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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!


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Posted
11 hours ago, Silfrenbirce said:

I do just kinda want to throw out there for the Devs, in the event they happen to care about this kind of thing.  Propagate is how you spell the word - not propogate.  I know it's a trivial thing, but figured I'd point it out anyway, in case someone wanted to edit some of the text reflected in the handbook information on berry bushes.

Oh they do. Typos and other grammatical errors can be reported on the Github, although they do seem to be a more rare report. I went ahead and reported this one though.

 

10 hours ago, Silfrenbirce said:

....They're saying it's weird and stupid for a Gen 3 animal to run from you only to stop if you manage to catch and start milking them. What exactly are you calling an acceptable compromise???? They're saying that an animal that is tame enough to let you milk her should not be running from you in the first place.

That said, I also wish the game distinguished between "tame," and "domesticated."  Those concepts are not in any way interchangeable.  A third generation animal that has been living around humans might still look a good deal like its grandparent forebears, but it's going to be a lot more calm and docile around humans than they were. Honestly, it would be nice if the game distinguished between wild and domestic animals.  After a few generations, boars become pigs, wolves become dogs, and so on.

Please see later comment:

Quote

Given that the player actually needs to feed the animals in order for them to breed, perhaps the animals could be fed again in order to make them temporarily more passive. From a real life standpoint it's not unusual at all to feed livestock while they're being milked, as it's a nice treat for the friendly ones as well as a way to make the more temperamental ones behave themselves.

I don't disagree with making gen 3 animals a little easier to milk. However, I also don't think it's unrealistic or entirely unacceptable that animals that are still on the wilder side of domestication will be rather temperamental when it comes to milking time. Even tame livestock can decide to be a little unruly at milking time. Speaking from some experience.

Hence why I suggested that the player could feed their dairy stock to make the animals a little more cooperative for a short time. Even the unruly livestock will be more inclined to remain calm and otherwise cooperate with the process if they have something tasty to munch on while being milked.

Additionally, since some crops seem to be getting traits, I think it'd be interesting to see livestock have some potential traits as well. Then players could selectively breed their stock to increase meat yields or milk yields, or perhaps be more or less unruly, etc.

Posted (edited)

The new berry system is frustrating and crunchy. By that i mean;

  • The texturing of the bushes make seeing ripeness almost impossible at a distance.
  • It discourages idle foraging due to promoting checking the tooltip for "traits" and the above issue.
  • Cuttings don't stack unless they match in traits, which means more inventory management woes.
  • Having another state "dormant" and "ripening" reduces the total number of "ripe" bushes on world gen.
  • Having to wait 20 years to no longer use fertilizer seems arbirary, as do the traits themselves.

I'm not saying that the changes are entirely bad, i do perfer the idea of taking cuttings and not being able to transport an entire bush.
And with more consideration the texturing of the bushes could bring gameplay out of non-diagetic tooltips that feel immersion breaking into diagetic worldspace.

Please, don't use "it'll make the game too easy" to explain away poor design for the sake of balance, especially since the community is so practiced at the game that almost anything you throw at them will never be a "challenge".

Edited by Beardtrick
  • Like 3
Posted
11 minutes ago, Beardtrick said:

Having another state "dormant" and "ripening" reduces the total number of "ripe" bushes on world gen.

I do want to note that I don't think bushes are supposed to spawn as dormant, unless it's maybe a colder climate. I found some dormant bushes where it didn't make sense when toying with pre5 and reported it on the Github though, so it's something I would expect to be fixed by stable.

  • Like 1
Posted
7 hours ago, CastIronFabric said:

The ladders are the bane of everyone's cadence and I get vibes of 7 days to die in the architecture design which god please lets not

The architecture is more supposed to convey the idea they they're struggling to survive in the wilderness, Elvas mentioned that in one of the devstreams where he was building them. Shelters that would be decently quick for a group of traders to cobble together in a week or so, while being practical and defensive enough to live in somewhat longer term.
He also mentioned that another reason the huts are so thrown-together looking is that while they wanted the new trader dwellings to be more detailed than the wagons, they didn't want to overshadow the landscape or player builds.
Elvas repeatedly mentioned this when adding random beams to the builds and small holes in the roofing, that he didn't want to make them "perfect" so that players who aren't the best builders wouldn't feel put to shame by the structures dotted around the world.

The old wagons weren't quite lore accurate, since they portrayed the traders as travelling nomads doing well for themselves, as opposed to the scrappy, ragged traders of pre-5. The rare multi-trader outposts in 1.22 seem to be doing better for themselves, since they have things like proper fireplaces with brick chimneys, paintings, thatched roofing, etc.

  • Like 1
Posted (edited)
2 minutes ago, ifoz said:

The architecture is more supposed to convey the idea they they're struggling to survive in the wilderness, Elvas mentioned that in one of the devstreams where he was building them. Shelters that would be decently quick for a group of traders to cobble together in a week or so, while being practical and defensive enough to live in somewhat longer term.
He also mentioned that another reason the huts are so thrown-together looking is that while they wanted the new trader dwellings to be more detailed than the wagons, they didn't want to overshadow the landscape or player builds.
Elvas repeatedly mentioned this when adding random beams to the builds and small holes in the roofing, that he didn't want to make them "perfect" so that players who aren't the best builders wouldn't feel put to shame by the structures dotted around the world.

The old wagons weren't quite lore accurate, since they portrayed the traders as travelling nomads doing well for themselves, as opposed to the scrappy, ragged traders of pre-5. The rare multi-trader outposts in 1.22 seem to be doing better for themselves, since they have things like proper fireplaces with brick chimneys, paintings, thatched roofing, etc.

sorry but the ladders are anyoying and I am sorry that fact might hurt the lore.

I do not like the traders litearlly nothing about any of these trader changes,  and I could not remotely care less how much the changes might affect the lore.

are we seriously here suggesting that the traders need to have ladders becasue of the lore? am I understanding this correctly?

Edited by CastIronFabric
Posted
4 minutes ago, CastIronFabric said:

are we seriously here suggesting that the traders need to have ladders becasue of the lore? am I understanding this correctly?

Oh I wasn't talking about the ladders at all, just your comment on the vibes of the architecture.
I don't really care about the ladders either way, though do know that not all trader houses have them. The underground bunker ones do, but the forest huts, stilt huts, desert huts and arctic huts don't have ladders.

  • Like 1
Posted
1 minute ago, ifoz said:

Oh I wasn't talking about the ladders at all, just your comment on the vibes of the architecture.
I don't really care about the ladders either way, though do know that not all trader houses have them. The underground bunker ones do, but the forest huts, stilt huts, desert huts and arctic huts don't have ladders.

oh, my bad most likely.

Yeah I am not a fan of the architecture but I am also not a fan of lore in video games at all but even more so the general 'vibe' of the lore in this game. not a fan at all, which is why I turn off storms and stability and all of that.

 

The architecture reminds me too much of 7 days to die which I played for many years but I am done with that kind of game play. super not intrested.

Posted (edited)
6 minutes ago, CastIronFabric said:

oh, my bad most likely.

Yeah I am not a fan of the architecture but I am also not a fan of lore in video games at all but even more so the general 'vibe' of the lore in this game. not a fan at all, which is why I turn off storms and stability and all of that.

All good.
I think even if lore totally doesn't matter to some players, it's still important in holding the overall tone and setting of a game. With no lore to shape direction, games can sometimes feel random or chaotic, though there isn't anything necessarily wrong with that if they handle the lack of lore/worldbuilding direction well enough.
The lore of VS isn't for everyone though, luckily they do offer settings to disable lore content if you aren't a fan. Still, the devs (and a good chunk of the playerbase, myself included) do care about it, so it's good in my eyes the traders are much more fitting of it now.

Edited by ifoz
  • Like 6
Posted
1 minute ago, ifoz said:

All good.
I think even if lore totally doesn't matter to some players, it's still important in holding the overall tone and setting of a game. With no lore to shape direction, games can sometimes feel random or chaotic, though there isn't anything necessarily wrong with that if they handle the lack of direction well enough.
The lore of VS isn't for everyone though, luckily they do offer settings to disable lore content if you aren't a fan. Still, the devs (and a good chunk of the playerbase) do care about it, so it's good in my eyes the traders are much more fitting of it now.

I completely disagree.

 

Posted
1 minute ago, CastIronFabric said:

I completely disagree.

I kind of just said "lore is good, but also games without lore can be good too".
Agree to disagree then, though.

Posted (edited)
2 minutes ago, ifoz said:

I kind of just said "lore is good, but also games without lore can be good too".
Agree to disagree then, though.

except you didnt say that. I do not see anywhere in what you said that suggests 'games without lore can be good too" maybe point it to me directly

regardless, when it comes to game play, lore takes a backseat to everything, lore supports the feel, not the other way around

Edited by CastIronFabric
Posted
Just now, CastIronFabric said:

except you didnt say that. I do not see anywhere in what you said that suggests 'games without lore can be good too" maybe point it to me directly

This part below:

7 minutes ago, ifoz said:

though there isn't anything necessarily wrong with that if they handle the lack of lore/worldbuilding direction well enough.

Basically "lore direction is good, but if a game can do fine without it, that's also good".

Posted
1 minute ago, ifoz said:

This part below:

Basically "lore direction is good, but if a game can do fine without it, that's also good".

ok, I read that a few times and I dont have clarity on it but I will take your meaning.

I just disagree, lore always takes a backseat when it comes to video games. Many games and in fact many developers even, fall into the myth that lore dictates the game but nope, its the other way around when it comes to compelling game play.

Regardless, one thing the video game industry does NOT need is another doom and gloom violent simulator

Posted (edited)
4 minutes ago, CastIronFabric said:

Regardless, one thing the video game industry does NOT need is another doom and gloom violent simulator

I actually really agree with this point.
Something I like about VS' lore is that despite the horror themes, some of the lore books paint a picture of the remnants of humanity banding together to face the darkness, regardless of their backgrounds or social class. It's things like that where VS establishes that one of its main themes is human spirit / tenacity, as opposed to other similar horror themed games where humanity might be portrayed as divided or irredeemable.

Edited by ifoz
  • Like 1
Posted
4 minutes ago, ifoz said:

I actually really agree with this point.
Something I like about VS' lore is that despite the horror themes, some of the lore books paint a picture of the remnants of humanity banding together to face the darkness, regardless of their backgrounds or social class. It's things like that where VS establishes that one of its main themes is human spirit / tenacity, as opposed to other similar horror themed games where humanity might be portrayed as divided or irredeemable.

no, this is not going to work with me.

 

Posted
6 minutes ago, CastIronFabric said:

no, this is not going to work with me.

That's fine lol, I wasn't trying to have the lore win you over or anything. You've already well established you don't care about it.

  • Like 1
Posted
4 minutes ago, CastIronFabric said:

no, this is not going to work with me.

 

It doesn’t have to. Not everyone will see it your way and they're not wrong for it. You can, however, ease up a little, especially in a highly visible thread. ;) 

Posted
1 minute ago, Teh Pizza Lady said:

It doesn’t have to. Not everyone will see it your way and they're not wrong for it. You can, however, ease up a little, especially in a highly visible thread. ;) 

 

2 minutes ago, ifoz said:

That's fine lol, I wasn't trying to have the lore win you over or anything. You've already well established you don't care about it.

move on folks, I am done engaging on this very off topic assertion (which yes was partly my fault)

Back to what I said. there is nothing about the traders changes that I like, not a single thing

Posted
On 3/5/2026 at 9:09 AM, CastIronFabric said:

when it comes to fishing, I got a boar worth of meat from 3 worms I got with a grunter.

I think the fishing feature was in part put in place to balance the berry changes for early game

But you don't get fat or leather. Seems more like an emergency food source when you don't have better options.

Even wandering nomadically, you aren't engaging with the berry replanting mechanic, nor sitting still fishing. You're grabbing berries and mushrooms as you move.

Posted
2 minutes ago, Bumber said:

But you don't get fat or leather. Seems more like an emergency food source when you don't have better options.

Even wandering nomadically, you aren't engaging with the berry replanting mechanic, nor sitting still fishing. You're grabbing berries and mushrooms as you move.

what good is fat and leather going to do you if you do not even have copper yet?

of course fishing is for early game, that is rather self evident. Early game for food, late game for collecting pretty fish, this seems rather obvious

Posted (edited)
7 minutes ago, CastIronFabric said:

what good is fat and leather going to do you if you do not even have copper yet?

of course fishing is for early game, that is rather self evident. Early game for food, late game for collecting pretty fish, this seems rather obvious

Fat's for sealing crock pots. You certainly want to be making meals ASAP rather than wasting potential calories on cooked meat.

You should probably have copper before you've harvested all the nearby berries (or termites, etc.). Like panning for copper, these are for when you've come up short, not something to aspire to. Time spent fishing is time not spent finding copper.

Edited by Bumber
Posted
22 minutes ago, Bumber said:

Fat's for sealing crock pots. You certainly want to be making meals ASAP rather than wasting potential calories on cooked meat.

You should probably have copper before you've harvested all the nearby berries (or termites, etc.). Like panning for copper, these are for when you've come up short, not something to aspire to. Time spent fishing is time not spent finding copper.

Fishing is for early game and it works for the early game food balance given berries.

 

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