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Everything posted by jerjerje
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Could you post the game seed? I'm curious how your world looks if clay is that sparse. If I find any clay close to spawn, I can give you the coords.
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Mod is available here: https://mods.vintagestory.at/moretuningcylinders As of version 2.0.0 this mod adds 26 new tuning cylinders for tracks from the Vintage Story Soundtrack. These are split into two categories: Normal Tuning Cylinders: Found the same way that vanilla Tuning Cylinders are found. Story Tuning Cylinders: Can only be obtained from NPCs from the story quests. More details can be found below. As an additional feature, this mod also adds the Unattuned Tuning Cylinder: This cylinder is crafted using a knife and any other Tuning Cylinder. Using an Unattuned Tuning Cylinder lets you duplicate any other Tuning Cylinder you want. This is intended for multiplayer, so players can more easily share the cylinders they found. Alternatively, the Unattuned Tuning Cylinder can also be sold at a Luxuries Trader. I decided not to include tracks that are restricted to specific seasons (Summer Stroll, Fall-o'-croft, Arctic Winds, etc.) yet, as I don't want players to be able to find these before hearing them naturally in game. If I come up with an idea on how to make that possible, I might add these remaining tracks too.
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Update Version 1.1.0: Changed Cleaned Gear Texture, so it looks less like Cupronickel. Cleaned Gears are cheaper to craft, but more cleaned gears are needed for the Jonas parts Cleaned Gears are now ground storable Here are the new Recipes:
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Other Jonas parts pile up while the single one I need remains unseen
jerjerje replied to Jacsmac's topic in Discussion
I liked this suggestion, so I made a mod that does pretty much this. I just released it: https://mods.vintagestory.at/exchangablejonasparts In an attempt at balancing it, I divided the Jonas parts into four groups. And each part can only be crafted into other parts from the same group. All crafting recipes requires Cupronickel. Additionally, each group needs different items like Electrum, Gears, Solder, or Gems. -
Mod is available here: https://mods.vintagestory.at/exchangablejonasparts This mod adds crafting recipes to craft Jonas parts into other Jonas parts. The Jonas parts are divided across four groups. Each part can only be crafted into other parts from the same group! Each group requires different items to craft. Hammer, Chisel and Cupronickel are always needed. Group 1: This group needs Electrum and Molybdochalkos. Group 2: This group requires gears. These gears are rusty gears, that were freed of rust with sulfuric acid in a barrel. Group 3: This group requires solder, a soldering iron and some metal parts. Group 4: This group requires gems and glass. The unofficial "Group" 5: Since the 13 Jonas parts cannot be neatly divided into four groups, I decided to have the largest part be crafted from one of each of the other four groups. Additional Features: Since the rusty gear can be made into a necklace, I also added this for the cleaned gear. This is purely decorative.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
jerjerje replied to jerjerje's topic in Discussion
Interestingly, it seems that 1.21.6 indirectly did do exactly what I asked here. The patch notes say "Fixed: Storage vessels were applying double the perish rate bonus". I checked in game and the spoilage times have shortened a lot, because of this bug fix. Vegetables that previously lasted 2,1 years in a storage vessel in my cellar now only last about 100 days (slightly below one year). Grain was also affected, going from over 10 years to about 6. I'm not sure if this bug applied to all worlds, but it certainly applied to mine. Maybe that's why I felt the perish time was so long. These new max values feel more reasonable to me. I guess I'll have to see whether it makes much of a difference when playing. -
That is partially correct. Every track in the game has a certain time of day it can play at. For example "The Setting Sun" can only play between hours 16 and 18. Some songs are also limited by the current season (like the tracks "Spring", "Summer Day", etc.). Some songs are even limited by latitude or temperature (like the track "Arctic Winds"). That said, there is no check for whether the player is clayforming, visiting a place you haven't seen in a while, or whether it rained recently. At least not unless they hardcoded such limits, which I rather doubt. My information on this was taken from the "survival/music/musicconfig.json" file, which seems to control the way music plays. Here is the current contents of the file: So the game doesn't adjust the music to what the player is doing. But it does adjust to the time of day and season (and occasionally latitude and temperature).
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I have been listening to the soundtrack of this game and I have noticed some negative comments under some tracks. So I wanted to do a poll and see how people generally feel about the music. I personally like the music a lot. It is mostly cheery with some more tense undertones, which seems a good representation of the (surface) gameplay. The game is for the most part rather relaxing, but there are always the horrors lurking below the surface. When I started playing, I felt the song "Hallowcroft" was a bit tense, but I've grown to like it a lot. It also helps that the track only plays in the afternoon/evening. Oftentimes, that track starting was a good indicator to check the time and make sure I get back home before sundown. What do you think of the soundtrack?
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During my first playthrough I eventually installed two mods: 1. Farseer: This mod is amazing to allow yourself to see the rough shape of terrain outside your render distance, with minimal performance cost! It's particularly good, when your PC can't otherwise handle high render distances. It makes the world feel much grander, particularly when standing on a mountain. I will definitely install this mod on every future playthrough. 2. Spyglass: Adds a simple spyglass. Not a very complicated mod. I guess I just like looking at stuff. I haven't started a second playthrough yet. I will probably wait until 1.22, since we *might* get rivers in that update. Wouldn't want to start a new world before a big worldgen update.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
jerjerje replied to jerjerje's topic in Discussion
Thanks for the replies! I suppose difficulty is rather subjective. I suppose that's why Anego added so many settings. I will definitely see about changing settings/adding mods, when I eventually start a new save. Maybe I'll look into VS Modding myself if I can't find what I'm looking for. -
I've been playing this game for over 200 hours now, and I wanted to comment on my experience with the game (I only made the forum account now, though). Before I get into the complaining, I should mention, that I very much enjoy this game a lot! Vintage Story has quickly become one of my top three games. I wouldn't have played it this long if I didn't like it. I just don't think it was nearly as hard the description "uncompromising wilderness survival" had led me to believe. My two main issues are: 1. The winter cold was too easy to overcome. 2. Acquiring enough food felt too easy Next I will elaborate on these points in more detail. For context, I was playing on default settings in version 1.20.?. 1. The cold The cold doesn't feel like much of a threat. For my first winter, I had prepared a set of fur hide clothing. Since I didn't want to waste any durability, I decided to only start wearing the clothes when I started needing them. I never used the fur hide clothing AT ALL during that winter. I could easily stay outside during the winter for quite some time being fully naked (or rather wearing my 0% durability starter clothes, which should be equivalent to being naked). I was holding a torch in my offhand for the slight warmth boost. I spend most the winter close to my base building and whenever I got too cold I just went back inside. But I was still able to stay in negative temperatures for quite some time. Winter clothes are more relevant, when travelling during winter, but even then I got by with the occasional campfire. I had used the fur hide clothes a little in the second and third winter, but even then I never actually had to repair them (or make a second set), because I barely ever needed them. My suggestion for improving the cold would be to make rooms cool down too. Players would need to occasionally warm up rooms with a fire pit, or the room would be below freezing in winter. How fast the room would be losing heat could depend on the size of the room and the material it's made of. This would add a bit more strategy to base design: Players could either collect a lot of firewood or build a single well isolated room. 2. The food Getting enough food for winter felt too easy. This is in part, since crops give a lot of food and also because most foods last very, very long. For my first winter, I already had more than enough Grain and Vegetable stored. A rather basic cellar will trivially allow both of these to last multiple years. I was lucky and found Halite quite quickly, so I was able to preserve a decent amount of Protein, too. I had trouble finding Goats/Sheep, so Dairy was still of the table. Since I didn't think ahead on preserving berries, I didn't have any Fruit nutrition available either. So for the next year I made plans to get bees, so I could have honey, jam and wax (for sealing pots of berry porridge). However, then I harvested one (1) fruit tree and instantly had enough Fruit for the winter. This was rather disappointing, as I had been making plans for keeping Fruit nutrition available, and suddenly these plans were useless. I was just given an instant solutions to this problem, without actually putting in any work. After that, I stopped preparing for winter. It simply didn't feel necessary to prepare anything. I was just planting whatever seeds fit the soil's nutrition and never put more thought into it (aside from when I needed flax). For food, I feel like the main problem was the unrealistically long spoilage times. I think shorter spoilage times (below one year in a cellar) would do a lot to make food feel less trivial. Different crops should also have different spoilage times and nutrition values, to allow more complex decision-making. I would love to hear your feelings on the topic. Were your experiences similar to mine? And most importantly: Do you think these things should be made harder/more complex? And I know that there are settings and mods to make these things harder. That's not the point. My point is that a game that calls itself an "uncompromising wilderness survival" game, should (on default settings and without installing mods) be "uncompromising". And it just didn't feel like that for me.