DarkGold
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DarkGold last won the day on July 27
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I'm not a member of the Discord, or on the Reddit, but I was curious about this on the 3rd, so I looked up some numbers. The views on the forum (that aren't on hot topics like this one, that will definitely have more views than unique users) tend to peak around new releases, at under 30k. This might not account for unique users, so something like the vote that was done on the Vintage Story Cover Art Rebrand is something else to consider; that had 2,301 votes before the poll was closed. For Reddit, r/VintageStory had 125k visitors and 8k contributions per week. The Discord had over 37k online members and over 152k members (at the time of day that I checked). (These numbers were from the 3rd of September) This led me to believe that things were probably a lot busier over there at the time (and probably are on a day to day basis). Discord tends to have an incredible pace of information in general. Edit: Another piece of data; at time of edit... This topic has 912 replies, started on the 2nd. The official post on Reddit has 2.1k+ comments, 7 days old (so posted later).
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I see an embed with a "Read More" drop down in it, so I don't have to go to reddit to read the post? I don't have a reddit account or any browser changes that should change the default experience for me, and this works in Firefox and Chrome on desktop. Do you see that or something different? Or do you just mean that you didn't previously organically discover this on reddit (me either)? @Zaldaryon I presume it isn't possible to pin information at the top of this topic is it? Would that require @AtomicWinter (as the topic owner) to edit their original message? @icesharkk's message has most of the info people who are trying to figure out what is going on might be interested in, but it's 6 pages into the topic, and the topic is +35 pages long now, so it's harder to find: It would be helpful for people that hear about the news later if that was one of the first things they could read on this topic, unless Anego adds an even better source of information on the forums. I imagine that it will still take a few weeks for people to get caught up (I know I've taken breaks from the forum for weeks), and this topic will probably stay active as long as people are discovering the topic and posting to ask what's going on.
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I've not seen the post either, but they could be referring to the fact that some of the lore (that indicates the timeline of the apocalyptic stuff that happened to the world) implies technological progress should stop around the end of the 14th century. Trains are obviously a much newer technology, although steam power itself is ancient. Between Jonas tech and other changes to the world, it's possible someone could invent a steam train (or something powered by Jonas tech) out of time.
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From October last year: https://youtu.be/5uvFrR9ZtV4?t=2001 at 33:21, Tyron says... That sounds like they might be open to the idea of steam powered engines in the future?
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I'd like to provide another perspective, since I've been thinking about this post since I saw it: When a topic like this is so hot, and some mud is being flung, I have an inherent desire not to walk into the middle of it and potentially get caught in the crossfire. I'm also just not likely to comment in the first place because I'm not likely to add anything new to the conversation. I'm sure lots of people probably feel the same, regardless of their feelings on the issue at hand. I (and probably many others) come at this from a perspective of "what does my posting add?" and think about "what is within my control?" in a situation like this. The studio's actions are unlikely to change based on anything I add to the conversation, so what is within my control is continuing to play, or getting a refund and not continuing to play. Given these are the options within my control, I appreciate that Anego's response has focused on providing facts, and has offered players a refund. I don't see offering refunds as a request to leave, but supporting players given their options. Like hellmother said, I'm thinking "is it productive or elucidating?" I've appreciated the posting of people like @Diff who have provided more information so that people can come to an informed decision. I understand that either for ideological reasons or because of their risk assessment, some people will not want to continue playing. Some people (especially the ones who remain on the forum) are likely to still want to continue playing, because they have a different view or risk assessment. I believe there is enough information available to decide one way or the other now. I personally would be poorly equipped to handle the situation Anego finds themselves in right now, and I think it's great their team is going to skill up to deal with the community challenges they will inevitably continue to face in the future as they grow.
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Would love to see any posts if you do! The only other figurehead I saw shared when I took a brief look was from a player who discovered they could use a gnome they had chiselled as a figurehead
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I think I'd probably really like rivers for interior navigation too. I really like to sail around on my sailboat. I've only played on one world (I'm the kind of player to invest a lot of time into 1 world), and I happened to spawn in the middle of a big ocean (roughly 5.5k x 7k blocks), so I've not actually done a large amount of travel that isn't walking distance from the coast. Having such a large coast to explore, only story locations have taken me very far inland, because I've found everything else less than a day's walk from the coast. I've really enjoyed the convenience of that, so more routes inland by boat would be lovely.
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I'm pretty happy with the base game; there's not too many things I find myself wanting to modify as I play (and I'm doing a vanilla run at the moment). Some things I've previously posted that I'd be eager to see added to the game that sit at the top of my list: The ability to invest in Trader infrastructure, so the player could earn the ability to view Trader information remotely (I like to trade a lot, this makes the trade experience better). A tool like a spyglass that lets me zoom in on distant things, and tells me what animal or butterfly I am looking at from a distance. If this was a game that magically appeared in my lap without context, I'd eventually discover that the story did not continue after chapter 2, and I'd want to add more chapters to the story. I like to pursue the story type goals set out in the game (gradually uncover answers to the mysteries of the world, conquer challenges set out by the game, rather than purely setting my own build challenges), so more of that would be good. I'd like some more overland travel inventory; I really like the additional inventory on the sailboat. I see people sometimes use cart mods, but I like being able to travel off the beaten path, so I'd personally probably like a beast of burden that could be tied to a mount or other beasts of burden, to form a caravan train. Some birds beyond chickens. Ducks, cranes, gulls, ravens, puffins, more. Given there are 13 types of deer in the game, 10+ different types of bird would fit in easily enough. Different sights and calls depending on the locale. There's some stuff I've previously mentioned wanting to change (rather than complete new additions to the game): Changes to the way Jonas Parts work (to make it easier to pursue building specific machines). Changes to the way Base Return Teleporters work (so that they are useful in a few additional scenarios). Changes to the Rift Ward to create spaces of temporal stability/spaces safe from temporal storms (still powered by gears). Adjacent carpets dynamically connect. Because I just play single player, so I'm not worried about PvP in my personal experience of the game, I'd make bow hunting more skill based and more lethal for larger non-aggressive game. I would like it if the best bow with the best arrow killed a deer in 1 hit if I hit the right spot (say the head, or the heart). What I have seen of some of the expanded chiselling mods in YouTube videos looks really good; I'd probably want some of those abilities in the game (being able to grow or shrink a whole plane, mirror chiselling, copying blocks). They'd really help with larger builds. Generally, I really like the direction the game is actually moving in. It's always exciting to see what the developers are adding to the game over time.
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I've since updated the figurehead a little... I swapped the pine plank on the base for debarked pine log (for a more seamless join) and embossed the circles on the side. I also made a copy of the bird (so I had a reference if I wanted to create another bird in the future, without removing the figurehead), so now the Little Dove can fly home to its mate.
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I'd been interested in adding a custom figurehead to my sailboat since I learnt that was an option. I finally made one today! I used: pine log for the wing and tail details plaster for the bird's body and the central circle details birch planks for the beak and outer circle details pine planks for the eyes and the base that connects to the sailboat Really pleased with how it turned out.
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I've accidentally misclicked more than once before, so I'd appreciate this functionality.
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Adjacent carpets have dynamically connected textures
DarkGold replied to DarkGold's topic in Suggestions
Nice idea! This would support using carpets as something like fancy placemats on a table, or other situations where you might not want them to automatically connect. I'm all for providing players with more ways to express themselves like that. A sewing kit seems like a sensible tool for the job, and given traders sell them (and the only way to get carpet is from traders, so not a homo sapiens game mode issue to rely on them), I don't see a problem with putting this on an item the player might not be able to craft depending on their class. -
I put down a couple of carpets next to each other and noticed they don't connect. It would be nice if their textures dynamically connected to adjacent carpets, so you could make larger connected rugs. A rough example of what I am thinking of: Is there a mod that already does this?
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Agree, this makes it very hard to design combat. As you say; a fast bear catches and kills players who can't fight, a slow bear is ignored or killed by players who can fight, a bear that moves at the same speed as the player is hard to shake if there are no obstacles to lose it on. I do like the idea of having to dodge an initial charge and then run away as the bear overshoots. That seems learnable and fun. Hopefully the combat update the team is working on at the moment is going to include improvements to bears too.