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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. There was a gif posted in the Discord devlog a while ago showing fish being able to slip away from melee hits, though I assume they'll still have some leniency to allow spear throwing if you're skilled enough. I assume that is just to encourage using an actual fishing rod instead of just killing the fish with your bare hands lol
  2. From what Tyron has said on the Discord, I think the current plan is to have the real fish mobs move toward your lure, at which point they'll bite and you can reel them in. I think he also mentioned something about how if somewhere has no fish mobs/you fished them all up, you could still catch fish but with the drops halved. I guess just getting phantom bites and then reeling them in like some other games do. He was also talking about a fish population map system, so you could overfish an area and have the chances to find/catch anything there reduced. I don't know much about that or how it'll be implemented though. [EDIT] There was also talk of taxidermy (so you can display your catches), which means the fish will be real items you can hold rather than the current way fish work which results in players having to butcher them at the bottom of a lake.
  3. If they were instead focused on stealing from overrun settlements rather than live ones, I'd be very much willing to join their cause. Ruin hunting is fun!
  4. I'd be willing to wager the commonality of traders is just for gameplay, and that canonically there aren't that many people out there in the wilderness. Bandits would likely want to base somewhat near actual settlements, rather than trying to rely on the rare traveller or Seraph out in the wilds to steal from. That'd also make being a bandit more dangerous - with how few people are out there, there isn't much stopping the guards of said settlement from running you out of the area. Living in the wilds is also canonically very dangerous, the trader wagons are being reworked in 1.22 to become palisaded huts instead. Personally I also think that having our Seraph have to fight/kill humans wouldn't mesh well with the game's established theming of humanity banding together in the face of the horrors, but that is more subjective. Regardless I don't intend this to come across as just shutting down your ideas or anything, a lot of them are great! Just discussing bandits in particular.
  5. Make sure you're using your game account and not your forums account, they're both different things.
  6. Iirc this is an intended feature, they made it this way (at least on top of the tower) so players wouldn't freeze to death while doing the parkour and boss fight.
  7. The missing blocks is a bug, but the sign is an intended easter egg. Looks like others have already given you the answer for that one, though.
  8. You can already do this by debarking the logs and then crafting them into quarter logs. They all have different debarked variants! Unless you mean making it so normal quarter logs can be debarked by themselves.
  9. Myself, aged wood. Despite the weird texture/naming inconsistencies between "aged" and "very aged" wood types (this is a real rabbit hole to go down, looking in the creative inventory lol) it's probably my favourite. Usually my go-to in creative mode builds where I don't have to worry about actually finding it. Aged has two colour palettes unlike all other wood types, due to the weird inconsistencies mentioned. The planks are a darker green, whereas the doors/bookshelves/etc are a pale brown. This is due to some aged items using the "very aged" colour scheme. I promise this makes sense. While I'd love to see "aged" and "very aged" finally given a true distinction, this can sometimes work in aged wood's favour as both colour palettes are quite nice. The dark green is good for old/weathered builds, and the light brown is nice for a cozier vibe. It's identical to oak in wood grain, though a little more pale. ^ Super scientific diagram.
  10. With the new fishing stuff, I have been thinking about the potential to add cork trees. Historically cork has been used in fishing equipment for thousands of years, and could also make for an interesting construction material. Having a certain time of ingame year where the player can pry the cork bark from the tree without damaging it longterm would be pretty cool, I think. [EDIT]: Oh also, could open up the opportunity to cork wine to preserve it longer.
  11. 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.
  12. ifoz

    Fishing

    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.
  13. 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.
  14. 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?
  15. 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.
  16. 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?
  17. 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.
  18. 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.
  19. ifoz

    Trader Ruins

    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.
  20. ifoz

    Trader Ruins

    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.
  21. ifoz

    Trader Ruins

    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.
  22. 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.
  23. 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.
  24. 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?
  25. 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.
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