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Everything posted by Rainbow Fresh
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Building Materials traders need to sell mortar!!
Rainbow Fresh replied to Heegrim's topic in Suggestions
Welcome to a similar hell I went through. Even though I made my own a bit harder than necessary through brain derping. I went looking everywhere for chalk but there was none. None whatsoever in a 3k block radius that could reasonably traverse in the earlier stages of the game. I scrounged up every shell I could find to grind some lime for a little bit of mortar, but have naturally since run out. I accepted long ago that I need to push all the way to Bronze to use what little precious Borax I found for leather. Which has also since run rather low. Well, second ever translocator I repaired dropped my right into a chalk strata. And I do have since, in fact, realized that LIMEstone can be used to make LIME (really, really don't know why I thought it was only chalk or marble...). Anyway, to get back on topic: Yes, I fully agree that building materials traders should, indeed, sell building materials. Mortar is a very building material-y building material and it makes no sense they don't sell it. Would also fit right into their theme of selling and buying the most random, barely ever useful junk considering you only really need mortar for when you want to build with one very specific type of rock. -
As I have already discussed in an earlier thread revolving around this mechanic, I am all in favor for a mid-tier solution between "lighting grass in a dirtpit on fire till kingdom come" and "spending all my money on a shiny new microwave for colors". Something that is maybe more efficient than a pit kiln, or atleast less resource consuming in the long run while also being simpler and cheaper to set up than the beehive kiln. Making a reusable pit kiln out of something that you just need to add fuel to while still being limited to 4 small/1 big items in their natural color would already be great. I don't, however, see much point in that. The only annoyance of pit kilns is that they feel both too primitive for all the rest of the technological advancements we make, and that they require alot (but primitive/abundant) resources to run. If we could only put a single small item in the bloomery, which then also - because it is the bloomery - makes us lose something as valuable as firebricks with each firing, that would be an even worse ratio and as such I'd rather stay with burning grass in a dirt hole all game long. It needs some advantage over the pit kiln and beehive kiln both (the latter being it being cheaper and simpler, most likely) while also having drawbacks to each (with the former then likely being higher initial setup cost)
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Everything that's "more data" will eventually become a problem. Minecraft's greatest hacks for challenge runs (the ones revolving around magically re-generating chunks because the game cries) revolve around shoving too much data into a single chunk. If not taxing the runing game itself, storing all that data will become an issue. My VS world save is already 1GB in size and not even close in comparison to how much world I can explore in TOBG for the same world folder size - and that is despite VS just being a database, not a million actual files. "Just attaching" that additional data on demand doesn't work like it (granted, with VS's database approach it could but becomes less performant for retrieving that data in the thousands per chunk then) as the space to save all that data must be accounted for in the first place.
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With the main points about going too in-depth with NPC interactions and world-building already being said, there is a mod out there (VS Village) which lets you build a functioning village with autonomous NPCs. Not quite the relationship building "marry and reproduce" Stardew Valley kind but certainly a way to add life and progression to the world as a whole, as well as adding a reasonably designed prupose to interact with the NPCs in the first place, all head-canon roleplay reasons included and not quite Minecraft Villager Trading Hall themed.
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You mean this one? https://mods.vintagestory.at/show/mod/47288 Generally speaking though yeah, I agree that more placement options would be very nice. Having free-form placement on ANY block akin to how cabinets work sounds like a performance nightmare in the making but atleast uilizing slabs (which the "Place on Slabs" mod already does) and vertical slabs would be nice. Would open up so many more options for cozy, cramped builds. EDIT: I just realized, if chiseled blocks had the cabinet placement system enabled that would help limit the performance drain.
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Ah yeah, Minecraft hopper sorters but the chests have built-in filters.
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Oh, I wholly agree that the hunger system could certainly need a little bit of... something, for sure. It sticks out like a sore thumb, being the neglected child between all the other food related mechanics. You gotta learn basic agriculture and do crop rotations and utilize fertilizers and check the right seasonal temperatures to grow you crops. You bake a simple pie in a multi-step in-world interactive process and cook meals of over-sold variety. You have to carefully care about preservation as all the food in the world is worthless if it rots before you can eat it. Yet eating itself is just holding RMB every couple minutes to turn an item into a bit more green bar. The nutrition categories, while a nice and reasonably "realistic" mechanic, don't really matter too much. However making things more realistic is a hard to balance. The need or atleast incentive for progress is a core mechanic of games. Hence why Vintage Story is currently centered around telling you to "go plant crops and cook proper meals, everything else is ineffective". The fun of games centered around progression, like Open World Survival games are, lies in overcoming challenges. Not starving, in the early game, is a challenge. Berries can do that if you find enough around but screw you over in the winter because not berries, and no preservation, means no food. Hunting can supplement that but is also heavily nerfed during winter. Unlocking the power of proper meals (more food for your food) and preservation (through literal preservation tactics like sealed crocks or just harvesting long-living grains) makes you overcome that challenge. It feels good to the beginner player to finally evolve from "surviving" to "thriving" where they don't need to worry about where to get enough food for the next days. That said, this is where the train currently stops. After that point, that challenge turns into tedium, because you constantly have to just follow the same cycle of cook, preserve, eat eat eat. There is not much more to it. Sure you can experiement with the advertised thousand of possible "dishes" (ingredient combinations resulting in unique names) for the fun of it, and even install mods like Culinary Artillery to add even more dishes but eventually you reach the point where that tedium becomes annoying and the only viable food is the most effective one, the one that makes you have to eat the least with the least constant preparation effort. That's why a more engaging, more meaningful and more forgiving hunger system is a good idea. The reason why I am not natively a fan of a body-fat mechanic is because I played Project Zomboid, which had exactly that mechanic. Project Zomboid does separate "hunger" (how empty your stomach is aka. how much you can eat right now, what makes you not drop dead right now) and nutrition (what your body actually processes and makes you not drop dead long term). Including all the under- and overweigth effects. The gripe I have with PZ's system is that it also, ultimately, falls short and turns into a way too limiting grind. We can blame the game's balance for that but the chosen system as a whole pronounces that fact. I played a world where my goal was to set up "ad infinitum" survival conditions. I.e. setup my world in a way where I can reasonably say that my character would not die by any causes other than old age, because I provided means to get all resources needed for survival renewably. The problem is, in terms of food that quickly highlighted a problem: Most renewable foods aren't sustainable alone. PZ has this very indepth cooking system that allows you to make pretty complex dishes and such but at the end of the day a whopping two food options remained that could actually, reasonably, sustain you long term - one of which was modded in. Hunting rabbits (as only source of non-fish meat in V41, cause fish suck) and watermelons. You can have a giant greenhouse with the finest crops growing and would still eventually die of malnutrition, because you cannot physically eat enough salad to sustain your weight. The only renewable food source that gives enough bang for your buck is "hunting" (trapping, really) rabbits. If Vintage Story would choose a similar approach to modeling food intake, I fear we would also reach a point where 90% of food options in the game become "Might as well not exist", because the minmaxed management of your body's fat value becomes the only concern. Hence why I suggested a simpler system that still allows for more depth and leeway than the current hunger system but also doesn't interfere with limiting food options. Simply displacing the dreaded green bar as the sole ground truth for living or dying in terms of sustenance goes a long way already. With the simple addition of gradual starvation through a status effect system - hell, maybe even expanding the other way too and adding positive buffs for being a healthy noodle - food management gets more forgiving while still retaining the core princinples of "you eat or you die". And because we don't specifically consider food types more than necessary, the late-game player is not locked out of half of the game's food because they are "simply not worth it". Tweak the general satiety values of everything in the game a bit to balance it around "You are going to barely fighting off starvation for as along as you just live off of berries, mushrooms and chicken" to retain the strong incentive for progressing into the age of cooking, aggriculture and husbandry. While I am not necessarily saying the base game needs all of Hydrate or Diedrate, the way the mod currently implements the system is great imo and has so far avoided the tedium of just another constant food intake. The need for water is present, but it has never really been an issue outside of hot climate regions for me. With many common foods in the game giving some hydration aswell, needing to specifically drink is only really a concern every couple meals. Or when you are out and about for too long living off of low-water foods. Efficient foods (like porridge) get more disincentived by actually draining hydration, as are long-term preserved foods (curing/pickling) to balance later game management. Drinking any random water source is disincentivised by untreated water giving you a nutrition/hunger debuff or salt water essentially killing you and mid - late-game options for building wells, collecting rainwater and building water pumps help procure safe water in your home environment without having to constantly boil it. Because water can be stacked in a container unlike prepared meals, inventory need for having water on you is overall less than food's even within the mod's self-enforced limit of only carrying max 4L of liquid on you or you get slowed down bad. So I think this easily proves a hydration system can be added to the game without making the current hunger system situation worse. That is an even more game-ified solution to a problem prefaced with "The current system is too game-ified and lacking". It also doesn't really solve the core issue. From a gameplay perspective giving unique buffs to unique foods is a widely used solution to make the player vary their diet instead of just relying on "the best dish" all the time. But from a depth and realism stand point it makes no sense. Why would bushmeat specifically give you buff X and red meat buff Y? Why would any of these give these specific buffs to begin with? Vintage Story itself isn't centered around a numeric skill system so just buffing "a stat" when you consume a specific item feels really out of place. It's a slightly different story when heavy armor slows you down and makes you more hungry, because that makes sense. It also does not address the core issue of the mundane, constant consumption of food being the end-all of the hunger system as a whole.
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Cave-Ins but I already played alot without them
Rainbow Fresh replied to Rainbow Fresh's topic in Questions
That bad, eh? I was just curious thinking the risk of cave-ins would give me a reason to build proper, supported, good looking mineshafts over just digging straight until the propick says "you arrived at your destination". But if it's outright non-functionally bugged like that, maybe I should drop that sentiment. -
I was curious about the option to enable cave-ins. As my difficulty is derived from slightly modified "standard" difficulty, I have been spending the last 1.5 in-game years all the way up to the break of the iron age with them being disabled. If I were to turn that on now just to see if that makes for a fun challenge: - Does it affect any block existing in the world, or is this a world-gen condition that only applies to newly generated terrain? - How bad/unforgiving is the collapsing? Like, will all my previously mined places just immediately implode on themselves when next updated or does it take some serious excavation to run into any issues? - How exactly does it actually work?
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Moved | WW1 Post-Apocalyptic Server - Steam and Mud (SAM)
Rainbow Fresh replied to Sen07's topic in Multiplayer
Cool ad. Wrong forum though. https://www.vintagestory.at/forums/forum/21-multiplayer/- 3 replies
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Big cats would be a death sentence for any unarmored player. Because speed is everything. If you can outrun it, you can live no matter what. If you can't, you die. It's why only some people struggle with bears or wolves. Don't wear armor (very counter-intuitive) and you can outrun them. Have a nice, big open kiting area and with your inhuman ability to sprint backwards while poking with a spear, they die with no chance to fight back. Other animals like elephants, crocodiles and hippos would be a different interesting story though. As their whole deal is not chasing you, but making it very clear that any trespassing in their "you enter, you die" zone is a bad idea. Which is, you know, a requirement to hunt them. Making them interesting "mini boss"-esque creatures with very rare, valuable loot at the risk of purely how well you can hit them while avoiding to be hit.
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I do agree that the current loop around survival's greatest (in a world where water doesn't matter) resource, food, is a bit lacking and scewed. In the early game it might work to achieve the wanted result, in the later game, when you have more food from a single farm harvest than you can reasonably eat before it spoils even with preservation, it just becomes a chore to constantly keep several servings of something on you just so you can slurp it like water. The reason I haven't made any armor in my world yet and instead just got addicted to bandages is because... you can heal damage back without losing too much satiety in the process. Wearing armor to not lose as much health in the first place drains your hunger even faster. I understand armor needs debuffs to balance it and that wearing around with several kilos of heavy metal on your body would make you exercise more, increasing hunger - but still, kinda just discouragingly bothersome. I also agree that it is a shame and an oversight the game has no need for hydration - it's why I consider the "Hydrate or Diedrate" mod a non-negotiable must-have for any world anyone ever wants me to player more than 10 minutes in. Though I guess these things are planned, considering the entire "warm" side of the world is lacking any meaningful content so far. You can freeze to death - but being in 50°C is perfectly fine. That said, I'm not sure your proposed approach to this system is the ideal solution either. You called the current system "fairly in-depth for an arcade-type game", meaning you don't see Vintage Story as a hardcore, no-fun-allowed survival struggle simulator but rather still as a game that game-ifies certain aspects for the sake of fun. Which is the greatest hurdle of balance in any type of game seeing as the innate nature of why games are a fun way to spend your limited free-time is because you can escape the burdens and hardships of reality, even if just temporary. Accusations of "a second full-time job levels of grinding" (not for Vintage Story per-se, just in general) come to mind. And atleast some of the aspects you mentioned feel like dragging things out a bit far. Lemme start with my biggest pain point: Your suggestion to the healing system. While, yes, slapping on a cloth with herbal toothpaste onto your gushing stabwound is overly game-ified, a painstakingly slow healing system would just detract from the game being played. 7 Days 2 Die, a zombie apocalypse block-game(-ish), has such a wound system. Fall a block too far? Have a potentially sprained ankle or even broken leg which now reduces, even with applied healing material (which only lessens effects and speeds up healing a bit) your walkspeed, aswell as damage on sprinting or jumping or (if broken) completely disabling these for up to a real-world hour. This is quite frustrating, and we are talking about a game where you can solve all your hostile, shambling problems with various big guns. Transpose this to Vintage Story and I can't imagine that resulting in a good time. Considering how often you fall down places. You'd spend half the game in a plaster with crutches, a game where you can barely outrun certain common threats to life with no debuffs and where getting things done quick in the available time of day and the remainder of non-winter seasons running all over the place, is the norm. A status effect system is in the works, or atleast planned, which could help add more flavor, danger and meaning to the moment. Like bleeding wounds that need a bandage to stop, infections that need medicine or something like that. But making every single scratch you take a potentially hour long waiting game? No thank you, I can go back to watching people suffer in "Minecrafts HARDEST (for the 5th time) modpack" videos for that experience. At that point, setting temporal gear respawns to infinite uses and just respawning yourself everytime you get handicapped will likely quickly become the new meta to play. Which is not a good meta to have. Now as for the actual rework hunger; a more complex hunger system seems in order. While the level of depth and detail to the tracked metrics like fat vs muscle and such might be a bit too much, having a hunger system that is more complex than "Bar goes down. Eat food. Bar full. Repeat indefinitely." is certainly in order. I like the idea of having gradual starvation aking to games like Rimworld or Project Zomboid. A counter-balance to just normal food consumption. When satiety is empty, starvation builds up which makes you gradually weaker until you die. Eating things then slowly recovers from that. It doesn't necessarily have to track body fat development but just having a slow secondary metric tied to hunger would do wonders. Reaching 0 satiety isn't immediately punished by damage, resulting in more satiety drain for healing in a self-reinforcing spiral towards death, but prolonged lack of sufficient sustenance is penalized harder. Starvation slowly goes away when satiety is kept above, lets say, 75%. Faster if your nutrition categories are balanced, much like your max health increasing with a balanced diet. Or maybe, to lean a bit more into realism, faster starvation recovery drains protein nutrition, much like health recovery drains satiety. And while I think that the imbalance between the eventual overencumbarance with available food versus the constant non-stop consumption of it should be tweaked too - I don't feel like the current food system as a whole supports that. It is theoretically realistic to require one hearty or two normal meals a day as a grown human adult, with some snack as necessary. So having a drain that equals a big meal replenishing about your entire 1500 satiety or two smaller ones with a berry snack inbetween, maybe, seems reasonably already. Food is just that constant of a chore for living creatures. And the non-immediate death when your stomach hits empty could alleviate that by reducing the immediate need to constantly eat non-stop as you can run on empty for a bit and then recover at home with a hearty feast for a couple days. But beyond that the entire balance we currently have would crumble. You said two pieces of bushmeat would realistically sustain you for a day (or atleast make you not starve). If we were to balance stuff around that, prepared meals with multiple ingredients would need a gigantic debuff. Which then removes the incentive, aside from "yummy dish" roleplay, to ever invest into proper meals when you can just kill a rabbit, cook it, eat it and call it a day. That would also mean that your average big gain animal would sustain you for several days, assuming you can preserve the meat that long. And suddenly the need to setup proper farming or animal husbandry is gone, as food is even more, even earlier abundant. So yeah, Tl;dr while I agree the current system feels lacking, I don't see an easy solution that wouldn't have the effect of using an axe fur surgery.
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Iirc there was talk about how caves will have more horizontal, "traditional" cave openings later before connecting to any shafts once they figure out a better generation algorithm?
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See, that's some informative context someone outside of your friend group couldn't have possibly known. It's why you yourself are best suited to make such decisions. This also seems like it's gonna potentially devolve into psychological guessing games, so not wanting to be eligle for blame I'm just gonna play it safe - the decision is simple: If you gift the game and the person just straight up hates it, never even touches it and the money gone into the gift is going to waste. Would that be a big enough problem to outweigh the chance of the person joining you and your other friend in Vintage Story instead so you don't have to play baby's first block game anymore? If so - don't risk it. If money isn't the problem, just do it. Worst case scenario you'll just find out your interest in block games is not compatible.
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All these answers are based on what I know from other discussions or wiki information, not because I changed the month length myself: 1. Yes 2. Yes - Just look at the currently set value (running the /worldconfig xyz command with out a value after tells you the current value iirc) and do some percentage calculation to even it out. E.g., if you spoil rate is 1 on 9 days, you'd want about 0.67 for 12 days. 3. Don't think so? As for something needing to be tweaked alongside, see 4 4. No. Hunger drain remains the same iirc. Therefor you might also want to adjust the hunger rate multiplier in accordance, much like the spoil rate, to account for slower crop growth.
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I personally don't think that strangers on the internet should be anyone's go-to source for advice on solving their personal friendship woes, as you certainly know any involved person better than we do. That said, sounds like typical run-of-the-mill evasive behavior making it a rather small chance they will like the game if they try, and a much larger they can't even be bothered to play more than once for like 15 minutes due to "gift debt". I'd save my money, but I've always been a cheapskate.
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new I just bought the game, what are your tips for just starting out
Rainbow Fresh replied to neoladdTTV's topic in Discussion
Welcome to the game and forums! Can't say much on performance. My game runs mostly smooth, unless the expected lag when generating new terrain at slightly higher than default render distance - had that in TOBG too. And some occasional, seemingly random lag spikes. But I can't say if that is my 60 mods, the game, or my PC. As for what to expect; yes, Vintage Story is a comparatively hard survival game. Comparative to your average vanilla Minecraft, for example. There are certainly modpacks out there that make MC much harder than Vintage Story, but so are there such mods for VS aswell. Prepare to expect falling on your ass when you underestimate challenges, don't think you can always just run in guns blazing into any encounter, take winter *very* seriously and expect to spend a fair bit longer on some things. As for tips for starting out... I think these two threads already cover a few good things to keep in mind. And so does this thread give you an idea or two for what mods you might want to look into: Ultimately though, it depends on you what you want from the game. Terrain generation mods you should certainly look into beforehand, but most other things can be added later if you feel the need for it. Just always keep in mind to backup your world before meddling with the modlist, and make sure to only focus on mods that are compatible with the current major version of the game (1.22.x)- 17 replies
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Not quite the type of "veteran" knowledge to pass down as I learned it about 10 minutes later and maybe doesn't even affect most new players - but the game didn't tell me so I am telling you: Yes you can interact with those weird people in the carts/houses, no you cannot hold anything in your hand to do so, and most certainly don't hold a rock when trying to right-click.
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For no nefarious IP theft purpose of my own, I am counting from the screenshot on your tavern both the lower stone floor and the middle floor have 3 high walls. Is the basement just a two-high cramped space or did you use some other magic to have a floor between them?
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I love chiseling, you love chiseling - we all love chiseling. And what we all love even more is those swanky mods that let us actually chisel in peace. You know, the ones that let you copy and paste designs so we don't get carpal tunnel syndrome from clicking the same 200 chiseling steps over and over and over again. But unless you have the ability to steal ready-made copy'n'paste blueprints from the interwebz, one big problem remains: Actually coming up with the design in the first place. A process that, if done in survival, is a very tedious and unnecessarily resource intensive one. A single chiseled block consuming 20 different block types, just for the end result to only need 3. So I don't blame you if you quickly dip over into creative mode to do that - I sure am doing the same. But that gave me an idea: What if there was a survival friendly way to experiment with chisel block designs? Some sort of workbench table you can craft, that allows you to experiment around with any block you want as if you were in creative; but only to save a chiseled block design for later use, all in otherwise survival mode. The best of both worlds. Integrated into one of the common chiseling mods with blueprint function (like ChiselWiz or Chisel Tools), or even with it's own survival-friendly, non-cheaty blueprint pasting feature. Just an idea. Probably gonna be complex as hell if possible at all. Commision: No. This is a random idea I threw together and wanted to throw out here to see if people think this would be a good idea, and for someone with the necessary skills and interest to potentially try their hands on if they got nothing else to do. I am not looking to commission anyone to create this mod at this time.
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*PTSD flashbacks last time I accidentally opened the door during a temporal storm*
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I did find actually craftable chains and with a bit of convenient overlapping beam placements, I got the result I wanted.
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I don't know about lore implications and I can obviously not speak for the actual developer's reasoning, but I can try argue as to why it makes sense to me and why I do not agree with some points you brought up in order to try and reason as to why this mechanic might be how it is. You mentioned the game's progression requiring going further out being a contradiction to the respawn model that heavily penalizes ever moving more than 1000 blocks from world spawn. I don't see that as a contradiction but rather the chosen attempt at being a challenge. Death should be penalized. Of course there should also be options to make the penalty weaker or remove it alltogether because not everybody likes to play the same level of challenge and not everyone might be capable of dealing with it - which there are in difficulty options and mods - but ultimately, by design, there needs to be some form of penalty to make a challenge. Give people infinite respawns anytime they sleep, turn on keepInventory and boom you have players happily running into a bear on purpose cause it gets them back home faster than walking 5000 blocks back. I know that, because it pisses me off everytime I have to allow this behavior on server I administrate. So following this logic, death needs to be a challenging penalty, as most of the game's challenging elements revolve around... not dying. You start out near spawn, and slowly move your way outwards. As you progress you unlock new means of defense, of travel. You get the ability to set your spawn elsewhere, but only as long as you keep supplying it with temporal gears (or... don't die that often). Deliberately setting your spawn point is a choice of whethere it is worth investing that somewhat rare temporal gear or not. You could carry one around and set spawn when you get to a clearly dangerous location - but is it worth it? Is it worth risking to die elsewhere with your spawnpoint now set here until you return home and reset it? Are you better off marking the location down and coming back later when you are prepared for what lies inside? You also get better gear to survive bigger threats. You get more resources so that losing some of that gear when dying doesn't matter as much as if you run out in your first ever plate armor using up all your remaining ingots. It's a naturally scaling challenge that works the same no matter your phase of the game. It penalizes risky play and incentivises planning, carefulness and preparation. It introduces a passive linear progression system into an otherwise open world sandbox. So seeing that Vintage Story sells itself as an "uncompromising wilderness survival" experience, it makes sense that the default way to play means dying is bad, potentially really bad, and you should avoid it at all cost. Not try and kite a bear with a flint spear just for the fun of trying it and then dying and walking off like nothing happened. Also, I feel like this is a bit of an overreaction. Why would you go and delete the entire world just because you died in the early game? At that point it doesn't sound like you lost much of anything to begin with as you didn't have anything yet. Making it less devestating and more of a learning experience. If course yes, wolves and bears are kinda jank and somewhat frustrating at times right now, but that isn't a fault of the death mechanic imo.
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It has officially been 100h that I have spent on this world! (add 3h cause my PC softlocked and so the world was last auto-saved but the playtime did not update when shutting it down) Spanning already 2 major game versions (1.21.6 - 1.22.2), being loaded with an ever-growing (and shifting) modlist of over 50 mods and subjecting it to one or another of my stubborn playstyle decisions I have certainly left my mark on this blocky world - I just hope that my building of a growing village is a positive one. Which is what I want to share today, as I have certainly been inspired by other people's shared builds around here. Being settled on the ruins of my predecessors, the location I settled down in was what already seems to once have been the onset of a community. A ruined tower, atleast 2 discernable house ruins and a small plot of farmland next to a pond. Seeing the tragic state of this world, I wanted to fulfil their vision and grow this rather beautiful space of land into a flourishing settlement (maybe with actual NPCs modded in later, if my PC doesn't explode.) The first building to get a glowup was the one most salvagably discernible - and became my personal house which is housing me and my hoarder tendencies to this very day. A cozy little cottage with a now unused outside nook, which previously housed my smithing setup. Next up was a, probably way too extravagant, stable area for the one horse that was roaming the area when I arrived and has become my trusty steed on many an exploration so far. There was surely more need for more important things, but this type of stable design is the one thing I know by heart from my many lives in TOBG. (Yes, I still need to finish chiseling the other half but dayum that is repetetive) What actually housed me before the main cottage was livable, was the tower ruin as it was most sealably intact. It was very much clear to me from the get-go though that it shall eventually become a windmill tower to get access to mechanical power. Not much of the original ruin is left at this point, but the realization of how much flax a windmill consumes has thrown me back in progress quite a bit. Saw the rapid field expansion at the beginning? Yeah, that's gonna be flax only. Finally the newest addition to my corner of the world is the new smithy. My first attempts at dipping deeper into the world of chisel magic - not quite 100% sure how well the design turned out but I invested too much time and effort to just scrap it now. Got nothing to show on the inside yet, cause it is empty, cause I learned all the cool decoration stuff is locked behind blueprints with BetterRuins. Atleast that gives me more reasons to explore the new 1.22 terrain now. From here on out, soon having to face winter again and prepping for the third year, I want to add a fishing pier to the lake, a tavern to the village - cause what settlement is complete without a place for weary survivors to rest - a greenhouse and eventually put a big defensive medieval wall around it; plus whatever other building I find the need/inspiration for. I'd also like a harbor for a sailboat but sadly, the ocean is 5000 blocks away and constructing a road there is gonna be the end of me. I have always been bad with choosing material colors that go well together (and am also kinda limited in wood types for now), and I got a ways to go learning about the powerful art of using beams for detailing, so if anyone has suggestions for improvements I can try out, feel free to share them!
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