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Everything posted by Rainbow Fresh
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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.
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Picking up small and medium animal with hands
Rainbow Fresh replied to Nickery's topic in Suggestions
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. -
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.
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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.
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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
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Best thing I've built so far - Modern style barn
Rainbow Fresh replied to Mongster's topic in Builds
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? -
They were suggesting alternatives. These mechanics do not exist in the base game.
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I would love to see a space age mod or someting
Rainbow Fresh replied to LiLbaconboss's topic in Discussion
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. -
I would love to see a space age mod or someting
Rainbow Fresh replied to LiLbaconboss's topic in Discussion
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. -
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.
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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
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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)
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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
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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.
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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.
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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.
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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.
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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)
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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.