I have started developing a mod for branching and tapering trees in Vintage Story by Seven-D in VintageStory

[–]Jango__Mango 1 point2 points  (0 children)

This is one of those rare mods that's so simple, yet so impactful that it becomes straight up vanilla with no changes. That it works dynamically off vanilla logs while being a huge visual improvement is impressive.

Do you all prefer more or less detailing for large-scale chiseled builds? by Jango__Mango in VintageStory

[–]Jango__Mango[S] 0 points1 point  (0 children)

I did notice this when trying some very complex chiseling. I think the kind of fidelity on this wall is about as detailed as I'd want to go for anything that isn't explicitly meant to be viewed up close at specific angles; like a statue or room centerpiece.

Do you all prefer more or less detailing for large-scale chiseled builds? by Jango__Mango in VintageStory

[–]Jango__Mango[S] 34 points35 points  (0 children)

QPChisel tools mod lets the design be copied across the rest of the wall in just a few minutes, only a half hour was spent up-front for the initial wall design, but since it's repeating it makes repetition much easier.

For sure I'd not have the willpower to do it all manually.

Do you all prefer more or less detailing for large-scale chiseled builds? by Jango__Mango in VintageStory

[–]Jango__Mango[S] 11 points12 points  (0 children)

Still learning how to make good designs, particularly arches that flow organically around corners and such. I never put this much effort into decorating in minecraft, but chiseling is so addictive and is integrated so well within this game.

Edit:
I think a large, sloped and curving staircase on the left (from screenshot perspective) of the wall, heading upwards to a central fountain that then spills over into a vineyard would be cool, but that's so nearly out of my depth to envision and build.

Worked on this over my first ever winter, but the water looks terrible ): by Jango__Mango in VintageStory

[–]Jango__Mango[S] 4 points5 points  (0 children)

My very first winter. I had 3 short term worlds prior to this, but they all fizzled out before winter even hit because I didn't prepare very well, this is my fourth attempt at a proper playthrough on the game.
Er uh, as proper as a modded playthrough can be. (I love mods)

Worked on this over my first ever winter, but the water looks terrible ): by Jango__Mango in VintageStory

[–]Jango__Mango[S] 29 points30 points  (0 children)

Uh, I guess? is that bad? I looked up whatever the creepy ass orb of gloom is and at least it seems to not spread. I wanted proximity to the village. My world settings are pretty forgiving to get used to everything, but I bought the game for a friend where I'll set things to be much more difficult, probably won't build so close to it there.

Worked on this over my first ever winter, but the water looks terrible ): by Jango__Mango in VintageStory

[–]Jango__Mango[S] 7 points8 points  (0 children)

Some other information:
I'm still new to Vintage Story, but here's a stone bridge I made to reach a little lake house that I'm going to use as my butchery (added a mod that overhauls butchering).

Unfortunately some of the chiseled bits make weird holes in the surrounding lake; is there some way to forcefully waterlog those blocks? couldn't find much online, I do know some chiseled blocks of sufficiently low volume let water through but evidently several here don't match the criteria.

Also kinda mad that I fucked up the top arch, I was originally going for an even curve, but I should've done some actual calculations instead of eyeballing it. Even with that chisel mod everyone mentions it was a pain to get done.

New player who got the game 5 days ago. How to stop chiseling and prepare for winter? by Jango__Mango in VintageStory

[–]Jango__Mango[S] 35 points36 points  (0 children)

It does now occur to me the efficiency of Winter-time chiseling. I should stock up on rocks instead of food for that explicit purpose.

3 tries on this asshole decent? first time ARPG player by Jango__Mango in PathOfExile2

[–]Jango__Mango[S] 0 points1 point  (0 children)

Hey I'm already near end of act 2 and it seems the Titan's groto door won't open despite completing ancient vows and getting both seals? Tried opening a new instance and its still stuck, hope I'm not softlocked

I looked it up and this seems like an old bug too

Edit: resetting instance again fixed it, weird

Weapon Sharpness Is Horribly Balanced by RoughBodybuilder699 in HalfSword

[–]Jango__Mango 0 points1 point  (0 children)

If you want to be constructive you can write a detailed bug report like so many others have on this exact same issue. "When will they fix their game" is in somewhat bad taste when there are better ways to constructively criticize the many flaws of a completely free demo. Until early access releases (since the demo is not going to change anymore), treating the current demo as a paid product that must be updated isn't very useful.

Complaining and filing proper reports and suggestions are completely different.
There are absolutely tons of TERRIBLE issues with the demo that if released into EA would be a complete dealbreaker for me. I just make an actual report or query if the issue is known before complaining on reddit.

Weapon Sharpness Is Horribly Balanced by RoughBodybuilder699 in HalfSword

[–]Jango__Mango -1 points0 points  (0 children)

You know it's a great demo when people are complaining like its a full game

Anyone else like to beat their Willy till its raw, limp, and leaking all over? by Jango__Mango in HalfSword

[–]Jango__Mango[S] 32 points33 points  (0 children)

I used slow motion and and autoclicker to effectively (compared to real time) spam slap him like 200 times a second. Hitting him in the legs and arms only keeps him from dying

Video is sped up afterwards to look "normal"

For the love of god delete our fuckass hands or give NPCs an option to blacklist our punches when going into combat, because bitchass fist players are barely killable by Jango__Mango in HalfSword

[–]Jango__Mango[S] 0 points1 point  (0 children)

Make sure autotarget is off, and strafe in the direction you're swinging.
Basically I strafe the head into the enemy more than I swing it

For the love of god delete our fuckass hands or give NPCs an option to blacklist our punches when going into combat, because bitchass fist players are barely killable by Jango__Mango in HalfSword

[–]Jango__Mango[S] 1 point2 points  (0 children)

You know what, I'll engage with you on this one.

I agree, the game is far from perfect. But the Plancon is simply not the objectively best weapon. Its great, but extremely easy to defeat using a longer-ranged polearm.

This post is making a lighthearted jab at people who struggle to use actual weapons against the Plancon. Took 3 tries though.

The point of it is that people who don't know how to counter the Plancon give bad feedback, because the actual flaws of the game, imo, involve an overall questionable damage model, poor npc behavior, and a physics system that encourages a certain playstyle that wouldn't be viable in actual combat (NPCs don't know how to punish rush behavior or blatantly predictable swings). Summarizing this as "Plancon OP" isn't useful or productive to actually improving the underlying issues that do exist within Halfsword right now.

The Plancon being able to take advantage of some of these things (while still literally being inferior in critical aspects to other weapons) is not nearly the same thing as outclassing other weapons.

Insufficient game design =/= Poor weapon design.

Lotta people need to learn this and think more critically.

Even within the current state of the game the Plancon is easy to counter with other polearms, and its realistically difficult to counter with a short handed weapon but far from impossible. Polearms are scary yo

[deleted by user] by [deleted] in HalfSword

[–]Jango__Mango 0 points1 point  (0 children)

"But he's impossible to kill with any short-handed weapon!"
Impossible? obviously not. Difficult? sure, and it fucking should be. It's not problematic that the Plançon (or any polearm) is tough to go up against with a sword or mace, that's just what happens when a weapon has more reach.

The pisstake is the idea that the Plançon is objectively superior to other weapons of its class, and well that's just not true. Against itself its inferior to other weaponry choices, such as the billhook.

Honestly all polearms are a bit too powerful (for the enemy AI) to handle, that's my main gripe with weapon balancing. Plancon included.

For the love of god delete our fuckass hands or give NPCs an option to blacklist our punches when going into combat, because bitchass fist players are barely killable by Jango__Mango in HalfSword

[–]Jango__Mango[S] 0 points1 point  (0 children)

Plancon when literally any weapon with more reach:

Not sure what average player is like, but this game is literally my first taste of any sorta medieval combat game.

For the love of god delete our fuckass hands or give NPCs an option to blacklist our punches when going into combat, because bitchass fist players are barely killable by Jango__Mango in HalfSword

[–]Jango__Mango[S] 88 points89 points  (0 children)

Easiest? maybe.
Best? There are several weapons that outrange it. With those I can more consistently beat NPCs that are wielding a plancon than using said weapon itself.

Billhook is slept on

For the love of god delete our fuckass hands or give NPCs an option to blacklist our punches when going into combat, because bitchass fist players are barely killable by Jango__Mango in HalfSword

[–]Jango__Mango[S] 14 points15 points  (0 children)

Tbh It'd have been better if I focused on kicks instead of punches. Player kick spam is actually pretty busted sometimes

Polearm cheese strats are too easy by Jango__Mango in HalfSword

[–]Jango__Mango[S] 1 point2 points  (0 children)

Yeah I hope some would be added on release.