Vintage Story - 1.20 pre - Structures

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  • Опубликовано: 22 ноя 2024

Комментарии • 36

  • @woodland7218
    @woodland7218 17 дней назад +32

    Note on the "village" structure, the village looks like it has been modified over time to counteract problems caused by drifters and temporal storms, there are no remnants of a former wall surrounding the destroyed part of the village implying the wall was made after the attack. It also for that reason looks very lived in, not abandoned. To me it makes since that they would have iron tools and a supply of ingots to continue to farm and defend the village from threats. So the village will most likely be populated and the "loot" will be their stuff and they won't just let you take it like Link(zelda) breaking into peoples houses and smashing their pots. Also I really like the story you can get just by looking at the structures and what kind of person lives in them by the decorations. overall everything looks great. Also yes I'm hyper focusing on the village segment of the video as I found it the most interesting.

  • @humblebolt3826
    @humblebolt3826 17 дней назад +16

    I think we are gonna get villagers as a feature soon. Note that the building don't have ruined blocks, suggesting that the village will work. I believe 1.19 had some new NPCs called villagers. I hope we get something nearing the complexity of the old Millénaire or Tango Tek's TekTopia for Minecraft.

    • @Sarafimm2
      @Sarafimm2 3 дня назад

      1.20 had an image of a GUI for the actions of a blacksmith. Reminds me of some of the older mods of TOBG. I made a much longer post about Gerste's VS Villager mods in these comments if you'd like to read it.

  • @Mae_Dastardly
    @Mae_Dastardly 16 дней назад +13

    Those Devastated structures made something just occur to me, vintage story is literally STALKER but medieval.
    They should add more hazardous anomalies, like near-invisible portals that teleport ya to broken translocators underground if ya touch them or something. Maybe swapping animals that get too close to them with Rust monsters in similar weight classes as if when they're teleported they switch places with something from the rust world in a screwed up equivalent exchange type deal

  • @humblebolt3826
    @humblebolt3826 17 дней назад +8

    I watched you play the variants of TFC for years until VS surpassed it and I moved on. I'm happy you've started creating VS content and how you've adapted your entertainment style to it

  • @lmarcelus
    @lmarcelus 15 дней назад +7

    The big village is the second story location, you get there after the Resonance Archives. Its one for the entire map. The villagers can already be spawned in creative. The village will be populated and all the blocks and items will be claimed and cant be taken.

    • @Sarafimm2
      @Sarafimm2 3 дня назад

      I was thinking that everything had to be claimed to stop the players from looting the place. Interesting to know it might be one of the Big Four new destinations. I love how well made it is! Better than Gerste's VS Village mod villages, but if a player created the village, it could look like that.

  • @Deejvival
    @Deejvival 16 дней назад +5

    Great preview of some of what exists in the game.
    The village and the cave base look amazing. Though I can't help but think that the village will be spawning in uptil we have some level of AI villagers that have ownership of the items in the village, similar to the way the traders do over the stuff in their carts, as I agree, that loot being freely available would be crazy OP

    • @Sarafimm2
      @Sarafimm2 3 дня назад +1

      Someone mentioned it might all be claimed, just like the Traders and Resonance Archive.

  • @АлексейСтепанов-ц5к
    @АлексейСтепанов-ц5к 17 дней назад +4

    You can find all this structure in usual world)
    All you need is maps:)
    And it's looks amazing )

  • @zaikkoz
    @zaikkoz 14 дней назад +3

    They are cooking! I dont think you will be able to interact and take items from the town, just as you cant take items from the traders

  • @luxterna1106
    @luxterna1106 16 дней назад +2

    I'm so excited to rebuild that exterior village, hope villagers can reproduce so I can basically grow it back

    • @Mae_Dastardly
      @Mae_Dastardly 16 дней назад

      I'd like it if some villagers came and went making villages like a stopping point for travelers

    • @luxterna1106
      @luxterna1106 16 дней назад

      @@Mae_Dastardly yeah, even building thair village around your base

    • @luxterna1106
      @luxterna1106 16 дней назад

      @@Mae_Dastardly or some outposts like one or two houses with villagers

    • @Sarafimm2
      @Sarafimm2 3 дня назад

      Gerste's VS Village mods will spawn in pre-made villages, or you can create your own. I just made a long post in these comments about how Gerste's mods work. I think he's waiting to find out what is going on with this village and the new (villager?) GUI in 1.20 before he updates from 1.19.8

  • @townwitchdoctor5538
    @townwitchdoctor5538 14 дней назад +1

    When I saw those portholes in the creative menu I thought they were for some kind of steampunk submarine or underwater base which is why we needed the boat, but after seeing them used on the tower idk anymore.
    The village looks like a real labour of love. One of the teaser screenshots showed some kind of daily routine menu for AI so they should interact with the village instead of just wandering aimlessly and getting stuck. I wonder if they will be able to do some automation or if their activities are just ambience.

    • @Sarafimm2
      @Sarafimm2 3 дня назад

      I hope Vintage Story adds a new game Mode that includes villages. We could have RPG-like adventures or Village vs. Village competitions. Right now, I've been using Gerste's VS Village mods.

  • @xanabomb0
    @xanabomb0 17 дней назад +9

    So Like with the trader carts I dont think we are gonna be able to take much from the villiages

    • @woozyostrich7858
      @woozyostrich7858 17 дней назад +3

      I think the village might be a tie in with the story and other structures- maybe we'll visit it in a flashback or something. the only vestiges of civilization we see in vintage story are the ruined structures and the carts, so a village would be alien in such a pristine state. given the super-natural powers and the use of "temporal" storms and gears, I wouldn't be surprised if its time travel either.

    • @BurnBird1
      @BurnBird1 16 дней назад +2

      @@woozyostrich7858 That kind of flashback seems like way too much work for what it would provide, not to mention it seems like a nightmare to get to function properly. Considering there are traders travelling around in carts, doesn't that imply there are settlements between which they are travelling? How else could they be traders if there is nobody to trade with? Time travel simply would not fit the games gameplay, unless the "past" is a completely different dimension without any connect to the main dimension.

  • @DennoG59
    @DennoG59 14 дней назад

    Those structures look soooo good and I am so excited for all the new gameplay features and implication those new things will bring :D

  • @Sarafimm2
    @Sarafimm2 3 дня назад

    TL;DR Info on Gerste's VS Villager mods and how they work. How I personally use them with other mods. Possibility for a new "Villages" Mode???
    The village structure looks very much like an upgraded (they have iron!) VS Villager mod (VS v1.19.8) by Gerste feel to it. I did notice that in the images for 1.20 there is a GUI for the actions of a Blacksmith. Reminds me a lot of TOBG's Ancient Warfare 2 or the instructions that might be behind the scenes for Minecolonies colonist activities. I know there was a sort of World Editing mod that had "villager" controls, but I just can't remember the name of it for the life of me! Although they've come a long way since they were originally introduced, Gerste's villager mods are very basic. His VS Quest mod gives you the ability to talk to the villagers similar to Traders, but only one of them sells anything and those items are specifically for a village or villagers. (Gerste is not using his villagers to replace the vanilla Traders.) It comes with some basic quests from some of the villagers like the Farmer, Shepherd, Herbalist, and Smith, plus you can hire a Soldier/Archer to follow you for a rusty gear/day. The Quest mod is formatted so people can change the original quests or add more quests. The villagers can be healed using the same items a player uses, and the Herbalist will heal all other villagers, including themselves. Otherwise, the villagers will slowly heal over time. If you have good relations with the village, Herbalists will also heal the player. Soldiers/Archers have more hit points and can pretty much 1 or 2 shot most mobs with 20 hit points or less (better than most players!), Herbalists seem to have a knife to defend themselves, but all other villagers will run from drifters. The Mayor's Workstation is where you can find out the basic village information and hire more villagers for rusty gears. You can also create your own village, which means the player builds everything--which could appeal to many "Builder" players. There is a requirement where you need at least one food producing villager (farmer or shepherd) for every other type of villager. The villagers do not actually eat, but they will fertilize the farmland and put feed into troughs. This is great for the player, who can pick and choose which crops to plant/harvest and which animals to raise/cull. While Gerste made a core VS Village mod, a few others have created their own VS Village mods. Some village buildings may need fixing because they do not have enough light or do not meet the requirements for an enclosed space. Sometimes, village buildings or structures will show up with "white spots" on the map. These usually indicate some glitches where the villagers do not recognize a building as safe. Picking a block in the affected area and replacing it can sometimes fix the issue. And so far only packed dirt or the mossy blocks that enable faster travel (they're a pixel below block height similar to hoed farmland) work as pathing/traveling pathways for the villagers to go from location to location, except for the militia who can go anywhere to kill wolves, bears, and drifters, but stay within the village borders. I would say Gerste's VS mods are not meant for worlds with hard hitting temporal storms unless you want all the villagers dead.
    Personally, I use Gerste's VS mods and the other village mods in worlds without temporal instability and without storms, so I don't have to worry about whole villages being wiped out overnight--although that can still happen in villages with few militia and over time without a Herbalist. To bring normal Traders into the village, I use the Welcome Mat from the Still Useful Stuff mod. (The normal Traders still spawn as per usual throughout the world.) If you add mods that add more Traders that spawn naturally in the world, they should also spawn for the Welcome Mat. This includes A Culinary Artillery's Kitchenware Trader, the Domestic Animal Trader mod, the Wild Animal Trader mod, the Mushroom Trader mod, and the Alchemy Trader mod. There are other Traders, but these are the ones I've added to my own worlds and have had spawn on the Welcome Mat.
    I'm hoping Gerste will continue to update his VS mods once v1.20 is stable, but that might hinge on whether naturally spawning villages/creating villages will become a vanilla game feature or be a separate Mode of play, similar to Explorer and Homo Sapiens. A "Villages" Mode could lead to all sorts of possibilities for RPG adventures or Player vs. Player shenanigans, and a whole new direction of ideas for our mod developers.

    • @Cid69
      @Cid69  2 дня назад

      I believe the village is a story location, so we may not see it implemented until 1.21.

  • @TheBeni272
    @TheBeni272 17 дней назад +3

    Everything looks awesome, I'm just wandering if the village wil be procedurally generated from house assets or is it gonna be a static structure, always the same

    • @Sarafimm2
      @Sarafimm2 3 дня назад

      It might be similar to the Resonance Archive, a map destination and protected from looting.

  • @LoveJupiter325
    @LoveJupiter325 5 дней назад

    4:52 Imagine that things STAY in the game ! xDDD

  • @larrycapija8549
    @larrycapija8549 16 дней назад +2

    Wow

  • @somedesertdude1308
    @somedesertdude1308 14 дней назад

    neat

  • @OnyxPandas
    @OnyxPandas 7 дней назад +1

    How did you spawn in those structures? I particular the village? Is there a command for it?

    • @Cid69
      @Cid69  7 дней назад +1

      I went into the assets folder in VS - \assets\survival\worldgen\schematics\story and foundthe schematic. I copied it to the worldedit folder and then used world edit to import it.

  • @Monkey-boyo_0
    @Monkey-boyo_0 13 дней назад

    I have a few mods that say they only work on 1.20 like the carry on mod I don’t understand how to get the mod to work in 1.9

    • @Cid69
      @Cid69  13 дней назад

      That depends, check out the mods file tab on the mod db, if it has previous version download the latest one for the version you are playing. If it doesn't and only work in 1.20-pre then there is not much you can do other than wait for the release candiate to come out.

    • @Monkey-boyo_0
      @Monkey-boyo_0 13 дней назад

      @ when do you think it’ll release

    • @Cid69
      @Cid69  13 дней назад

      @@Monkey-boyo_0 I don't have any official information, but we have seen an increase in the frequency of releases with more bug fixes than features so hopefully it will not be too long.