Maelstrom Posted December 16, 2025 Report Posted December 16, 2025 (edited) 22 hours ago, Broccoli Clock said: * whispers* if you had added in 4th, "mostly", you'd have my full agreement As in mostly harmless? 23 hours ago, Broccoli Clock said: 1) You should not be able to place a lit torch into your inventory. If you do, you should either start to burn, it blocks you from doing so, or it extinguishes it when it does. Said lit torch should not be extinquished. It should burn up the items in the inventory and finish by destroying the baskets, backpacks, etc. leaving the seraph as devoid of inventory as they are at 10 am May 1, year 0. 20 hours ago, Teh Pizza Lady said: Let's see how many people I can trigger with one comment.... The game is fine, perfectly balanced, and needs nothing aside from more content, features, and story. Bears actually need a speed boost. They need to be about 6-7 times faster than they are now. (They actually can run about 35mph which is 7x faster than the average human. but I couldn't resist dropping a 6-7 joke. ) Drifter loot doesn't need buffing. They are other-worldly mobs, it makes sense that they shouldn't drop much of anything that's useful. Playing on anything other than the standard default difficulty should preclude you from complaining about the game on the forums. 110% agree. Players just need to learn how to utilize its strengths and weaknesses better. Amateur! This game doesn't have enough grind! Farming should yield one crop a year and not planting before June should result in a real danger of winter time starvation. Same with animals. Birth should happen in spring once a year, no later than Jun 1. That first winter should be a real threat of repeated death to the point that multiple attempts at surviving that first winter result in rage quitting, deleting the world and trying again. And natural animals should not respawn. They should migrate from other areas, if those chunks aren't loaded, tough noogies. Figure out some other source of food, hopefully you'll survive that 1,000 block hike to forage for some 'shrooms. Edited December 16, 2025 by Maelstrom 2 1 1
OBAMFSpike Posted December 16, 2025 Report Posted December 16, 2025 15 hours ago, Vexxvididu said: I honestly don't get why pineapple on pizza is so polarizing. To me it's perfectly okay... not amazing, but not bad. I don't get why some people find it revolting! IMO it would be amazing if you'd only add jalapeños. yep, true story. 2
Bumber Posted December 16, 2025 Report Posted December 16, 2025 5 hours ago, Cetasaya said: 2. Animals eventually NEED far far better AI. Complete overhaul. Top to bottom. You mean like generative AI? Dall-E can give us its impression of a pig. 1
Big Bad Posted December 16, 2025 Report Posted December 16, 2025 19 hours ago, LadyWYT said: But if we had pizza in VS I would totally be putting pineapple on it. Doing this would instantly induce a severe temporal storm. 2 1 1 1
smol pp Posted December 16, 2025 Report Posted December 16, 2025 i just wanna know whats the big news about a major patch. i cant be bothered to read 17 patch notes about minor bug fixes and visual changes to understand whats really new about the game.
Maelstrom Posted December 16, 2025 Report Posted December 16, 2025 1 hour ago, Big Bad said: Doing this would instantly induce a severe temporal storm. Apocalyptic level land wibble wobbles the likes even Tobias hasn't seen that makes the hardiest of sailors get sea sick! 1
Teh Pizza Lady Posted December 16, 2025 Report Posted December 16, 2025 1 hour ago, smol pp said: i just wanna know whats the big news about a major patch. i cant be bothered to read 17 patch notes about minor bug fixes and visual changes to understand whats really new about the game. Here's a summary of what they changed: Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting Tweak: Allow liquids to be chiseled only in creative mode Tweak: Small improvement to elk rider animation in idle and walk Tweak: New 'manageotherplayergroups' privilege and /group addplayer or removeplayer commands, so that server moderators can deal with abandoned groups (e.g. if all ops leave a group) Tweak: Add server audit logging for out-of-range block break/place attempts Tweak: Updated community translations Tweak: Updated in-game credits Tweak: On VintageHosting, on the server dashboard include a reminder that the name needs to be between 4 and 80 characters Fixed: Storage vessels were applying double the perish rate bonus Fixed: Items stored on shelves would not dry or melt at the intended rate Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?") Fixed: Boars and sows not consistently being aggressive to players when piglets are around Fixed: Food placed in ground storage could result in empty ground storage blocks if the food rotted Fixed: When multiple Hoppers in different places picked up items at about the same time, some items could be teleported from one hopper to another Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks Fixed: Placing straw dummies always positioned them on the very edge of blocks Fixed: Some ropes not properly loading from a savegame to client side Fixed: Flowing lava blocks now start their particles at the correct height Fixed: Devastation Area ground level could have chunk borders if originally generated in an earlier game version and /wgen regen used Fixed: On very old worlds (1.18 or earlier) the pan would result in only Homo Sapiens mode drop chances Fixed: In vast caves or when standing below large structures or floating islands, a chunk directly above the player was sometimes invisible Fixed: Rare error when generating a weather dust particle for a not-fully-loaded fruit tree Fixed: Beehive Kiln doors could cause crashes in multiplayer. Github #5170 and #7226 Fixed: Rare crash relating to insect sounds. Github #7201 Fixed: Rare crash from async particle spawn Fixed: Crash when Ctrl+scroll up on the firepit input slot Fixed: Rare crash when copying the Resonance Archives Fixed: Potential crash on player death with no specific damage source (e.g. from combustion) Fixed: Potential crash with BodyTemperature system during server shutdown Fixed: Potential crash when trying to spawn a cube particle from a LooseItemFoodSource Fixed: Potential crashes if certain game folders (Logs, Saves, Macros) were not found Fixed: Potential client crash in windowed mode when the game fails to center the game Fixed: WorldEdit chisel tools crash when holding an item instead of a block Fixed: Pasting line breaks into single line text field showed up as a missing character Fixed: Certain errors seen in logs on multiplayer servers Fixed: When the --dataPath argument was used, the game sometimes created unneeded directories Unpopular opinion: you should just read the patch notes. It takes a hot minute, but if you really care about what's in there, then just read it. 1 2
LadyWYT Posted December 17, 2025 Report Posted December 17, 2025 Unpopular opinion: The player should have to physically remove their backpack(s) and set them down on the ground before they can access the bag inventory. No that is not an opinion I myself hold, but the thought did cross my mind. 3 1
Metalton Posted December 17, 2025 Report Posted December 17, 2025 On 12/15/2025 at 7:54 AM, Broccoli Clock said: 1) You should not be able to place a lit torch into your inventory. If you do, you should either start to burn, it blocks you from doing so, or it extinguishes it when it does. ..You shouldn't be able to store lit torches in reed baskets full of coal either..
Metalton Posted December 17, 2025 Report Posted December 17, 2025 8 hours ago, Maelstrom said: Apocalyptic level land wibble wobbles the likes even Tobias hasn't seen that makes the hardiest of sailors get sea sick! Eh.. I already max out the distortion slider..
Venusgate Posted December 17, 2025 Report Posted December 17, 2025 3 hours ago, LadyWYT said: Unpopular opinion: The player should have to physically remove their backpack(s) and set them down on the ground before they can access the bag inventory. I really wouldn't mind this in combination with my stated idea: small, unique items should bundle together into junk piles that can be re-sorted later. Like your ruck sack can hold dozens of bobbles and doohickeys, but if you wanted to pull out a specific one, well that's going to take some time and space. 1
Heart_Afire Posted December 17, 2025 Report Posted December 17, 2025 46 minutes ago, Venusgate said: Like your ruck sack can hold dozens of bobbles and doohickeys, but if you wanted to pull out a specific one, well that's going to take some time and space. Sounds like it's time to mod in a certain Handy Haversack!
MKMoose Posted December 17, 2025 Report Posted December 17, 2025 5 hours ago, LadyWYT said: Unpopular opinion: The player should have to physically remove their backpack(s) and set them down on the ground before they can access the bag inventory. Can I just say that I've mentioned this idea both in this thread and in my first suggestion in these forums (which could use some rewriting, now that I look at it again)? I don't know if it's popular or not, but I think it would be a great change. Incomparably more immersive, largely solves a big issue with IMM, and it would arguably be beneficial to make the player stand in place when using the inventory to more naturally reduce the need for simultaneous inputs. Would probably take some getting used to for existing players, but I think it's worth it. 2 hours ago, Venusgate said: small, unique items should bundle together into junk piles that can be re-sorted later. I'm not certain how this could be implemented well, but I really felt the problem when leaving the first story location with 7 bracelets, 5 butterfly pins and a whole bunch of other clothing.
Broccoli Clock Posted December 17, 2025 Author Report Posted December 17, 2025 (edited) 7 hours ago, Metalton said: ..You shouldn't be able to store lit torches in reed baskets full of coal either.. 21 hours ago, Maelstrom said: Said lit torch should not be extinquished. It should burn up the items in the inventory and finish by destroying the baskets, backpacks, etc. leaving the seraph as devoid of inventory as they are at 10 am May 1, year 0. Yes! Lit items; candles, torches, lamps and to a lesser extent the lantern, should all interact with the object it's being stored in. This is a lit flame, fire is dangerous. The idea you can store a lit torch in a wooden chest, indefinitely, is a bit daft. Understandable balancing of gameplay (and perhaps a remnant of the meta from the other block game), but still daft. I'd even go so far as to add a "realistic fire spread" modifier, much like the cave-ins it would be something you choose to turn on, but when selected it wouldn't allow you to store any lit item in storage. No more torches directly below wooden or straw blocks, they would catch on fire, and the pit kiln is not the only thing that will spread fire if next to something flammable, as it seems odd that a pit kiln and a fire pit are essentially the same thing yet react differently with the environment. 9 hours ago, LadyWYT said: Unpopular opinion: The player should have to physically remove their backpack(s) and set them down on the ground before they can access the bag inventory. No that is not an opinion I myself hold, but the thought did cross my mind. As a DayZ player of over a decade (heh, not a good one!) the idea that you can just reach around and pull out a long weapon, or a metre length of pipe, out of a back pack, on your back, while you are running is one of the least realistic things in what is (apart from the zombies infected of course) a game that tries to lean into realism. I have seen this implemented (not in DayZ) and honestly it works, you run along, want something from the bag, you have to literally take it off, place it on the ground and then search it, at which point the classic "tetris style" inventory is shown. Can I remember what game it was? No, although it is going to be some FPS whether online or not. Perhaps someone else has seen it too and can remind me of its name. Edited December 17, 2025 by Broccoli Clock 1
Maelstrom Posted December 17, 2025 Report Posted December 17, 2025 2 hours ago, Broccoli Clock said: As a DayZ player of over a decade (heh, not a good one!) the idea that you can just reach around and pull out a long weapon, or a metre length of pipe, out of a back pack, on your back, while you are running is one of the least realistic things in what is (apart from the zombies infected of course) a game that tries to lean into realism. But as mentioned, there's reality breaking mechanics that are necessary lest the game become a real life simulator and most decidently UNfun! The reason I adore VS is the uncompromising challenge to it. It doesn't pull punches when you make a mistake forcing me to figure out how to not fall prey to mistakes or misadventures. It forces me to learn the mechanics of the game in order to overcome my weaknesses (like cheesing combat since I'm not one of those mount and blade style combat afficionados.) 1
Tabbot95 Posted December 17, 2025 Report Posted December 17, 2025 think that 1m³ blocks are a dead end in block games in the 2030's (it's almost 2026.. it'll be 2030 before we know it!) my reasoning is that it makes having things like horses, horse carts, chariots, etc. much more stiff.
Broccoli Clock Posted December 17, 2025 Author Report Posted December 17, 2025 Just now, Maelstrom said: But as mentioned, there's reality breaking mechanics that are necessary lest the game become a real life simulator and most decidently UNfun! The reason I adore VS is the uncompromising challenge to it. It doesn't pull punches when you make a mistake forcing me to figure out how to not fall prey to mistakes or misadventures. It forces me to learn the mechanics of the game in order to overcome my weaknesses (like cheesing combat since I'm not one of those mount and blade style combat afficionados.) Just for reference, my comment is more about how this works in general rather than having it implemented in VS. With DayZ, and I will die on this hill, heh.. and I literally do, but quick swapping from an inventory while moving is far too arcade-like, I don't want to play CoD. What's more the reason people have immediate access to a backpack in DayZ is legacy code based, not with a nod (or not) towards realism or immersion, or gameplay balance. It's a different case for VS, and I should have been clearer that I'm not necessarily arguing for that mechanism to be in this game. You tend to have far far more time to plan how you are going to approach something, plus you can always pause - try that in DayZ and see how it works. The PvE is different too, it's not as targetted or threatening than some online random dude with nothing to lose. In many ways, putting a backpack/basket down is not the imposition it is in other games. In short, I'm not advocating for more awkward mechanics just for the sake of immersion alone, or at the expense of "fun", but I do think that 'in the round' the immediate and permanent access to your inventory is a sacred cow that is long overdue for slaughter. 1
Broccoli Clock Posted December 17, 2025 Author Report Posted December 17, 2025 12 minutes ago, Tabbot95 said: think that 1m³ blocks are a dead end in block games in the 2030's (it's almost 2026.. it'll be 2030 before we know it!) my reasoning is that it makes having things like horses, horse carts, chariots, etc. much more stiff. Sort of yes, and sort of no, imo anyway. While I think that the restrictions are all too visible in things like the other block game, at least with VS you have chiselling which does allow you much more granularity. It's still all aligned within the 1x1x1 grid. 1
Maelstrom Posted December 17, 2025 Report Posted December 17, 2025 1 hour ago, Broccoli Clock said: With DayZ, and I will die on this hill, heh.. and I literally do, but quick swapping from an inventory while moving is far too arcade-like, I don't want to play CoD. What's more the reason people have immediate access to a backpack in DayZ is legacy code based, not with a nod (or not) towards realism or immersion, or gameplay balance. I was just using your example as a springboard for a generic comment.
Steel General Posted December 17, 2025 Report Posted December 17, 2025 5 hours ago, Broccoli Clock said: I have seen this implemented (not in DayZ) and honestly it works, you run along, want something from the bag, you have to literally take it off, place it on the ground and then search it, at which point the classic "tetris style" inventory is shown. Can I remember what game it was? No, although it is going to be some FPS whether online or not. Perhaps someone else has seen it too and can remind me of its name. I think this was a Resident Evil game. Unpopular Opinion:
LadyWYT Posted December 17, 2025 Report Posted December 17, 2025 2 hours ago, Maelstrom said: like cheesing combat since I'm not one of those mount and blade style combat afficionados. Having played some Mount and Blade, you can absolutely cheese the combat in that game too. 8 hours ago, MKMoose said: Can I just say that I've mentioned this idea both in this thread and in my first suggestion in these forums (which could use some rewriting, now that I look at it again)? I don't know if it's popular or not, but I think it would be a great change. Incomparably more immersive, largely solves a big issue with IMM, and it would arguably be beneficial to make the player stand in place when using the inventory to more naturally reduce the need for simultaneous inputs. Would probably take some getting used to for existing players, but I think it's worth it. Personally I think it would be a great mod idea, but not a healthy change for the base game itself(unless that's the direction the devs really want to take it). It's not very realistic to just open an entire inventory page and do whatever with it, however, much like the minimap it's a convenience there to lower some player frustration. Unrealistic as it is, it does still take a couple seconds to open the inventory and retrieve something that's not already on the hotbar, and two seconds can be critical when it comes to combat. 2
Tabbot95 Posted December 17, 2025 Report Posted December 17, 2025 35 minutes ago, LadyWYT said: Having played some Mount and Blade, you can absolutely cheese the combat in that game too. yeah it doesn't translate to combat overhaul, lack of "pike deployment", "lance couching", and "relative speed damage bonus"... along with the obvious "1m³ terrain full of random pits and caves makes mounted archery tactics difficult enough to be fairly ineffective"
MKMoose Posted December 17, 2025 Report Posted December 17, 2025 (edited) 1 hour ago, LadyWYT said: It's not very realistic to just open an entire inventory page and do whatever with it, however, much like the minimap it's a convenience there to lower some player frustration. Unrealistic as it is, it does still take a couple seconds to open the inventory and retrieve something that's not already on the hotbar, and two seconds can be critical when it comes to combat. A lot here depends on the exact implementation of the placeable bags. I would lean towards something that indirectly prevents the player from running freely with the inventory open (enhance immersion and improve IMM while at it), yet with little detriment to the time it takes to access the items in the bags. It may be still possible to open the bags freely while sitting (ideally also on an elk, on the sailboat, or other modes of transport where it makes sense). Side note: I absolutely hate minimaps (maps are mostly fine, just minimaps). They are a plague. A bandaid fix to poor design that should never be tolerated in anything that dares call itself a survival, an RPG, or anything of the sort, except maybe as an additional accessibilty option. Edited December 17, 2025 by MKMoose
hjvtdev Posted December 17, 2025 Report Posted December 17, 2025 On 12/15/2025 at 5:57 PM, CABLES said: The player's very limited inventory space is a fine choice from a realism perspective, but clashes badly with the incredible amount of item bloat that this game has, and the hoops the player needs to jump through in order to get a slightly larger inventory are tedious at best and annoying at worst. Plus, the realism idea is out the window anyway -- the player can comfortably carry 640 cubic meters of soil without any inventory upgrades (around 700,000 - 800,000 metric tons). I agree with this one. A weight or volume based system would better fit the immersive nature of the game, rather than this idea of "stack" inherited from Minecraft.. 3
Venusgate Posted December 17, 2025 Report Posted December 17, 2025 3 hours ago, hjvtdev said: I agree with this one. A weight or volume based system would better fit the immersive nature of the game, rather than this idea of "stack" inherited from Minecraft.. I agree, but Volume isnt the full solution. Otherwise, how are you going to reconcile the volume of a log being 100x the volume of a feather? Are we meanto to only carry 10 logs, or are we meant to be able to carry 10,000 feathers? Imo, the "specialized bag" mechanic is worth going deeper on as a middleground between realism and people who just don't want to bother with inventory management.
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