Jump to content

ThreeHeadedDingo

Very supportive Vintarian
  • Posts

    22
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by ThreeHeadedDingo

  1. I don't really have the time to create my own mods (busy with game development) but I did have a mod request. I don't like the hidden hunger buffer partly because it's impossible to tell if/when it's filled. In MP, we'll eat the same foods in the morning and set out and do something all day and one of us will be starving and the other will still have a full hunger bar even though we were both full when we left the house. It feels garbagey. So firstly, I'd like this theoretical mod to remove the hidden saturation buffer feature entirely (or unhook it somehow). Secondly, I'd like the mod to also greatly increase the size of the seraph's "stomach." Like, double or triple the capacity of the hunger bar. You'd still have to eat the same amount of food in the grand scheme of things, but you could fit a lot more in your hunger bar before you're full and therefore could last longer without eating before literally dying from not eating. It doesn't make a lot of sense that if I leave to travel for like 12 hours with a full stomach, I'm starving and must return home to eat to avoid dying. In summary, I'd love a mod that unhooks the saturation buffer and increases stomach capacity by 2x or 3x (or a configurable amount). It would make hunger more predictable and less tedious to upkeep.
  2. Yep, agreed. There are so many bugs and issues that at this point date back YEARS (straw dummy sync bugs, invisible players, mash randomly not stacking, and so many more). Maybe we need to pump the brakes on new features and focus on giving some love to broken and unfinished stuff. Fixing long-standing MP bugs, improving stuff like the way the entire firepit mechanic works (hand feeding stuff so stacks don't go cold is bad), moving away from pinpoint hitscan melee and towards something based on boxes intersecting other boxes (see: games like Elden Ring and how they flash boxes, spheres, or capsules for a few frames to detect hits across the stroke of an attack arc), finishing stuff that wasn't done with the last update like the elk, etc. Like, really go through some of these ghosts that are slowly dragging the game down and start putting them to bed.
  3. I've done it, I made my own thread of all the things I've always wanted to see happen. A lot of them are QoL changes that I feel will get lost in the Discord shuffle and I would not like to repeat, so I'm compiling them here hoping they'll be seen and considered. Option in Settings for conversion of temperatures from Celsius to Fahrenheit, for the terminally American among us. We don't learn to commit this conversion to memory in the US, so this makes various aspects of the game a bit fuzzy, like knowing what a good temperature is to bring an oven up to, whether our body temperature is in a normal range or not, and so on. This could just be a localization update where the displayed number is what is altered, no actual underlying numbers would need to be changed. I would like there to be text in the tooltip of clothing to specify what clothing slot it occupies - this is especially to differentiate between shirts and outerwear before committing to buying/crafting something, as it's not always obvious what slot a clothing item belongs to. Currently, you cannot seal and age fruit juices into wines if the amount has a decimal. This is more annoying because when juicing 10 liters of something, you frequently get slightly less than 10 liters (so I often only juice 5 liters at a time, which works reliably). Even that bug aside, it would be better if non-integer amounts of juice were sealable. Double doors are very odd to place sometimes, often fighting to get the knobs together. I wanted to suggest a new crafting recipe where you place 2 doors side by side in the crafting window, and create a "double doors" item that you can place that effectively just properly places double doors in one easy click. I got this idea from the trunk recipe. When left-click dragging a stack of items across slots in the crafting window in MP, server lag can mess it up unless you do it very slowly. Unsure of how to do it, but would like to see this responsive client-side when done quickly.
  4. ThreeHeadedDingo

    Class survey

    Ehh. Blackguard already gets a damage boost and it's against everything, in addition to all the other combat related boosts. The tiny 5% additional boost to only mechanical enemies really makes the Clockmaker feel completely pointless, especially since it gets minus damage to everything else. All the other positives the Clockmaker has are kinda just fluff. Clockmaker needs more theme-appropriate positives, maybe some unique recipes, etc.
  5. Can just adjust the rot time. What I find way less fun is everyone just saving up infinite food that never perishes and then eventually it's all meaningless (basically what happens in Minecraft). Besides, rot feeds into the gameplay loop because you can compost it.
  6. Weird, I only just complained about no bees when I went to bed last night...
  7. IMO this problem isn't a problem. It's only a problem with people who don't understand the game, oversimplifying what it is. TerraFirmaCraft will forever be bound by the inherent limitations in Minecraft, and since Minecraft almost never evolves under the hood, TFC will forever be hamstrung and marred with Minecraft's deep engine flaws. The game can't even keep up with other versions of itself - Minecraft for Windows 10 runs substantially faster at drastically higher draw distances and implements all the same features. When I heard about Vintage Story, I bought it almost instantly because I knew the implications of a standalone game based roughly on TFC, made in C#, with mod support (many people forget, Minecraft to this day doesn't actually support mods - all mods require interim jar hacks/injections, like Forge or Bukkit, a mess that splinters the player base). It runs better, it looks better, it plays better, and it's gotten more attention to detail in less than a year than Minecraft still has in a decade. I also need to emphasize that the marketing push was positive, despite the negative "it's a clone" responses - I bought the game because of it, I then convinced a friend to buy it, and I may have convinced yet another person to be buying it soon. As a programmer, I recognize good, well thought out game design, and I want to make sure it's rewarded so it doesn't go away. I'll do a lot to make sure this game doesn't go away - it's way too promising.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.