to finish, but I think it would make for an amazing build if actually completed, cave-diving and sailing are two of my most favorite things in Vintage Story, combining the two would be awesome.
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Aside from ones already mentioned, TimmyTwoNipples is great, his uploads are a bit inconsistent but his playthroughs are hilarious.
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Yes, I'd say picking a direction and just going is the best way, if you come across sandstone, limestone, conglomerate rock (sedimentary rock types) your search is getting 'warmer'. Marking down rock types on the map is something I wish I started doing early on, it can be frustrating knowing you've seen that one rock you need somewhere but can't remember where and having to find it all over again.
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For my first build, which is my main house, I started out following a starter house build tutorial on YouTube for Minecraft but since these are two fundamentally different games the house quickly started mutating to facilitate my needs, you need a lot more space in Vintage Story, and the blocks available to you look completely different from the other game. Over time as I found new blocks I redid parts of the house, I built several extensions, when I was bored in winter just trying to pass the time I started chiseling corners and stuff. When I started out I felt your frustration too, 100% I never really played Minecraft, I had no prior experience, I followed more tutorials, looked at images for inspiration, both real-world and other Vintage Story/Minecraft builds, I built a small folder for inspiration. Trial and error, I've basically torn down and rebuilt my entire house 3 times at this point, using different wood types, different stone, dirt, daub, anything I could find as I progressed and "unlocked" new blocks, as well when new things were released. I've attached a shoddy picture of a overly crammed together evolution of said house, the result of 2 real-world years of on and off gameplay, trial and error, hopefully it can inspire and encourage you and anyone else that feel like they might be struggling with build motivation. (once 1.22 releases I will have to rebuild it again because of the changes to windmill behavior) So in summation, just play the game and try to survive and explore, build a basic starter house, with time as you progress in the game and find new blocks, make changes to the house, try out new blocks, expand the house when the need arises, look for inspiration online and have fun!
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I thought I'd share some of my most noteworthy world-generation landmarks from my ~600 hour world. This is all vanilla survival, except for the texture pack (Conquest VS Edition, with some slight modifications, I forgot to turn it off and these places are tens of thousands of blocks apart so forgive me) The world was initially created back in 1.19.8. I suspect some these areas are the result of chunks having been generated in different game versions and then having been stitched together (mainly suspect the jump from 1.20 to 1.21) 1. Giant Mountain Cove View from underneath the mountain, a hole illuminating the "undersea". 2. Arid Cave The cavern is guarded by a lone, rather ominous looking, pine tree. A small eco-system hidden inside. (Sun and moon decided to just pose perfectly for this picture, I'm not complaining) 3. Giant Oak Tree hosting 6 different mushrooms! Chicken of the Woods, Dryad Saddle, Deer Ear, White Oyster, Pink Bonnet, Tapir's Liver, all growing on one oak tree. What are the odds?
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Builds aside, on my todo list: tame wild elk, catch butterflies, find all flowers, farm all crops/fruit, make cheese, beehive klin, Jonas devices, journey to the arctic/equator. Now that I think of it, I've never made black bronze either, I'm practically swimming in silver but found very little gold overall.
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Underground I think the stability mechanic works great, it makes deep mining creepy and dangerous, something you really want to prepare for properly before doing, it keeps you on edge, panicking and getting lost is a real threat, it's a tense and memorable experience. I agree with others in this thread though that the surface instability mechanic in comparison, could use some work. It's not a very engaging mechanic and mainly seems to confuse and frustrate a lot of new players. I think a surface instability overhaul would be good for the game eventually. Maybe unstable surface regions could have some unique large surface and underground ruins? Maybe trees and vegetation growing in peculiar ways or somehow visually affected by the instability, maybe these areas could be a reliable place to find gears, otherwise uncommon items and stronger drifter variants? As of now unstable regions practically just act as "no-build zones". I think players should have some reason to wander into and explore these places, making them engage with the temporal stability mechanic above ground. As of now, once you've settled in a stable region you don't really have to interact with the mechanic again as the gear depletion is insignificant, you don't have to take a detour just because an area is unstable, you really have to go out of your way to get your temporal stability dangerously low above ground. In summation, I think unstable regions need some challenge and reward to them, and more explicit signs that indicate that "it's likely not the best idea to settle here".
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RE: 1.22 - Berry bush rework (i.e. add greater mechanical depth to them)
Shoom replied to Phantom72's topic in Suggestions
Omg now I imagine bushes with unrestricted pumpkin code, holy cow this could make for a hilarious mod. -
Ah, that likely explains why I haven't seen any, my house is about 15k blocks south of the world center in a area with higher than average ambient temperature. I'm aware that you can buy them from traders but I spent all my gears on wallpaper and I'm saving the storyline for when a friend of mine can join me so it's either 100 gears or taming a wild one for me. I will try exploring a bit up north, if I have any luck I'll drop back in with an update. Thanks a lot!
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I'm 530 hours into my world and I still haven't seen any wild elk, plenty of moose, deer, goats of all kinds but no elk. Are elk spawns tied to world generation or how do they work? Is there a specific climate they prefer? The chunks around my house were generated in 1.19.8, I've explored a bit in newer chunks as well but with no luck.
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I uhh.. also just realized you can build the vertical axle first and then place the pulverizer afterwards.. making the Archimedes screw redundant.. I feel stupid for not thinking of this earlier. But I suppose this Archimedes screw knowledge could still be useful somewhere, some day if you can't get an axle to place vertically for whatever reason.
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I'm a bit split on this, on one hand I really enjoy the added challenge of making your house insulated (and making these utility rooms) but on the other hand it can be such a frustrating endeavor, especially for new players. Once you kind of understand how the system works I feel like it's not that big of a deal but getting to that point involves what feels like bashing your head against a rock for ~10 hours. /debug rooms hi /debug rooms unhi /debug rooms hi /debug rooms unhi /debug rooms hi I'm not sure what the best solution would be, maybe incorporate the debug rooms command into the guidebook somehow and make it less jarring to look at?
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Are you really tight on space and have to run an axle perpendicular to a pulverizer? Too bad because the pulverizer will always take priority, no matter how hard you try your axles will NEVER connect, so you might as well put those foolish ambitions to rest.. Unless... you use an Archimedes screw, since not even Jonas himself could turn an Archimedes screw horizontally, your axles will FORCIBLY connect with the force of a thousand suns against the will of the drifters and even the universe itself. Just a neat little trick I found, thought I'd share.
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Trying to insulate a house with chiseled blocks can be very finicky, I fully understand your frustration. I've found that generally any chiseled block that's thinner than a slab, will not insulate properly, even if the block info says the block is insulating. Something like what I have circled here makes alarm bells ring in my head, if this door faces the outside and there's nothing behind that chiseled block, it could be the culprit (or one of them) check around for thin blocks like this and try replacing them with slabs or full blocks, or alternatively add some block/slab to the exterior.
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Strange, I haven't had any issues with pumpkins, I plant mine on terra preta and harvest about 4-5 pumpkins per seed on average. I do play on 30 day months however which slows down all the growth stages, perhaps that's why I'm having luck with them, I've never tried pumpkins on any other setting. Now I'm tempted to try growing them on low-fert soil just to see if that increases the yield, have to wait for spring however.
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Predictions of what devs will have playable by next version
Shoom replied to Facethief's topic in Discussion
I pray for more mechanical doohickies. -
Berries are great in summer, with enough bushes, the first sets of bushes will have fruited again by the time the time you pick the last ones, more firewood for the charcoal gods. As for fruit trees, apples and pears, peaches and cherries got me scratching my head, I think only fruit mash and raw dough beats them in the rot race, more juice for the booze gods. Pumpkins deserve a honorable mention, probably not the most space efficient but they're really fun to grow. Don't sleep on pumpkins, metaphorically speaking (solid figurative advice as well)
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Lovely! I've always wanted to build a Japanese style castle but just thinking of the roofing part makes my right eyelid twitch.
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Thanks! That's such a neat trick I've never thought of, I've wanted to build a lighthouse out on this massive lake I got for a long time but avoided it because of the swimming it would take.
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I tried logging the issue but I'm unfamiliar with GitHub, you're obligated to attach a log file which I'm not quite sure to find, as you said I don't think there's any relevant information in there. To me it seems like a simple issue with the spawn location of the sailboat following the launch animation, right now it seems to spawn the sailboat at the origin point/center of the construction area rather than construction area + a few blocks forward as it should, I hope that makes sense, I do a little gamedev for fun in my spare time and it's what my spidey senses are telling me.
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I remember when they added those things about a year ago or so, I was blissfully unaware until I saw this in my peat cellar one night.
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Some light sources are deceptively bad at spawn proofing, namely oil lamps and candles. Lanterns are the best and what you really want to get rid of those pests (except for a full chandelier but good luck finding a steady supply of those) Still, even with a lantern, enough clutter and blocks inside a room can cause some block in a corner somewhere to drop it's light level just low enough to allow drifter's to spawn on it, so even a small change to a room could result in a drifter spawning somewhere in your house a few days later, and since those bastards tend to run around like they own the place it's seldom clear exactly where they decided to suddenly start existing, it's kind of an endless battle, until you build a rift ward I suppose, but by the time you can build one of those you can probably kill mantle-tier drifters in your sleep.
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I just tried it quickly in creative in the current version and got the same result. I don't think you're doing anything wrong, could be a recently introduced bug.