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Everything posted by Calmest_of_lakes
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this is probably already on the roadmap, but the game ui could use a rework since the logo is going go be updated in the future I think it would be neat if the devs went the extra mile to make customizing UI elements easy and accessible to the player, not just modders an example: for example, windows users can easily replace menu fonts, and in game book fonts for linux users like me, its not fun or easy at all. if you use the recommended way to install the game (flatpak) it is especially confusing to do so and you are on your own, since there arent any guides out there for you (you first need to know that your installation will have 2 seperate directories)
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Should there be an aquatic rust monster threat?
Calmest_of_lakes replied to DeanF's topic in Suggestions
thats why some people were annoyed by the 1.12 Minecraft update, because your peaceful seaside villa being swamped by drowned gets old hella fast (me, im that person) also the sea does seem to be a safe zone of sorts in the lore considering thats how the merchants survived you know what -
World Gen Settings for Oceans and Continents? (1.22.2)
Calmest_of_lakes replied to Techi's topic in Questions
i cant recommend any besides the one I have used: https://mods.vintagestory.at/conquestlandformoverhaul -
World Gen Settings for Oceans and Continents? (1.22.2)
Calmest_of_lakes replied to Techi's topic in Questions
Be careful. Terra prety and rivergen are both incompatible with a lot of other generation changing mods (i.e. better ruins) also, if you want my opinion, there are better options out there -
Watercolor of My Favorite Ruin
Calmest_of_lakes replied to Calo-Mari's topic in Videos, Art or Screenshots
i love it, as someone who does watercolors once in a blue moon, how do you control the amount of water you mix/pigment you use each stroke -
ngl, this is something I throw in the towel for and install a mod to do. for whatever reason, the devs want to make collecting stone blocks as tedious as possible. the dev of my mod of choice cant work on mods for the forseeable future, so he recommended this: https://mods.vintagestory.at/stonequarystandalonerepack
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curious: what specifically caused the grinding wheel and quern to become 4D? I'm not referring to the fact it only affects powered ones, but what in the code created this
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Manual installations (via tarballs) seem to be far more finicky than flatpak installations. I would recommend switching to the flatpak version if you continue to have issues updating the game. if you do, though, just be aware that customizing the game is more difficult and complicated because of how flatpaks work.
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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.
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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.
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Isnt Vintage Story intended to be Old World only?
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1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!
Calmest_of_lakes replied to Tyron's topic in News
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? -
1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!
Calmest_of_lakes replied to Tyron's topic in News
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. -
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1.22.0-rc.5 - Fishing, Mechanisms, Metalworking and More!
Calmest_of_lakes replied to Tyron's topic in News
I'm so glad farming is basically back to normal now. thank you -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
Thank goodness! -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
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. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
That sounds over punishing. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
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? -
1.22.0-rc.4 - Fishing, Mechanisms, Metalworking and More!
Calmest_of_lakes replied to Tyron's topic in News
Fixed: Rare chance for a rooster to lay an egg Aw. This bug seemed like it could be a tad bit funny :< -
berrybush Berry bush rework confuses me.
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
I wonder why this was the case to begin with. So all I need to do is fertilize with bonemeal, compost, or potash? -
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?
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
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.