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Vexxvididu

Vintarian
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Posts posted by Vexxvididu

  1. my first real survival world I made rooms way too big and that made it a lot harder to spawn proof them... couldn't figure out why I kept getting drifters for a while.  Now I use a light level mod and build smaller rooms so that problem is easier to manage.

    My current base is mostly a very practical design but part of it is on slightly unstable land which is just a bit annoying.  More specifically, my bees, pit kilns, and cellar are all slightly unstable.  It's only a minor issue, but still... wish I had paid slightly more attention early on.

  2. On 1/28/2026 at 3:10 PM, OBAMFSpike said:

    You could say that in real life too. Spot on. 

    *15 years sober here*

     

    Alcohol is often very important as a fuel and a solvent!  I'd love to see more uses of it along those lines.... but I certainly agree that drinking it is useless.

    • Thanks 1
  3. 6 hours ago, Callorn said:

    To me EVERYTHING related to combat with the default setting. Bears alone stop me from talking about the game. Deers  Feel too tanky (IMO a longbow with iron arrow should one shot them).I never entered caves  because of drifters. I feel that everything about combat is 2X times overturned against the player(ie blowthorn does x2 attack damage)

     

    I agree and have voiced similar opinions before about all surface animals being too strong.  I actually think most monsters are fine and you can mostly avoid them till you have armor made and so forth.  Tailored gambeson or better armor makes most of them easy, but bears and wolves are ROUGH for starting players.  I switched them to passive a while back and never looked back, haha.

  4. 31 minutes ago, Bumber said:

    Notch also said he'd open-source Minecraft when he stopped development. What actually happened is that he handed over development to Jeb, before ultimately selling rights to Microsoft to be rid of responsibility for the game. (I don't think Notch ever intended to go back on his word, but the game's popularity was clearly a major source of stress for him. It's not like we didn't end up with a bunch of Minecraft clones anyway.)

    Yeah, I feel very confident in Tyron in the short and medium term; but I can see why there would be a lot of temptation to sell it to a big company eventually.  We've already talked ad nauseam about how a big company might jack it up in a number of ways trying to make it more popular and losing the central vision of the game and blah blah...

    But I don't think joining Steam is a real solution to that problem.  Steam likely would mean slightly more stable hosting services and a bit more exposure but I understand and respect their decision to stay off of it.  It's possible they will join Steam if they can use their new size to negotiate for better rates with them...  but I am not privy to such things.  I'm largely indifferent to steam or not given that I already bought and downloaded it from their own servers.

  5. 20 hours ago, ArgentLuna said:

    I build all my farms in 3x3 squares with the water in the center, keeps everything moist and compact and is easy to scale up or down as needed. Never bothered with watering them except by rainfall if it happens.

    This is my preferred method as well.  I know there are more optimal methods such as making them like stairs with water behind them but those approaches just look too awkward for me. I think the 3x3 squares with water in the middle is good enough.

  6. I'm pretty anti mod but have caved into temptation for a just a few.

    I'm surprised nobody mentioned buzzwords yet: https://mods.vintagestory.at/buzzwords  My deaf self would never have found bees without it.

    I also use a light level mod after having trouble figuring out why drifters kept spawning in my old base: https://mods.vintagestory.at/show/mod/32420

    Finally, I made a mod with a lot of help to make greenhouses more useful: https://mods.vintagestory.at/steadygreenhouses

  7. Hi and welcome to the forums!

    I'm not one of the actual devs but I'm pretty sure that many of these limits are a lot less about "computational limits" and more about certain stylistic choices.  You can change a lot of this information with coding mods.  Cellars in particular I think could be much larger if you just wanted them to be.

  8. 16 hours ago, Feycat said:

    I've got 4 rooms that count as "cellars." They're not connected together, they're in three different locations in my large build. All of them are under 7x7x7 and all of them show up green. They are all on the same elevation in the same biome. They're not all being used as cellars, but I've been moving storage vessels around to see why my main cellar isn't working right. 

    Storage vessels in the largest one show as .21, two of them of wildly different sizes show as .23 and the one I WAS  using as my main cellar is suddenly showing .34. I have no idea why. It's 7x7x3 tall. The floor, ceiling and walls are entirely stone blocks. I even added a fireclay door, when all the others have wooden doors and I STILL can't get it past .34

    What's going on?

    (BTW just a heads up, wallpaper makes your cellar less efficient. When I had wallpaper up it was .45!

     

    Do you have any other wood or decretive blocks in your cellar after removing the wallpaper?  Ideally cellars are just dirt and stone walls.  I even use just dirt blocks as the door since it is better than wood.  I think the only wood items you won't get penalized for in the cellar are shelves and chests (and maybe other storage items).

    A screen shot of your cellar might really help to spot anything amiss.

  9. You also should consider some "easy mode" settings to help you get started.  Examples:

    Temporal storms off.

    Monsters on passive.

    MAYBE also lower than default hunger rate.

    Keep items on death.

     

    All of these can be changed later.

    • Like 2
  10. 1 minute ago, Sheepleclench said:

    Thank you for all the kind replies.

    Fellas, I'm not looking to play minecraft. I'm still trying to set the settings to where I'm not pursued by bears and monsters at the same time on day one, or not spawn in a pit or on a mountain; The spawn template from Valheim comes to mind. There is also seemingly no consistency what soil fertility is where, and biomes other than forest and mountain are indistinguishable on the map.

    I like these kinds of games, but the learning curve here seems insidious. I am under the impression the in game guides do not provide enough information.

    Still gonna try to enjoy the game. It's got that magic that minecraft used to have for me, the ambiance.

    Honestly... I think many people do new players a disservice by telling them to go in blind.  I HIGHLY recommend watching a few youtube videos about how to get started.  I'd probably have rage quit from being overwhelmed if not for that.

    • Like 6
  11. 18 minutes ago, regex said:

    No argument here, but is that what we're talking about right now or about this definition of "satisfying mechanics"?

    It's a very subjective concept but one that matters a lot.

    So much of why I find VS satisfying is just the right amount of toil and struggle to get the desired reward.  It's fundamentally similar to why I loved the Dark Souls games.  Dark Souls is barely even fun, but it's very satisfying when you overcome something that was very challenging.

    I agree "realism" is easier to write a definition for that many people would agree with, but do want to point out how in practice, people care about realism in very different ways.

  12. 2 minutes ago, -Glue- said:

    To be fair. Most block games are typically trying to be a cheap MC ripoff, so I get the misunderstanding. Pretty sure I just passed VS off as an ugly Terrafirmacraft ripoff when I first saw it lol. Plus, it can take a bit to get to what I would consider peak VS.
    To me, VS is at its best when you have your first real house set up, and are able to start stockpiling resources, making farms, and working towards the next tier of tools. Chilling at your homestead, cooking or smithing while rain taps against the windows, distant thunder rolling through the hills, anticipating your next big journey out, THAT is peak VS for me.

    I'll admit that VS's combat and vanilla world gen are pretty rough, but the more you play, the more you will appreciate it. I've seen some gorgeous landscapes with vanilla gen on my adventures... Combat could definitely use some tweaks though, imo.

    For me, the excitement of having my first saw and being able to make things out of boards like a REAL DOOR THAT DOESN'T FALL OFF was a big epiphany to how much more fun and satisfying the game is.  Not saying it's perfect, but it's fun.

    • Like 1
  13. 1 minute ago, -Glue- said:

    > Sees blocks
    > Instantly assumes its trying to be Minecraft
    > Mad its not like Minecraft
    Ok

    This is almost as bad as saying Terraria is just 2D Minecraft.

    yeah, many starter guides will warn you about how you need to drop the expectation it should be like minecraft to better understand the game.  Calling all block games minecraft clones would be like thinking all first person shooters are just a doom clone.  They actually are very different from one another.

    • Like 4
    • Thanks 1
  14. 37 minutes ago, regex said:

    I always find the use of the word "satisfying" to be frustrating because it tends to be very personal, while "realistic" tends to be a better descriptor so long as it is tempered by a realistic expectation grounded in an understanding of how a video game works and the genre (if you don't reductio ad absurdum the word "realism" because you're a little bad faith bitch, IOW).


    I'd argue that "realism" in video games is also in practice very subjective and personal since people are generally so selective over when they do or don't care about the "realism."  That's my point.  Nobody wants actual realism, they just want enough of it to feel engaged and feel immersed in the game.

    I've seen many games go south because of poorly applied attempts at realism.  One famous example from my youth was when Twisted Metal 3 came out (a video game where you drive cars and shoot rockets at each other) they bragged about how they had a super realistic physics engine this time!  ...it mostly annoyed people because you'd get hit hard then your car would just roll over again and again forever.

    Poorly applied realism has also ruined many role playing games that I've seen. ...such as an heavy handed legal system that makes it too hard to be adventurers!

  15. I was thinking...  a major commonality in suggestions for the game that I find very disagreeable, is that they maybe take the idea of realism too far.  There seems to be a popular belief in the community that Vintage Story is all about realism, and if a mechanic isn't realistic, then that means it's wrong!

    I think this whole line of thinking is flawed at it's core and should be talked about. If you take the idea of realism too far, you reinvent the real world.  If you want hyper realism, just go outside!

    Now, obviously there is some relationship between a bit of realism and what can make a mechanic satisfying, but I don't think it's nearly as strong as some people seem to think it is.  The real world can certainly give good inspiration for fun mechanics, but it should generally not be the sole driving force behind why something should change.  In short, games are supposed to be FUN first and foremost.

    • Like 6
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