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Everything posted by redram
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Not on purpose. Peat and Coal pit kilns were kind of rushed in later, and didn't get the individual attention that wood got. It'll be fixed.
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This isn't some discussion about how many guns people should get to own, or who gets to use what bathrooms. People are dying. CHILDREN are dying. We would like to do something to help so that fewer peoples' lives are ruined. Please try to understand that.
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Just so we're clear, Estonia and Latvia (the latter of which is Tyron & Saraty's home) both border Russia directly, and both have *already* been part of Nato since 2002. It's roughly the same distance from Latvia's border to Moscow, as it is from the Ukraine's border to Moscow.
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Russia has suggested this before, at least twice; once in 1954, and again under Putin, around 2000 . It's not like signing up for a Netflix account though.
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This I do not know exactly (I'm not a coder). But from my creative mode testing, iirc, it take perhaps 4-6 months (at default setting of 9 days per month). Fruit trees are intended to have more 'realistic' growth times, vs crops. So they take a very long time to progress through their stages. The rest of your questions I don't know for sure. Tyron coded the details, and the greenhouse interactions. I can say that the trees indeed need only the dirt block they sit upon to grow, and for all I know after they 'take' they may not even need that one. This is part of the half-finished nature of fruit trees. There will probably be more interaction with the surrounding soil added at some later date. It was just too much work I think, to try to fit all the details we wanted into this first iteration. I'll tag @Tyron here in case he has time to answer any of this.
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Yes, since I made that original statement (nearly two years ago now), it's definitely verified that it does occasionally happen. Its rare enough that it's not really been addressed. And a helve hammer will 'complete' the ingot, so it's not a total loss.
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To the best of my knowledge, the *intent* is for them to regrow. So probably either a bug, or a feature that just didn't get implemented yet.
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Perhaps be aware that for 1.17, we hope to - at a minimum - get armor repair in, in the same general way that clothing repair works right now. Possibly further armor tweaks and rebalances as well, maybe.
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Is "Vintage Story" inspired by "Unreal World"?
redram replied to DoWeLikeTurtles's topic in Questions
It's primarily inspired by the Minecraft mod Terrafirmacraft. Beyond that I'm not sure if Tryon & Saraty had heard of or took any inspiration from Unreal World at the time they started Vintage Story. Reality being reality, there will be a certain amount of 'similarity' in any games that seek to represent reality in a detailed fashion. -
They'll be made so that you cannot just go around hoovering them up and insta-planting them. You'll need to take a cutting and grow it out, a bit like fruit trees (though probably without the fail chance). Both berry bushes and fruit trees may eventually require fertilization (or at least, yield more with fertilization). Also bees in proximity may affect yield. Plus a host of other real world plant characteristics for trees, such as alternate bearing. What we have now is really just the basic framework.
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As Streetwind says, crops don't continue to spawn. Regarding fruit trees, I will attempt to answer with what my impressions are, but I am not a coder and do not make the final decisions so my impressions may not be 100% accurate. It was a huge undertaking to make the fruit tree mechanic, and like many things we didn't get in every aspect we wanted to. They will hopefully see further refinement down the road. The main reason they have such poor establishment chance is that they (like berry bushes) require no nutrient/fertilizer inputs - they're just free food. Albeit not near as often as berry bushes. Berry bushes are also due for a change to their mechanics, and we had intended to do so in 1.16, but did not get to it. Regarding the branches not regrowing, I tested and it does appear that's not happening. I'm not 100% sure it was intended that they regrow, although I thought it was. I'll point it out to the team.
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Perhaps also worth mentioning, is that in terms of a base you can set up near a trader and use their containers. They don't mind, and won't 'take' your stuff.
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When Vintage Story was originally begun, the original crop set was indeed limited to 'old world' crops. However this limitation has been dropped, and all crops are fair game. Witness the peanut, bell pepper, and pineapple, which is are all new world plants. And big horn sheep which apparently slipped under the original prohibition, as they are new world animals, but also racoons which were added later, and are also new world animals. The fact that we don't have things like potatoes and corn yet is simply down to not having chosen to add them yet. Crops take a lot of artist time for the many stages, so they're not something we add casually out of hand. But corn and potatoes will certainly eventually come, among many others.
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That was an accidental change. It was worked on but not finished, and was supposed to have been 'stowed away' till a later point (possibly in another pre version, or sometime later). But apparently it did not get totally stowed. That's why it wasn't in the changelog - it wasn't supposed to be there yet.
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Couldn't say when for sure, it's just my fuzzy memory. They'll probably undergo even more changes in 1.16.
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Mushrooms do spawn 'already harvested'. It's been that way for quite some time though, and afaik they should become ready to harvest in just a few days (temperatures allowing?). Beyond that, my first suggestion is always check your mods, and try to figure out if this is true without any mods.
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dropped items are a burden on the server. This is why they despawn; so that the game doesn't grind to a halt with all the junk that might end up lying on the ground (especially in multiplayer servers).
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Bauxite Bauxite my Kingdom for Bauxite! And suggestions.
redram replied to Empirehacker's topic in Discussion
bauxite will produce loose surface stones, yes. But that has a limited depth range. It's entirely possible for a bauxite layer to be under another sedimentary layer (or basalt), and so deep that it leaves no surface stones. I think only the top stone layer will produce stone regardless. So even if the bauxite is only covered by 1 or 2 blocks of other stone, and technically within range of the surface, it still won't make surface stones. I think. -
There's been a fair amount teased in discord, under the #devlog channel. But if you're not into discord; alcohol (fruit press & distiller), bears, lots of mushrooms. Maaaaaybe butter churn. A few other possible things.
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1.16 is already going to be finishing the stuff that we wanted to do in 1.15 but didn't get done. Homesteading part 2, if you will. And the next 3-4 updates after that are already pretty much determined, I think.
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Yes, elaborating upon the process of making linen is planned.
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Just items with durability, as I understand it (except for tools of course). Off the top of my head, I think the armor related cases are the only current cases where its applicable. Spoilage is different from durability. Regarding gambeson, the economics of all things linen will potentially change quite drastically when the game moves to a 'full year' growth schedule. In which case flax may take 3 to 4 months to mature. Making it possible that you'll only be able to raise 1 crop of flax a year in temperate areas, without a greenhouse. The seed and material yield will go up in proportion to the increased growth time. But overall, you will probably get less material in a year than under the current system, especially the first growing season.
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Just as a little heads-up, this exploit will hopefully no longer be in effect on the next 1.15 update. Using 'used' objects in a recipe will result in the product being already degraded in the same proportion (as I understand it).
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To the best of my knowledge (I didn't code the process and am not a coder at all) it indeed has a fairly variable amount of loss, and the construction of the pit does not affect this. I generally assume the average yield per block of wood to be around 5, but with a variance of around 2 more or less, just based on my in-game experience. I don't make a lot of it though, preferring coal, personally.
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If you think they're op now, you should have been here when they used to heal you as well (pre-poultice)! Berry bushes, along with all crops, and fruit trees, will eventually be on a whole-year schedule. So that your berries and fruit/nut trees will indeed yield a crop only once a year. In addition, berry bushes will not be nearly as simple to transplant as now. When you replant they'll start as a smaller version with 'transplant shock', and won't yield anything that year. There's also a fair chance that water an fertilization factor in. Crops will be more variable depending on the crop, and the climate, you may be able to grow more than one a year, which is true irl. But their schedules will be more like irl, generally taking around 3 months to mature. Seed and produce yields will all go up in proportion with these changes. These things have been planned for a long time, but it's a very significant change to gameplay, and requires several other supporting mechanisms be in place. Which is why it hasn't happened yet. But hopefully soon!