Jump to content

qualicabyss

Vintarian
  • Posts

    23
  • Joined

  • Last visited

Everything posted by qualicabyss

  1. They stop stealing and give you ore after progressing the story a fair bit, but still very annoying.
  2. I think it would be a funny easter egg if occasionally you could find a copy of one of Ea-nasir's complaint letters along with several low quality copper nuggets as loot in ruins/cracked pots. https://upload.wikimedia.org/wikipedia/commons/thumb/a/a3/Complaint_tablet_to_Ea-Nasir_2023.JPG/250px-Complaint_tablet_to_Ea-Nasir_2023.JPG
  3. The thing is, thats already what players do. Pit traps are a common practice in part due to how bad ranged options are. Even a hunter with a recurve bow and steel arrows only does 7.8 damage per hit, which is pretty low, additionally ranged accuracy is pathetically low, and you lose the ability to hit something 5 blocks away if you're moving at all. The only reason I use a bow is because goats are idiots and run towards you after getting shot.
  4. I think they're suggesting something else (I had a similar idea). Currently helve hammer is just blooms, blister steel, and plates. They're suggesting you can pick a different recipe, like the arrowheads mentioned earlier, and put it under a forge hammer to gradually flatten the ingot, similar to using heavy hit but with the helve hammer.
  5. I kinda like rats just because of how funny they could be Build a steel door to keep the rats out of your food Catch rats in traps for rat meat build a rat pit and push drifters in so they get eaten alive by rats free cat and fox food give your friends the plague
  6. Giving randomized buffs to food just delays when you will end up stuck on a limited amount of meals, and makes it worse. Lets say you have 1 meat and 2 vegetable types, you can make 6 types of meat stew and far more vegetable stews, with randomized buffs sure you might try all of those out, but afterward you'll only be using a few of them. randomized buffs encourage variety via exploration at first then heavily punish it. Also Players eat a decent variety of foods as is. You have by default 5 because of bonus health from variety we already have. But thats only the start. You also have honey from bees, a second vegtable or grain for crop rotation, and maybe even eggs. You have 3 different types of cheese, fruit juice, fruit alcohol, mead, pickles, and cured meat. Then you have all the random meals you can make with this stuff, pies, stews, scrambled eggs, jams, and baked bread. All this is basically the minimum, as perhaps a player is growing more things just because. Players will naturally switch between foods as some get close to rotting, or run out, for the health bonus, for long journeys, or even just because. All randomized buffs will do is limit players to specific recipes with good buffs after trying out a bunch of them for awhile
  7. I massively agree, I had to install a mod for this. (https://mods.vintagestory.at/buzzwords) Also the sound of leaves can so easily be mistaken for bees.
  8. The water wheel is not a late game alternative to the windmill, its an easier to get upgrade to the windmill. At least for me 6 iron is much easier to get early on than 64 flax, more if you want it to be effective. On a more relevent note I think the main issue with the bronze age is the rarity of cassiterite. Cassiterite is so rare that you can't really stay in the bronze age with it, you have to use either bismuth bronze or black bronze. With bismuth bronze you have to use a prospecting pick to find both bismuth and zinc, at which point you might as well just get iron. Black bronze is the only real option, and you need to get one of the other bronze first to even get it. I've had 3 playthoughs of the game so far, the first 2 were short and I got to iron, and I didn't have much of a bronze age in either. In my current playthough I've just about gotten to steel and I actually had a bronze age because I realized how much easier black bronze is to get, something I doubt any new players will easily figure out. The bronze age just doesn't feel stable to be in and the jump to iron is so easy.
  9. tree seeds and fat are frankly too valuble. I think red meat would result in cannibalism being self sufficient...
  10. I don't think that's the best idea. It would just result in even dumber strategies like floating boxes, and if your house has windows you'd see that no one is surviving even a weak temporal storm early game by fighting.
  11. Definitely agree with some bee improvements, skeps kinda suck. While I play with a fair few mods theres one that I think needs added to base game the most: Cooler greens https://mods.vintagestory.at/coolergreens makes the grass not so incredibly yellow, things look so much better with it
  12. Currently you get 3 support beams per log, with a support beam having a volume of 1/16th of a log, resulting in more than 80% waste per log. This causes support beams to be pretty expensive for a primarily decorative block. The Image below shows a small 2 block tall window. Would you like to guess how many support beams it cost to create? 16, 8 beams per side. This is a total cost of 5 1/3 logs per window, more than some trees have in total. While I understand that the process of creating such a thing would cause waste (the wood is debarked first after all) the sheer amount of loss is a bit ridiculous. I think 8 per log would make them far less expensive to work with (and is also an even number) while still representing the loss in the process, as even with that price the aforementioned window would cost 2 logs.
  13. doesn't copper have leeching issues or something?
  14. I'm not saying its all unrealistic (though some of it is) I'm saying its unbalanced fruit tree temps are though -28c is the coldest any fruit tree can survive, or -18 f this is cold but not insanely so, and not enough to kill every fruit tree my location has reached that temp (very rarely) and is near the warmer side of the range for cherries which die at a warmer -20c
  15. I feel that living in a colder climate is far too penalized currently, while it does make sense that colder climates are harsher, the sheer degree by which they are is absurd. I've listed all the cold climate penalties I could find, and I doubt its all of them bees don't spawn below 5c average temp, this is actually the warmer side of temperate, far warmer than in reality crop growth slows below 10c and stops at 0c despite several crops being able to survive below 0c, even as low as -12c more dangerous bear varients spawn in colder climates, and additionally spawn in areas with less rain and forest wolves don't spawn above 15c average temp leaving only the less dangerous and rarer bears high fertility soil doesn't spawn in cold regions you can get to cold but not too hot (fire doesn't count) fruit trees die to the cold more easily than they should most berries exit dormancy at 15 c, except currants at 12c its easier to build up a mountain if you need cold than underground for warmth cattail, an essential resource, dont spawn below 3c clay doesn't spawn below 10c peat doesn't generate below 1c Theres probably more. while many of these make sense, several occur at higher temps than they should and other don't make any sense I would like if some of these were adjusted. Cold climates should function as more than a hard mode
  16. I successfully made the hubs first try, though they are by far the hardest thing I've had to forge so far. You need to understand how forging works pretty well to make them, though the design isn't that complicated, its just hard to see with the wireframe. I think changing how ingots are added could help, petting 3 ingots side by side world make much more sense then on top of each other for this project
  17. I love the idea. Even if not implemented could we please not have a massive 20% hunger penalty just for using tongs? Taking them in and out of your off hand constantly while smithing is a massive pain.
  18. Currently for an animal to breed they must be ready to mate and then eat a certain amount of portions of food. The ui tracks this number by displaying portions consumed, this counts up when the animal eats and resets to 0 after breeding. So you just wait until the correct amount of portions eaten is displayed and then the animal mates right? Wrong. Food eaten before the animal is ready to eat will increase the counter on the ui, but wont actually count towards the animal being able to mate, this causes confusion. I just spent over an hour trying to fix code that wasn't broken because of this mess Please change the ui to only count food eaten when actually relevent
  19. Its far more punishing than the actual monsters is what i mean, you can run way from those, running from the bear is much harder. Also already grabbed that mod. But I shouldn't have had to, just because a mod or world setting can fix a problem doesn't justify it remaining in the base game.
  20. Polar bears were mentioned mostly for completeness, grizzly bears barely have less health, and still have plenty of damage. Also the issue isn't when you notice they're there or have a trap or a ton of spears prepared. It's when you aren't paying attention and the bear notices you, basically guaranteeing a death. The literal monsters don't do that, and bears are more common most of the time! And while you can weaken them with settings, or make them passive, this effects all the other enemies too, which are still weaker than the bear! I don't want combat to be easier, I want a creature that commonly spawns on the surface to not be the strongest in the game.
  21. Bears are the most dangerous creature currently in the game, which is ridiculous for how common they are. Bears are the fastest hostile creature in the game. Polar bears are tied for third highest health in the game with a rare variant of the shiver, after the games only boss and a bell. Grizzly bears have the fourth highest and barely less. While they aren't the hardest hitting enemy in the game, they're damage is still extremely high, at 12 for grizzly's and 16 (enough to ohko) for polar bears. please nerf bears, they make surface exploration practically impossible and shouldn't be more threatening than a small horde of eldritch horrors.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.