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Archer472

Vintarian
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Everything posted by Archer472

  1. The only thing that has stuck with me about my experience of the devastation was getting upset with the tower parkour back in its release in 1.20 and it was in multi-player with friends. Me and 3 others could not figure out one of the levels of the tower and gave up after 15 minutes of frustration and I dont know if that was a skill issue or a lack of patience and critical thinking from being travel weary (our devastation was very far north, we didn't have elks or gliders, and were constantly attacked by polar bears, and by this point 2 of us had plummeted to our demise trying to make a jump that we had assumed to be the way forward. At which point everyone got creative mode, skipped the level, and things proceeded as normal) Haven't been back there since, so I don't know if the tower parkour has changed at all, but it left a bad taste in my mouth that marred my first impression of the location.
  2. Expanding on what Rainbow Fresh has said so far, when prospecting you are more concerned with the quality of the reading (ultra high, very high, etc) than you are with the percentage reading. The quality determines the odds of ores spawning in the first place and the % is a theoretical measure on how many ore blocks could be in the area of the reading if there was a 100% chance of them spawning. Once you find an area with the resource you're after the easiest meathod I've found for searching for ore is digging a vertical shaft and digging in all cardinal directions and taking a node reading every dozen or so blocks. I won't go super into detail because 60% of mining is just finding the area with your desired ore and the rest is a mix of preference and game knowledge.
  3. If it were up to me, areas that are naturally temporally unstable would have more purpose other than just being an area you generally avoid spending long periods of time in. Show how that instability is actually affecting the area like how it is depicted in the story locations. Have variants of flora and fauna that emerge from these areas, maybe even having resources extracted from these areas have unique properties that would add an extra layer to progression/ late game min/maxing by experimenting with altered material or finding an unstable area that is producing a specific desirable effect like altering the stat result of quenching. Anything to make them more interesting than just a place you don't want to linger in.
  4. I have been thinking about how cool a VS VR mod would be for the past few days now and wondered how one would even go about developing it. From what I've seen though here, you've made a lot of progress in just about a year which to me sounds very fast as someone whose VS modding experience (and honestly the limit to my experience with programming) is poking around in code to figure out why certain aspects of mods aren't fully compatible and making a couple of crafting recipes. Keep up the great work, but pace yourself and rest when you need it! Out of curiosity, what have you found the most challenging out of everything you have worked on so far, and if you were to start this project over again with the knowledge you have now, what would you have done differently, if anything at all?
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