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Calmest_of_lakes

Vintarian
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Everything posted by Calmest_of_lakes

  1. The biggest strike against the new logo is the artstyle. If anything, I think it should have leaned even heavier into the handrawn, rough characteristic you would expect from a drawing from the past (im biased because I am sort of tired from everything being super digitized/clean) Imo, I think its too busy as well. My suggestions for a logo: for the top half: Instead of having machinery being crammed in the nature half, why not have human bones, artifacts, and rotting fruit resting within and partially obscured by thick grass to give the impression of nature reclaiming itself? for the bottom half: I think making the gears more prominent was a step up from before. I think, though, it should have some unintrusive visual indication of the underground half "contaminating/seeping" into the top half; maybe streams of iron oxide or super contaminated lubricant? maybe have one drop from these streaks flow upward toward the sky, leaving a path of the rot on a fruit pristine and back into a fresh state nvm. it is a lot harder than i thought to come up with a logo that: scales well for use as an icon simplistic enough to be distinct and highlight important parts of the art, but detailed enough to communicate key themes and not be plain. I think @Nicodemuswas on the right track with his proposal.
  2. The devs intend realism to take a backseat for progression, right? maybe I'm missing your point, but the early game is supposed to be a tutorial of sorts; forcing you to learn the main gameplay loops via harsh lessons early on. dont seek a secure supply of food? enter a starvation loop. dont pick your battles carefully? die, and potentially even lose progression. dont prepare for winter? be miserable for dozens of irl hours while playing. I think adding even more steps or features would be detrimental for newbies, as they wouldnt be focused on the core mechanics as much.
  3. Isnt Vintage Story intended to be Old World only?
  4. ive been playing more, and I think the forge bug actually does consume more fuel than it should (it isnt just visual.) can anyone else confirm?
  5. Forge temperature and fuel quantities have become weird. I am using mods, so take this with a grain of salt but items will heat up incredibly fast, but so will fuel usage. Fuel usage also seems to jump around a bit, but I notice that it is spent FAR quicker because of this bug.
  6. This is some Benjamin Button hijinks going on right here.
  7. I'm so glad farming is basically back to normal now. thank you
  8. I don't understand the logic behind it tbh. Compost is wayy more valuable as terra preta than fertilizer and takes so much time and resources (as of the rc) to make, bonemeal barely covers any nutrient besides phosphorus (which said plants dont need a ton of,) and the other fertilizers can only be consistently obtained through trading, which is also chance based.
  9. The problem is that it feels like you can't even rotate crops in time for winter unless you live in a warmer environment. I accidentally settled in an environment that gets winter early, around october or so, and I lost so many seeds because the first harvest took longer this update. Am I doing something wrong, or can I only get 1 harvest a year?
  10. Fixed: Rare chance for a rooster to lay an egg Aw. This bug seemed like it could be a tad bit funny :<
  11. I wonder why this was the case to begin with. So all I need to do is fertilize with bonemeal, compost, or potash?
  12. So, I created a vineyard on medium fertility soil, with a ton of berry cuttings, and later on in the year, I come and see that the bushes are... struggling? The hud shows that their nutrient levels are at around 25%, so I break one bush to take a look at the soil and see that it has reverted to low fertility soil. What gives? I thought only the nutrient levels would go down, not degrade the soil itself. The hud also doesn't have text explaining what needs to be done to give the berries some TLC, so I'm not sure how I would be supposed to figure this out without looking in the forums, or consulting a guide. How do I bring the berry bushes back to a healthy state?
  13. It really feels inconsistent, or it doesn't give you enough information, at least. Reason #398598 why the game would really benefit from showing the player more information, like QoL mods do.
  14. Planted in June or may, I think
  15. But now, crops dont seem to mature in time before winter.
  16. This is specific to 1.22. Can confirm that every other trader is not spawning.
  17. Is it my imagination (probably the case,) or was medium fertility farmland OR flax nerfed? I used to be able to get 1, maybe 2 flax crop harvests per year back in 1.21, but now, my flax stops maturing after reaching stage 8/9. It's been a solid week of being stuck on stage 8/9, and it's too late to harvest, being in the negative temperture range in october where I set up my home. Is this a bug, a deliberate change, or me being silly? Do I need potash in order to grow flax, now? It's very discouraging that so much patience has gone to waste, and I'm left empty handed and with less flax seeds. I might have to make a gigantic greenhouse, and mine as much potash as possible. Blegh. Do wild crops spawn after world generation, by any chance?
  18. As fun as the new update is, I would wait for the full release imo. There aren't too many game breaking bugs, but there are a lot of small, annoying ones that add up. The most annoying ones for me are that rust rifts do not render, items in crafting will turn invisible, and other stuff. The closest thing to a game breaking bug I've encountered is that lots of trader outposts are missing the trader.
  19. Very reminiscent of "if you can't make something better, you can't criticize it." Anyhow, an AI generated thumbnail is usually a sign of either a lazy developer, or a vibe coder. Making something serviceable in Inkscape/Krita/Paint isn't too hard, and can be done in a reasonable amount of time. Very hard pass.
  20. I voted yes on all but #3. One thing I have noticed that is common enough is when people either act dismissive, or deliberately misinterpret another person who is voicing either an opinion, critique, or suggestion for improvement for a mechanic. It feels like arguing for the sake of it, or maybe just getting defensive? For me, atleast, it's just as unconstructive as complaining for the sake of it.
  21. This is exactly what I was looking for, thank you! It's a bit head scratching that some of the mod's features arent in the base game to begin with.
  22. After so many minutes spent on trying to change the vertical orientation of chiseled blocks in game, and googling, I dont think you can. Which is a bit of a shame, as I was under the impression you could.
  23. Several people in the thread did a decent job outlining why there isn't any simple or straightforward way to improve TS to begin with (TFT's suggestion being the outlier and one I can get behind; it's genuinely a really good starting point.) I guess this begs the question on how we could make an okay implementation to a great one
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