Venusgate
Vintarian-
Posts
95 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Venusgate
-
Game didn't quite live up to "Uncompromising Wilderness Survival"
Venusgate replied to jerjerje's topic in Discussion
I didn't mean any more labor put into farming (at least not the actual hoeing and sowing part), just having to keep yourself alive with the various other methods (foraging, hunting, fishing) for longer. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Venusgate replied to jerjerje's topic in Discussion
I think the issue here would be "what is the risk a farmer takes by not exploring but instead focuses on food security." And I think the answer (currently) is, 'they risk not having as much fun.' But take a step back to the "survival challenge," if you were dropped in the middle of the jungle with no hope to ever return to civilization, then of course, agriculture would be a high priority, but it would take months for it to pay off. In the meantime, you have to keep yourself alive, and keep the crops protected from drought, pests, fire, etc. VS (on default) compresses those months to a few days, and the threats to crops and irrigation are inconsequential. Like, imagine if surface rust mobs burned and blighted crops, and those crops took 20-40 real life hours to grow. How much would that change the way you play? -
I'm pretty sure OP is saying he's rather have, for flour, chutes distribute into connectable crates with visual representation of fill level - for tactility. For OP: I always like the idea of tactile storage. I also like the idea of different flour purities and advanced querns to achieve that, but maybe just the two steps. Also, maybe make flour processing make the air in sealed rooms combustible :D
- 3 replies
-
- 3
-
-
-
- suggestion
- food
-
(and 3 more)
Tagged with:
-
I havent used WebCartographer, but i always assumed that's how it works
-
Written guides (not video) on how to make leather?
Venusgate replied to Haltingpoint's topic in Questions
To dovetail a little off LadyWYT, I try for four barrels, 2 for the lime wash. Once a hide goes thru the lime wash, it no longer decays, but if you suddenly have a lot of rawhides to process, it can get stressful to watch the clock before your hides decay. And then I have a few buckets to store residual tannin of each strength. Note, treating a hide with fat to make a pelt disqualifies it for leathermaking in the future. -
I don't know much about dynamic voxel rendering, but I do know that a cylinder is an order of magnitude simpler than a complex curve. It would be rough to have that on a wish list. As for aesthetic, I agree with being able to incorporate angles achievable with beams into chiseling. That could go a lot of places. And if you could make small enough 'chisel beams' you could make your own curvature with enough strait edges. All that said, it might just be simpler for the same effect to add a mk2 chisel that increases voxel fidelity (vodelity?) one or two more divisions. AKA, cutting a block into 32^3 or 64^3. Add a jeweler's loop, and let the madness flow.
- 5 replies
-
- suggestion
- chiseling
-
(and 2 more)
Tagged with:
-
Fishing in a 3d videogame not built around fishing
Venusgate replied to Venusgate's topic in Discussion
Let me polish a rust gear and use it as crayfish 'tackle' -
Fishing in a 3d videogame not built around fishing
Venusgate replied to Venusgate's topic in Discussion
I would say fishing is more important to an immersive survival simulator than a platformer, though, no? The question is more: is having a more tactile system worth it for VS than your standard bolt-on fishing minigame? It could just be that... ahem...'manual' fishing becomes time and effort inefficient. If I spend less effort for the same or better effect, because I invested in rod and bait, then that would be in line with a lot of the other progression systems of VS. -
Fishing in a 3d videogame not built around fishing
Venusgate replied to Venusgate's topic in Discussion
I would like to retain the ability to melee fish, but making them faster and slippier would make plenty of sense. Like, if it took you an ingame hour to catch a fish with melee that would be caught in the same amount of time by just sitting and angling, I think that'd be plenty justified (as long as the calorie/hr is justified) -
Fishing in a 3d videogame not built around fishing
Venusgate replied to Venusgate's topic in Discussion
Well, development isn't always a strait line, and there's precedent for systems changing around within VS. And it's something I've always been kind of curious of how people view fishing in 3d games. Given there is currently multiple interpretations of fishing within VS (violent salmon tackling and passive fish trapping in mods), it's fertile ground for opinions. -
When fishing comes to VS, I figure there are two ways developers always go: 1. Using Primitive Survival method: a body of water has a hidden pool of fish/junk and catches are weighted randoms. 2. Being able to see which fish you aim to catch ahead of time, and purposefully going after them. Given our teaser shows a boot being fished up, yet VS has physical fish in the water, it's unclear which direction the devs will end up going in the long run (though there may be more hay been made in the chats that I don't know about) Assuming the former allows for more time to code a deeper system, or frees up coders for other facets, what's your preference?
-
While I like the idea of carriages, large ships seems like feature creep without there being a *purpose* for large ships. If there's ever a sink for food and other consumables, though (like simulating a lord with NPC villagers) I'd like to see traders with bulk order quests. Like "250 gears if you take these 40 stacks of charcoal to a trader 6000 blocks away." And then, of course, have a purpose for having 250 gears. My fear for feature creep like this is how Astroneers turned out, especially with their trains. Trains are cool, but with no reason to transport things, then it feels very artificial ETA: Also, all that said, I am doing a "unique backpacks only" run right now, and i have cartwrights caravans installed to supplement long hauls. difficulty modes that reduce player carrying capacity could also give purpose to transport logistics.
-
I think you're mixing up "waiting simulator" with "time management simulator." Though it's true this would reduce the *pathways* of efficient progress, for the benefit of more immersion.
-
Oh, another idea for this I had - basically to prevent locking players from cooked food: 1. Able to whittle wooden bowls without clay or fire. 2. Able to fire a single dried clay cooking pit in a preheated campfire as long as you keep the temp below, say, 400 degrees.
-
80 deep. it's the second cave tendril I had to breach before i found the copper.
-
Taking suggestions for my in-game chisel calendar
Venusgate replied to Venusgate's topic in Discussion
-
I recently dropped into a cave over a 11% copper chance to find 5 whole blocks of rich copper. Is it that caves generate after ore and prospecting data, so they can "wipe out" nodes?
-
I am playing with the time and 12-day month hidden, and am keeping track of days manually with chiseling. One block face has 12 "strokes" to form an image; one stroke applied per day. I'm sure there are more creative images that fill this criteria. Let's see 'em!
-
"Through the Ages" - Place at least 20 of each building block: mudbrick, daub, thatch, wood, plank block, cobblestone, ashlar, brick, and copper. "DY-NO-MITE!" - clear at least 100 rock with blasting powder. "Well beaten" - Have a contiguous length of stone path of 100 blocks. "Interstate" - Have a contiguous length of stone path of 1000 blocks. "Marathon" - Cover 10,000 blocks in a single day by beast or boat. "Wickerman" - Have angry bees kill a predator or rust creature.
-
I should post the clip I saved of me finding copper bits in the ferns 20 blocks from my starter house 40 days into my latest run.
-
Nat's Survival used to do this (as part of a more integrated overhaul), and it worked well enough. As said by Bruno, Novelty, and to an extent Sleep Need do this now. Personally, I'd like something more akin to the Taste mod, where each character has one or two foods in each category that give this sort of buff - or maybe "If Fruit is full +5% movement speed." "If fruit is full and you have consumed your favorite fruit - pink apples - in the last 24 hours, +5+5%movement speed."