Maelstrom Posted May 21 Report Posted May 21 20 minutes ago, LadyWYT said: Hide contents Tobias is definitely questionable in some of his intentions, but I don't think he's responsible for the creation of drifters and other monsters. I think those monsters got turned when Jonas set off the Grand Machine/Salvation Engine: some survivors remained human, some were turned into seraphs and displaced from time, and some were turned into horrible little creatures beyond comprehension. The machine at the Tower was just punching a hole in reality to allow the seraphs to leak back through into normal existence. Which...I'm not really sure is much better than what Jonas did, since Tobias seems to have been fully aware of the consequences whereas Jonas perhaps didn't fully know what his project would do. Spoiler Most likely. I was thinking about how the area around the tower is so corrupted by the rust world that Tobias' activities may have been the genesis of the drifters. If the salvation machine just "removed" the rot then there wouldn't be a need for Tobias to engage in his tower project, unless he had to pivot to overcome an outcome that did not materialize. I'll have to do another deep dive into the lore again.
ifoz Posted May 22 Report Posted May 22 (edited) 20 hours ago, Maelstrom said: Spoiler Most likely. I was thinking about how the area around the tower is so corrupted by the rust world that Tobias' activities may have been the genesis of the drifters. If the salvation machine just "removed" the rot then there wouldn't be a need for Tobias to engage in his tower project, unless he had to pivot to overcome an outcome that did not materialize. I'll have to do another deep dive into the lore again. Spoiler Since Tobias mentions the monsters being even worse back when the new world first began, I don't think they were his fault. The devastation probably didn't help much, but that would have been built likely centuries after he had founded Nadiya. There's also the tale of The Morning, which seems to be a folklore-ified story about a woman named Bearfirth who fought monsters and banded humanity together in the early days after the Grand Machine's activation. To me, it seems like Jonas' Grand Machine's activation is what also caused the rifts and monsters to appear, as well as purging the Rot, blasting those nearby outside of time, and scrambling the world geographically. Edited May 22 by ifoz 2
Maelstrom Posted May 22 Report Posted May 22 1 minute ago, ifoz said: Hide contents Since Tobias mentions the monsters being even worse back when the new world first began, I don't think they were his fault. The devastation probably didn't help much, but that would have been built likely centuries after he had founded Nadiya. That's why I need to do another deep dive into the lore. I figured my 256k memory stick had lost some lore since I did the 2nd chapter about a year ago. 2
Zane Mordien Posted May 22 Report Posted May 22 5 hours ago, ifoz said: Hide contents Since Tobias mentions the monsters being even worse back when the new world first began, I don't think they were his fault. The devastation probably didn't help much, but that would have been built likely centuries after he had founded Nadiya. There's also the tale of The Morning, which seems to be a folklore-ified story about a woman named Bearfirth who fought monsters and banded humanity together in the early days after the Grand Machine's activation. To me, it seems like Jonas' Grand Machine's activation is what also caused the rifts and monsters to appear, as well as purging the Rot, blasting those nearby outside of time, and scrambling the world geographically. Spoiler I feel like Jonas will be the root of all evil in the end. I bet he created all the problems with the rot and then "fixed" it making himself some quasi immortal. Tobias just doens't know any better and keeps going thinking Jonas was a saint.
Yakkob Posted May 26 Report Posted May 26 On 12/15/2025 at 3:37 PM, Heart_Afire said: Thirst should be a thing, and Water should be a finite resource that needs to be gathered, with source blocks unable to be moved. You can drain a source block and place the water elsewhere, but it will no longer be a source block, so be careful where you put it. absolutely.
Chuckerton Posted May 26 Report Posted May 26 I see a lot of people liking simpler aspects of this game (like combat, hunting, and temporal storms) and are fine with them being simple. I disagree and would rather they be more autistically complicated. This really is just a matter of taste though; I just like things having depth to them. Certain things, like inventory are fine, but I feel like some of the very simple things in this game lead to janky and awkward gameplay and I feel like I can visualize a more interesting experience when I'm stuck doing them.
CastIronFabric Posted May 26 Report Posted May 26 (edited) UnpopularOpinion: Temporal Storms and Temporal Stability are not 'broken' they just need to be removed completely. The concept itself is not as compelling as many think it is. VERY UnpopularOpinion: Story and Lore is not very important to a game. Game play is always more important than Lore and as such Lore should not dictate or restrict game play but rather the other way around. Edited May 26 by CastIronFabric
SubtleOrc Posted May 28 Report Posted May 28 Unpopular Opinion.. 1. too much effort is directed towards new content and cosmetic improvements over fixing the huge number of janks that have been around forever. This creates nothing other than mounting technical debt which makes it harder and harder to fix going fowards. Examples are: broken lighting system around chiselled blocks, water physics. 2. The satiety system is broken and needs a massive overhaul. You should be heavilly rewarded for creating mixed meals over the tiny bonuses you get now. The cooking and food system in general should reward effort. Cheese should be an absolute superfood given the difficulty in acquiring it. Wine needs to give you actual benefits. 3. The alcohol system is a brilliant idea and i love the distillation and maturation process but there needs to be something to do with the booze. There should be booze traders built into the game Popular Opinion: I LOVE this game and I will forever be grateful to Tyron and the team for producing something which has given me thousands of hours of playtime for little to no money. 2
flarite Posted Sunday at 06:39 AM Report Posted Sunday at 06:39 AM i think the jumping mechanic sucks : when i'm in a hurry and sprint to escape from danger and i face a 1 bloc height, everytime i jump i lose all the momentum and do this little slow 1 bloc jump and THEN i can sprint again.
CastIronFabric Posted Sunday at 12:13 PM Report Posted Sunday at 12:13 PM 5 hours ago, flarite said: i think the jumping mechanic sucks : when i'm in a hurry and sprint to escape from danger and i face a 1 bloc height, everytime i jump i lose all the momentum and do this little slow 1 bloc jump and THEN i can sprint again. I can not resist a joke, do not take it personally. 'Wait, let me go outside in real life and test that out'
Vexxvididu Posted Wednesday at 08:23 PM Report Posted Wednesday at 08:23 PM (edited) On 5/21/2026 at 9:01 AM, LadyWYT said: Hide contents Tobias is definitely questionable in some of his intentions, but I don't think he's responsible for the creation of drifters and other monsters. I think those monsters got turned when Jonas set off the Grand Machine/Salvation Engine: some survivors remained human, some were turned into seraphs and displaced from time, and some were turned into horrible little creatures beyond comprehension. The machine at the Tower was just punching a hole in reality to allow the seraphs to leak back through into normal existence. Which...I'm not really sure is much better than what Jonas did, since Tobias seems to have been fully aware of the consequences whereas Jonas perhaps didn't fully know what his project would do. Spoiler My own theory that I of course can't prove is that Jonas was tricked by the creatures beyond into letting them into the world. It would seem to make sense.... Jonas' hands are likely not completely clean, but I don't think he'd have done it with malicious intent. Edited Wednesday at 08:25 PM by Vexxvididu mixed up names. 1
Aranyani Posted Wednesday at 08:24 PM Report Posted Wednesday at 08:24 PM On 5/27/2026 at 6:24 PM, SubtleOrc said: Unpopular Opinion.. 1. too much effort is directed towards new content and cosmetic improvements over fixing the huge number of janks that have been around forever. This creates nothing other than mounting technical debt which makes it harder and harder to fix going fowards. Examples are: broken lighting system around chiselled blocks, water physics. 2. The satiety system is broken and needs a massive overhaul. You should be heavilly rewarded for creating mixed meals over the tiny bonuses you get now. The cooking and food system in general should reward effort. Cheese should be an absolute superfood given the difficulty in acquiring it. Wine needs to give you actual benefits. 3. The alcohol system is a brilliant idea and i love the distillation and maturation process but there needs to be something to do with the booze. There should be booze traders built into the game Popular Opinion: I LOVE this game and I will forever be grateful to Tyron and the team for producing something which has given me thousands of hours of playtime for little to no money. I think the wavy/nausea effect of alcohol should be completely removed ASAP. Or at least make it an accessibility toggle. Or something that only happens after drinking nothing less than an entire barrel of aged whiskey. The fact that the whole screen starts moving after just one sip is the most ridiculous and nauseating thing ever and makes fermented fruits in this game something I fear more than the rot itself. Alcohol manufacture could be such a great part of VS with fun taverns popping up everywhere, potion shops using them to make tinctures and battle enhancements, mining strength, running endurance, etc.
Galaxial Posted yesterday at 08:39 AM Report Posted yesterday at 08:39 AM I haven't spent a lot of time in the forums, so I'm not sure what's an unpopular opinion and what's not. However, I have one idea. Everything should be significantly more spaced out, but also larger. Landforms should be huge, so you have to circle mountains, dangerous forests, or bodies of water that span hundreds of blocks, perhaps thousands. Resource deposits that you need ( iron, tin, etc. ) should be rarer and further away from each other, but this opinion is likely formed from me being stupidly lucky. That, and I'm fine with prospecting for full in-game days. I like the concept of having to travel long distances to get what you need, encouraging the construction of outposts and forcing you to actually prepare for a trip down to the iron mines far away instead of just walking into a tunnel, in and out. Exploration would be less of a "walk around and discover stuff" and more of an actual adventure. On paper, that is. I might be proven wrong in practice, but I won't know until I try at some point, somehow.
Zaph42nd Posted 19 hours ago Report Posted 19 hours ago A lot of these depend on your playstyle but my unpopular opinions are: Cave ins and soil instability are fun and enhance mining: I prefer playing with this setting on despite how janky it can be sometimes, though admittedly I still find the sudden sinkholes a little annoying unless resolved with mods to change sideways instability. Map and minimap are best disabled to encourage a deeper exploration and mapping of the landscape: If kept in game, I'd make these require a map item to be visible since as it stands currently the minimap and map somewhat diminish learning your surroundings and planning accordingly (where to build, pathways/roads and routes, etc...). I think the system is relatively well done in Wilderness Survival and Homo Sapiens where landmarks help you navigate the world and (at least for Wilderness Survival) maps only tell you block-distance. Tool durability and mining speeds: I'd lower tool durability somewhat especially for stone tools and decrease mining speeds for lower-tiered tools. As it stands currently, there is little incentive to upgrade some of your tools beyond basic metals (such as sheers, cleavers, etc... which I typically never make into their steel equivalents and leave at copper or bronze)
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