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Everything posted by Alonso7
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You may be the reason we have beehive kilns
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Exactly. I think the game will take about 10 years to get out of early. They will add 6 more lore chapters. They add one lore update and 1 gameplay update per year, that's 6 years. But that's assuming everything goes according to plan, which is never the case.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
Alonso7 replied to jerjerje's topic in Discussion
I had the opposite experience. Winter was really hard for me (I posted about it). I started playing the game without knowing much about it and thought winter would be similar to living in a snowy area in Minecraft. I couldn't go outside for long and ran out of food quickly because I hadn't prepared crocks. Berries disappeared unexpectedly. I hunted all the animals and fish in the region, and since I was freezing to death, I had no choice but to survive on mushroom soup. I think the difficulty is perfect for people who are entering the game for the first time, it makes you feel like you are really surviving in the wilderness. That said, I love your idea of heating rooms. I would also love to see some thirst and overheating mechanics. -
I don't think Anego Studios was talking lore wise, it will take a decade or two for the game to be completed Not complaining, I love VS updates.
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Best Linux Distro for Vintage Story gaming (Nvidia RTX)
Alonso7 replied to Lingam's topic in Discussion
I'm happy to see more people moving to Linux. The worst mistake I ever made was buying an NVIDIA GPU. Unfortunately, I use a custom Arch Linux Hyprland-based desktop environment which is unusable with Nvidia. -
Don't let this post die
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Combat is too shallow for it to be so integral to the game.
Alonso7 replied to Tabulius's topic in Suggestions
Here you go: -
Combat is too shallow for it to be so integral to the game.
Alonso7 replied to Tabulius's topic in Suggestions
Honestly, if I wasn't playing on a server, I would stop the drifters from spawning altogether. Having to fight drifters becomes too much of a hassle very quickly. It would be OK if they spawned a couple a night or something like that. But it feels like an endless stream of drifters, constant portals and temporal storms. I just want to bake pies I saw an interview in which the creator of VS talked about a new type of enemy, a biological one. From what he said, I'm quite sure they are bandits. I wouldn't mind encountering bandits from time to time as long as they're not too common. I think enemie spawn should be more realistic, drifters comming out of portals instead of spawning everywhere is darkness. -
That was the first solution that came to mind, would be the perfect solution, but I'm not sure if it's feasible for a voxel game.
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I totally agree, a breakthrough is needed. I'll just contact James Seibel, he's the creator of Distant Horizons. He has single-handedly changed the world of voxel games. In a video, he said that he would like to work for Mojang and natively implement it into the game. Of course, Mojang did what they always do and ignored him. If Mojang don't want him, maybe Anego Studios would appreciate his talent. Imagine if that technology was implemented in VS, it would be a game changer. Distant Horizons also performs well on low-end computers.
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Anego Studios is pondering how to implement flowing rivers, but I don't think it's possible with the current world generation system. To be honest, the world gen is a bit of a mess, you can even see the noise algorithms in the terrain. To implement rivers, you would need a large-scale, structured world gen. Mountains, valleys, large bodies of water, erosion, and so on. I think Anego Studios should change their approach to world generation. They have a system similar to Minecraft's, but VS has evolved into something else entirely. If they want to keep raising the bar, a much more realistic, large-scale approach to world generation is needed. Tectonic is a good example. It's a Minecraft mod that implements realistic world generation. It doesn't work in Minecraft. The game is too simplistic and the performance and game mechanics render large mountain ranges and expansive plains redundant. But VS is different, it's much more realistic. Every time you go out on an expedition you need to prepare, you won't survive on a stack of cooked game meat alone. You can't visit every biome in a few hours either, so a more realistic world generation would suit the game. Anego Studios would need to adjust the scale for performance and gameplay and perhaps implement a more aggressive LOD generation, but I think it's feasible. Finally, I would like to suggest a step-by-step implementation plan. First of all, I will remove the climate looping system. I understand that it simulates travelling around the planet, but I would simply make the world flat. There would be a north pole, an equator, a south pole, and everything in between. There is no need to overcomplicate things. No one is walking 200k blocks just to end up at equator 2. Give this one to the flat earthers . This is how world generation would work: Continent Generation (3–10 Continents depending on the size of the map) Start by generating a tectonic plate map or a set of large continental masks. High-Level Terrain Structure Use plate interactions to influence noise functions and define mountain ranges, deep ocean basins, and major landmass topography (layered Perlin/Simplex noise and domain warping). For simplicity, standardise the height: Y = 0 is sea level! Erosion and Terrain Refinement Apply simulated hydraulic/thermal erosion passes to produce realistic slopes, valleys, and smooth coastlines. River and Watershed Generation Create river systems by tracing flow lines from high-elevation areas toward big water masses. Use a watershed algorithm to produce branching river networks and natural erosion. Biome Placement ( I think it already works like this) Combine latitude, elevation, moisture, and temperature to assign biomes. Ensure transitions between biomes follow ecological logic (e.g., temperate → boreal → tundra). I know it's easier said than done, and maybe it won't suit the gameplay as well as I imagine. But hey, it would be fucking awesome to spend an hour following a river, set up camp and hunt some deer on a massive plain, take refuge from the cold in a trader's house, build a canoe and float down the river to find a village in the delta next to the ocean. The game would need some serious render distance to give the desired effect tho. EDIT: Regardless of scale, even if the game needs thousands of small-scale continents, the key point is that we need well-defined, cohesive, and structured landmasses that support realistic and consistent topography rather than random, patchy terrain.
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Anyone else having trouble with wooden crate traps?
Alonso7 replied to JustAnotherGeek77's topic in Discussion
It also glitches for me. They turn invisible with some ropes flying. I only have outomapmarkers as a mod. -
The Vanilla generation has improved a lot. If you play on older servers, you can see just how bad it used to be. But it's still not great. In some regions, you can clearly see the noise algorithms they use. Continents are oddly shaped and too big, with almost no oceans and no rivers (hopefully coming in 1.22). Mountains look cartoonish, and so on. Vintage Story is not like Minecraft. I think there should be a few continents (3-10), with only one equator and one north and south pole. In my opinion, this looping climate system is pointless.
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The handbook needs to be concise enough to serve as a quick reference guide for recipes, basic mechanics, and so on. We have the wiki for more in-depth explanations. Actually, I have some complaints about the wiki, some entries still don't exist, but I guess that's understandable for an early access game.
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Predictions of what devs will have playable by next version
Alonso7 replied to Facethief's topic in Discussion
They have show multiple fish species, so fishing is coming for sure. -
That would be great. I can't even even count how many times I have wanted this. Specially because ore veins are 1 block tall.
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Lying down on a bed (which is only possible in servers) and sitting down burn the same number of calories as standing still. This makes them quite useless. Players should be encouraged to sit or lie down when they go AFK. It's an intuitive mechanic, a nice roleplay addition and it's easy to implement. When playing on a server, many people (including me) simply disconnect at night to avoid losing hunger. There's nothing to do: it's pitch black, full of drifters and -10°C. At least let us lie down in our hay bed while doing our Duolingo lesson in real life Standing still: 100% hunger rate Sitting down: 75% hunger rate Laying down: 60% hunger rate I have tried to adjust the ratings based on the percentage of calories burned in real life.
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That's great, thanks for the answer.
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I would like to join a server, but most of them have mods that I don't want in my singleplayer game. If I join a server, will it create a separate instance, or will the mods be installed globally? Is the installation process automatic?
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You can already salt cure it (Food preservation - Vintage Story Wiki). I know jerky is not made using sal but smoke, but close enough XD
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I love these little ideas, but seeing ambition of the developers for the next updates, I don't think they will refine these details just yet.
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They are working on rivers and status effects for version 1.22, so I imagine that thirst will be implemented at some point. It has so much potential for gameplay: diseases, heatstroke, water canteens made from hides, and so on. They already confirmed new game mechanics related to heat and I don't see how you can implement anything heat-related without thirst.
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Light levels should be more impactfull for mob spawn
Alonso7 replied to GLaDOS_cz's topic in Suggestions
Oh yeah that's right. The game differenciates already between natural and artificial light so it won't be a problem. -
Light levels should be more impactfull for mob spawn
Alonso7 replied to GLaDOS_cz's topic in Suggestions
Unlike in Minecraft, the light levels at night are determined by the moon. This means that it rarely reaches level 0 (no moon). If the same mechanic as in Minecraft were implemented, no enemies would spawn on 80% of nights. But yeah I also like to build fortresses and I don't want enemies spawning out of nowere. I wouldn't know how to solve it. -
Could we have the option for real time ray tracing for the lighting?
Alonso7 replied to Mantovannni's topic in Suggestions
Since they use a custom engine, it will require some work. It's impossible to estimate how difficult it would be without being familiar with it. However, the game is far from complete, so I imagine that something like that won't be released in the near future. I think it will be a great publicity stunt tbh.