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Rainbow Fresh

Vintarian
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Everything posted by Rainbow Fresh

  1. Would it be nice to have? Probably. Is it necessary to have? Not really. It's cool to have different models for fresh fuel, burned fuel an having meat being roasted on a stick (wherever that magically came from) or a cooking pot or crucible neatly nested inside; but adding more models for different fuel types is something I'd happily wait for "whenever the devs got nothing better to do"
  2. But what if instead of chiseling the rock on the fly to have holds (cause any sort of chiseling will inevitably impact performance in the long run), you hammer the chisel into the rock as a stake. Doesn't need "special climbing gear" as you use your everyday hammer and chisel, and the ability to climb anything anywhere is offset by the need to smith tons of chisels to abuse them as stakes. Could also add the ability to retrieve the chisel (with less durability) later which with the now removed item pickup delay could make for some ballsy two chisel plays. But the cracked rock approach sounds the most intuitively balanced option.
  3. The limiting factor is supposed to be that you lose the spear in the process (I think you can pick it back up? But that's assuming you are not being chased down by a bear or other, running for your life). If the target isn't dead after the first throw, you might have a problem. Whereas with melee attacks you can keep poking until the job is done. Aside from that, though, I think what could bridge the gap between the two a little while still being easy enough of a game mechanic to implement and play around is increasing damage by distance traveled. Aka, if you throw a spear at something literally in your face, you are not only giving up your weapon but also doing barely anything. Whereas throwing at a target a fair distance away does the full intended ranged damage. Please don't get into another AI discussion about the physics behind this, I am seeing this as merely a gameplay balancing concept. That way throwing a spear when you could melee is being discouraged while the spear retains it's "risk reward" ranged capabilities with more perceived reward for the risk.
  4. Too many different points to quote so I'm not gonna bother. Seeing as both sides of this discussion don't seem to be getting anywhere in convincing the other side, I'mma just gonna add my opinion one last time. I think that by this point most of us agree here that it would be a non-game-breaking QoL improvement if you could create a firepit using any common fuel source, much like you can create a pit kiln with firewood, peat or coal (I think, only ever used peat). Seeing as adding at least peat to the options already negates the tool requirement for that half of the process though, I'll still vote for sticks should work aswell. Gives more versatility in when and where you can create something as basic as a firepit while not changing anything about the "progression requirements" quite yet. For the "people who create a firepit would want to use it and as such want to use fuel that lasts longer than 0.5s" argument; right now you are already creating a firepit with firewood just to immediately swap it out for other fuel depending on the situation. Sticks are no different with the added side effect that you likely have sticks on you or find them around you before you have firewood, peat or coal. As for the debate about whether you should be able to harvest grass with your bare hands or not and the philosphical discussion about railroading the player's experience or not; The reason as to why we aren't getting anywhere is because both sides have decent, but no more than that arguments and as such I'm inclined to agree with the "if changing doesn't do anything notable, why change" side putting the concept of hand-harvesting grass to a potential mod anyone who wants it that way to install. After all, on the one hand there are arguments for grass punching - I, personally, can attest that there are players (me) with the "Why use durability when can spend more time for free" syndrome who would certainly rather punch grass than ever use a knife for the task, much I'd rather punch dirt for an hour instead of crafting and breaking a shovel. And with the ongoing railroading discussion, I'd very much say that if the game allows me to punch solid ground and not need a tool, not allowing me to do the same for something much simpler is kinda railroading by only offering a chosen selection of options for a task that, in other parts of the game, as multiple options. Then again on the other hand, we are talking about a mechanic here whose sole effect would change about the first 5 minutes of the game, and maybe have a nieche usage in that 1 in 100 situations you come across. So it's certainly not like we're discussing making a stone saw to bypass the need for copper to make planks for a nice looking house (and the dozens of crafting recipes requiring it). Speaking of progression and the tutorial nature of guiding the player to their first tier of progress (knapped tools) via the requirements for a campfire - that's not necessarily true, and wouldn't really change too much even with hand collected grass. A campfire has three uses: Cooking food, giving light and warmth, and smelting pre-iron ores. The latter of which you will only encounter in the pottery age, the middle of which is mostly a cold climate/winter thing (torches are the more versatile light source), leaving only really cooking. Depending on the spawn, you will probably live off of berries. The only thing requiring a campfire to cook but don't yet require you learning to knap to make a weapon are cattail roots. Which, themselves, already teach you "you can punch the plant and get the cattail. Buuuuut, with a knife, you could ALSO get the roots which you can cook and eat". In none of these scenarios does the campfire act as the initial guide to knapping. As such, in none of these scenarios would the path you take or level of guidance you get at the start of the game change even if you could make a campfire by just punching grass and picking up sticks. But alas, as mentioned, tl;dr - at this point we can probably agree that the campfire should be able to be created with multiple starting fuel sources as a QoL change, and punching grass is better kept to modding.
  5. Granted, that is true for most parts. And it's been some 10-odd years since I was new to that game and there was no grass back then so I can't say how the order of experimentation would be for a completely new player; however, at the end of the day I don't know anyone there who would ever use or consider needing a tool to punch grass, something most anyone will do early on to get their first wheat seed(s) for farming. Which, even in vintage story, you do by just punching readily grown wild crops, not needing any tools. I've read that thread aswell and do agree with the author of which in the point that some controls could certainly be streamlined, bar the "everyone is already used to how it is". But streamlining "interacting" and "breaking" consistently would not do any harm in my eyes. You "break" an animal with left click, then harvest the loot with right click. You break a log with left click, but harvest the resin with right click. So why wouldn't you break grass with left click, and harvest it with right click? And harvesting crops is done with always left click no matter the tool either - though that is more because crops don't differentiate between harvesting and breaking; harvesting IS breaking and the loot depends on crop stage. Personally, I have finetuned my burn times on e.g. cooking with leftover sticks/grass to save more potent fuel every now and then. I also needed to go out and cut new grass about as many as I mowed the lawn to clear building areas. If not using grass as campfire fuel, pit kilns will eat up your stockpile. And there is no going around that.
  6. There are two different concepts at play here. Progression and what the title of the thread suggests this is about, being able to make firepit without tools. And personally, I don't think the two got much to do with eachother. First off, do we actually consider making a firepit progression? Depending on starting climate, spawn area and luck scavenging, you don't need one before you have need to make flint tools for other reasons. Live off of berries at the start (or be disappointed how much more work it was to poke a fish to death back in 1.21 with a crafted stone spear, then butcher it with a stone knife, then cook the filet just to have barely more satiety than the berries) and you don't need a campfire until you want to cook something - aka. are in the clay age, past the stone age where you "unlock" the campfire. Have a more dire start and cooking anything that moves or is a cattail root is your only chance of survival. Doesn't feel like much progression and as such, doesn't feel like much change to or bypassing of progression if we could make a campfire with sticks instead of firewood and rip grass right out of the ground. Speaking of which, realism aside I'd argue it would be a much more intutive thought for a fresh newbie player to get grass as one of the first resources before anything else - because it's grass. You can rup it out with bare hands IRL and many peopl come from Minecraft where literally punching grass is one of the first things you do. It requiring a tool may at best act as forced guidance to "Hey, welcome to not Minecraft - you can make a stone knife" but otherwise more like the oposite of game progression. Forcing progression in other parts by arbitraty limitation. That on top of the realism factor of a firepit usually starting with easier to ignite kindling (like leaves or, well, sticks) and only then fueled by longer burning firewood and Tl;dr making a campfire with sticks and grass is a very reasonable thing that I am in favor of adding to the game. And maybe punching grass. No need for wood javelins though. On the one hand, if this deliberate distinction between "wants to remove grass" and "wants to harvest grass" is truly important - harvest it with right click. Both on the knife and the hands. Clear distinction between two mode of operation. On the other hand - even if you remove grass, it's one of the few things in VS that just comes back out of thin air. So if the player just wants to get rid of grass... nature already has other plans. And furthermore, you need tons of grass and can just use it as campfire fuel if you have too much, so the problem of throwing it away to clutter the world and accidentally picking it back up is less of an issue.
  7. So, seeing as there are one or another thread already around discussing the current temporal mechanics (temporal stability, rifts, temporal storms) I have been building this idea after reading through a couple of those, suggesting an approach to how temporal stability and its stronger effects during temporal storms could - in abstract theory - be reworked. I am aware that what I am suggesting would be a huge feat of software engineering but still think it's a cool enough concept to consider discussing. I will also mix parts of how the experience would be for the user with how I would roughly think it could be implemented. This entire idea is built off of the concept mentioned in the wiki about how "Temporal Stability is a game mechanic that measures how close the player is to entering the Rust World." This, to me, implies there is intended to be a whole different "world" (seeing as this is temporal stuff rather another "time") from which the Rust Creatures come, spawned into our world through the space-time-rifts. Mechanically that sounds like having a different dimension much like Minecraft separates world instances of the overworld, nether and end dimensions; I don't know how feasable actually multithreading dimension instances would be for what the gimmicks I will bring up later are but that will ultimately be a design decision for the developers to make. The idea is the following: There is a whole second game world dimension which will be the Rust World. This dimension is a carbon copy of our main game world, as such generated from the same seed under the same conditions. In fact, for more enforced equality across changing world generation (mods/version updates), I'd rather recommend the Rust World main world data to literally just be copied from the main dimension's one upon generating any new chunk. This way the Rust World is exactly the same world as we play in as it, again, should be just "temporally" different; same world, different time. The main difference of this second dimension would be that A : The temporal storm VFXs (minus the warping, maybe) are constantly active B : Temporal stability doesn't naturally increase C : Much like during temporal storms, monsters spawn all the time - more on that in detail later D : Using the new 1.22 procedural dungeon system, big Rust World dungeons spawn frequently all over the place With this framework in place, the Rust World could be integrated with the temporal stability mechanic and the temporal storm mechanic in way more impressive and risk-reward type ways than just spawning monsters on your head during storms and having some wobbly visuals, and the complete lack of any notable mechanics tied to reaching low temporal stability. Instead, one could literally utilize the Rust World and the concept of "getting closer to the Rust World" when temporal stability is low. Imagine the following: When temporal stability gets low, individual chunks of the world get visually overlapped with the chunk data from the Rust World at that location plus according localized VFXs (doable, because for every untouched natural bit of the world, the Rust World looks exactly the same except for Rust World dungeons maybe). This would be a visually impressive and much more notable warning indicator for low temporal stability than glitchy monsters spawning and ultimately just taking neglectable amounts of damage. After all, the player is getting closer to the Rust World, being no longer temporally anchored in this plane of existence, not the other way around. Upon reaching 0% temporal stability, the player is then teleported to the Rust World at their currently location (plus safety to not be inside blocks) proper. This could be visually smoothened (nobody likes "Loading..." screens) by replacing the chunk data at their current location first, then just re-loading chunks around them normally but with Rust World data, gradually "turning" the world around them into the Rust World. Instead of actively being harmful, this would make the temporal instability mechanic passively harmful. It would also greatly expand the scope of this mechanic and turn it from a simple "avoid" nuisance into a more detailed risk-reward mechanic. The point of the proper Rust World is that it is incredibly hostile - I am thinking minimum Tier 4, up to Tier 6? monsters with unique monsters found only there - but also very rewarding with all the dungeon loot found only there. To the unsuspecting, unprepared player it as a "to be avoided" death sentence (and being a different game dimension, on death items would basically be lost forever, so more reason to avoid). To the prepared player (or group of players); or the foolishly brave, it is a challenging opportunity to seek out on purpose. The way to escape the Rust World would then be to get your temporal stability back up to 100% by either killing monsters, finding temporal gears as loot or potential other mechanics one could come up with. With this framework in place, temporal storms could also get the same upgrade. During a temporal storm, random chunk patterns (as in, not just individual chunks but patches of chunks to have connected structures) will be replaced with their Rust World counterpart. This makes them much more impressive and much more dangerous than just annoyingly spawning monsters in your face. Literally. This would also elevate the intended danger coming from high tier monsters spawning in your face in a more predictable and meaningful way - instead of high tier monsters spawning at random anywhere, random patches of the world turn into their Rust World counterpart spawning the high tier monsters from there. The "not being safe anywhere" notion is replaced by "Oops, half your house is now Rust World instead". Of course, since this is a much more disrupting approach, I also suggest the Rift Ward to instead create a safety bubble in which the world cannot be turned into the Rust World, so players can earn protection of their base and as such a semblence of safety during storms. And since this is dealing with chunk data from two different world instances, the normal world is safely revertable at any point. As mentioned at the beginning, I am aware that this would be a huge undertaking to implement - in general, but especially in the "fancy" way I suggested. Most complicated would be the treatment of server vs client in multiplayer settings. After all, temporal storms would affect the world as a whole and such need to be synced between all players. Meanwhile, the warning illusions of low temporal stability would be an effect only affecting the player with low stability. Going to the Rust World on 0% stability, however, needs to be a synchronized act allowing for multiplayer cooperation again. Thank you for coming to my TED talk.
  8. I agree that the entirety of "temporal" stuff, in its current form, is rather short-lived and lackluster. Spawning fresh into the game for the first time and finding your first temporal rifts is a spooky moment, until you start ignoring them popping up every 5 meters on a high/apocalyptic rift activity day while out exploring and just get utterly annoyed anytime one spawns at home. Your first temporal storm will be a moment of awe about the funky effects and the dangers until you realize that is literally all there is to them, turning into just a wasted day everytime another storm approaches. And temporal stability is this looming mechanic that, to a beginner player, seems like a scary thing you need to always keep an eye on and making mining trips very dangerous and time limited - unless you realize how easy and basically consequence free it is to forget it even exists and accidentally getting to <25% stability or even to the damage dealing ranges. Flashy gimmicks that work once but still accompany you all game all the same. That being said, I don't necessarily think making low temporal stability strictly more deadly (as in more deadly types of enemies spawn, you take more damage, ...) is the best fix. As has been discussed over in another thread specifically talking about temporal storms, I think a more mechanically in-depth approach to bringing meaning and variety to this entire side of mechanics could be better. As the wiki said something (probably implied through lore but not yet implemented?) about low temporal stability bringing the player "closer to the rust world", what I can only assume to be the world at the other end of the rifts that spawns the rust into our world. That could be acted upon more. Instead of bringing more rust specifically to a player with "low sanity", the player could be brought to the rust instead. I already suggested something along the lines of temporal storms introducing unique, temporary dungeons/structures from the rust world overlapping with our reality - high risk high reward unique opportunities to give storms meaning beyond "stay at home, kids". In the same way, the player could upon reaching low/0% tmeporal stability be teleported into a rust world type dungeon they need to escape from (or horribly die in). A salvagable situation, with additional late-game "voluntarily taking on the challenge for fancy loot" type potential; to the unprepared/early-game player, however, basically just a surefire way to lose all their items though.
  9. As I settled in the first set of ruins I came across in big, grassy plains next to a lake near spawn, I don't really have wolves or bears near me. As such, my strategy for dealing with wolves is just to... not deal with them. Most I've come across is 1, rarely 2 in an area and usually they seem to run away like normal animals? And the times they don't - seeing has how little useful stuff they drop I feel to bad to hurt the puppy so I just keep on walking at a slighly more sprinting pace. Seeing as wolf and bear spawnpoints are apparently fixed per world, I have a wolf spawn on the other side of the big lake next to my base. But that hasn't been a problem the entire first year I played so far. As for bears. We don't deal with bears. We don't talk about bears. We don't acknowledge bears exist. Forests are just haunted and that's why I am overly cautious everytime I have to travel through one. If anyone tells you I got audibly startled one night out by a ninja bear materializing behind me (despite me constantly looking around in a not-even-forest area) they are a liar. ...I have lured one into a pond and ran circles around him on horseback trying to pelter him with arrows one desperate winter day, though.
  10. Yep. Got nothing better to do than update the ModDB's "recently updated" page on 1.22 filter every 5 minutes and hope and cope. Personally am currently down to 6 non-negotiable mods that don't even have 1.22 RC compatibility.
  11. What I am currently doing, spending my days stalking the ModDB "recently updated" list every 5 minutes, is essentially what you suggested. I initially cross-referenced every mod in my mods folder, manually, with the actual mod on the ModDB, keeping their full, searchable name together with the currently highest supported version number and if I could find any warning about "WARNING UPDATING THIS MOD WILL EXPLODE YOUR PC YOU NEED TO FIRST WIPE EVERYTHING" in either the mod description, comments or patchnotes in a .txt file. Now I can occasionally come back and check only the ones that didn't already support 1.22 (or a release candidate because if I wait for official 1.22 stable compat I will never be allowed to play again) and see if they updated.
  12. You see, for as far as I have come in this game so far I really see no specific reason to gate honey production. It has too few uses (that I am aware of) to be any more or less game-changing whether you need one nice-looking, well build Langstroth hive or about 10 skeps on rotation to get a "decent honey production going". You can use the material as substitue for fat in pelt making (I think?) which from my experience is less useful as you usually get the fat you need to treat the hide from the animal that gives you the hide in the first place (and there is little use for pelts, let alone anything under large/huge, past the early game where you will have no bees). You can use the wax to seal crockpots; but if that's all you need you only really need sealing levels of preservation for cooked food for winter preparation (which means all year to collect wax) or in winter (where bees do not produce neither vanilla nor in From Golden Combs.) And finally, you can make candles out of it. Which isn't that incredibly impactful either. Candles aren't notable on their own (worse effects than an oil lamp which is made with fat, more/as easily obtainable, worse light than a torch) and their extended use (lanterns) is gated behind smithing. So worst case you sit on a bunch on non-perishable honey that doesn't really qualify as food and is mostly just used to make jam (which isn merely to keep fruit nutrition up in winter) and a bunch of wax to seal crock pots and make candles that you probably won't spam all over the place. So in tl;dr speaking from personal experience, the hardest part was to find and then acquire the inital set of bees (unchanged by From Golden Combs). The mileage of bee products is so limited that even having it "too easily available" in terms of needed resources/effort nothing bad happens long term. For the parts of the game where it might still matter (aka. the earlier stages) getting to your first setup Langstroth hive is a conscious effort. Yet in the end, this effort goes mostly into less repetetive tedium (crafting skeps forever) at no changed cost (both skeps and Langstroth hives are build solely from inifitely farmable resources) and, atleast to me personally, feels like the "nicer solution". Cause a langstroth hive just looks like a much nicer home for our buzzy friends than just some cattail slapped together. But alas, at the end of the day the mere existence of this level of discussion about the topic means that for the original topic of this thread - mods that should be vanilla - this mod has already failed as vanilla mechanics should fit nicely enough that most everyone agrees with em. So I guess it will better stay a mod for people to install at their leisure - or alternatively the "make candles from fat" mod if people don't like bees at all.
  13. And that is exactly why I am opening discussion to ask for opinions. It makes absolute logical sense that the world keeps turning when you log out. In the same vein, however, if sticking with what makes "logical sense", it doesn't make sense that you just blip out of existence for a certain amount of time. On the one hand I wouldn't want to force everyone to adjust to my playtime schedule. On the other hand, constantly being pressurend into playing as much as possible when others do aswell (which would be hard across global timezones) sounds like no long term fun time. My conclusion would be that Vintage Story is simply no Multiplayer Game (organized Coop at best). But considering there seems to be 24/7 dedicated public/official? servers people seem to disagree. That's what I'm curios about.
  14. I know it says question in the title and is still not in the "Questions" forum but that is because I am more asking for opinions than actual right answers to a question about the game. No, my question is on an abstract level - how is public multiplayer supposed to work? Granted, this question is coming from Mr. "Only played Singleplayer" so if the answer is something very obvious that was thought of in the game's development already I'll excuse myself. But the story is that this Mr. Singleplayer has some friends who are considering to host a small little community server for us (and some interested others) to play together on. Community server meaning it's not the typical "Hey, anyone got time? I'mma boot the server then" but your average 24/7 dedicated server. And that got me thinking. How is that supposed to work on an increasing scale? If you got a friend, maybe two, to play with and some decency/coordination in when to play even on a 24/7 server (considering time is stopped when nobody is connected afaik) there is no issue. You usually all play together at the same time. Even with more friends and some less "all together or not at all" playing rules, as long as you stick together as one in-game community everything is fine; whoever wasn't on for a bit gets the resources (food) prepared by the ones that were. But all of this falls apart when thinking about a big server with split communites, where not everyone lives/works together. Time is a very, very crucial resource in Vintage Story. Crops grow - and die, food rots. Seasons change making the acquisition for more food potentially harder to "impossible". So if a server is on 24/7 and people mostly always play somewhere on it (global timezones baby), even just having to go to bed for the day and getting a comfortable 8h of snooze before the next gaming session can mean that months have passed in-game. Now you come back and your less preserved food have rotted. Nobody tended to your crops so they dipped past their ripe stage and into damaging weather, reducing the harvest. And this potentially every day. How is one supposed to play like that? And while this is under the half-knowing assumption that most things in-game process their time even when unloaded in-between, even if that wasn't the case and a logged out player's area was unloaded and hence untouched (a very exploitable mechanic), unless you building your base 200k blocks away from other players surely one will walk into simulation distance every now and then - with more or less friendly intentions.
  15. While I partially agree that some things could be expanded on in usability (from what I read on the wiki, the only reason bowl contents cannot be put into any other container anymore is indeed a discussable code limitation), I also want to share my personal favorite easy fix for most any issue in the game where a missing mechanic results in unnecessary losses: /time stop /gm c Delete mis-crafted/mis-placed item Spawn in OG source materials /gm s /time resume
  16. Considering the unique re-spawning mechanics of mushrooms I am not 100% sure, but generally speaking, having vastly explored is a disadvantage for you here as all the new world generation stuff (new structures, new rock strata, new terrain, new berry bushes and plants) only spawn in newly generated terrain, so you will have to walk further out than those 10k blocks you already explored. EDIT: Well, or you could always world edit re-generated terrain outside of a save radius from your home...
  17. Having a much more limited stone age tier of pickaxe could be an interesting idea, even though I personally don't see any immediate use. However if you are saying it requires antler - as in, the stuff grown bucks drop when hunted? - that kinda negates the path of progression. Hunting fast game like deer is basically tied to having access to bows and arrows of decent quality. Lest you play as Hunter class or with disabled class-only recipes, getting a bow takes a while; depending on luck and priorities, longer than it takes to get your first copper pickaxe. So by the time you may even get the "stone age" pickaxe you already made it obsolete.
  18. I do agree with LadyWYT that generally just making every single block in the game a time consuming process and tool challenge to place would be overkill. It could make for a fun extra hardcore challenge and hence could be an interesting overhaul mod concept but certainly not a base game mechanic. There already are some blocks, as mentioned, that have involved multi-step processes to place/finish and having some more of those would be nice (the VS Roofing mod I use also turns playing roof blocks into atleast a three-step process with the reward of much, much nicer looking roofs) but replacing the iconic block game mechanics would most likely be a case of "realism over enjoyable gameplay". The game is already hard, time consuming and unforgiving enough in many other aspects that I want to atleast be able to build like a normal Minecraft player in the calm moments I get to enjoy. However, I can also see merit in the complaints you brought up which warrant their own discussion. Mainly, being able to solve your (probably monster or hostile animal-based) problems by just placing blocks. As in, pillaring up to escape any situation or walling off cave sections full of enemies. While not an easy fix like this what I think could be an easy enough approach to mitigate this would be two simple difficulty options; For one, the inability to place blocks while in the air, disallowing pillaring up. Voluntarily combine that with enabled gravity even for soil and now you are forced to staircase up (which monsters can follow you with) with atleast stone materials, which are harder and more deliberate to obtain or limited to just building up natural walls that only need you to gap a block here and there. The second one being the dreaded mechanic of monster being able to break blocks. In this case, I'd say specifically player-placed blocks of below copper tier, meaning you need to deliberately obtain and bring placeable blocks of higher quality to protect yourself instead of just placing dirt. That would also have big challenge implications for building a base.
  19. You mean, like, taking dye you created in a barrel and being able to pour it out into the world (assuming creating water sources from buckets is enabled)?
  20. I disagree, at least for the earlier game stages (that I am currently in) and especially considering that animal spawns in winter have now been fixed to be lower(/disabled?) during winter in 1.22. Further more, the Buthery mod does not necessarily make it more efficient (bar the potential, small 20% increase in potential drops in later stages, though at that point you probably have enough crops to last 3 winters on them alone per harvest), it adds extra steps to even get to the meat. Instead of killing, chopping and then immediately cooking the animal you have to haul it all the way back home, put it on the hook, skin it, wait for it to bleed out, then haul it to the butchering table and chop it up. Extra steps that don't feel wrong imo but are certainly not making things more efficient; in fact, they can be a dangerous game-changer when you are on on your last hunger bar segment and waiting for the darn pig to finish bleeding out so you can harvst it's, like, 3 pieces of meat to last another day in winter. And Blood Trails; granted, as I said before, as much of a nice mechanic I think it is (and hence using the mod) it doesn't do nearly enough right now. Living in very grassy plains, even with a blood trail barely visible between all the grass spotting the deer lying down in tall grass to be virtually invisible before spooking it away by getting too close is not any more possible and in my experience the trail always stops spawning particles (darn magically healing wounds) before the animal even stops running. I don't think (but also don't know for sure as I skipped vanilla skeps immediately for the "From Golden Combs" re-usable alternative) bee stuff is getting increased. You just get nicer looking, less tedious and more realistic alternatives. In the case of From Golden Combs you still need the normal reed skep to acquire your first bees. And as you said even by vanilla standards, crafting skeps is not a limiting factor. But then instead of constantly having to break the entire darn thing and piss off the bees like a peasant while waiting in-between for them to migrate to a new skep, you can just harvest the honey and leave the hive intact. With the high tier La-something apiary being the good looking modern variant of it that is scalable. More expensively scalable than just plopping a million skeps everywhere. So I think it's not affecting the bee economy much, it just offers something more to do and some more QoL scalability than constantly crafting skeps and running for your life after each harvest. Though tying the whole honey production to flower stats would also be a nice touch. I would love to see a more free-style cooking system. I get the implementation ease of just having four slots with the balanced amount of ingridients being a cleanly scaled version of the recipe, which is defined by one driving ingredient - but it would be much nicer if you could just throw things in the pot and see what happens. Servings amount is then determined by the combined "value"/mass of ingredients, just like resulting nutrition values can be relatively scaled.
  21. While your walking stick argument may seem convincing (don't have the mod in question to judge), for butchering the variety of tools makes sense. There are three components to the mechanics of the mod, which are the hook for skinning (step 1), the butchering table for butchering (step 2) and the smoking rack for preservation (optional step 3). More detailed and realistic than vanilla currently is while not being bloated by any means. These then come in three tiers of gear - three "variants"; primitive, normal (copper age), advanced (bronze/iron? age) changing the amount of results gotten from "less than intended" in the primitive stages and "more than intended" in the latest stage. This adds worthwhile progression as you unlock the right to gain more for less work by progressing the game and investing more valuable resources. Essentially the same smithing a bronze falx over a copper one does, which is an unnecessary (technically) but rewarding upgrade to a plain wooden club. You can live with just the club just fine, but it's much easier and comfortable to have a proper high tier sword. The remaining "5 variants of hooks" would guaranteed remain in any vanilla implementation of something like this, because vanilla has variants of all metal object for all supported metal variants. So despite the bronze hook giving 120% drops despite the base material, it will still have visually distinct "variants" for tin bronze, black bronze and bismuth bronze to be made out of. And as for the variety of additional items added; while I do not, personally, see any real reason for the prime meat to exist (it always drops too few to consider using in soups/stews/whatever), too few and too unnecessary to turn into fat and not that much more satiating to be worth cooking individually (hey, free rot for compost I guess!), the rest does make sense. As I happily agree with others' opinions that the game "needs more food variety". So having at least properly made sausages makes sense. Being able to make more stuff out of bone makes sense. The sinew as alternative for some flax recipes makes sense for harsher, more plant-unfriendly areas where hunting hyenas is the primary source of food. Do we specifically need blood as a resource? No. That I agree with. But it's equally not as if the Butchering mod is too bloated either. See, and that's why the discussion of "mods that should be vanilla" is such a complex one. It could very well be that the mod is great - again, don't have it and don't know how exactly it works as it has no explanations outside of the game. But I equally never saw the need for it - and I, too, have a couple mods I wouldn't want to play without anymore. That I deliberately did not mention here, because a cool mod is not equal to something the vanilla game needs. Player's needs vary from person to person, and that's why mods are great to customize that experience to your personal needs. I, personally, do not see the need for the stone quarry mod and hence disagree with you saying it's a game changer and necessary. The vanilla game has a sufficiently functioning and logical way to get stones and rocks. It creates a sense of value where stone path roads are not only beneficial but also something you earn by mining lots of rocks. In my world I built my first house using some cobble, some ashlar bricks for fancy accents and mostly wood and clay shingle roofing. It looks nice (to me) and didn't take tens of hours. It took until the copper age for saws just like I'd heavily expect the quarry mod to require copper age for metal tools. But after that, easy enough. And what few ashlar bricks I decided to use so far for subsequent builds gave me enough pebbles to expand my roads in tandem. And while 4k block roads might sound nice as a long term goal, by that point you literally got nothing better to do and don't need even faster mining mods. So while it might be a great mod for people who think like you, I don't see it being a necessity to add to the game anytime soon. It has a system that works, and having a vanilla-friendly quarry system would certainly require a ton of work and deviations from how the mod solves things.
  22. It did not go yet, and probably won't for a while, cause about 95% of my mods aren't adapted for 1.22 stable.
  23. New, very technical question I got while reading around other random topics: I haven't used one yet but considering being sent thousands of blocks away via translocator without a way to go back would be a death sentence and people had no real reason to use them, so I'm gonna assume translocators come in linked pairs. The question would then be - assuming I use a translocator but then, once updating to 1.22 wipe all generated chunk data outside of a specific radius (to keep new 1.22 world gen close-ish), which would wipe only the destination area of a translocator I have wandered through (I haven't yet, been holding back on using one for this very reason), would that break things? EDIT: Welp, no need to find out anymore. Just gotta hope for... 21 mods to update and wait for about another 30 to stabilize on 1.22 stable.
  24. I am pretty sure they are lamenting the loss of a world with various different stones (potentially including the more useful ones) and complaining about their current world being like mine - Granite, all the way, all the time. Not the other way around.
  25. As much as I, an avid singleplayer enjoyer, love me an alive world with mindless NPC minions to command (and am now, thanks to LadyWYT's comment, looking ever forward to VS Village once updated for stable 1.22) - that sounds like a completely different game. Both to what Vintage Story is now, and what I see as the direction it is further trying to go. So good for mods like VS Village showcasing that it is possible, even with current tech, but really not something I see fitting for the base game itself neither as content nor as horrendous workload for the devs.
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