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Ravensblade

Vintarian
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Everything posted by Ravensblade

  1. Actually i would recommend to create another standard world just for tasting various stuff. Just change type from survival to creative but don't use creative template as it create empty flat world. It helped me greatly at game start, since i didn't wasted resources or time on legit world, but tested stuff in creative. As for your map, i don't play with color map version so it could be peat instead of clay but i would check spots marked below:
  2. Your first paragraph brings nothing to discussion as it's basically appeal to triviality. What is important it brings inconvenience to legal gamers that is not zero, and it creates maybe small, but still another barrier to play. As such any DRM is net negative for legal players and offer no value for them, regardless if you yourself consider this particular DRM trivial or not. First, it's not actually any hurdle. You access the same website and download it the same, whatever it had DRM or not. Java Minecraft had/has also similar system. It was pirated in millions. It was sold in millions. And i never met a single person who bought it because of its DRM was too much hurdle. Opposite is true. I known several people who owned it, but still played on pirated version for offline single player. I would actually claim opposite - buying Minecraft then or VS now is bigger hurdle then pirating them. You need to register on dev website, then confirm on mail, then enter payment data, billing address, then confirm payment, then download, then login in game. And that's assuming you have Paypal or Credit Card already. Pirate version is just download and play, no questions asked. If we go by hurdles neither games should sold at all. Second, it's just your guessing that everybody will not pay for it without DRM. You base that guess on what? When i found VS i didn't search if a free pirated copy was available or not. I just looked at the price and decided to buy it. So it didn't impact my decision at all. Based on how easy it was to find pirate versions and how many people still buy VS I would say this also proved invalid for other people too. The majority of gamers are either these that will try to buy games first or are those that won't ever buy games. DRM doesn't do anything positive for both. The first will still buy it and the second will not pay either way. Only in the case of a big AAA release delay of week or two is significant enough that there will be same group that will decide to buy it because of FOMO. And I still think that, even then, it's a marginal group. You can look at Witcher 3 - the game that was available in DRM free install from release. You could just copy install files to pirate it. It's sold millions. If you have money for games, you won't search for pirated version. If you have no money for games, you won't pay for them either way.
  3. That notion is neither bad or good. It's acting on them that can be judged. But doing anything just to do "something" is not good. Please then explain what benefits this gives it to the product? I see negatives for legal players, you even have 2 accounts just to play 1 game. You can't have multiple instances for easy mod change. It's another password to remember. But what are positives? We established it actually don't protect it from piracy.
  4. Vintage Story unfortunately has DRM, and there is many stuff that your system can do that will cause its key to go invalid and then you need to log in online. You can't play offline infinitely even if you don't update game or mods in it. Game requires periodic re-log. This sort of DRM never actually prevents piracy. Which can be easily proven, as you can easily get the pirate version of VT 1.22. It makes sense for big AAA games as it makes the pirate version appear a few days/week later, and it has an impact on first-day sales. But for most games, VT included, DRM is just dev cope that they "did" something, even if all they actually did, is punishing people who got the game legally.
  5. I actually recommend playing as Malefactor class. That -35% seeking range is actually huge change. I'm pretty sure it not only change detection but also when animals give up too, so it's also easier to run away from them. I also almost always change walk speed setting to slightly faster, just because it makes traveling much easier, but running away is also easier with it. Malefactor have actually huge buff to hunting early game, as seeing rabbits/chicken etc in tall grass before they see you is much better then same lost distance you probably wont use. Spears and sling still has better range then their detection range and that's all that's matter. Sling is actually quite good at hunting small animals as their HP is low and you are not that limited in ammo. And for hunting there is already Blood Trail mod and Footprints mod. There is also mod like Flee Exhaustion that make damaged animals slower. It's make hunting easier, but the effect is adjustable.
  6. A change in how heating works. Now you are heating whole stack at the same time, so the temperature don't reset after making 1 unit. Make smaller stacks.
  7. If i remember correctly the block next to water gets standard 75% moisure. So if you have 100% or 90% it will slowly fallback to 75%. Personally I would like if same crops would be more/less effected to the moisture levels. Like for same crops you need to build dense channels, for others you don't gain much from it. Especially for grains usually you want to harvest it at more dry state.
  8. It always took a lot of charcoal to burn whole stack of flint. The main difference is that now you heat up whole stack not each flint individually, so it's waste to heat up more then you can burn through. Take smaller number like 8 or 16 flint at the beginning.Or you can use firewood to heat up early and then switch to charcoal.
  9. I agree. It's clearly hand mill. It's missing wooden covers, that were around it and allowed to single output. I think it could even be 2x2 build with one side output that can be rot. \ Something like that (I just like the angle in this one)
  10. In farming fertilizers can be replaced with crop rotation as same fertilizers are harder to come by then others. That's why i wondered if instead you can just plant them for few years and then cut them. Or simply the berries would always produce fruits, but smaller quantity. If fertilization of berries would become problem only year later it complexity wouldn't be much of a problem, as a new player don't need to engage with it right away. Similar from my experience the berries should be pruned before winter, i see we can get plant matter to use in composting but i wonder if it would effect their produce.
  11. I see a lot of new types of berries. I wonder if fertilizer would depend on type. And how viable just replanting them instead would be.
  12. Quern require for all four blocks next to it to be empty, otherwise it would require much more power to run. If you have wall next to quern move it. Similar powering it from the bottom is better then from the above. Wind is also important as same location just get more wind then the others. But from my experience even two sets of sails should be able to move quern at wind speeds like 30%+.
  13. I also searched for something to deal with the ground holes but found nothing. It's also annoying when hunting animals just get trapped in same random ground holes and run deep into caves. I tend to plug them up near my base, but their existence is just weird. I wouldn't mind if it was just same specific biomes, but the sinkholes are everywhere - forest, scrubs, plains, hills, gravel deserts.
  14. It occurred to me that screws can be used both as transport and as axle. So there is no point for separate axle from windmill. It's simplify it quite a lot. Whole bottom mechanism are 3 cogs
  15. Ok i worked a little more, so it's possible to fit it in 3x3. Found also bug with spurs (not used)
  16. Yeah. But the whole point is to use screws to transport items and power them. From this perspective is to have input and output on floor 0, and don't have to access other parts of the mill.
  17. The right hopper is the input. It can be a chest, i just placed hopper there. You put grain here, and when you return days later all flour is in the left chest. The power mechanics would be better put underground, and mill having 4 hoppers around it. I just try to fit the smallest footprint here.
  18. If somebody invented spoon to move liquid e.g soup from one plate to another, do i invent new tool if i used said spoon to move rice between plates? No. As for usage: I have inefficient mill (1/4 of standard produce and huge force needed) but finally almost fit in 5x5 in 1.22. It would be great if there was something that would allow us to force mill exit side.
  19. Given that smelting bronze or brass have tolerances in ingredients i think it could be done to water or other liquids too.
  20. Archimedes screws are used commonly to move any loose material or push same material in. They are more known as screw conveyors or auger conveyors. The bases mechanism are identical. I wouldn't be surprised if English association of the name Archimedes Screw to only water is same sort of patenting scheme of more modern conveyors. I know that Archimedes Turbine was patented for same time in USA, even if mechanics are from antiquity and even turbine concept was created 100 years earlier in Europe. And generally the concept was patented or somebody tried to patent in multiple times. As for game, I didn't play much in mechanics, the most obvious would be using them in milling grain, but querns don't have proper outputs and require 4 hoppers. I have concept of windmill where quern is integrated in the middle parts of structure, and at the bottom are only input and output chest. But it's still in waiting.
  21. I think the details of the whole steel/iron discussion is not that important for a game, especially since there is no strict definition of what is steel compared to iron.As far i know, historically steel and iron are not that strictly separated, and steel was also produced by bloomeries and crucibles, depending on design etc. Game don't need to limit itself to particular method to achieve steel or explore all of them. Personally for late game mass steel production i would go with arc furnaces powered by same rare parts and temporary gears. They could produce cast iron and then from them a steel. It could also be a way to introduce same alloys.
  22. I actually planned to start new world just before pre1 dropped. So now I'm just waiting for rc.
  23. I would say fishes are much rarer, but given how spears relate to fish heath there is little reason to actually spear fish by throwing. A flint spear is too weak to kill fish from single strike, and i see no point to spears above that, as bow and arrow offer much better value. Especially since spears can't get bonuses from quenching.
  24. I think waterwheels would be fine if moving of rapids would be allowed with no duplication. But all of that heavy depends on the future rivers. In reality you would dam or reroute same small river for higher water level and use it for waterwheel. But fluids mechanics are basic, and depended on source blocks. Water is generated from nothing, and immediately disappear block by block. I don't think realistic water mechanic would be via able in game like Vintage Story with huge world. Allowing use of any water would case of producing infinite small generators, similar to what happens in dwarf fortress for example. And that's what i think rapids try to avoid. Personally i would just use creative mode to place rapids near appropriate lake i could use, as there is currently no rivers. At the same time i wonder - what most people use so much power for?
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