Doctorgeo7 Posted June 22, 2025 Author Report Posted June 22, 2025 18 hours ago, Maelstrom said: I believe that is part of expanded foods mod. And notice I said it would be out of place in vanilla. Sorry for not noticing. How would this feature be out of place in the base game? You did not explain in your original response. 1
Maelstrom Posted June 22, 2025 Report Posted June 22, 2025 Part of the survival aspect in VS is the grind to get resources. Tyron purposefully keeps resource gathering from being easy or quick. IF Tyron were to put milking pine sap from trees to manufacture resin I'm willing to bet the payoff would be on par with just collecting resin from trees that currently exists. I imagine that not every tree would produce any sap and those that did would produce about the same amount over the course of the same time as currently, but then that sap will need to be cooked to harden it.
MagpieOAO Posted June 22, 2025 Report Posted June 22, 2025 2 hours ago, Maelstrom said: Part of the survival aspect in VS is the grind to get resources. Tyron purposefully keeps resource gathering from being easy or quick. IF Tyron were to put milking pine sap from trees to manufacture resin I'm willing to bet the payoff would be on par with just collecting resin from trees that currently exists. I imagine that not every tree would produce any sap and those that did would produce about the same amount over the course of the same time as currently, but then that sap will need to be cooked to harden it. I could at least see something like a spline (think of it like a little faucet in the tree to drain sap) that'll fill buckets placed under it over time, but a very long time. Maybe you get enough to reduce down by cooking it to get a few units of sap. This way it can be reliably, passively collected but still limited by time and refinement. 1
Doctorgeo7 Posted June 23, 2025 Author Report Posted June 23, 2025 (edited) 5 hours ago, Maelstrom said: Part of the survival aspect in VS is the grind to get resources. Tyron purposefully keeps resource gathering from being easy or quick. IF Tyron were to put milking pine sap from trees to manufacture resin I'm willing to bet the payoff would be on par with just collecting resin from trees that currently exists. I imagine that not every tree would produce any sap and those that did would produce about the same amount over the course of the same time as currently, but then that sap will need to be cooked to harden it. What I was thinking of is that you could put taps ONLY on trees that are already producing resin, then stick a bucket under them and it would passively accumulate up until the bucket reaches maybe 4 pieces of sap. The point of this is to remove the tedium of checking every resin leaking tree in your world every couple of days for maximum production, in return for a resource investment. If necessary, the tree tap could require iron so it's not readily available unless you are extremely lucky with your world generation. Edited June 23, 2025 by Doctorgeo7 2
Maelstrom Posted June 23, 2025 Report Posted June 23, 2025 What you propose is basically a cosmetic change only. Putting a spile in a tree still requires one to check for a full bucket. One could argue that the resin appearing on the side of a tree is the spile and bucket without those physical objects showing in game. I do like the idea of a spile and bucket to accumulate sap. It already exists in the Expanded Foods mod. I found it a bit difficult to use, but it's there. 1
k1ngofpentacles Posted June 23, 2025 Report Posted June 23, 2025 On 6/17/2025 at 7:39 AM, kissforu said: I think a metallurgy update would be good. Steel is not produced by carburizing cast iron. It's actually made by reducing iron through the Bessemer process. Overall, liquid melts and casting lines would be a great addition for lategame, which would allow for steel production. I feel like getting to iron is too easy TBH. You can contact me, I'm a metallurgist. Cementation was earlier than the Bessemer process and is in line with the middle age alternate universe setting of the game. Bloomery iron is also not cast iron. It's wrought iron. 3
Lagos Posted June 23, 2025 Report Posted June 23, 2025 (edited) I'd like to see the cool biomes ecosystem revisited to make starting in the taiga more viable. Maybe expand the range of cattails and add an alternative source of tannin. Huntable seals would be nice too. Edited June 23, 2025 by Lagos 2
Maelstrom Posted June 23, 2025 Report Posted June 23, 2025 There isn't a tiaga biome. Biomes are a multi-layered generation system that considers local rainfall, lattitude and even altitude as it's primary factors. By tiaga, do you mean a cold start? If so, the cold, polar start is intended to be a very difficult start because IRL life above the 55th parallel is very difficult. Do you know how small a portion of the world's population live above the 55 degrees lattitude? It's staggering!
Thorfinn Posted June 23, 2025 Report Posted June 23, 2025 (edited) On 6/21/2025 at 3:20 PM, Doctorgeo7 said: this way you wouldn't have to check every single resin tree every couple of days to get a piece of resin. It's every 7 days. Figure out a route, check it every 7 days, and before long, you have more resin than you will use. Well, unless you want to glue everything together. Personally, I think there either needs to be a simpler recipe for glue, maybe something like boiling down hides, or that it takes a lot less glue to fix clutter. The solution to making it feasible for that kind of player should not make the game trivial for those who have no interest in clutter. I agree with @FlareUKCS on Knapster, though not as stridently. I think it should remain as part of an accessibility mod. For things like making firewood for charcoal, with Knapster, stone is a no-brainer, but without, only if you had a lot of time you were unable to work through the night on something productive. Same with shears. There's little reason to ever make better than copper, other than you have iron coming out your ears. But I agree the whole vision is not to cater to every conceivable playstyle, bur rather to move away from insta-crafting, and into a more immersive experience. Edited June 23, 2025 by Thorfinn 2
Lagos Posted June 23, 2025 Report Posted June 23, 2025 49 minutes ago, Maelstrom said: By tiaga, do you mean a cold start? If so, the cold, polar start is intended to be a very difficult start because IRL life above the 55th parallel is very difficult. Do you know how small a portion of the world's population live above the 55 degrees lattitude? It's staggering! Oh I know there aren't explicit biomes. I'm using taiga here as a catchall for the sort of larch heavy boreal forests you encounter in the COOL start, as opposed to the COLD start which I would probably call tundra. I think it's good to have one brutal, barren start option. Right now though cool isn't much different. I think you've weighed in on this before though saying reeds should be present if you look hard enough? And you could get lucky with arctic supplies, but that feels like a stopgap. 1
FatherMcGnutty Posted June 23, 2025 Report Posted June 23, 2025 I just want some of the mushrooms you can find/eat in the world to make the colors in the world way more vivid, and cause the objects around you seem to dance and twirl around in intricate, fractal-like patterns. Perhaps these mushrooms allow you to see the past human form of the rust mobs you may encounter, and makes them non-aggressive to you while you're experiencing the mushroom's effects. In fact, perhaps eating these mushrooms somehow enables your character to become more "in tune" with the nature around you, and all the otherwise aggressive wildlife like wolves and bears no longer want to eat you, but instead want to be your friend. Maybe these mushrooms also make ore, and other certain types of blocks seem to "glow", making them easier to spot. Or, if nothing else, eating these mushrooms simply turns the world into a beautiful fractal dreamscape that's actually interesting to look at, as opposed to jarring to navigate (booze). We're allowed to get drunk, I don't see why this can't happen as well. It won't I know, for reasons i'm fully aware of, but it would be neat if it could.
Maelstrom Posted June 23, 2025 Report Posted June 23, 2025 2 hours ago, Lagos said: I think it's good to have one brutal, barren start option. Right now though cool isn't much different. I think you've weighed in on this before though saying reeds should be present if you look hard enough? And you could get lucky with arctic supplies, but that feels like a stopgap. Those comments were made before I had as good an understanding of lattitude in the game. If a cool start is located beyond 55 degrees, then cattails are going to be almost non-existent. 50-55? Rarer than 45-50, but should exist; maybe not as dense as below 50 degrees. But that doesn't mean Tyron has the same opinion. As I've always said, there's trade offs between reality and the game so the game isn't a real life simulator.
Maelstrom Posted June 23, 2025 Report Posted June 23, 2025 2 hours ago, ReverendPutty said: I just want some of the mushrooms you can find/eat in the world to make the colors in the world way more vivid, and cause the objects around you seem to dance and twirl around in intricate, fractal-like patterns. Perhaps these mushrooms allow you to see the past human form of the rust mobs you may encounter, and makes them non-aggressive to you while you're experiencing the mushroom's effects. In fact, perhaps eating these mushrooms somehow enables your character to become more "in tune" with the nature around you, and all the otherwise aggressive wildlife like wolves and bears no longer want to eat you, but instead want to be your friend. Maybe these mushrooms also make ore, and other certain types of blocks seem to "glow", making them easier to spot. Or, if nothing else, eating these mushrooms simply turns the world into a beautiful fractal dreamscape that's actually interesting to look at, as opposed to jarring to navigate (booze). We're allowed to get drunk, I don't see why this can't happen as well. It won't I know, for reasons i'm fully aware of, but it would be neat if it could. My take on your comments? Hallucinations don't make the rest of the world comport with one's perceptions of the world around them. Oh yeah, that bear may look like he's hugging you, you may even feel him hugging you; but that nice little congratulatory screen will tell a different story. 3
FatherMcGnutty Posted June 23, 2025 Report Posted June 23, 2025 1 hour ago, Maelstrom said: My take on your comments? Hallucinations don't make the rest of the world comport with one's perceptions of the world around them. Oh yeah, that bear may look like he's hugging you, you may even feel him hugging you; but that nice little congratulatory screen will tell a different story. Fair, but I would argue that Temporal Storms and the rust dimension as a whole aren't exactly congruous with reality as we understand it either, so maybe in the logic of the game these mushrooms have similar effects to their real life counterparts, but also conjure special abilities that match up with the already fantastical elements at play as well. Perhaps when a seraph takes them, it unlocks a part of his power that is otherwise dormant. I know the aim of the game is to be as realistic as possible mechanically, but maybe we could suspend just a LITTLE more disbelief for this. Again, what i'm saying will never happen, and is moot to even discuss. I just couldn't die a happy man without saying it lol.
majestik Posted June 23, 2025 Report Posted June 23, 2025 From the roadmap, I'd really like to see fishing mechanic ! And maybe more options for food/cooking
Thorfinn Posted June 23, 2025 Report Posted June 23, 2025 1 hour ago, ReverendPutty said: Temporal Storms and the rust dimension as a whole aren't exactly congruous with reality as we understand it either That's just it. We have no idea what cause the whole rust world, so if we are going to accept it as a part of the game, it has some essence that we do not understand. Hallucinogens, on the other hand, we have millennia of experience with them, and while we understand the mind influence, and it's been pretty well studied, we have no evidence that it's effect goes any further than the mind. Not that I have anything against your suggestion. I don't do the booze in the game (and not much IRL) because there's no advantage to it. I'd treat 'shrooms the same way. 2
FatherMcGnutty Posted June 24, 2025 Report Posted June 24, 2025 13 hours ago, Thorfinn said: That's just it. We have no idea what cause the whole rust world, so if we are going to accept it as a part of the game, it has some essence that we do not understand. Hallucinogens, on the other hand, we have millennia of experience with them, and while we understand the mind influence, and it's been pretty well studied, we have no evidence that it's effect goes any further than the mind. Not that I have anything against your suggestion. I don't do the booze in the game (and not much IRL) because there's no advantage to it. I'd treat 'shrooms the same way. Hey man, you need to, like, chill out and expand your mind to the possibility of other stuff, man. Your energy is all off and your face is melting 7
Angie P Posted June 24, 2025 Report Posted June 24, 2025 Add one more notch for fishing options/enhancements, as I can easily spend hours casting and seeing what goodies I can bring up from ponds, pools and the seas. Also, as a builder/collector... sorry, hoarder... I'd love more display cases/shelves/racks. Ones that hang on the wall, where I can display my butterfly collections, or a hat-stand for all my beloved but never worn hats. Weapon racks that proudly display just one item, that I can put above my fireplace. Clothing stands that can display more than armor, as having my pretty wearable goodies stored in chests just makes me sad. Adding a personal loot museum to my base would be a welcome addition! I use a handful of mods which helps with some of the above, but would love to see more of this kind of thing in the base game. 1
Maelstrom Posted June 24, 2025 Report Posted June 24, 2025 Revisiting the original question - What do I want after the 1.21 update? The 1.22 update. 5
MattyK Posted June 25, 2025 Report Posted June 25, 2025 Ehhhhhh, for me, it'd probably be along these lines; Tools that break past Copper produce broken heads that can be re-smithed. Revamped combat with smoother animations, no more 'chop chop' Falx, let us swiiiiiiing, and give us those other weapon models too. High-end metallurgical components for new Jonas Devices, let us make an entire steampunk workshop like in the Resonance Archives. More engaging and rewarding butchery options, taking down a Sow shouldn't just be good for a two-portion hearty stew, let us take the carcass home, drain it, dress it then lay it over a firepit and have a whole roasted boar. More roofing interactions. Applying boards with a hammer should 'hollow out' the interior of the roof tile and install a frame in its place.. I could've sworn I saw a mod that does something like that and it's sooo nice. Hell, rework roofing so you first have to create a triangular frame with sticks or planks then use shingles or another compatible block on it and build it in sections. 2
QueenGeeBee Posted June 25, 2025 Report Posted June 25, 2025 We're off to a good start with the Falx changes to auto-harvest. Now i want changes to other weapon types to give them more gimmicks. This is how I think we can make combat more involved without making complicated mechanics or changes. Clubs are weapons I dont think ive ever seen anyone use, so we should add a new mechanic to clubs/add late game club options (or just use hammers). Something simple like, clubs swing slower, enemies hit with a club are stunned based on the tier of the club. Higher tier enemies / bosses have stun immunity for several seconds after a successful stun, ect. To me, having a larger variety of weapons to choose from would just be cool. It could add strategy to what people bring to important fights, like having a blackguard stun a boss with a war-hammer so the squishier classes can run in and stab once or twice before they recover. 2
Dark Thoughts Posted June 25, 2025 Report Posted June 25, 2025 Too early to tell. I'd have to play 1.21 for a bit to see where we're at. 1.20 was unfortunately a very buggy and incomplete experience that had a lot of issues. I would at least hope this won't be the case for 1.21.
Moltrey Posted June 25, 2025 Report Posted June 25, 2025 I have to agree with Dark Thoughts. Reading through the pre-1.21 notes was a bit overwhelming, so many fixes and changes. Welcome of course, but until we get to a release candidate and some hours behind the mouse I find it very hard to project more than some basic stuff others have covered like fishing. Good times for sure!
CastIronFabric Posted June 25, 2025 Report Posted June 25, 2025 Waterwheel, and any other answer other than that as the first is just..well..wrong
Lollard Posted June 25, 2025 Report Posted June 25, 2025 Features I want the most in order of importance Better and larger caves, ruins and dungeons to explore with special gear to find Cannons, crossbows, muzzle loaders, steam power, machinery, generally anything that makes steel progression more meaningful and not just another tier of the same old items More enemies. In particular a mini-boss enemy for heavier temporal storms, one that temporarily destroys blocks (turns them ethereal until the storm is over) so storms are more challenging and not solved by waiting around in your hut (should not appear in the early game). Also water enemies More Jonas devices Abandonment of the grid-based crafting system for a Terraria-like crafting system Better inventory system that can handle carrying several varieties of the same type of item (like mushrooms) without eating all your inventory slots No more empty animal drops, every animal should drop something when butchered. Add tiny meat morsel if it's not big enough to drop regular meat Firepit showing coal instead of wood burning if coal is inserted as the fuel Tilled soil dropping if nutrients are equal or above the original amount 2
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