StCatharines Posted October 15, 2024 Report Posted October 15, 2024 Sailing straight up? Well, the world is flat in VS... so it doesn't seem overly weird. Sure makes for an interesting sight though, doesn't it! 1
Krougal Posted October 17, 2024 Report Posted October 17, 2024 I am not liking this update at all. The thing with the fireclay and having to gather and smelt flint is just a hassle. It was already a lot of work to make refractory brick before. The new mobs. How do I put this. They suck. The bowtorns are way too accurate and chuck spears way too fast. They are out there like every morning, even if I get a late start (like leaving the house hours after sunrise). They spawn all the time. The shivers are just annoying the way they bounce around. I really hate any mobs in any game that move around like this, it gives me motion sickness trying to shoot at them. I'm also not finding any different rock strata even after going several klicks in any direction. It is all 1. I don't know if this is just the luck of RWG, the mod I use, my settings or if it is something new in this version.
StCatharines Posted October 17, 2024 Report Posted October 17, 2024 4 hours ago, Krougal said: I am not liking this update at all. The thing with the fireclay and having to gather and smelt flint is just a hassle. It was already a lot of work to make refractory brick before. The new mobs. How do I put this. They suck. Undoubtedly, there will be mods to address the fireclay change. Personally, I've been enjoying it so far, as it gives use to the flint that was otherwise fairly pointless by the time I was making steel. The mobs... yes. They do spawn quite often, and they are oddly active out in the sunlight! I imagine that's going to be tweaked further, as we're still in the pre versions. 2
Krougal Posted October 17, 2024 Report Posted October 17, 2024 1 hour ago, StCatharines said: Undoubtedly, there will be mods to address the fireclay change. Personally, I've been enjoying it so far, as it gives use to the flint that was otherwise fairly pointless by the time I was making steel. The mobs... yes. They do spawn quite often, and they are oddly active out in the sunlight! I imagine that's going to be tweaked further, as we're still in the pre versions. We can only hope. I was happy to read that the drifters rock throwing got nerfed, but then they pull this shit with the bowtorn, which is even worse. True about a use for flint I guess. I was caught with my pants down because I purposely did not over collect flint like I did in my first few worlds.
StCatharines Posted October 17, 2024 Report Posted October 17, 2024 I figure the new mobs will very likely get tweaked more, both to reduce the spawn rate and to reduce their current penchant for running around in bright daylight. As far as the clay change? I personally really like it not just for the new use for flint, but also because of how relatively rare refractory clay actually is. It was all over the place in 1.19 and previous, which makes it trivial to find and utilize. Adding the new hunt, the impact of finding or making some? That's exactly how you improve a gameplay loop in my opinion. The problem you mentioned with the lack of different rock strata doesn't appear to be a generation change in 1.20 as far as I can tell. Have you made a new world and checked around in creative mode? 2
Thorfinn Posted October 17, 2024 Report Posted October 17, 2024 6 hours ago, Krougal said: It was already a lot of work to make refractory brick before. Huh. I thought the only bit that was a tiny hassle was putting them all into your hotbar so you could stack them to the top of the world. A single deposit gave 4 ovens and more bricks than I could ever use. I didn't mind the change at all, though I noticed it by day 2, I think, so it didn't impact my game very much. I viewed it not so much in terms of flint as, "Hey, finally a reason to pick up granite!"
Krougal Posted October 17, 2024 Report Posted October 17, 2024 37 minutes ago, StCatharines said: I figure the new mobs will very likely get tweaked more, both to reduce the spawn rate and to reduce their current penchant for running around in bright daylight. As far as the clay change? I personally really like it not just for the new use for flint, but also because of how relatively rare refractory clay actually is. It was all over the place in 1.19 and previous, which makes it trivial to find and utilize. Adding the new hunt, the impact of finding or making some? That's exactly how you improve a gameplay loop in my opinion. The problem you mentioned with the lack of different rock strata doesn't appear to be a generation change in 1.20 as far as I can tell. Have you made a new world and checked around in creative mode? Well, refractory brick is already a hassle to make because of bauxite. So making the fireclay rare makes it more of a hassle. Now I have found that when you do find fire clay, you find a lot of deposits in an area. I did make a new map and am flying around it in no-clip and with the mod that lets you scan for things and I am seeing a little more variety. I think the landcover scale is the setting that affects "biome" size.
Krougal Posted October 17, 2024 Report Posted October 17, 2024 2 minutes ago, Thorfinn said: Huh. I thought the only bit that was a tiny hassle was putting them all into your hotbar so you could stack them to the top of the world. A single deposit gave 4 ovens and more bricks than I could ever use. I didn't mind the change at all, though I noticed it by day 2, I think, so it didn't impact my game very much. I viewed it not so much in terms of flint as, "Hey, finally a reason to pick up granite!" The clay wasn't the hassle, it was finding bauxite. Granite??? WTH are you talking about?
StCatharines Posted October 17, 2024 Report Posted October 17, 2024 1 hour ago, Krougal said: The clay wasn't the hassle, it was finding bauxite. Granite??? WTH are you talking about? He's probably using granite in place of flint to make early game tools. I tend to do the same now, when I never would have before. 2
Krougal Posted October 18, 2024 Report Posted October 18, 2024 (edited) 36 minutes ago, StCatharines said: He's probably using granite in place of flint to make early game tools. I tend to do the same now, when I never would have before. I still wouldn't do it. They are inferior in regards to durability and speed usually as well. Edited October 18, 2024 by Krougal
Gorfinhofin Posted October 18, 2024 Report Posted October 18, 2024 (edited) On 7/14/2024 at 2:20 AM, Tyron said: Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. WE ARE SO BACK Seriously though, I'm really looking forward to this. Gearing up an elk for a long journey looks really fun. Noisy bugs will be a very welcome addition. I'm excited to see how convenient the beehive kiln is too. And I wasn't kidding about the crude door. I know a lot of people hate it, but I think it's funny. Edited October 18, 2024 by Gorfinhofin 1
Thorfinn Posted October 18, 2024 Report Posted October 18, 2024 (edited) 15 hours ago, Krougal said: They are inferior in regards to durability and speed usually as well. I used to think that was a big deal. Turns out in practice it is not as big a factor in efficiency as I had thought. There are far better ways to shave time off a given job. But I do get that waiting for a tree to chop down can be boring, and some people take that worse than others. For example, I'm a little disappointed if I find resources (including bauxite) too quickly. Exploration is one of the things I find enjoyable about the game. [EDIT] Realized I wasn't quite clear. I enjoy the search. Once the search is over, all that is left is the time and effort, even drudgery, of putting those resources to work. Kind of like cars. I enjoy diagnosing the problem. Once all that's left is the cuts and scrapes and banged up knuckles, it's not nearly as fun. It's why my builds are almost always strictly utilitarian. I could not care less about whether a roof tile is rotated properly. Edited October 18, 2024 by Thorfinn 1
Scourge012 Posted October 21, 2024 Report Posted October 21, 2024 (edited) Anyone else having trouble joining their own server? I would host a VS server on a separate machine for my friends and I to play on. To set up the server, I'd use the following method: Install VS on the host machine, configure the world the way I wanted to. Enter the world as an SP player, then open it to lan...then open it to internet. This would generate the server file for me. I'd then log out and go in serverconfig file and change the name of the server and add a password and then I could just launch the server EXE. I'd then join from my actual gaming computer through the Multiplayer master server button (i.e. you Browse Public servers, I'd find my own and join) and my friends would join me. Now, as of 1.20 pre-6...my server says it is Whitelisted only. What? I checked the config file. It is NOT Whitelisted according to the config. I even ran the /serverconfig Whitelistmode off command. Which it processes successfully based on what the console says "Whitelist mode set to Off". Still says it's Whitelisted on the master server list and won't let even myself join. I connected via LAN (using internal IP) just fine...so I added myself to the Whitelist via the console command, cuz why not, right? I then tried to connect via the Master server list...this time it refused to let me in that way because "Failed to make a UDP connection with server." Server log clearly indicated I connected via TCP AND UDP and the auth server seemed to respond normally, though I've not seen that dialog before on my older versions. (in other words it pulled my details from the Auth server and then said I had a valid account as that value was set to 1, though "entitlements" was set to null). None of my friends can join because even with direct IP connection it insists it is Whitelisted only and I have no way to add their UID until they join once. I can only join by internal IP myself. If I try using my own external IP it kicks me out with the same "Could not make a UDP connection" error. What gives? We are all using Windows 10 64-bit machines. (Well one friend has upgraded to Win 11 64-bit). I also tried hosting on an older Win 7 64-bit machine. Same problems. Edited October 21, 2024 by Scourge012
Krougal Posted October 24, 2024 Report Posted October 24, 2024 I still hate the new mobs, I modded them out. The sailboat is very cool. I enjoyed building it. Well worth the cost and effort if you tweaked your map for large oceans.
Thorfinn Posted October 26, 2024 Report Posted October 26, 2024 Possible weirdness on Pre-7. Forgot to take food with me. Started taking hunger damage. Lost about half my HP. Used several poultices before I noticed they were doing nothing. Eventually found some food, ate it, and the HP effects of the poultices, um, instantiated. Went from around 25% to around 80% in a flash just after stopping the starvation damage. Or is that the way it's supposed to work?
ifoz Posted October 26, 2024 Report Posted October 26, 2024 4 hours ago, Thorfinn said: Possible weirdness on Pre-7. Forgot to take food with me. Started taking hunger damage. Lost about half my HP. Used several poultices before I noticed they were doing nothing. Eventually found some food, ate it, and the HP effects of the poultices, um, instantiated. Went from around 25% to around 80% in a flash just after stopping the starvation damage. Or is that the way it's supposed to work? That's very strange, sounds like a bug to me? Unless it's an attempt to patch staving off starvation via poultice. 1
Maelstrom Posted October 28, 2024 Report Posted October 28, 2024 Seems like Tyron is trying to patch the use of poultices while starving. Hopefully he fixes it so that after you finish starving no past healing will "catch up". What happens currently seems like a bug either way though. 1
Krougal Posted November 1, 2024 Report Posted November 1, 2024 So I got a couple of questions here. Is there an announcement or mailing list I can get on when a new PR drops? Is there somewhere we should be leaving feedback other than bug reports?
idiomcritter Posted November 1, 2024 Report Posted November 1, 2024 discord carries the announcements in its #news channel 1
Thorfinn Posted November 1, 2024 Report Posted November 1, 2024 19 hours ago, Krougal said: So I got a couple of questions here. Is there an announcement or mailing list I can get on when a new PR drops? Is there somewhere we should be leaving feedback other than bug reports? Pre 9 is out...
Krougal Posted November 1, 2024 Report Posted November 1, 2024 1 hour ago, Thorfinn said: Pre 9 is out... You're late
Thorfinn Posted November 1, 2024 Report Posted November 1, 2024 Just now, Krougal said: You're late "A wizard is never late." 2
Maelstrom Posted November 1, 2024 Report Posted November 1, 2024 VS does not have wizards. Mayhaps you speak of the clockmaker class?
Thorfinn Posted November 2, 2024 Report Posted November 2, 2024 "Wizard I said, and Wizard I... Wait, Pre 9? November, 2024? This is still 1.20? Um, yes, Clockmaker, I mean. A Clockmaker is never late, etc." 2
Recommended Posts