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ToastyDerek

Very supportive Vintarian
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  1. I think it would also be a great idea for the team to focus a lot more on QA/testing. I love this game dearly, but updates, even stable ones, feel like they have features that were only tested in best case scenarios and often fail or have unintentional side effects during any other situation. Or, it feels like oftentimes "minor" changes are made that don't get tested properly and they end up being wrong or having side effects with other game systems. I would also highly recommend some form of automated testing. Unit tests and integration tests will help massively when done properly as you can make changes and add features with more confidence that old systems aren't breaking or changing in unintended ways
  2. I voted for bug fixing but the more i think about it, the more I'm actually leaning towards a polishing/dejank. Specifically, I would love to see a pass on the UX and general interactions in the game. For example: Interacting with fired clay items should all behave similarly. Why can I right click to pick up a clay mold with a non-empty hand but I cannot do the same with an ingot mold? Ideally, all items that can be right-clicked into your inventory should be doable as long as there is an open inventory slot. Filling a bloomery full of iron nuggets is an exercise in carpel tunnel syndrome. Why is only 5 added at a time while also requiring such a crazy key combo? Filling pit kilns with things like bricks is frustrating because of the first insert adding only one brick, requiring the removal of a brick at the end to make 12. Additionally, I think it would be great if there was a stop point at the pit kiln max if the pile starts in a 1x1 hole to make adding the exact amount require less precision/tedium Crates are a UX nightmare. Why am I required to hold the item to insert into a crate that already has that item? Look at the BetterCrates mod. Double-tapping right click inserts all items of the crate's type automatically. Coming back from a trip and inserting 12 stacks of rocks, for example, requires me to insert each stack individually, tediously messing with my inventory to do so. This is needlessly frustrating and breaks me out of the game. These are just the things I remember and I haven't played in a couple of months. Additionally, the mechanical systems are in need of a lot of dejank. The bug that makes chutes/hoppers/etc spill items all over the place when the chunks become unloaded means you have to babysit your base while you are using automated machines. Defeats half the purpose of automating it in the first place! Also, the way chutes work (or rather, don't work) to split and merge different pipes could use a look. I think we could remove pre-crafting chutes all together and using the chute sections in-world to build pipe networks would not only be more fun, but also more intuitive. The quern also behaves in undesirable ways. The most annoying of which is that the operation resets if a side is blocked rather than outputting to the first available side. This makes quern setups unnecessarily complicated and is not intuitive. At face value, a lot of these issues might seem small and insignificant, but over hundreds and thousands of hours of playing this game, they add up and create a frustrating experience.
  3. Temp absolutely matters for spoilage rates. Colder temps = less spoilage. The only thing a cellar does is make the maximum temp 5C with regard to food spoilage, so if it's close to 5C outside, you won't see much benefit. And if it's even colder outside, there will be no benefit at all, though I don't believe it'll be worse either.
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