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Everything posted by BurgerDaddy
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Snow seems to mess with animal pathing when there are height changes. I have noticed raccoons and foxes getting stuck in a corner that’s only one block height but has snow on it, it’s as if they don’t know they could get up it.
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I blame the Chupacabra.
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Increase Room Size Maximum Dimensions, While Retaining Maximum Volume.
BurgerDaddy replied to KoviBat's topic in Suggestions
I think the performance hit would be huge. I have no idea what they’re doing internally for the room calculations but… 14x14x14 = 2,744 45x45x45 = 91,125 My guess is that the chosen room size was somewhat based on this. -
How do you know when you've found rapidly flowing water ?
BurgerDaddy replied to Kolyenka's topic in Questions
I go by the sound, it’s loud. Functionally it does not spread out the way regular water does. -
Thanks to both of you! A mod that made the player planted trees grow exactly like the ones from world gen would be more up my alley. Guess I’ll scavenge, that works.
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I’ve grown quite a number of pine trees now and assumed I’d see some resin on them at some point. Is this not a thing? I do get the idea of planning around players “abusing” systems, so I could imagine grown trees not having the chance to have resin logs being an intentional choice. I tried a forum search and did not find this topic covered anywhere. Thanks if you know the answer!
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I agree w LadyWYT on the “reset to a fixed state at death” vibes, and from that point of view it make sense to me that if it existed it would be as a cosmetic choice, something that was part of character creation, and if it made any stat alterations they would work similar to the way choosing a class does. While you could implement things that cause a player to lose a limb (or regrow one, heck I dunno), it seems like those things should reset back to the characters initial state at death, which then makes them feel like they do not really work for this game. It seems very fitting for being in one of those mods that add leveling up and skills and stuff like that, since your character changes over the life of the server/world already. I think it’s cool, the linked art makes me want to play around with it also because it seems like it could lend to some fun gameplay.
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Not that it’s a very similar game, but Wildermyth did some pretty neat stuff with limb replacement in a way I appreciated. It felt pretty opt in, and there were both benefits and drawbacks to making the choice for one of your characters.
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Gonna throw some reality at the conversation… not that reality and video game logic need to be one and the same… leads to bad gameplay often as not when that happens… but… we can take inspiration from real life at times and use it to design fun systems. According to my quite limited knowledge of these things, a waterwheel that is high powered enough to run an 1800s era machine shop requires a significant pressure head, (or a lot of fast moving water and a LARGE wheel). The example I’m thinking of is at a historical site I used to do some volunteer work for. (Knights Foundry, Sutter Creek California.) They had pipes in the river with about a 400ft elevation change, which ended in a fire hose like nozzle aimed at the water wheel, which then powered an entire shop. This wheel is about 5ft diameter and made almost entirely cast iron parts, the inertia it carries when moving is insane. I know this is drifting a bit from the original topic, but I thought it would be neat if there was some system like this as a requirement instead of, or in addition to rapids. Crafting a bunch of pipes of some sort would become part of the task of creating the system of reliable power that a water wheel can deliver. Maybe an idea better suited for a mod, or some future time when rivers and elevation changes of flowing water have been more sorted out. Just sharing cause I think it’s cool stuff.
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Mining coal. That is all.
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I had this happen recently as well. It is odd because I have chased other animals down into the dark and never had it happen with anything but a bear. Nearly the same exact thing, I had been fighting it up above ground, it ran into a small dead end cave, which I was happy about because I was going to get the kill, then as it neared/hit the wall on the far end it just vanished right in front of me.
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Mapping without a map - landmarks and other features
BurgerDaddy replied to Zaph42nd's topic in Discussion
It’s true that laying down stone path costs a lot of stone, I have scavenged many of the stony areas of their boulders to save on the tool wear and tear, not to mention it’s just a faster way to get stone compared to mining with early tools. Often it’s the dirt I come up needing more of to continue paving my roads. Typically the path of the road extends beyond the paved section, in that it is a known walkable path, relatively straight, with elevation changes smoothed enough to at least jump up. Honestly I don’t know that it is always a practical use of time, but is playing a video game ever?- 13 replies
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Mapping without a map - landmarks and other features
BurgerDaddy replied to Zaph42nd's topic in Discussion
I’ve always enjoyed building roads, pathways, bridges. It’s especially fun in a server as other players make use of what you have built. I haven’t really considered the map in vintage story causing such a change in the desire/need for such infrastructure… it’s still much faster to get from a to b on a road (especially since it gives a speed boost if made from the right materials!), but yeah… just finding the things again is a whole layer on top of mobility. I like your point about landmarks. I think this will encourage me to not use the map on a future play through and see how I manage remembering where all the resources I want to come back to are.- 13 replies
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I like the idea that it breaks the blocks but then they are restored after. It feels right for the time shift implications of “temporal”. It’s also nice because it’s not permanently damaging the thing you worked hard to build, and would definitely give more functional value to building a bunker. I think it fits more as a mod than part of the core game myself, and I might be looking for a mod like that before long.
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Somewhat tangental… but in response to the thoughts about rushing to iron. Now that I finally found some iron I would definitely want to rush it for future plays simply because it is so abundant once found. The most fundamental gameplay change I feel with having iron is no longer being concerned about my tools breaking with casual use and running out of material because of that and then needing to go find more. Sure copper is all over, but it does not last, and it’s also needed for the elusive but better bronze. In well over 100hrs of gameplay across multiple different worlds I never once landed enough of the various materials needed to have an ample supply of bromze. Scraps of gold and lots of silver… can’t work w that. Bismuth, and more of it… not enough by itself. Oh here’s 50 zinc… better make an anvil because who knows when I’ll find any more of the stuff. But once I found iron I immediately had the supply to make 100 ingots no problem. Suddenly I am not a scavenger any longer, and that more than anything feels like the game change of it. Arguably with more knowledge of the game this would be different, maybe I’d have been swimming in bronze early on. But I do think I represent an average new players experience in some way.
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Ok I got to iron and I don’t get what people are complaining about. Sure if you don’t use the bellows (like the game recommends) then you don’t have a lot of time to work the peice. But my experience has been that if I get the iron up in the 900 range it’s plenty of time. Also, for what it’s worth, using two forges and a helve hammer I was able to process something like 40 iron blooms in something like 10 game hours, and I was not using the bellows. Just idle the forge, bloom gets up to 700, I assisted the helve by smacking the biggest chunks of slag off… first time even doing it and it seemed pretty cooperative. There were one or two hiccups where for reasons I can’t explain a bloom cooled down much faster than normal and had to go back in the fire, assuming that is some kind of glitch but I don’t know what caused it.
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Planes; Gameplay, balance and other stuff
BurgerDaddy replied to Helst_navngivet's topic in Discussion
I’ll leave this brief unless asked to say more,since the topic was how would you balance planes not, “Do you think planes should be added.” I think the elytra was the coffin that all the nails started going into for TOBG, and I think not adding full flight to this game would be to it’s benefit. edit: oh… you said mod. Yeah do anything you want in a mod, for sure. -
Oh absolutely. IRL smithing: Tiny stuff heats up fast and cools down fast, for example, if you are making nails and aren’t quick and precise you get nothing done before it has to go back in the fire, for a very short time, and it’s hot again. Working something like an anvil, there’s no need to rush, holds the heat a long time. I wonder if they are working towards this concept now in some ways. The fire pit heats up a full stack of objects so slow compared to just a few, it’s a recent change that is leaning in that direction. Though it’s a bit frustrating now that it takes forever to heat the stack, and then once the stack is hot… it has to cook the items one by one? Feels incorrect and a bit punishing, but it is moving in the direction of representing heat/mass better, and I appreciate it for that.
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Yeah, it’s a little tedious lighting them one by one when I’m doing a bunch. Thanks if you know how, or if you know this is not a thing.
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I think it would only be appropriate for it to sing Take Me to the River, by The Talking Heads.
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Wonder if there’s a mod for that, seems plausible that it would not be that difficult to do.
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Some small but required mods for Vintage Story:
BurgerDaddy replied to TεʞoшiИ's topic in Discussion
There’s definitely a point to an arrow that casts light. Not saying I agree one should be added, but it would be a game changer for some situations. -
Some small but required mods for Vintage Story:
BurgerDaddy replied to TεʞoшiИ's topic in Discussion
I am also intrigued by #5. I believe I am pro monocle, for what it’s worth. -
screenshots 29 photos of my trip on the official server
BurgerDaddy replied to Fiishe's topic in Videos, Art or Screenshots
That is what I have come to believe in my short time here.- 9 replies
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I do love the idea of two handed items. I could see implementing that functionality as a way to balance offhand use. Not that I personally care a lot about combat, but it seems like this change would make sense to tackle along with major combat changes, which then becomes a large task… code is always, in my limited experience, more dense and tangled than it appears on the surface. I imagine this could be why we still have a simple effect in place regarding the off hand, I think of it as a placeholder until the system is developed to the point that something better emerges. Of course people would be excited at the two hand swords and dual wielding nunchucks like Michelangelo… …more interesting to me though, here are few non combat focused things I think could be really neat, if two handed items existed: If the pick was divided into two items, a light one handed pick (perhaps the pro pick morphs into this so we don’t have 3 pick types), and a heavy two handed pick, both being viable mining tools. Details of how this works could be argued over in excessive detail I’m sure… faster/slower, more/less durability, etc, but the intent in my mind is to give the player a choice about how they want to approach mining, and also it would feel cool for multiplayer and encourage teamwork. I enjoy mining in pairs, in the pre offhand TOBG days just having someone place torches along with me as I mined was reason enough. Heavy Sledges! Something that I experienced just once in real life was working in tandem with other blacksmiths. It was so dang cool! We made a small ancient style anvil for a historical reenactment group. The lead smith managed the fire, the peice, and led the rhythm with a one handed hammer. The (rather gruntish) job of my peer and I was to strike the location he had indicated with his hammer hit, in rhythm, with our two handed sledges, and pay attention to when he paused. It felt like being part of a dance and also a 3 person machine. Tink, Bang, Bang. Tink, Bang, Bang. Rest, reheat… repeat. When I first played around with the smithing mechanic in Vintage Story I realized that it might be possible to do something like this because of the way the peice exists in the world. Maybe to some degree it already is, I don’t know, but the idea of a player being something like a manual helve hammer while another player managed the piece is pretty cool, and also historically accurate. Little side thoughts… Shovels are definitely not typically used one handed. Trowel sure, shovel no. Axes, same. A little hatchet sure, but not the thing used for felling a tree. In real life many (most?) of our tools are dedicated to two hand use or one hand use. Of course there are exceptions, of course this isn’t real life… but there is some spark of fun potential that I imagine in a system that mimics this. (I know I’m hand waving the technical details of how this would work, I guess I just have faith that if the dev team decided to set their minds to making it they could figure it out.)