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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. This is a known bug with 1.21, and it has already been reported on the github issue tracker. I think it might already be fixed in 1.21.1, maybe.
  2. I also think it would be awesome to have the option to toggle hoods up/down as well! Even if it's just putting your hooded item in the crafting grid, it'd be nice to toggle hoods down on stuff like the Malefactor cloak or the fur coat. That functionality already exists in the game, since hoods on cloaks turn invisible when wearing a helmet. (Or they're supposed to, pretty sure that might be bugged in 1.21 though).
  3. Nope, I think the Hunter hood is the only class item without warmth, aside from a couple of the belts iirc. Honestly I would like if all hoods got rain protection. The various hooded cloaks realistically should, but since they aren't "hats" they don't as of right now.
  4. I like the idea of soap cleaning dirty clothes, just because we already have the ingredients for medieval style soap in the game! Fat and potash could work for it, I am pretty sure.
  5. They are available. The "tailor" references a certain NPC in one of the story locations who sells them. The Malefactor shirt does still provide +2 warmth, but I think it was just being discussed how it still appears stained even when repaired multiple times, much like how various other stained/tattered clothes remain visually dirty/ragged when repaired.
  6. I don't know how many ruined settlements there would be, but I would enjoy rarely seeing ruined trader outposts and structures. That could be fun, I think.
  7. I've heard a couple other reports of this, seems to be a decently common bug with 1.21. It's already on the github bug tracker as 'high priority'. You could try regenerating the village with the /wgen regen number of chunks here command, though maybe you'll just have to wait until this bug gets fixed.
  8. There is one story location sort of like this, I'd love to see more overgrown normal underground ruins though. They are not out there, unless you like mould and cobwebs. There are some great decorative pristine bookshelves filled with clutter, but they're unobtainable in survival. In that same vein, some clutter furniture can be texture flipped in creative mode. This allows you to change it to a nice, normal wood type instead of being mouldy. Again impossible in survival, very sadly.
  9. I think there already is a ruined windmill in the game, but you'd really only be able to tell that from the file names. It's been a long time since the calamity, so any wooden structures aboveground are just stone foundations by now. I'd love more cave stuff though, really make caves fit the lore of humanity having to evacuate the surface and live underground. Not really ruins, but just things like piles of old crates or ruined torch holders on cave walls. Maybe make it so these things are more likely to occur in caves that already have ruins, so some would still be untouched. That way if you found a cave with these signs of old life, you knew it was probably worth looking into further.
  10. Making full quarter log blocks only to have to chisel them into single smaller logs when building is a great example of this wastefulness. But anyway yeah, I agree, I imagine this would be a nice feature.
  11. I've seen all the ruins in the game (aside from three very rare surface ruins, two of which were added in 1.21). This is one of the ruins that really stands out in my memory purely because of the abundance of aged ashlar it is made of, I love using the stuff for builds.
  12. All over the place. This one is pretty nice for gathering aged ashlar, iirc it contains 52 full blocks worth. Don't ask how I even still remember that.
  13. Aged stone would be great too, though currently stuff like cobblestone does not have any aged variant, so it'd be a bit of dev effort to make new textures. Aged wood already has base log/debarked textures for each wood type in the game files that they could just add the planks overlay on top of.
  14. The file name for this ruin is "holy burial", so do with that info what you will. Also try digging down, there's a little box of goodies hidden somewhere in there.
  15. I think having player-placed wood age over the course of 1-2 ingame years would be really cool, but you'd need a way to treat it somewhat easily so this doesn't impact player creativity. Maybe linseed oil, because all VS players have massive stockpiles of flax already.
  16. Watching the new dev stream that showcased a couple of the upcoming revamped trader dwellings, nearly every single one uses both 'very aged support beams' and some variant of 'roof beams'. Neither of these can be obtained in survival mode, which I can imagine is going to probably lead to player disappointment when they are unable to make builds that match the traders around them. I really think these need to be made obtainable in survival in some way. Roof beams could just be planks + hammer + axe or something of the sort, and very aged beams could maybe be purchased from building traders. --------- I just hope the devs either read this post or are already considering this idea. Showcasing a bunch of awesome builds that will be featured in the game just as much as trader wagons are right now, and then saying "actually, you cannot build like this in survival" is something that I can see being a problem within building communities. Again, the new structures themselves are absolutely awesome! It's just that players are unable to replicate some of the techniques used to make them so cool in the first place.
  17. Sadly support chains cannot be obtained in survival either. Best you could do would be chiselling your own thin blocks to look sort of like chains.
  18. Something fun you can do with sandstone cobble is use golden daub, and then chisel areas of sandstone cobble into it so it looks like the daub has peeled off, revealing the stone layer underneath.
  19. You have to make a beehive kiln, you can check what colour certain clay items will fire into with the handbook. It depends on how many kiln doors you leave open during the firing process.
  20. The animation of your eyes opening from the black screen takes a while, and right as it begins you wake up and are placed standing. So your screen will still be black for a second or two but you will already have woken up.
  21. Honestly I think the hardest part of homo sapiens is the super high respawn radius, meaning one death and you're back to square zero. This is tough even in wilderness survival mode, though there you can set spawn - a feature usually locked behind lore content unless you use mods. I've played wilderness before, had to beeline to a treasure hunter and buy a temporal gear just so I wouldn't be getting thrown back to the stone age on every death. Standard mode has a respawn radius of 50, so if you die you aren't starting over from scratch.
  22. I really do not mean to be one of those "just git gud" people, but the game really does become easier as you get accustomed to it. However, VS is super customisable. If you want, you can change basically everything in world settings. Hunger rate, health, enemy damage, tool durability, etc. My best advice for starvation is to just run around. Not many animals can survive a hotbar full of stone spears, and if you have a cooking pot, one pig will probably be enough for two days of food, maybe three if you ration it. I'd also advise taking the Malefactor class (especially as a new player), they get foraging buffs and stealth buffs that could really help you out. They also gain a good amount of money early by selling cracked vessels, though since you're playing homo sapiens and have no ruins or traders, that doesn't really matter at all. EDIT: Also, I am pretty sure homo sapiens is more difficult by default, since it's mostly intended to be a challenge mode for players who know what they're getting into. You might want to mess with some settings to make it a bit less punishing, like enabling the world map. For the intended balancing and difficulty I'd recommend playing standard mode, though as you've said you don't enjoy lore content (this includes ruins and traders, both of which can benefit your survival), I think the best choice might be to play around with the homo sapiens world settings until you find a good balance of what you like.
  23. I had an old rc7 install lying around, and instead of uninstalling it, I decided to repurpose it into a time machine. I basically just went into the files and replaced all the commonly used aged/corroded/rotten textures with their pristine counterparts. Anyway, here's the RA engineering room, with the rubble removed and lanterns added so you can see better. Here's a hazmat suit, because I thought it looked cool. Interestingly it is plated with lead. I might add more images here later, I just thought this stuff was really interesting!
  24. If I had to make a list off the top of my head, I'd probably add it to; -Anything leather. Leather tunic, leather boots, leather gloves. -Survivor cloak, Malefactor cloak. Both are thick ponchos with hoods. -Hunter poncho, miner cape and stained leather poncho. -Just a few more hats. Minstrel, merchant, jailor probably.
  25. As far as I can see in the creative inventory, the merchant hat doesn't provide rain protection. The only ones that do are some Nadiyan ones, the bamboo ones, and a small handful of others like straw and rotwalker. Realistically I think the effect should probably be applied to a few more of the hats, and maybe a couple cloaks/ponchos.
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