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Rainbow Fresh

Vintarian
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Everything posted by Rainbow Fresh

  1. Vintage Story is not a horror game though. It doesn't need horror elements, especially not ones that exist solely for the spook. For example, why would armor stands move or items move? If you'd have something like that, you'd need something in the game that actually has the capabilities. In which case it'd be a whole new discussion (as just recently briefly touched in another thread about pests) of why we'd need some creature in the game that can break into your house and moves stuff around for fun. As for the other sub-suggestions; these showcase even clearer the point I am trying to make. Vintage Story is not a horror game. But things can be spooky nonetheless. Knocking on the door in the middle of the night? You only need to give drifters the ability to rarely make knocking sounds. Cause there are monsters, real ones, deadly ones, all over the place, all the time. You sit safely inside, they roam outside and camp at your door. How spooky the knocking actually would be, however, is to be debated cause we all know there are monsters out there. Rustling bush? Would be really nice if that was a feature. Not as "a sound" but because there is, in fact, something in the bush. Is it a deer? A rabbit? A bear 2 seconds away from obliterating you? Do you want to find out? The spook writes itself if you just give the tools to existing mechanics and entities. No need for "Let there be horror cause it would be cool." And adding stuff just to "remove the player's sense of safety" - there is a thing in the game that does this. It's temporal storms, where someone forgot to add code to restrict spawns and a Tier 4 drifter can spawn on the same block as you, inside you fully locked, fully lit home. And people despise this mechanic and want it gone.
  2. Theoretically spearfishing should no longer be possible, as with the introduction of rod fishing their behavior was changed to supposedly "nothing personal kid" you when attempting to physically hit them.
  3. That is the beauty of games with optional story - the answer lies solely with you. Do you want to learn more about the plot/lore, the world you have inhabited, why things are as they are? Well here you have a tiny piece of the greater picture. Keep looking to find more. You don't care about any of that? Chugg it back into the lake, it just takes inventory space. It's the same with Dark Souls games; you can dive into the deep lore of what happened; if you so choose. Or you just suffer through a world full of deadly bosses that speak in riddle-y nonsense that is none of your business, kill them and move on. That is, from what I can feel about the game as it is right now, the vision for the story. It is there, optionally, if you want to engage with it. Otherwise you can just live a somewhat peaceful life playing hardcore Minecraft. It's why Homo Sapiens mode exists. Speaking of which... It's a good concept used in several other games out there to package multiple possible experiences for multiple possible target audiences into a single game. Both people who like clear goals to follow and want to pursue the main story aswell as those not caring and just wanting a hardcore wilderness survival experience can play this game to their liking. I also, personally, think that optional story that is not force-fed down your throat is a better approach to games that aren't inherently story-focused like open world sandbox survival games are. Gives you more freedom to do what you truly want, when you truly want. You want to use the story locations as loot pools? Go ahead. You want to wait until you are maxed out on steel gear to have a better chance crushing any challenge story locations pose? Go ahead. You don't care at all and just want to build a nice village with reach steel tier before calling the game "done"? Go ahead. Better than "Oh, so you want to finally reach the copper age? Well you need to now take your flimsy stone tools and go to dungeon 1 and beat boss 1 which unlocks the necessary tech. Then you can use copper tools to go to dungeon 2 and beat boss 2 to unlock bronze" and so on. So I don't see a problem with having an optional plot experience on top of a game that you can play at your own pace. As LadyWYT stated, it starts when you find a treasure hunter trader, pick the right dialogue option (a little bit of curiosity required, I guess) and do the little quest given to you. The rest is just following the trails given to you and overcoming the challenges along the way. Right now? Being a nuisance to keep you "on your toes". In the future? Hopefully something actually cool that half of the playerbase doesn't want to mod out. That said, with the direction the current plot is going I expect to get information on storms in future chapters. Which finally ties into: What to expect from the game going forward, as deduced by a mere player on basis of the current game and the few updates I witnessed myself, assuming the devs stick to the current theming. As LadyWYT already mentioned as well, the progression is pretty much set in stone through what we have, what the roadmap offers and what things the devs have said in various interviews. The ultimate tier progression will go up to early steam power; so no much further than steel. The rest will likely be more in-depth mechanics for existing features to make things more engaging, realistic, maybe challenging. Hopefully revisits to existing mechanics that feel underwhelming. But the general flow is already mapped out. AS for the story, there will be 6 more chapters which, following the current theme, might get individually longer with bigger, more impressive locations to visit, puzzles and bosses to overcome. With the direction the story is going so far, I'd expect to learn all about what happened to the old civilization and where the rust creatures are coming from by the end, with the hopeful potential we might learn to do something against them; finish what our predecessors couldn't. But seeing as the story is and likely always will be opt-out-able I can easily see it just being flashy, cinematic exposition all the way down for those interested enough to care. As for mods; generally the golden rule is to install whatever you want from the game. It's what mods are for, to modify it in a way that is enjoyable to YOU. But if what YOU want is jumping ahead in a vanilla+ way you'd want to look into mods that expand existing mechanics into more in-depth interactions (like Butchering, Hydrate or Diedrate, A Culinary Artillery, Equus, Shipwright), things that add new mechanics that feel missing while still fitting within the scope of "max early, crude steam power" and "basic steampunk fantasy tech" (aka. Jonas tech) as well as mods that expand the lore and add more plot stuff to engage with (of which I only know Better Ruins).
  4. Not in my experience either. I know Zombies breaking down doors on Hard difficulty is a thing. I have never even encountered it outside of poor villages being reduced to ash when the RNG-based zombie horde event kicked in. In my over a decade of playing Minecraft, I have had about 2 worlds on hard/hardcore difficulty. Mostly because for your average enjoyment of the game Normal is perfectly fine and because when playing with friends who are... less avid gamers than me putting them through anything higher would be unfun. In those two worlds where zombies could theoretically destroy doors... I never had it happen even once. Mostly because you just Light up a wide area so monsters don't spawn, sleep through the night, aren't anywhere near home 90% of the time or have infinite iron about 2h into the game to make iron doors. So I, too, cannot agree that it "works to great success".
  5. I, too, would love to see more complex behaviors than the never-ending chase predators give you should you dare enter their sphere of influence and their D20 of a brain decides to switch to attack mode and the "move 180° in the opposite direction" fleeing behavior of everyone else. So to re-iterate on your ideas from a slightly different perspective: Seasonal areas - maybe even monthly ones. Having a fixed daily schedule would be a bit too much and too predictable me thinks. With a background simulation (aka. changes over time even if you are not there). This is what combines your "mating", "rearing" and "hunting/eating/drinking" ideas in a broader concept. Instead of just rolling a dice based on environmental conditions at world generation and runtime for the game to decide "There be Male Ibex here" and "Let there be 2 Mufflon sheep" and so on, the game rather generates areas concerning wildlife. Basically a middle-ground combination of what we already had with dedicated "wolf and bear spawn zones" and a little bit of what we now have as a proof of concept with fishing. The game generates areas like "home area of species X", "watering spot", "grazing grounds" and so on. This can involve generating caves/generating in already generated caves for den-style homes for wolves and the like. This way, there are dedicated areas in the game that act as spawn regions for specific animals, aswell as POIs animal logic can take. Like "occasionally move to grazing grounds or watering spot", "migrate to home during child spawning season". Even more complex logic like "predator goes hunt in prey species territory" and so on. As for the actual animals, their spawns should still - within the confines of their designated home areas - be tied to normal spawn conditions. Meaning a random number of animals is generated on first world generation and a differently weighted set can spawn in post should the "invisible stock" (fishing mechanic) be lower than the targeted one (simple ecosystem balance). But more importantly, require the conditions of the world around - and the actual world around, meaning re-evaluation on changes so we don't have a worse wolf/bear situation. If the player destroys a forest that is home of a forest-dwelling species of animals, they can no longer spawn there. As for your other two suggestions though - I am not too sure about those. Pests; As you mentioned, this - to a reasonable degree - already exists now that it was fixed in 1.22. Most any prey animal tries to consume your delicious crops on the field, forcing you to build a fence around it. Or be on guard 24/7 to hunt them down for a meaty snack. That is already fine. However "Pests that can climb fences" and are as such not avoidable innately add more frustration than value. Every threat should come with a solution. Most any animal eats your crops but you can build a fence to protect them. When birds eventually get added I heavily expect a scarecrow to be added aswell to protect your crops. Adding squirrels and other pests that can scale fences or even mice and similar, as was suggested in another thread, that can literally dig into your cellar and eat your store of food must come with some sort of protection aswell. How would that look? Constantly putting down and checking on mouse traps placed as a second wall in your cellar, reducing the max effective cellar size to 5x5? Doesn't sound fun. Adding cats and dogs to hunt for you and protect your land? Sounds like a nice addition in general but would require and entirely new animal companion system as those cannot just behave like normal domesticated animals, lest they eventually wander off or despawn in darkness. Also, while monsters so far ignore anything other than the player, I still am rather adverse to adding cute pets you emotionally bond to into a game where everything can die. Imagine a random bear walking by and murdering your dog. Not a good experience. But neither is making pets immortal a good balancing choice. And then curiosity. Curiosity is a core part of animals and partially the reason why domestication works. And there are a few behaviors that could be tied to it. A bear or wolf snooping around your base, detecting your food storage and deciding to break down your door - when not even rust monsters can do that - is kind of a big no-go though. If anything it need to be a difficulty setting if wildlife can break down blocks/doors and should be off by default. Nobody likes their hard work destroyed by RNG. See quenching, for example. Also, what I forgot to mention in the pests section, animals actively stealing from your chests should also be a no-go. I doubt most small pests can open a solid trunk lid. And this would result in some players not even knowing what's going on and filing bug reports for items randomly vanishing. While opening up griefing opportunities on servers where players steal from other players and when confronted just claim "pests are in the game, they could have done it. Happened to me too".
  6. I think that we don't need to bake an entire AI model solely for world generation into the game. Performance cost and the never-ending rave about ethnics and morals of gen-AI and their training data aside, plenty of people will lose their shit if the game itself is suddenly labeled as "AI". And since you brought up Minecraft as a reference, Minecraft has very nice most time beautiful terrain generations and as far as I am aware they do not run a diffusion model in the background. I'm not entirely sure what they changed since the old days to improve world generation (minus the constant slices carved into the world since the Caves and Cliffs update) other than the Nether being generated from a noise-based generator but clearly it is possible to generate all the things with nice natural variety and including rivers and oceans and huge mountains with just normal world generation tactics.
  7. Ideas/Suggestions/Wishes for more mechanical powered content float around every so often - a testimony to how underused of a gameplay concept it currently is - but I don't think conveyor belts have been brought up recently. Which is a very basic, staple feature of any sort mechanical power system and could be an easy and cool addition. However, the reason why this might not have been brought up more often is because conveyor belts are just the moving parts of a bigger system, and we are lacking the bigger system. Because if we add conveyor belts we first have to ask the important question of what do you even need them for? We don't have any machines that could utilize this yet. Unless we make the large bellows be able to cool down items lying in front of it (like blowing on your hot food) where you could then build a machine that... moves items you smithed/smelted in a 4x4 circle with a large bellows inside. A rather niche usage that only really has meaning for as long as quenching is so unsatisfyingly RNG. Feeding the helve hammer wouldn't work because in order to smith it needs an anvil-solid surface; which a moving conveyor belt isn't. Feeding the quern doesn't make sense. And neither does the pulverizer, really. So yes, while conveyor belts are an easy staple of mechanical power systems, we'd first need the machinery that could utilize it. By itself, even chutes are more purposeful and useful right now. So we'd first need more dedicated, mechanical automation-based machinery for this to make sense. As for moving blocks/structures Minecraft Create mod style; we already had the 4D quern. Jokes aside, making entire in-world block structures movable like entities is a huge undertaking and even said Create mod over in TOBG only does so with notable drawbacks compared to fixed machinery. While the potential is huge with what you can create (pun intended) it is also really whacking and artistically out of style for the rest of the game suddenly having a 10x10 structure rotate off-grid. And most things you'd want to move like this we already have, as dedicated moving parts. Windmills exists, so do waterwheels now. The helve hammer is a moving part. Playing with mods like "Immersive Woodworking" what the game might be lacking still is a mechanical saw for chopping logs into planks or similar but that, too, would be a fixed contraption with animated parts rather than free-style slapping a saw onto some blocks that rotate in space-time. Having more moving parts in the game and expanding on the mechanical side of things is certainly a good thing but I don't feel like going as far as to just add free-style block transformation devices is a good fit. Vintage Story's moving contraptions and multiblock system already add the foundation needed. You also mentioned building your own clock this way. That... would be huge. People have already talked about clockmaking and there are mods that add it - but those are for normal-sized clocks not ones build manually out of the giant gears we have. This would be akin to building a computer with Minecraft Redstone - possible, but not achievable in any survival world and taking up the entire render distance to build. Having clocks would still be cool but at best a mechanically powered 3x3 multiblock I'd say. Anything else would be overkill for the simplicity of having device that tells you the time. And finally, hot air balloons. Certainly not the most overpowered form of aerial travel suggested/requested. As with any suggested form of travel/transport, especially of the limit-free aerial travel kind, the balancing question stays front and center lest we end up repeating Minecraft's biggest mistake of adding Elytra; a single item (well technically two, you need rockets) that single-handedly made 90% of the game obsolete as nothing ever will nor can compete to the ability to go wherever you want, whenever you want, at speed faster than the world can generate. Steampunk-style airship have already been modded into the game, I can see hot air balloons potentially be fitting enough for the base game though. As the naturally come with lots of drawbacks and limitations. Opposite to motored airships, you'd be at the whimsy of the wind and they'd be hard and skill-based to control if modeled realistically. However that said, the first problem would then already be "being at the whimsy of the wind". We don't have dynamic wind with varying directions yet. So at best you could control balloons by holding down W/A/S/D to go veeeeery slowly into the given direction. Yet once more we'll have to ask the question of the "why". What exact purpose would balloons fulfill? Exploration? They'd be a lesser choice to elks (or horses now that they've been teased) in terms of speed while being severely more end-game expensive and being up high in the air only does so much if render distance is the major limiting factor. Mods like Farseer would need to become vanilla game mechanics for this to add merit. Transport? If we see balloons as rafts of the sky you might be able to carry chests full of goodies at once; a welcome upgrade to elks/horses. Risking your big haul to unfavorable wind directions though seems like a sub-optimal move. And the ability to predict wind directions on a large scale and longer timeframe to plan trips would need to be added.
  8. As far as I know that isn't a really reliable indicator for the fish population. Bodies of water have two sets of fish, those that visibly, physically roam the pond and the "hidden stock", which is what fishing usually pulls from if no real fish is close enough to bite. So while yes, technically there are always atleast the visible amount of physical fish left available for fishing, how much fish in general the pond has is and remains a hidden number.
  9. So I am facing the situation where I have alot of land between point A and B and I need it gone to build a new Walmart parking lot canal connecting two lakes. I want to connect my home lake via continuous waterway to the ocean roughly 5000 blocks west so I can explore the 7 seas between me and a story location. The big problem now is, even with the most optimal pathing (still including a somewhat natural looking snaking design) I, at times, have to excavate up to 5 blocks deep just to get to sea level; not yet accounting for some varying depth. And so after breaking more than an entire copper shovel just to dig 1 block wide it became pretty apparent that digging an atleast 5 blocks wide (that's what you need for a sailboat to fit, right?) canal will be a monumental task and considering this is the first and probably shortest segment of the 5 I will need to reach the ocean my already dwindling motivation to keep pushing through the grind keeps further tanking. So I was thinking, clearly there has to be a better way (that is not creative mode or world edit, I'll save those as last ditch efforts). There a bombs. What about bombs? If carefully spaced they should easily create a wide enough hole with more or less natural variation. But then again, making that many bombs will be a very costly endeavor compared to just making a durability (or probably power for speed) quenched steel shovel (now that I have access to Iron and heading to steel). So how well would bombs actually work for this task? Is it worth it? Are there other alternatives? I already have 70+ mods so if there would be one dedicated to mass excavation/landscaping I'd happily take that too.
  10. Very known issue that tying ropes to entities is broken af. Only way to really deal with it is relogging or trying to walk far enough away (out of loading distance) for it to stop, then just kindly dispose of the free ropes.
  11. https://mods.vintagestory.at/show/mod/44983 And several others that just do it by fixed amounts
  12. Item/Block sounds is just a bunch of sound files and, at best, a small amount of code to trigger is based on a bunch of new lines of JSON for each item. That is a minor change in the grand scheme of things an can be considered "safe", therefor not requiring a major version change. More procedural dungeon content is just a bunch of files defining new structures that the procedural dungeon generator (already exists and works) can throw together. I don't know how exactly that works but it's reasonable to assume it's akin to Minecraft structures. This is a safe content update and therefor does not require a major version change. Mechanically powered bellows are a half-finished feature already in the game that just need some code fixes to actually work as intended. Maybe a scope reconsideration for the big old question of "Why though, what does this do different that makes it worth existing". That is a small enough change to reasonably still fit into a minor version change as the big change was already with it being partially introduced in 1.22. In-Barrel/Create content visuals are just a bunch of textures to add. It is therefor a "safe" content update and does not require a major version change. Metal tier mechanical power could be, in its easiest/quickest/dirtiest form, just a couple new block declarations copied from the existing wooden parts that use a new texture/re-use metal based textures and have some parameter tweaks. It is therefor a "safe" change and does not require a major version change.
  13. Big changes will most likely be a major update thing, therefor 1.23. As the armor rework was announced as a "maybe if we do it in time" addition to 1.23 there gotta be a different main focus for that version which could very well be the status effect system. Would also work well with an armor rework, seeing as armor could reasonably have different protection against different wound statuses. 1.22.4+ will only have small additions/fixes/changes like the stuff mentioned above. And I don't think sub-versions ever had a pre-release cycle so 1.22.4-rcX will not be a thing. Also makes little sense from a versioning perspective.
  14. Sounds like the new 1.22 procedural dungeon. And the gates are iirc the same story location doors seen on other notable locations; the ones that cannot even be operated by hand even if you were to obtain them. They have a gear symbol on them right? Either way I don't think there is an vanilla way to obtain them outside of cheating.
  15. Define "AI programs". Because every major IDE out there has AI built-in for atleast auto-complete suggestions at this point. Meaning every mod not written in bare-bones Windows notepad and manually compiled running complex build scripts by hand in the CMD was created with an AI program. And doing the former is the equivalent of using MS Paint instead of any proper drawing program in terms of quality assurance. It also doesn't say anything about if the person actively interacted with AI in the creation process and if they passively did (e.g. by not knowing everything is AI powered these days and if their program kindly suggest a Tab auto-complete option they use it was AI suggested) they won't even think they did, let alone see the need to disclaim anything.
  16. If anything, "electric" lights are already in the game. Just that they are pipes filled with magical glowing mystery liquid, as seen used in the Resonance archives. We'd just need a Jonas tech-esque way to create that ourselves.
  17. I am playing with over 70 mods at this point. If there is something that looks like a cool addition to the game and isn't outright incompatible with another mod I have, it goes on the pile. If there is some tweak to a vanilla mechanic that bugs me, it goes on the pile. If there is the chance of fixing some of the mess the vanilla game made, it goes on the pile. Have I used any of the features of "Improved Metallurgy"? No. Haven't even made normal vanilla steel yet. Is the idea of having something to do after steel which I "could have achieved, like, 50h ago" "if I just wanted to" reason enough? Yes. On the pile. Vintage Story is just a fancier, natively more challenging version of Minecraft. And to me, Minecraft at this point in my life is just a mod manager. Not to say both base games aren't enjoyable just that I have seen these a million times already and want to see something new. As for managing mods I have come to use that one Simple VS Mod Manager or what's it called even if just for the its ability to check all my installed mods for updates without me having to check a million mod pages or stalk the ModDB front page 24/7.
  18. If wild animals struggle it would make sense, I agree. Because sure, you aren't physically prevented from picking up a wild chicken. But also, the wild chicken isn't physically prevented from wildly flapping around, picking your eyes out and scratching you all over. Especially if you try to pick up a wild rooster, considering even domesticated ones murder each other. This would combine the best of both the "realistic" and "balanced" way. Sprinkle in some more in-depth animal behavior where if you pick up baby boar, mommy boar gets really pissed and it would be a solid feature rework.
  19. Oh yes please. Actual in-game clocks (even if they don't work but are just an item you need to tell the time precisely) are a thing I've wanted for a long time. Same with thermometer and something to tell rift activity. It's weird to me that an "uncompromising" wilderness survival game in which you can turn off the map entirely is just telling you this information in a menu. Of course there also needs to be a difficulty setting (as with the map) to disable it because not having access to any sort of valuable information like that is a hard handicap that some player won't find all too enjoyable but the mechanics should be there. We have lots of unused metals in the game, I'm sure a thermometer isn't too realistically impossible. We have a "Clockmaker" class so surely that guy would know how to make a working mechanical clock. Finally another use besides Locust taming for this guy. And the rift activity device should be some sort of early (cause knowing rift activity is kinda more important than knowing the exact time or temperature) Jonas tech contraption that's easy enough to make. Maybe with a later-game more expensive variant predicting what it will change to next for better trip planning. I also really like the idea of abstracting information instead of just removing it like the map, which I was originally expecting. But yeah, why wouldn't you be able to tell "Morning, Day, Evening, Night" or "Hot, Warm, Comfortable, Cold, Freezing"? On top of, of course, the already present visual cues. You'll be able to tell Fall and Winter, generally cold areas and high rift activity. It would be weird for me to say "Clock, yes. Calendar absolutely not" but at the same time I feel like it would be reasonable for the Seraph to just count the days. What hour, minute and second it is takes a precise device to measure, but counting sunrises based on the calendar that the Seraph already knows because it was invented before the collapse is reasonable enough that it doesn't necessarily require making complex machinery to consider. Then again, the remaining question would be how we'd know after waking up on what day we wake up. Would be funny if we just had our own time measuring system of "Day 1 Month 1 after waking" and the game counts from there, no matter if you start in January, Summer or Winter. I am very well aware mods aren't just gonna be integrated into the base game but this is what Temporal Symphony is for and I absolutely, 100%, want to see Temporal Symphony in the game as the way how temporal storms work. I feel like knowing how strong a storm is going to be is so meaningless with how storms in general are currently that nobody would bother spending precious resources on such a machine. That and, going with aforementioned Temporal Symphony, the way storms are announced there already has a subtle, miss-able tell of how strong the storm is going to be which seems reasonable and balanced to me even without needing a machine.
  20. Without thinking too much about it the idea sounds cool and I'd like to see that. When starting to think too much about it, however, I come to the point where I gotta ask "What's the point". Why would you need such a big forge? Assuming you are smiting yourself, you'll barely if at all be able to smith the maximum of 4 ingots that fit into a single forge block before the next 4 would be heated up to temperature. Having them all simmer at the same time would just be a waste of coal. If it's iron blooms you want to smith (of which there only fit 1 per forge), the time it reasonably takes for you and a medium speed (directly to water wheel) helve hammer still take long enough for the next bloom to heat up, especially assuming you don't start at 0° but take them straight out of the bloomery. So the only possible scenarios in which anything is gained from it is when you either have a factory-style production line of a dozen helve hammers for mass bloom hammering or are on a big multiplayer server where several people smith at the same time in the same smithy. The former of which is a rather niche end-game playstyle and the latter of which a specific scenario many Singleplayer players (like myself) will never encounter. Something something "development time better spent elsewhere". I do agree though that we need some reason for the large bellows to exist sooner than later because... Yeah. "What's the point". Of spending more resources to waste more coal just so you don't have to press RMB every minute or two.
  21. I mean, you still *can* use them. They work perfectly fine. I do agree it would be nice to be able to combine beds into double beds though, if only for aesthetic reasons. In the meantime, here is a mod that does exactly just that https://mods.vintagestory.at/doublebeds
  22. Love the chiseled windows! I'm wondering about the windmill tower in the background of the last image though - is it made out of just beams?
  23. They were suggesting alternatives. These mechanics do not exist in the base game.
  24. 1. A Visual Novel is a game. Does the gameplay of enabling auto-forward and watching the storyline be played out like a movie take "the driver seat" over the story that is being played? Does the fact that this particular VN does or does not have optional menu button C and QoL feature for replaying branches of the story have more impact than whethere or not the story is any deep and enticing? Granted, Vintage Story is certainly not a story-first driven type of game, but I "reject" your broadfire argument that gameplay generally takes precedence. The enjoyment of a game is a carefully balanced triangle of content, controls and presentation. 2. Vintage Story's world is not yours. It is also not mine, or any other players'. It is Anegos Studio's creation and property. The canon lore, as the developers state "this is true and this is false" is the ground truth that makes this world this world. You are correct that there is no intrinsic technical limitation prohibiting any mod creator to break away from Vintage Story, but it is exactly that - breaking away from Vintage Story. By doing so and contradicting or just sidestepping established canon lore you are deliberately, openly making and announcing your own thing; which will intrinsicly rub those that specifically like VS for what it is the wrong way, and will inherently bring forth the question of if it is worth making a mod for a game that makes that game another game, or make a whole nother game instead. Because the new contents target audience will not be the old game's target audience; there can and surely will be overlap, but that will naturally be smaller than either target audience in full. Not every Vintage Story player will like a space age simulator, and not every Kerbal fan will want to buy Vintage Story for the space mod. Hence the lore of a game, series, movie or novel has importance and authority and any content created going against it will have to fight harder for peoples acknowledgement.
  25. Mind that this is not a "no you're wrong", this is solely meant as some additional counter-arguments to your brought up arguments. 2. In-wrold lore-accurately, as far as we can tell at this part in the story, the Seraph was once part of the old civilization before the collapse. Therefor, all our knowledge of crafting recipes comes from the fact that previous civilization already invented that technology. The previous civilization did not advance past (assuming a future implementation of all roadmap goals) early steam engines (with some side-business in technomagic, yes). Therefor, to stay true to the game's setting, the Seraph would not know how to build a rocket. They game would need some sort of research system to implement this in a faithful manner, which I don't know how it could possibly look. Because time-gating stuff or just having progress bars go up is boring as hell, just feeding resources into a machine Raft-style to learn their uses is un-realistic, and real research not easily portrayable. 4. The passage of time would functionally not matter to the Seraph, but the player who would have to play dozens if not hundreds of in-game years to represent the research necessary to come up with such things. 5. The game is, from a technological or knowledge point of view, in late medieval/early renaissance times. It logically starts in the Stone Age for the player Seraph because you start with nothing; you may know how to make steel, but you do not yet possess the means to do so. You only have sticks and stones. 6. Correct, but no official clues of this alternate history points at the existence of such technology yet. And comments here have previously led me to believe people are all about building an Apollo-style rocket, not a scrap-metal heap powered by temporal witchcraft. The latter of which would be a whole different approach to everything and much easier to envision fitting into the game.
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