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Magitex

Vintarian
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Magitex last won the day on September 17 2020

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  1. Does this happen when you start a brand new singleplayer game? You might want to find said log files and attach them to your post if you want help with the issue.
  2. Magitex

    The Greenhouse

    Yeah it's maybe a little unfortunate, but perhaps in the future we will have more uses for exotic food beyond feeding ourselves (trading for goods otherwise unobtainable perhaps?) and then it could have more desirability in the late game; or perhaps worsening weather patterns as the game progresses forcing us to use them (past the first winter etc). It could even produce superior versions of crops just by being in a greenhouse, even if only in name or trading for a coin higher. There's a fair few ideas I can think of that could be done to make it more attractive to players beyond just temperatures; it'd be cool having a late game 'glass' age instead of focusing just on metals (different types of glass could have different effects on rooms, even temporal in nature).
  3. Magitex

    The Greenhouse

    It was intuitive in the sense you could always build a greenhouse, but it's not intuitive mechanically because it's not built anything like a real greenhouse (you could of course argue that everything in VS is built in such a fashion but I digress..), nor does it operate like one. The properties of light, glass and crops in Vintage Story are a little too abstract for this to be anything intuitive. As for the greenhouse/cellar size limit, that is debatable because I don't see why it has to have a size limit any more than the world has to have limits. If the day comes where we can have sprinklers or drifters watering our plants, then I'd definitely want to see it revised either way. I'd also like to have players forced to clean/repair the glass every month for maintenance If I got into greenhouse size on the technical side I'd be here all night, but I don't think calculating room size is a technical hurdle in the scheme of things, it is however, another task on the plate. I do think it is nasty when you make something one block too big and all of a sudden things some things just don't work. As you said, not intuitive in the slightest for greenhouses and I would argue cellars to some degree as well. I imagine these hard size limitations are semi-temporary and will possibly be revised someday. They're not huge issues but they greatly affect food and farming mechanics. Which is why I thought a mechanic where you could be allowed to grow the next tier of warmer crops (or frost immunity) may be a more beneficial and clear-to-the-player game mechanic than going with a fixed value which is every bit as unrealistic in the first place. It would then always have a clear impact on gameplay, regardless of your biome and everyone can make use of it and identify with (similar to getting access to a new metal, a new level of civilization literally). If you're arguing that adding +5C is more realistic than Stardew Valley, well, it is every bit as unrealistic anyway; My point is not about realism so much as it is that greenhouses sound a little unintuitive and questionable in execution as Gazz found out, and I'd like to see a bit more to them than fixed numbers and sizes.
  4. Magitex

    The Greenhouse

    Well as Gazz mentioned the benefits are a little vague, under what situation can the +5C allow you to grow another crop here? Do we have to go another chunk north for +1C and all of a sudden our plant grows? I almost feel like it needs to allow arbitrary growth of fruit/veg of a higher temperature class or provide some minor produce bonus, rather than trying to get into detail and simulate it with actual degrees because it's rather methodical and gamey to add a fixed number here. The plant simulation itself is not accurate enough right now to warrant digging too much into balancing numbers I feel. It's good to hear it's mentioned on the farmland block already though, the more transparency in these game mechanics the better; although I'm not sure players would intuitively work out they could put glass above crops in a sealed room for a 5c bonus (I guess that is similar to cellars anyway, which is its own problem).
  5. Magitex

    The Greenhouse

    I think when it comes to greenhouses there are a couple issues mechanically with a voxel world (I also haven't tried to actually make one in-game yet!), but continuing on.. Greenhouses would likely not allow you to grow crops during winter unless artificially heated (sounds like a cool steam-power project where you finely balance moisture and temperature! I'm game.) or you happen to live in a very warm climate to begin with. Obviously a greenhouse should protect against frost burn (not necessarily the cold), high wind or overly damp environments for plants that ordinarily would not survive these conditions. Perhaps later on we could get a visible tag system on plant types that show what environments they do not thrive in so we could build appropriately without a wikipedia. Plant types with the frost weakness tag could be damaged or outright destroyed by frost burn (during semi-random cold snap weathers) where we would be required to either light fires during the night or enclose the plants for the night (or more reliably just build a permanent glass house). Plants with a wind fragile tag would need nearby walls or windbreaks to survive reliably (or a glass house again, or require wooden stakes). Plants that require all-day sun might be opposite to these and require they have to have no solid walls (or again, glass walls if they also needed to protected from the wind as well as having all-day sun). So yes, with greenhouses being implemented, I'm keen to see a bit more depth and variety on crops and exotic plants that require a bit of babysitting. As it stands, I think greenhouses should be adapted to allow you to grow fruit and vegetables that normally are a little too cold for your climate (if this isn't already the case), or perhaps boost productivity of every third plant or something to this effect if they are not already. edit: I think these particular effects should be communicated in the game either on the glass block or when looking at plants, otherwise players are oblivious to temperature mechanics and their effects on plants. Also I think greenhouses probably should factor in the direction of the sun in some fashion (perhaps +1c per wall of glass exposed to the outside), as I feel an overhead glass house doesn't look like it gets much sun!
  6. I agree with David in that you don't want everything available in your immediate surroundings, you want players to venture out of their usual surroundings, explore and set up multiple workshops to keep the game interesting. I understand that it can be frustrating if you are pegged on needing a specific resource, but these resources are usually not 'required' for survival and should be traded for if possible. You can't always work iron or work with leather, conversely you may be able to work with things that other players cannot in one game. If we could get more depth into alternatives so we're able to specialize production that would be great. For instance, weaving flax alternatives for armor or other textiles which don't make quality leather armor, but we can still use metal plating (or perhaps focus on making superior metals) to make up for the loss of flexibility etc. It's rather difficult to balance but I feel that rarity of resources is important for Vintage Story's survival gameplay.
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