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Everything posted by Echo Weaver
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Long distance water transport - Aqueduct and reservoirs
Echo Weaver replied to Crylum's topic in Suggestions
No, the well I'm thinking of is the kind that irrigates crops with the aid of windmill power. It would need an irrigation ditch system, so I was thinking of it as part of this sort-of proposed mod that's being brainstormed here. ETA, well, I'd think for a small farm you shouldn't need windmill power. But, yeah, ditches. -
Long distance water transport - Aqueduct and reservoirs
Echo Weaver replied to Crylum's topic in Suggestions
What's consuming your resin? It's used for making windmill parts, but I have mine fairly built-out with some extra resin hanging around. Not sure what all the options in the game are yet. Agreed about moving water source blocks. I'll put in a good word for digging wells, too, which is the mechanic I really want. That feels more homestead-y than bringing in water via aqueduct. -
Juice, Wine/Mead/Ale, and Milk in Meals
Echo Weaver replied to LexicalAnomaly's topic in Suggestions
The textures are indistinct enough that even I could make some if they were needed. I don't art, but I do Photoshop . Actually, a mushroom pie filling texture is already in the game. 5 shades, in fact: black, blue (bluish-gray), brown, orange, and red. I have no idea what, if anything they're used for. There are also fill-cheddar.png, fill-bluecheese.png, and fill-mixedcheese.png that could be used for cheese pie, which I've always wanted to make. Also fill-aubergine.png and fill-potato.png? Guess we have a bit of a roadmap for which foods they're considering adding. That's just in pies. Meals have tomato, potato, and aubergine textures. Tomato looks like it would be fine for red wine. Cranberry is in here too. Plenty of golden-shaded stuff for mead or white wine. ETA: I guess fruit colors are more important than red and white wine, lol. I'm just starting to look at wine making, so I don't have a lot of personal experience yet. -
Long distance water transport - Aqueduct and reservoirs
Echo Weaver replied to Crylum's topic in Suggestions
I can infer who someone is... -
For a long time, I've been hearing drifters in my base more often than not. I assumed there was a cave beneath the base within earshot. For a week or so, it was silent, and I set aside my plan to dig down from a likely spot. Well, after a high rift activity night, we started hearing a shiver inside the base. I started my digging exploration and got pretty far down with no cave. Then my teen noticed that shiver spikes were poking out of the wall of the forge. So.... When building out the forge, I ran out of cobblestone blocks and filled in one spot of wall with a slab set flush with the rest of the wall. Then I forgot about it. It turns out that rift beats can spawn in the half-block gap between the slab and the dirt on the other side of the wall. That's some contortionist drifters.
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Long distance water transport - Aqueduct and reservoirs
Echo Weaver replied to Crylum's topic in Suggestions
Someone brought up the idea of coating with resin on one of my rants about pottery for water transport. That seems like a good idea to me. -
I am definitely in favor of adding a female shape, but I hope unlike the modded one that it doesn't look like the chest will stab your eyes out.
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You don't have enough inventory even with the inventory of the elk and/or sailboat? I kind of like the idea of a long journey, but I haven't actually attempted it yet. I seem to recall at some point there were plans for wagons such that you could have a transportable base. I think my friend who got me into the game said those were planned for 1.20, so clearly that didn't end up happening. I don't want to mess with my personal game, but oof I haven't managed to find that treasure trader yet. At least it looks like we're going to be decked out with the best weapons and armor when we finally find the archive. I thought I read that in 1.21 the other traders would be able to give you help in finding the treasure trader. Is that true?
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There is a big black center with color surrounding it. There are just no whites surrounding the color. The little white mark on the pupil is a light reflection.
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Hmmm. I'm pretty sure the iris is colored. You have a large pupil with a small white light reflection, a colored iris, and no scelera. Are you thinking of the small white light reflection as a pupil? That does sound creepy.
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Well, it's currently possible to use poultices in the middle of a fight or, perhaps more relevantly, a temporal storm. Moving them to something you primarily used after danger is past is a big change.
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Juice, Wine/Mead/Ale, and Milk in Meals
Echo Weaver replied to LexicalAnomaly's topic in Suggestions
Heh. I think there's a whole class of mods out there that follow the philosophy, "This mechanic could use about 5 more options, so I added 40!" (I also feel like this about the Wildcraft series.) To be fair, Expanded Foods looks like a ton of fun if you want to skew your game toward a cooking sim, which is totally legitimate in a sandbox game. I have played on a couple of multiplayer servers with one or two dedicated cooks, and it's definitely fun there. But feels like way to much for me for my personal game. -
The new healing mechanic makes the RA boss frustrating
Echo Weaver replied to Kiko's topic in Discussion
Yes. I look up strategy on YouTube after I've tried and failed enough times for it to not be fun, but it always feels like a letdown. It really bugs me to see stuff tuned for folks with out-of-game knowledge. -
The new healing mechanic makes the RA boss frustrating
Echo Weaver replied to Kiko's topic in Discussion
FWIW, I think if you're studying YouTube for the precise strategy, you've earned an easy fight. I prefer to be able to learn through gameplay, which is much slower. I'm not sure it's possible to balance both the YouTube-study style and the gameplay-discovery style into a boss that is satisfying for both. -
I see, "RPGs, as in games, do in fact require proper character progression systems," which I don't think is at all controversial. Other than that, it's a discussion of subgenres branching from tabletop and video game. I'll ask again -- if you don't think you are going to be interested in Adventure Mode anyway, why are you obsessed with arguing about the existential definition of RPG on this forum?
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Except that's not what they said. They said that the LLM's definition is questionable (true) and talked about various types of RPGs and RPG fans over the history of tabletop and gaming with some mild value judgments -- less so than value judgments you've provided yourself. Then they made predictions about what will be in Adventure Mode. Everyone on this thread is simply not going to express their opinion in the very narrow phrasing that doesn't bother you. Everyone here is expressing an opinion, even if it's one that you don't agree with. Heck, even if it's one that there's only one definition of RPG, a position I'm seeing very little of. It's a much more interesting conversation if people talk about stuff they'd like to see in Adventure Mode. As I recall from previous exchanges, you don't even think Adventure Mode will be interesting for you. With that in mind, I'm really confused as to why you want to keep having this argument.
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Juice, Wine/Mead/Ale, and Milk in Meals
Echo Weaver replied to LexicalAnomaly's topic in Suggestions
I really like the idea of cooking with wine/mead/ale. In addition, grains should be allowed in meals. It really bugs me that I can't make chicken and rice. Also, cheese in porridge. I come from the land of cheese grits, for heaven's sake. These recipes are straightforward to mod, but I am still learning how. I've searched for grains in meals and not found it, which surprises me. I've been reluctant to mess with Expanded Foods and A Culinary Artilery because it adds SO MUCH. Most of what I want to see can me managed by reducing restrictions on the existing foods. Maybe I'll eventually try. -
Is the delayed healing mechanic something that can be turned off in the world settings? I'm not the most combat-focused player, and this sounds like extra challenge I wasn't looking for. FWIW, I haven't used plate armor because the extra protection brings a huge reduction in healing rate and moderate movement reduction. Chain has been my go-to, though scale looks like it might be worth it for a boss fight. (I haven't actually attempt to make scale.)
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I like the new faces overall, but the side-by-side really does highlight that the mouths have lost expressiveness. Grin is definitely not grinning, and smirk (my face) is at best vaguely ironic. And, as pointing out, the tilt of eyebrows is too menacing in expressions that should be friendly. It seems like this could be refined a bit.
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I want to label my storage, but I believe you need papyrus to label crates, and I don't have any of that . I started with a central storage area. Now I've outgrown it, so I'm sorting things into chests near where they'll be used. I don't think I'll ever have the kind of storage systems pictured here, but we'll see what it's like in a couple more game-years.
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There's this mind-blowing mod: https://mods.vintagestory.at/glassmaking I don't know what I'd want to make out of glass yet, but I would love to try this. I guess it they get more into alchemy or actual chemistry, we'll need bottles and beakers. Sulfuric acid in a wooden barrel seems problematic.
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Right, and almost everyone in the thread agrees with you. The point to speculation is that everyone's definition is equally valid.
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OK, here is probably where I disagree most. All of us have different ideas of what is most important to an RPG. We are NOT the developers. We're just folks throwing ideas around. The devs, meanwhile, can't set expectations because I'm pretty sure they don't know what they're building yet. Therefore, there is no building of expectations in the conversation. It's just brainstorming and an expression of preferences.
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I am exactly the opposite. I've been an avid table-top RPG player since the early 90s, and it was ALWAYS about the narrative to me. I preferred a low-combat mix of choices that included a lot of talking your way out of trouble and recruiting the adversary against a common threat or whatever. Add in vivid NPCs who behave unexpected ways. And mysteries -- investigative games are the hardest to GM, I think, because the players want to sit around all day considering possibilities.The more opportunities to take the story in different directions, the better. As far as RPG *computer games* go, at least what i consider the "classic" ones like Diablo, I find combat tactics and character builds to be much more fun than they are on tabletop because the game takes over the math. Diablo II had a fabulously complex trait tree that could create totally different feels for characters of the same class. So there was a myriad of choices, but it was in character advancement rather than story. I really enjoy calculation and roll-table crunchy gaming when I don't have to spend so long calculating and looking things up myself. OTOH, mechanics are a lot more fun, but complex choices with impact on the character path are much more difficult to do in a satisfying way in software. A lot of stories are more frameworks for interesting tactics than narratives in the own right. And that's fine because the tactics are (IMHO) much more fun. And at this stage of my life, I enjoy playing a dwarf swinging a battle-axe to defeat the armies of the evil sorceress to be a lot more fun on table-top than I did 30 years ago. I think both of these styles are equally "RPG." And, really, they have a lot of the same elements -- what changes in the focus of which element gets the most attention. It'd be interesting to make a list of elements that feel important RPGs as a genre. When I say RPG, I think: - Story. It can be a simple shell scenario or an elaborate branching narrative. - Character advancement that is intrinsic to the character rather than just gear related (e.g. VS and That Other Block Game have no innate character progression; progression is all about getting resources and crafting stuff). It could be skill advancement. It could be stat advancement. It could be increasing hit points. - Some kind of quests or tasks that provide sub-goals to drive the action and provide useful rewards. These might or might not advance a central objective. That said, I find it much more interesting to think about ways various features of RPGs might be implemented in a procedurally-generated sandbox game while not losing the feel of a procedurally-generated sandbox game. That means a minimum of fixed locations and NPCs. ETA: Actually, I might agree with @CastIronFabric on the definition of an RPG than I think I did on first reading. I think the definition we might not agree on is "story"