Ravensblade
Vintarian-
Posts
52 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Ravensblade
-
There is a mod that basically do all that, with exception of 5 point - Toolsmith. A tools have heads, bindings and handles. All with they own values, and bindings and handles effect damages to head so even bronze tools can be quite long term. You can also disable tools or repair heads with bits. Heck, I would love if somebody did something similar for weapons, so you could make proper handles for swords and spears. Most weapon mods i see are more about adding weapons instead.
-
First time I am getting frustrated w/ Vintage Story (content)
Ravensblade replied to Moltrey's topic in Discussion
Terra Prety works with Watersheds. It's the one i use. And i see it's not mentioned. The mod page of Terra Prety gives new recommended world settings for it. Terratag is also fun if you like map creation as you can actually create regions with it. I can't help with POIs since i'm not that interested in them. I'm much more focused on building myself then exploring ruins, so i didn't even install Better Ruins mod yet. For me good mine location or port location is more interesting POI then same random cathedral ruin. I think it's fine to lose interest in something after playing it for a while. There is no single game I didn't lose interest in, after playing for like 6 months and then I take a break. A good game for me is not the one i play constantly but the one i return too. So I don't believe in "Single Eternal Game", and i think trying to achieve that status broke many games. -
I like building so i never actually build floating dirt. It wouldn't even work as i have physic enabled for most dirt blocks(with exception for mud bricks). Shingles is one of the first things i make so i can build proper pit kiln.
-
Because they aren't? Every forest and shrub is not dangerous in real life. Don't go with realism argument, because if we go that way the bears make even less sense. Most bears are omnivores and most of their diet is actually plants. They don't hunt for most of the time. I wouldn't mind if it was just bears in winter, but they overaggressive year around. My point is not about me being not able to deal with bears. By the time i reached 100 hours I learned how to play them with random pond and double jump. The point is - it's not engaging or fun. It's not hard or challenging. It's just chore you need to do every so often. Yes you can also dig big holes in ground every so often if there is no pond nearby just in case. Bears are bad when you are new player and are bad when you are experienced player. Yes, experienced players find ways to disable annoying mechanics. But that don't solve it. For the whole thread you didn't say a single time that you enjoyed dealing with ninja bears the way they are. Just that you can deal with them. So you claim "bears - dangerous, challenge" then use gamey mechanic like making them super slow in water to skip any challenge and make it trival. What's the point? Wolves are engaging. You hear them, you need to see where they are, and path around them. Similar a visible bear. You see it. You need to look around, see where it goes and track it movement, and check how to go around. Mark it in memory or map. Bears should be powerful, strong and fast. You shouldn't be able to just easily outrun them or outswim them. Hunting one should be a challenge. If they attack you - it's because you either made a mistake, was not careful enough or you purposefully engaged them. That's fun and engaging for me. Getting surprised by ninja bear randomly is not. You as a player can't do anything to avoid it, you can be careful as much as you want, and ninja bear will still get you. It's just forced encounter that happens every X blocks, and you are forced to do jump around pond etc for minute or two. Similar digging a hole and/or using 1 block wide trench to poke bear with spear until it's dead while it can't do anything is also not fun. It's just simple mindless mob grinder at this point. Ask maybe these park rangers about your idea of trying to run from bears by swimming or running away in water. Or just check swimming speed of bears on internet. And that's even assuming your swimming speed in swimsuit, and not with travel clothes, armor and backpack.
-
1. Which make any travel impossible if you didn't lowered forest & shrubs spawn significantly at world creation as you can't travel by either. 2. I consider it both gamey and unfun. Make whole area around you ugly flat land so you can deal with bears. And is not viable in early game or when traveling. 3. Another unfun gamey mechanic that make area ugly just so you can deal with unfun bears. You could added to leave bear alive there so it won't respawn. I don't mind digging some pit where it make actual sense, as actual hunting pit. But randomply ploping holes is lame. And it's not digging pits is not that easy if you play with blocks instability. 5. Another unfun gamey mechanic of jumping around water so you actually can kite bear. 100% swim makes it even more stupid. You can as well increase run speed so much, that you can run backwards faster then them and just attack with spear. In general as you see all the methods you describe is just emplying some unrealistic gamey mechanic just to disable another unfun mechanic - bears. Neither digging 4 deep holes nor making them slow in water is challenging. It's just disable them as danger. And that's why bears implementation is wrong. They aren't fun or realistic. The require gamey mechanics that disable them to deal with them. I also started playing as Melefactor just for that detection range, i also got the mod that lowers forest density. Bears are dangerous if you are careless, but they avoidable. Looking for bears and just avoiding them is much more fun interaction for me, then digging another 4x4 pit everywhere or jumping around pond every time i want to travel anywhere.
-
I agree. After hundreds in game i can deal with bears and know how to avoid/run away from them. Bears being powerful is not a problem. I like the parts when i notice a bear in distance, and instead of simply going for kill, i just track around it when traveling. What i hate is ninja bears. Ones that appear from nowhere in total silence and jump at your back. And you are dead. Without mods the forests are dense and you can't even run away as you will get stuck on branches. And unless you increased your speed you can't run away either way as bear is faster and will kill you in 1-2 hits. Even if player enters their range they should at least growl first, and give up when player leaves immediately. It's not challenging as there is no actual challenge, you just randomly die, and you can't do anything about it. Outside of gamey solution like 3 deep 1x1 holes. So even if you know how to deal with them it's still not fun. It's similar how temporal storms are not fun if you don't rush to iron immediately and want to spend time on copper or bronze age.
-
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:
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
1.22.0-rc.2 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
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. -
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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) -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
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. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Ravensblade replied to Tyron's topic in News
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. -
Wooden axle block that still behaves like a full block
Ravensblade replied to Voxellian's topic in Suggestions
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%+. -
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.
-
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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 -
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
-
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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. -
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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. -
Archimedes Screw. Do people use it, and if so in what way...
Ravensblade replied to Broccoli Clock's topic in Discussion
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. -
Given that smelting bronze or brass have tolerances in ingredients i think it could be done to water or other liquids too.