-
Posts
411 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Rainbow Fresh
-
If consistency is the issue, I'd quite honestly rather vote for fruit tree cuttings also becoming perishable. We'd need to argue longer and harder about the "balance vs. realism" debate of every other "normal" seed in the game and how much immersive/challenge value it adds versus the tedium and frustration of having to manage yet another timer for stuff - but for cutting it just makes sense. They are living plants that you cut off from the main organism that is set up for survival. If you don't replant them quick enough (and atleast fruit trees have a low survival rate even then) they simply just die. Much like when you go buy a boquet of flowers in real life, they will wilt. As for your "always on" multiplayer server argument - Yeah, all the always-ticking timers in the game kinda are problem for those. It's why I don't understand the appeal of playing on servers like that. But personal preferences aside, what exactly would be the problem? You go out to grab a cutting, and then you come back and plant it. If you need to go out so far to grab one that you cannot fit the trip there and back in a single sitting... you probably have bigger concerns here. And could probably ask a friend with more time available to do it for you. I don't see much reason to bunker cutting aside from potentially trying to sell them... in which case, I don't know how the auction house system works but it seems to be the thing made for it.
-
I would love to see a space age mod or someting
Rainbow Fresh replied to LiLbaconboss's topic in Discussion
You are correct that there is no inherent law against any fictional story or world being progressed beyond its inception. On a fundamental, logically abstract level nothing and noone can stop you from taking Vintage Story as it is now and make a version of it that imagines how life would be in that world if they went past the middle ages, or even past the developer-intended end goal of technological progress, early steam power. However, to use a really, really blunt metaphor, just because you don't die eating a spoon full of raw cinnamon doesn't mean it's a good idea to do so. And that is what people get hung up upon. You said yourself that this has nothing to do with the feasibility of actually implementing all that is necessary for a space age mod, how well it would actually turn out gameplay enjoyment wise, or how much detail would be necessary to achieve a satisfactory end result. But it kinda is. The game as it is right now exists because implementing the scope of things it set out to have were feasible. Yes yes, there are many rough edges we'd all want the devs to polish and many more things we all want the devs to implement even into the base game, but the principle is the same. Vintage Story as it is exists, because it was feasible to achieve. It was feasible to achieve, because it set itself a clear scope; stone age to middle ages with maybe, one day, barely toe-dipping into post renaissance. We like the game as it is because of the way it is. If you just use a sledgehammer to knock out a core wall and go "This is nice, now do it all the way up into the space age"; that doesn't sound too feasible anymore. If it's not feasible, it will not be the same as what people like about it now. If it is not what people like about it now, what is the point. So, no, you are technically correct: there is no solid barrier, no godly force forbidding and physically preventing you from taking Vintage Story and turning it into Factorio, or adding Star Wars to The Lord of the Rings. There is just many to be anticipated problems, including the end result turning out actually shit, that should reasonably prevent - or atleast thoroughly question - your attempt at doing it. -
Using /wgen to regenerate the world should fix it for the truly freshly generated chunks, but seeing as you said you need to protect a big player structure (which that command doesn't support to my knowledge?) this might not be a good option. Only other alternative I know of is this mod which allows you to generate fishmap data for lakes manually without altering terrain: https://mods.vintagestory.at/show/mod/47202
-
I would expect the game to already do that because, by all means, there is no need to constantly check the existence of a room around the player when a room is a static world area that only ever needs to be recalculated when something changes. And even if it is a low priority task, it shouldn't take that long. I already find myself in-game entering a room as is and the character menu "indoors" buff only appears after a couple seconds. Which means the game currently seems to be running a check every so often (probably because your PC would explode if it checked the entire area around you for rooms you might be in every single tick)
-
I most certainly do - once the gods of RNG bless me with finding the Better Ruins blueprint I need to craft all versions of tables, alongside some trader stuff that would fit in nicely. Thanks to translocator chaining I have now been 10k blocks south yet none of the 6 unique + 4 duplicate blueprints I found so far are the one I really need for this
-
Commission: Not so far, maybe if nobody can be found who agrees this is a simple yet mandatory change to be made Feature 1: Spur gears are to be aligned with the middle of the block and be made pass-through, allowing easy splitting of a power train in both directions of the original axle without ending the main axle. Feature 2: All mechanical transmission devices (which I think requires the "large gear", "transmission", "clutch" and "brake") should be able to be placed and connected in vertical orientation. In case of the large gear specifically, it should be able to face all 6 directions. Description: I get it, mechanical power is mostly just a proof-of-concept like many other things in Vintage Story and such as, as a mechanic, so utterly under-cooked it's barely qualifying as raw. There are two power producers (as of the latest 1.22 that is) and, if we count the large bellows, 4 consumers; one of which (said bellows) is utterly useless, one of which (the quern) usable, if not better performing, by hand and the remaining two of which are so situationally used that you could reasonably get away with just drawing a line from your windmill to your machine and break and replace whatever machine you need at any given time. But just because a mechanic isn't really used yet doesn't mean we shouldn't be designing it robustly in the first place. When building machinery and automation, no matter if placing a stick line between a windmill and quern in Vintage Story or building an abomination beyond human comprehension producing over 1000 science per second in Factorio, the goals for such systems are always the same: Efficiency. In terms of Vintage Story that specifically means compactness. Save a couple moving parts and your machine might still run with a little less wind available. Make it small and it fits nicely into your other builds without requiring you to build a giant cube to cover it. Sadly, as it currently stands, everything around the current implementation of mechanical power seems to be specifically engineered against being compact. This specifically boils down to two major pain points: - Power Train Splitting (Or in other words: "Why was the spur gear invented again?") As mentioned, VS has currently two power producers; the old faithful windmill and the new shiny 1.22 water wheel. The latter of which is Iron-age+ only and requires world gen RNG to give you rapids. As such, many players will still pretty much guaranteed be having a windmill as their first and/or foremost producer. And especially with the nerf to windmill placing and the addition of an iron-tier+ stronger windmill it seems it is now intended/incentivized to run your multiple machines off of a single windmill, splitting the power train to connect them all and probably put transmissions in there so you can toggle them on or off individually to make the most use of your whimsical wind power. Now in order to do that, we always had the large gear. However, it comes with major drawbacks; for one, as the name suggest, it is a large gear requiring atleast a 5x5 footprint to make any real splitting use of. Furthermore, it's primary use is not train splitting but gear shifting, as any form of horizontal to vertical translation using the large gear up- or down-shifts the power. And while having your helve hammer go nuts would technically be a good thing, taxing your already unreliable windmill at the whimsy of the wind with a 5x torque requirement makes for rather short smithing sessions. Enter stage left, the spur gear. The promised messiah to solve this issue by adding 1:1 power splitting. Sadly though, and I mean this with no offense to the devs, it sucks ass. It does fill this very much existent usage niche, yes, but it does so with such unnecessary limitations that it turns out barely better than the large gear. Why is it an endcap? Why does it only allow splitting the train in the opposite direction of where it was going, requiring you to wrap back around with several angled gears/more spur gears just to keep going in the same direction, let alone "continue" your main line? It makes no sense, is unnecessary and should imo be changed. - Verticality (or rather, the lack thereof) As mentioned before, the primary power provider for most players is and still will be a windmill. Which are usually placed up high. You know, where the wind is strong. Whereas your machines are usually placed on the ground. You know, where you are. Meaning, you will not get around to rerouting your windmill power train vertically downwards towards the ground before connecting it to the machine. Best case scenario that is a quern which has a vertical attachment point and boom, your machine fits into a 1x2 footprint. Now, as mentioned before as well, however, it seems the trend goes towards encouraging train splitting to run multiple machines, not necessarily simultaneously, from the same source. This is where transmissions and clutches, maybe even brakes come in. However, those only work horizontally. So assuming you want to put a transmission and brake on your quern, you need to turn horizontally before the ground to put those and then turn back vertically to connect to the quern, turning your design into a minimum of 1x4 footprint. Probably more like 1x6 because angle gears don't always work connecting directly to anything other than axles so you might need to add extra axle blocks to the bends. All of this when you non-negotiably have so much vertical axle that you could just slap it on, if only the game let you. Time to fix this.
-
What I think the game needs is to move away from the fixed ratio slot based recipes. And yes, add multi-step recipes. What if, instead of having 4 times up to 6 items worth of ingredients, they have a value/volume and you add them to your pot? Let's say the cooking pot can hold a total of 10L. You could add 6L of water and then throw in something like 1 slab of readmeat (cut into chunks), 2 carrots and 2 potatoes. Maybe some salt. Maybe something else. Like how you'd actually go about making real world soup/stew. Maybe spruce it up into a multi-step process. Fill with water, heat to cooking temperature. Then throw in the meat, boil for a bit (cause meat takes longer to be just right then the veggies). Finally add the veggies and make sure not to overcook. Yes, implementing these kind of "free-style" recipes would be much more work than the current 6 "allow list" placeholders with name-merging; but it would be a much more immersive, much more actively engaging mechanic compared to the most simplistic calculator cooking we have right now. Using this would also break up the way portions work. You don't need X of everything for X portions, the amount of portions is defined by how many portions of 1L volume you can scoop out of the result. And both the multi-step processing aswell as the volume-based dish sizes would allow for fancier dishes that aren't just X times Y ingredients. Combining a boiled potato and a cooked carrot with a fried ("cooked" but actually just charred/fried on the campfire without pot) piece of readmeat for a plate of steak with sides.
-
According to the wiki (which is, however, not updated since 1.20) Lead can be smithed at any temperature, everything else needs about 50% of their melting point minimum. I also do very much feel like I was able to smith copper at 700° flat, you just need to basically re-heat the moment it starts cooling. So I don't know what's going on with your game but it seems to not be going correctly.
-
I would love to see a space age mod or someting
Rainbow Fresh replied to LiLbaconboss's topic in Discussion
Putting the base modability you mention in your previous post aside, Vintage Story has no automation. If we solely go off of what the game itself, as it is right now and as it seems to be intended for the most part, has to offer, you'd be smithing the entire rocket hitting several thousand steel ingots with your hammer, one smithing process at a time. Maybe a couple for the hull can be helve hammered into plates first. Hence me confusion and curiosity as to why anyone would look at the game that makes you click individual voxels to dozens of times just to make the most basic tools and thinks "Yes, I'd like to build an entire frigging spaceship this way". -
According to the wiki, they do indeed not spawn in too cold climates. Which makes sense as they also do not work with too low temperatures, so in those climates they'd never produce honey.
-
I would love to see a space age mod or someting
Rainbow Fresh replied to LiLbaconboss's topic in Discussion
Time moves on, so does technology and most importantly society. If you were to put everything from cars over computers to spaceships into the same game with the same level of detail, who is to interact with all of that? Why were they to be interacting with all of this? Seeing how it's already a pain navigating the landscape on foot or elk, imagine how well your average 80s car would fare. You'd need to build roads and tunnels of notable sizes to get anywhere. What is the point when all this game is about, beyond survival and it's incomplete story, is exploration? You are done exploring by the time you build a road there. Same for the computer. You'd have to invent the machine, build the machine, then code anything to work on the machine and for what? Sure, in this case there could be an open community sharing readily made programs much like Minecraft's Computercraft. But even then I have found little use for them computers over there despite loving the mod and loving coding myself. A computer would not add anything meaningful to the game's progression that a single Seraph could reasonably fathom. Unless you forcibly make it a hard requirement for space age tech, in which case it's just a really fancy building block. Spaceships and everything around space exploration atleast has that - exploration. There is something to do past the point of building the rocket for the sake of building the rocket. You can use it to unlock more content, unlock more game. But then again, circling back to the opening statement: The reason why a game like this plays in medieval times and why it, reasonably, stays within these confines is because humanity scales exponentially. It is feasable to believe a single Seraph can smith a set of armor. Build a castle of stone. And build some funky Jonas Tech doodads that someone else already invented, using fantasy materials. And even then we build only small gadges, not something like the resonance archives ourselves. Everything from the industrial age onwards is, well, industrial. Using hundreds of manpower on top ever expanding factory machinery to produce things that make a Seraph smelting some steel ingots in a brick furnace look like baby's first lego tower in a world building 100 story tall skyscrapers around it. Which means, as was the primary point LadyWYT brought up, would - even if you game-ify it and wash everything down to a short-cut size fit for a single Seraph to handle on their own, still required coding the accumulated equivalent of all that technological progress on the same scale as the rest of the game is done. Which the rest of the game had it easy because it is literally based on "primitive technology". So yes, time keeps moving and people would keep progressing and there surely are those three chosen ones that would be willing to spend a literal 2500h building a spaceship by hand. The consideration that the game is limiting itself to medieval times not just for the setting's sake still persist however. In order to go from industrial to space age with the same level of depth, immersion and effort as the rest of the game would require basically modding an entire second game inside of the game. Something you'll not find a modder willing to do around every other corner. -
Gamify Mining (and possibly other features)
Rainbow Fresh replied to DampTurtle's topic in Suggestions
That does sound like a possible minor incentive to make mining itself ever so slightly less monotone. However, I feel like this level of miniscule detail would be lost with how Minecraft-y block breaking currently works; I feel this would be much more meaningful if we were to assume block breaking works as in Salty's... forgot the name, that mod where you swing realistically, slow and impactful, taking few but slow swings to mine a block or fell a tree. That way you'd have more than enough time to see and adjust for the crack forming. EDIT: Found it, Salty's and Toast's "Immersive: Mining" https://mods.vintagestory.at/immersivemining -
The Blacktallow Inn opening branches multiverse-wide; get your entrepreneur license, today! (beverages not included)
-
Character selection not working in single player
Rainbow Fresh replied to Chris DeFour's topic in Questions
Type your username in all lowercase. If that still doesn't work for some reason, try /player s[] ... EDIT: Actually, it looks like the error message says " ' HighKingofRats ' ", two sets of quotes. Have you quoted your username like a string parameter? That is not necessary/wrong in the context of console commands, just type /player highkingofrats ... -
Can you/how to play 1 singleplayer world over 2 pc's
Rainbow Fresh replied to gnomechomsky's topic in Questions
You'll need to manually copy your savefile from the savefolder on your previous device to your current device everytime you swap. Alternatively, you could use something like One Drive to sync a folder between both devices and just override the shortcut of the game to tell it to store it's data in the synced folder. Relying on that sort of syncing for constantly changed mid-game data might have unforeseen consequences though. Third option would be to just host the world on your own local server to which you can connect from either device. -
Gamify Mining (and possibly other features)
Rainbow Fresh replied to DampTurtle's topic in Suggestions
Now I don't wanna say ideas should be shut down immediately just because they ask to go into the opposite direction of the game's theme but having the suggestion of actively "game-ifying" a mechanic, with the suggestion for most mechanics in the game slapped onto it, in a game that specifically aims to have as little game-ification as possible (a 3x3 crafting grid is game-ified and the devs want it gone for more in-world interactions) just raises immediate concerns. You are mentioning essentially turning mechanics into minigames. That is, having a more active part for the player to play in it. And I do agree that some things could in theory be more engaging and "fun". I do also agree that any game basing its content and mechanics in "realism" is always balancing the fine line between fun and realism and sometimes realism needs to be dropped or loosened for the sake of having a more enjoyable experience. Using the term of "game-ification", however, makes me immediately think of the wrong kinds of non-realism. It makes me think of flashy popups, quick time events and some such. Which is certainly the wrong appeal for a game like Vintage Story, and not necessary in the first place. Let's take some of your later examples for where "game-ification" is supposed to help: - Cooking I wholeheartedly agree that it is lacking, big time, when it doesn't need to. You have a firepit with one input slot or a cooking pot with 4. You put things in the slots at the right ratio, light it up and wait. Done. That is boring and certainly part of the reason why food consumption inevitably turns into a drag later in the game; starvation is not an issue because you grow basically infinite food but constantly having to just do this and eat it becomes repetitive real quick. However, we don't need game-ification to fix that. What we need is, in contrary, more realism. Imagine if cooking in the game was actually akin to real cooking. You fill a pot with water and heat it up to cooking temperatures. Then you add your ingredients; not by "X times A, X times B, X times C" formula but more organic. A slab or two of redmeat, pre-cut into small cubes. Let it simmer. Add a carrot. Add a potato. Sprinkle in some salt to refine the dish. That would be much more engaging and fun to interact with (it's why mods like Culinary Artillery exist and are oh so popular) while being grounded more in realism than game logic. I mentioned it in another thread before but this is how cooking works in Project Zomboid and it's one of the most fun mechanics in that game imo. - Fishing Ah, the good old. The thing every game since 2016 must have just for the sake of having it. The dreaded fishing mechanic. Now this one is a real hardheaded contender because... real fishing is just the most boring thing imaginable. It's literally sitting and waiting for hours. Only - potentially - broken by the occasional moment of adrenaline when finally something DOES bite and you need to try and reel it in without it escaping, the line snapping or you loosing the rod. When it comes to fishing mechanics in games, Stardew Valley is certainly one of the more entertaining one and I can see where the idea to have something on the same level comes from. However, as LadyWYT mentioned, some tasks are just meant to be mundane and boring. In fact, as it currently stands, fishing is kind of overpowered with its only limiting factors being the depletion of fish through overfishing and how boring it is having to actively sit there and waste hours of daylight. That said, it could be made more engaging and as such potentially more fun once again not by adding a minigame popup but instead adding actually realistic fishing mechanics. Having to reel the fish in without the line snapping by holding it against the fish's movement careful to not stress the rod too much and reeling it in closer when the fish is exhausted. Much like any other "realistic" fishing simulator. Would also allow for making higher tier fishing rods later in the game. - Healing I don't think the process of applying a poultice/bandage to your wound can inherently be made more engaging. Not without going into grotesque medical territory which seems out of line considering the devs are adverse to adding proper butchering of animals due to "too much gore". That isn't all there is to healing though. Instead of adding a skill-check QTE for properly applying the bandage, we just need to wait for the status effect system to finally be implemented. With such a system, more complex injuries (infections, sickness, longer lasting injuries) are basically a given and longer-term treatment of such comes naturally with it. Once again making a mechanic more engaging not through game-ification but through adding more indepth realism. - Crafting As mentioned above, the devs are working in favor of getting rid of the crafting grid entirely in favor for solely interacting with stuff in-world to create stuff. - And finally, mining As mentioned above by both LadyWYT and Bruno, game-ifing something this basic is a tough choice. Yes, mining is inherently boring and if all you do with your evening is mine 1000 blocks of iron ore it can, in hindsight, feel like alot of time wasted doing nothing but holding down LMB (using a macro) and ever so slightly move your wrist. But turning the mining of a block into a minigame that takes significantly longer just for the sake of trying to add enjoyment into the process isn't gonna be as great in the long run either. As was mentioned in another thread, power creep doesn't really exist in Vintage Story's progression system. The difference between a copper and a quenched steel pickaxe is certainly not comparable to having an Efficiency 5 Netherite Pickaxe in TOBG. Even the latest game player will still spend notable amounts of time mining, be it for ore, landscaping or gathering fancy ashlar bricks. Turning every block mined into a minigame isn't gonna help the way you think it will. What could help is adding more stuff around it. As Bruno mentioned, having a properly functioning, clearly communicated cave-in mechanic will distract you from the repetition of holding LMB and moving your wrist by 0.5cm every few seconds. Having mechanics in the direction of the "Stone Quarry" mod or the "Immersive Mining" mod (if that was its name) could help add some depth to the process. Hell, even adding some more believable realistic tools (not talking about ore bombs) besides the pickaxe could help. Late-game mechanically powered drill maybe? We are also said to get Minecarts of some sort later down the line. All of this already interacts with mining and as such help breaks up the tedium somewhat without game-ifying anything. -
It's been another 50h. Time does fly in this game, doesn't it. We're in the middle of winter which changes to looks of things quite a bit and limits the availability of alot of things. On a larger scale, not too much has happened. One big "under construction" building joined the fray, the rest is mostly detail work. Most time was spent surviving winter, passing long nights and finally raiding the Resonance Archives, aswell as exploring for more Better Ruins ruins to find the blueprints I need for cozy furniture. The smithy has gotten a little glowup. A type of design for hanging signs that I wanted a while back to mark buildings in-style. My first use of Black Bronze scrounged together from tidbits of gold and silver acquired over time - and suddenly I am not so sure about aiming for a Black Bronze Plate Armor for style points anymore. Entering the Iron Age proper now also spawned the need for a Helve Hammer to smith it, powered by the new 1.22 waterwheel moved by the new 1.22 rapids brought over from a nearby mountain(/hill?) via aqueduct. It'll eventually be fleshed out a bit nicer, if making mortar and collecting ashlar bricks wasn't such a time and resource costly process. The before empty nook on the main house has since turned into a cozy little corner for smoking meat and storing firefood for the winter... ...while the interior has seen a renovation adding a corner to store loree books and blueprints I come across on my journeys. The cellar also houses the first wine production now, seeing as living off of berries all non-winter isn't as feasable a prospect anymore. The stable has gotten some more detail; and while still not fully chiseled out atleast does not have missing walls on the lefthand side anymore. I originally intended to park an elk there once I acquire one of those but seeing the brains behind the Equus mod are cooking up a new variety of horse, that spot is now reserved in anticipation of the upcoming Destrier war horse. The mill - still in lack of a roof design that seems fitting - atleast has a restored interior now and is fully functional. The second image also showcases the road lanteren design I decided to use throughout my settlement to illuminate parts that lack buildings I can reasonably slap lanterns onto. The path is the one leading to the well for fresh water supply, but as of lately also to the first truly new addition: A little harbor/dock/pier thing. Good for fishing, good to spruce up the lakeside landscape - and where I'll eventually park my sailboat. Now why would I put a boat on a lake the size of a 30 in-game minute walk? Well, simple; the ocean is about 5000 blocks to the west from here. My original plan was to build a harbor there and pave a road all the way back home. Even installed a mod that adds cheaper but slower dirt paths for this purpose. However after carefully surveyin (staring at) the map for a while I came to the conclusion that it would be ultimately more efficient to just dig canals between a couple larger lakes on the way there. Construction effort should be about the same while it ultimately allows me to boat out directly from home instead of having to haul good one inventory at a time the entire 5000 blocks home each trip. And finally, the largest and most notable new addition that has certainly taken the most time, resources and sanity while not even being close to done: The inn. I have never used daub or thatch for anything before and after this, I don't think I want to ever again It's also the sole need for a mod that increses the maximum size of a room, how ever little my game's performance might light it. I'd showcase the upper rooms and wine cellar too but I have reached the upload limit. Moving forward, aside from the lunatic's errand of digging the panama canal, I have developed the serious need to build a tailor's workshop if only to store and display the... well, let's just say I have picked up every single unique clothing item I found on my journeys without fail. And seeing as Iron is already on the menu, somewhere there will need to be a steel smeltery. PS: If you are frequently snooping around build sharing posts like these around here and found the two additions quite familiar your are correct - for the have been inspired by @Edwin_Blacktallow's Village of New Sprout.
-
As Nathan said, using /time calendarspeedmul [x] is the easiest and safest way to go. It literally just slows down the progression of time in the game, meaning all relative time-based operations are scaled accordingly. As it makes the days itself longer, all day-based operations like crop growth, food spoilage and such is extended in tandem. Hunger rate is also slowed down as it is based on in-world time progression. Because it just adjusts timeflow, your calendar date will stay intact. The default setting is 0.5 Meaning in order do go from 2 minutes per hour to 3 minutes per hour, you'd need to set it to 0.33/0.34 (rounded) if I'm not mistaken.
-
I would love to see a space age mod or someting
Rainbow Fresh replied to LiLbaconboss's topic in Discussion
I understand that mods exist to turn a game into anything else one wants and seeing as TOBG also had space mods ages ago, the idea might not be as far-fetched as I think it is; but I still gotta ask - what specially made you look at a medieval-levels-of-primitive-technology wilderness survival experience and think "Yes, what this needs is to build a post-modern-age solid space ship to explore other planets? You mentioned that Vintage Story's progression system is the most satisfying compared to other, dedicated slow-progression space-themed games (like Space Engineer; Minecraft but in space) yet all I see thinking about it that way is so much tedium it couldn't possibly be fun. It falls into the same discussion category as realistic trains; just imagine how much steel you would need to build a rocket. And now think about how much work it takes to make a single steel ingot. Not to mention making reasonable rocket fuel using baseline "throw rock in crusher to make powder, mix powder in barrel and wait" chemistry. The prospect of spending 1000h just to make your first unmanned rocket sounds like a fancy and motivating goal, until you realized it would just mean doing the exact same 3 loops for those 1000h. Mine iron ore, smelt into steel, mix fuel. -
Disclaimer: I am playing with the "Temporal Symphony" and "Temporal Warden" mods. These mod change the behavior (and annoucement) of temporal storms to be much more... notable. And immersive. This knowledge is needed for this story to make sense. Short-term memory is a skill. One not all of us possess. It helps you keep track of certain, potentially important things between multiple small, individual tasks so you don't unnecessarily do work twice and thrice - or not forget important considerations that should certainly influence your tasks moving forward. It is the middle of winter. December is currently coming to a close and food supplies being prepared a-plenty this year it has been more productive than ever. With nothing better to do between sleeping through long nights, cooking and eating it's been the best time to do plenty a task the more busy seasons don't really allow for as easily. Building renovations, iron smithing, mapping out new areas and the occasional trip to an interesting location or ore vein to stuff my bags inbetween sitting around the fireplace. In the middle of all these busy bee operations, the sky turned red, the ground started shaking and the faint turning of gears could be heard. In the far distance, the bells rang twice - it is that time of the month again, a medium temporal storm is coming. Sadly, as the preset of this story might have already given away, I did not hold onto this memory. Temporal storms are such a common occurence, they come, they go. You stay inside for a day and hope for the best. It's so routine at this point it doesn't really register much anymore... And so I continued my small tasks before deciding "Yes, let's go out to Translocator #4 and explore the other side some more". It leads quite a fair distance away, directly into a locust nest with multiple interesting shapes to be seen on the map. So I saddle my trusty steed, pack my bags with bandages and food and head out towards the north-west. Navigate around lakes, over watersheds, through forests until in the distance it looms: The ruined tower housing the translocator. It was at that point that the world decided to remind me of the errors of my way; the sky turned redm the ground started shaking and the gears started turning. Much louder, much more intense than before. The storm was coming - now. "Oh shit - I knew I forgot something!" I immediately turn my horse around and kick it into a series of gallops broken only by short periods of restful trot, trying desperately to cover as much distance on the way to safety - home - as possible. Even with the second warning there is still some time, right? The ominous shaking of the ground grows stronger with each time it happens telling me my time is running out, and fast. And just when I'm telling myself it will be fine, I already made it halfway back - Dave emerges from the fog. The ground shakes once more as his massive leg (which I didn't quite remember to be THIS intimidatingly huge) comes to a stop before he unleashes his bone-shattering roar and all hell breaks lose. I guess my saving grace was that I originally set out on a combat - and damage taking - heavy adventure and as such packed the essentials. Bringing the good combat equipment and a bag full of the good bandages is certainly what kept me alive fighting through the hordes of rust creatures between the stable and the safety of my main house. Which I barely managed to reach in the first place, dodging masses of rust creatures emerging left and right all the way, trying to make it home in a straight line through the world that was warping around me so hard my straight line aqueduct was almost looping in a circle. It was certainly an experience, and ever so luckily one with a happy end. Will I remember it next time the bells ring for me? Surely not. I can only hope when it happens again that I don't find myself in even more unfavorable of a situation away from home.
-
YOU HAVE TO TELL ME THESE THINGS ARE HAPPENING VS
Rainbow Fresh replied to catcrazies's topic in Discussion
There is no indicator for area stability other than your gear spinning. What you are refering to is "Rift activity", as seen in the character menu. That is basically a global weather pattern that changes every so often and determines the amount of rifts (and monsters from those rifts) spawning all over the place. -
If you don't understand the core issue I am pointing at there is no need to get aggressive. I literally said that if every block could store everything cabinet free-style every single block as stored in your savefile would need to account for the space needed by the data potentially being there. Sure, if you don't put random junk on 4000 blocks around your base (though granted, early-game storage literally is ground storage galore so people would start putting "junk" everywhere in absence of better storage) loading times and RAM usage might not spike too much, but your savefile's size still will.
-
Correct. If you play with the map enabled, just look at all the territory you have explored. Then add a little safety barrier of about 200-300 blocks outside of the known world and that's where 1.22 world generation will kick in with the new berry bushes, new rock strata, new trader outpost designs, procedural dungeon and so on.
-
Since you are still insistent to scream "Bloody Idiot" at anyone not mindlessly agreeing with your hillbilly (didn't you actually say "Ask AI"?) math and one-sided vision for "I want this mechanic, therefor everyone should agree it's great" I'mma gonna give reasoning a second shot, even though I really don't want to get involved anymore in this pointless arguing. Let's start with the elephant in the room: Your favorite numbers. "360000" or whatever other number suits right then and there "different dishes". I already said that we have, logically and game-code speaking about 6 or so actually different dish recipes that count as prepared meals. The rest is simply generating a name from the ingredients and combining their satiety values into a dynamic end result item. The game overselling on food "variety" is actually kinda misleading here and I can clearly see why mods like Culinary Artillery or Expanded Foods or whatever are so popular. But whatever, let's assume we hook up a persistently seeded RNG up to every distinctly named combination and spread miniscule 5% buffs in, what, 6 categories across those 300k options. Congratulations, it achieves nothing. If "2 meat and 2 onions" is a different "dish" then "3 meat and 1 onion", same as "1 meat and 3 onions" (which doesn't even exist iirc) then chances are high enough for you to get all buffs just using the same logical dish after all. Meaning I can still just go and farm all spelt, onions and flax only. No incentive to actually try something else, just a matter of balancing the ingredient ratio based on my buff need. Secondly, super-imposing mechanics from an ever-growing sheet of other reference games that you'd want in VS isn't making for a convincing argument. VS, for most parts of the survival aspect, roots it's balancing and mechanics decision in some sort of reality. Tell me, where exactly in reality does throwing more or less onion into my stew make me walk faster, punch harder or whatever? Plainly, it doesn't. In reality you spread out your diet between different dishes because eating the same thing over and over again gets boring - something a videogame can hardly replicate. And putting in such a penalty was already mentioned as "not a great time". If you want to reasonably incentivise spreading out your diet, make more use of the existing nutrition category system. Your max health is already increasing with a balanced diet, maybe give small buffs to other aspects aswell. More run speed because you body is well fed and built muscle. Something like that. If you want to take ideas from other games, go look at Project Zomboid. The food system there would fit very nicely and does incentivise using many different available options all without magically making you stronger. Though granted, the main takeaway I'd take from Project Zomboid and why its food system is so great is simply because the indepth, engaging variety in food preparation makes it such a nice mechanic the player wants to voluntarily engage with it more. Something mods already brought to VS, successfully, showing - as others mentioned before - how simple changes/additions like that can also achieve the same result without the downsides of gating a core part of the gameplay loop experience behind the almighty RNG. Thirdly. Your insistence on "all forms of RNG are the same" whenever saying "no to this means no to ruin loot" fits the narrative vs. "there are many forms of RNG and most of which are good". Ruin loot is randomized, within a pool. A clearly communicated, fixed pool, all the same. You can go tell a new player asking about them "You need to be lucky for the right drop, but if you want Fire Clay you want to look at Forage and Arctic Supply vessels". If you want tools - well, tool vessels and hope for copper or tin bronze. It is RNG and as such has "variety", but within a clearly defined set of options - the more option your try the more world exploration you do in turn. Telling people "Nobody knows, go figure it out yourself" is not the same, great RNG experience. A repeated "learning" experience also only hold water for as long as you can reasonably be bothered. Seeing as your other prime argument is "it's so optionally miniscule it doesn't matter of you get a bad roll", having to re-learn the right recipes on every new character very quickly turns into a tedious slogh outweighing its intended benefits. If the buffs are so optional and ignorable, why would I bother trying dozens, hundreds of different "recipes" then write down the right ones just for myself as noone else benefits from it ever? I make my pie and call it a day. Once again, the intended incentive nullified. Except for those people, who didn't need one to begin with because they just like to roleplay or experiment for variety's sake. And finally, if your only argument for why this is a good mechanic is insulting everyone as spewing nonesense who doesn't agree with you and repeating the same three barely held-together arguments of how the numbers behind RNG define a good game for everyone (while arguing against the very players who engage with the game outside of your math already voicing doubts and concerns) it really doesn't help sell your point. Tl;dr, food variety could use some incentive. Food/cooking as a whole could do with a rework. I fully agree this far. Randomizing miniscule buffs per character across "300000 different dishes" is not it though. Moose's ideas above could be going into the right direction more. Simply expanding the engagement behind the food-making process such as mods like Culinary Artillery do or games like PZ have showcased successfully would also already go a long way to enrich and incentivise the process of experimentation without resorting to biologically sound penalties.