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Everything posted by ifoz
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This is normal yes, sometimes they can just be found on the ground around caves. It doesn't indicate anything though, just a free gear. You can break it to pick it up.
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Don't forget the trader overhaul and procedural dungeons! We know the update to traders is confirmed, and Elvas has teased some dungeon stuff in his trader-focused streams.
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Honestly being wet from the rain should probably be a more impactful thing than it currently is, I can't remember a single time I thought that I should stay inside during the rain for fear of freezing. Maybe clothes staying soaked for longer, and the player having to dry them by a fire. That way spare sets are incentivised? Just spitballing random ideas, of course.
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Make oak and kapok saplings with a small chance grow to their bigger size
ifoz replied to Zaharit's topic in Suggestions
I wonder, if you made a tower of logs, then placed a dirt block and seed/sapling at the top, let it grow, then destroyed the dirt and replaced it with a log. Could that possibly allow you to get a taller tree? -
I was thinking yesterday about modular furniture, since they've posted the modular wardrobe concept art. It could be fun if putting a table in the grid made it into a "modular table" (or the other way around, depends which one they want as the default) which would connect with other tables. Placing four modular tables in a 2x2 arrangement for example would turn them into one large 2x2 table, still with four legs. That way you could have an easy way to get nice (and functional for pies!) larger tables in builds without either having a bunch of individual tables or having to make a bunch of random "large table corner" type items.
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I think the idea of allowing players to place pottery/beds/torches (at least temporarily, maybe structures would reset each temporal storm or something?) is pretty good. It would manage to blend the sandbox gameplay with the linear puzzle-based progression of the story locations in a nice way imo. However, part of the problem with claiming in my eyes also stems from another problem - decor. Not decor in and of itself, but the fact story locations use a lot of special, cool and oftentimes exclusive decorative items that the player cannot obtain themselves. Why can my Seraph make a perfectly fine 1x1 table, but not a 1x2 table? Why is that relegated to a story location exclusive? I've said it before, but I think this would sting a lot less if we had alternatives for some of this stuff. More craftable/buyable basic furniture (tables, chairs, book stands). Let us stack books in rows on the ground like in a certain story location, let us put books on lecterns. That way story location decor is just "oh cool, this furniture has a bit of a unique style" as opposed to "I can never obtain this or anything like this because of the claim system". Staring at the "tavern tables" in a certain location as they mock me from beyond their claim.... If the devs added a crime/reputation system with NPCs I would be squeaky clean, though their tavern tables might mysteriously disappear one day. I wonder where they went? Not me, I wouldn't know. There were tables here?
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Combat is too shallow for it to be so integral to the game.
ifoz replied to Tabulius's topic in Suggestions
The current traders are placeholders, their structures (and very likely their appearance) are getting updated in 1.22. We'll have to wait and see what their lore-accurate culture is like! (EDIT): Oh also, in regards to symbolism - humanity has taken a liking to gears as a holy symbol. The traders mention this, and there is a certain statue in a certain location of a certain character who is depicted with a Both old world and new world - old world orders like the Forlorn Hope seem to have used gears as a symbol of Jonas/grand machine worship, while new world humans view them as a sign of a power greater than them. -
There's also the even higher effort option of chiselling the roof, then using support beams on top of the chiselled slopes to make them truly smooth.
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I like to think that for some of the underground ones and the ones around the perimeter of a certain story chapter 2 location that may or may not involve parkour, but for the normal surface ruins I think they've probably aged normally. In vanilla, none have exposed wood, they're all just stone foundations.
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All three of them have different little stories - the small standalone rammed earth hut has a breached palisade and a skeleton nearby, indicating they died trying to defend their perimeter. The standalone cob hut has a skeleton in the bed, likely victim to sickness or age. (Also features some weapons and a cellar with food, I kind of wanted the vibe of "no matter how much they prepared, it was inevitable). The third one, the larger outpost has three beds. There's two skeletons buried behind the house and marked with gravestones, while the third bed is in the abandoned wooden shack behind the stone hut. That one I wanted to leave a little ambiguous, as to what happened to the third inhabitant.
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There's a reason people live holed up in the villages! Just wanted to show off these three trader ruins I did recently for Better Ruins, really happy with how they turned out. They're very much based on the upcoming 1.22 trader rework, so once that happens they'll fit in with the normal trader structures. My aim is to lull the player into a false sense of security ("Oh hey, a trader!") before they get in closer and see the holes in the roofing, and then the skeletons. x) Also to show how dangerous the world is to human settlers, that too.
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Combat is too shallow for it to be so integral to the game.
ifoz replied to Tabulius's topic in Suggestions
Personally I feel like the surface mobs are decently lore accurate, though only when you consider the realistic damage they could do. Shivers could easily grab onto you with their giant mouths, and a bowtorn bolt to the head probably isn't going to be a great time even if its the surface variant. The player's only saving grace is that we don't have a limb damage system. "I used to be a treasure hunter like you, until I took a bone arrow to the knee". I feel like Nadiya is probably mostly accurate to the lore, since Tad jokes about it as being "the only bastion of civilisation within a reasonable walking distance". So I do think canonically it's likely a smaller outpost compared to some of the larger human settlements that are probably out there somewhere. The reworked traders have outposts even smaller, with the largest seemingly made of 2-3 houses and some sort of watchtower. Something I really like with the new traders is how the single trader huts are the least developed, being made out of planks or cob most of the time. The outposts are a little more developed, made of rammed earth and featuring luxuries like brick fireplaces/chimneys. -
From what we know happened, it seemingly emitted a blast of energy (?) that ripped all who were nearby out of time. Those same people were later pulled back into this world by Tobias, becoming the Seraphs we know today from their vacation spent outside of time. Aside from that, we know is there was a "great rumbling of earth" and then the Rot was wiped from the world. Temporarily. Tobias says it's going to return, so it seems this was more of a stop-gap solution, though I'd wager that getting rid of the Rot forever was the intention. It also scrambled the world geographically. Tobias no longer knows where the archives lay, as the "world has shifted since the old days". We know VS takes place on Earth due to the mentions of various real world places, people and events. The globes found in ruins also have a texture of what looks like a real world map, though obviously in-game none of the terrain geologically matches that of real life.
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Predictions of what devs will have playable by next version
ifoz replied to Facethief's topic in Discussion
I know, but now there's also going to be huts/outposts for all traders. Wagons have been phased out! ...At least in their current form. I did see that there was a really large wagon, almost like a house on wheels. Maybe that'll be one of those really rare outposts of 2-3 traders? -
Predictions of what devs will have playable by next version
ifoz replied to Facethief's topic in Discussion
From the Discord devlogs, we know of forge improvements (metal tongs, bellows, quenching and tempering), as well as status effects (psychedelic shaders when eating the wrong mushrooms). There's also a sharpening system that seems to just add a temporary flat damage boost to your weapons. From Elvas' dev streams, we also know about the overhauled trader outposts (no more wagons, they have huts!) as well as some work on the procedural ruins/dungeons. There's also a concept for a functional wardrobe, though we don't know if that is actually coming in 1.22 or not. -
I really like it! Only problem is that the tavern tables used are unobtainable in survival, so you'd need to chisel your own.(Unless you have mods that change that)!
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Does anyone know what these pitch black areas are?
ifoz replied to ATTESTEDJON's topic in Discussion
It's a bug. There's a command that fixes it, iirc /debug chunk relight -
Bit of a painstaking process, here's the ruined beds restored. Green already existed in the files, but the restored brown and patchwork are custom.
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Procedural rework to Story Locations for better replayability
ifoz replied to Wexton's topic in Suggestions
While I can't manage to get a picture from the stream since it was a while ago, Elvas briefly showed off some dungeon stuff in a developer stream. The stuff that was shown was mostly parts of a large underground shelter, that would then be procedurally pieced together. There was a large mess hall area shown in the stream, and it was separated into four quarters. I assume each quarter could be switched for another randomly, making it so even individual rooms have some element of randomness to them. Story locations are tricky from a design standpoint, and while I personally am glad they're land claimed, I do often wish we could obtain some of their decor. This issue though to me at least boils down to the player not really having much decor at their disposal to begin with. Not being able to obtain a 2-wide table wouldn't sting nearly as much as it currently does if we could already craft a different-yet-similar 2-wide table. It'd be "oh neat, the furniture here has a unique styling" rather than "I cannot ever obtain anything similar to this, it is physically impossible. Why must you taunt me, developers?!" -
Yes. Yes it is. The bellhead killed me underground, and then my dead body landed in metal spikes. My working theory is that since metal spikes constantly try to do damage when you touch them, they were amplifying the already massive knockback while I was dead. Then when I respawned, I was thrown into the air, only to die again on impact.
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Thank you! It's from my very first world back in 1.18, and every now and then I hop back on and keep playing, slowly building more stuff. Originally it was just the ruined tower closest to the lake that I fixed up as a starter base!
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I once experienced a fantastic bug involving a bellhead shiver and knockback. One small step for a Seraph...
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So here's a new one. There I am, deep underground. We're talking y level 40 or something similar. Kind of on edge, since a quarter of my health is already gone to corrupt locusts. (Not shown in image due to a thankful bandage from a translocator). x) Suddenly, out of nowhere, I am jumpscared by a sound I have never heard in a cave before accompanied by a rapid movement in the corner of my eye. "Dead rooster, looks crushed". There was nothing above me except for countless tons of stone. This bird somehow clipped through the world, then fell into the cave where I was standing and died on impact. Quite the unexpected jumpscare.
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In order to still allow player creativity while letting creatures break blocks, an idea I have heard discussed before is letting them temporarily "disable" blocks during a storm (same as breaking them, but the blocks return after the storm ends).
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While I am in no way against cows or oxen (I think they could be cool, more animals to domesticate is always fun!) I did just want to bring up that the traders themselves are getting reworked for 1.22. They're now mostly living in small shacks, with some of the rarer variants being little fortified outposts. Some of these do have custom handcarts and wagons nearby them though, so it might be that the traders are supposed to be pulling them by hand, or have elk/other animals we cannot see yet.