So 1.15 update is huge and super cool. Lot of new beautiful features to enjoy.
But after playing for few weeks, few new features, or older features keep annoying me, making my gaming less enjoyable.
Just want to describe them here, maybe to get some insight from other players or devs.
Some sections are of lesser quality - I recalled them later and was a bit tired already from the writing.
Will update the post and put additional comment if I recall anything more in futire.
Summary: impossible to propagate, encourages extermination of forests.
So we got several cool new rare trees: bald cypress, greenspire cypress, ebony, purple heart, larch, walnut.
(I have not found purple, larch, walnut and too lazy to experiment in creative with them. Maybe they have the same "issue", maybe not.)
Ebony and purpleheart are described in changelog as "rare and hard to propagate". But all these trees seem to share the same problem.
They give approximately 0.2-0.5 seeds for fully sheared tree. Even "non-rare" like both cypresses. The tiny greenspire gives a seed per like 5-6 trees (and they are quite rare).
So no way to cut and replant for others. No way to propagate artificially at my base.
All I can do is to travel few times and exterminate the forest to get the logs and few saplings.
Or scavenge vast distances for greenshire cypress and exterminate it everywhere.
I really don't like exterminating stuff, even flowers and berry bushes.
I did hope that "hard to propagate" means some hard mechanics, some additional actions necessary, e..g. to have a special south forward base = tree farm. Or (like a person on Discord or ingame chat said) resin-like mechanics, encouraging keeping forests intact and visiting them to get more seeds. Or mushroom-like.
Dead crops / climate info absence
Summary: makes me enjoy farming much less, having no instrument to control the danger to my crops
So now planted crops die if accumulated heat/cold damage is greater than 48 hours. Before 1.15 they just gave reduced harvest.
The problem is that if crop died before maturing, it returns no yield and sometimes returns no seeds.
This is very punishing especially when you have only few seeds to start.
This is tightly connected to another "issue", which now becomes more important:
We don't have any mechanics in game to forecast approximate temperatures in future. Moreover, temperatures may have random swings to cold or heat, thus killing crops even if we have accumulated statistics.
For a new player, who have just found some seeds, there is no way to predict what would temperature be in the next few days.Sure, now at noon it is 20C and at midnight it is 0C. Does it mean that tomorrow there will be no -5 at night? Nope Or maybe it is today when the anomaly happened and whole next week it will be 10C noon, -10C midnight.
So planting crops becomes risky and unpredictable, without any way to control it. Especially on servers, where time goes by, and if real life not allows me to login one evening, I will definitely get at least reduced yields.
Maybe some calendar can be added, showing average temperatures per day with possible deviations?
Food updates make travelling hard
Summary: absence of foods dedicated for traveling makes traveling less enjoyable
Before 1.15 we had a decent traveling food - bread. It had decent satiety, good fresh time, can be made in decent quantities by manual management of multiple firepits.
And when eaten freed the inventory, so we can carry more stuff on the way home.
Now charred bread is kinda useless - satiety is nearly the same as grain, so not worth wasted time to prepare.
Ordinary bread has less fresh time and requires multiple ovens and lot of firewood.
Pies are decent, but also not much of a fresh time iirc. Also probably don't stack much.
Whole pumpkin stews were removed, so meals are not that worth for travel. Also require to carry pots/crocks/bowls, taking precious inventory.
So it kinda hard to forecast how much food should I carry into the journey, how long will it stay fresh, etc. Instead of exploring I have to do food management.
Inventory size stays the same while number of items grows
Summary: despite having more items in game and more items char has to carry, inventory size does not grow from release to release
6 of 10 hotbar slots are usually taken by weapons and tools, only 4 are free. There is no way to quickly swap hotbar slots, e.g. buy some prepared belts, so I ether have to use only 4 slots when doing some work, or constantly manually swap the 6 slots into inventory and back.
Same with inventory. We have more and more stuff to explore, to carry with use when exploting (food), and carry home, but still the same inventory size.
Maybe increase capacity of mid and end game carryable containers with every big release?
Hotbar quick swap would also be cool. E.g. I can pre-fill my forestry tool belt, my warriot tool belt, my builder or miner belts, farming belt. And quick swap them when needed?
Summary: with lot of people actively playing, chat may be distracting, without a way to opt-out
Game becomes more popular, 1.15 attracts people to servers
General chat contains both chat and in-game events notifications - temporal storms.
When people actively play together, they talk a lot, and this is good. But this makes chat window to constantly appear on the screen, distracting me from my gameplay if I want to just focus on game for now.
And if I disable chat auto-opening, I will miss temporal storm warnings.
Sure, I can ask people to create a group. But it is not a very easy task, with all the commands.
And most people are not comfortable with asking others to stop talking in general chat
And it will turn problems of less talkative people into problems for more talkative
So imho some improvement is required. I guess I would like to have an option to make chat window appear only when a global notification comes, e,g. of temporal storm,
Or when somebody really asks everyone on the server of something.
Multiplayer game becomes too disruptive on real life
Summary: playing VS multiplayer controls my real life too much
So in single player mode we can just press Esc and game will be paused indfinitely. Or can exit the game at any moment and resume when convenient.
In multiplayer this is impossible ofc. Which is expected. But with the mechanics becoming more complicated and punishing, game starts to disrupt real life.
With all the food spoilage, crops dieing - I have to login often just to make sure I harvested the crops before the season, used the food, not just letting it rot, etc.
While it might be fun and even good for the game, sometimes it actually makes me think of stopping playing. Game kinda controls when I should play.
Sometimes I would prefer not to plant crops or manage meals because don't know when I login again. And after not playing for few days it does not feel good to come back to the game to dead crops and rotted storage and spending time on all that instead of just finishing a build.
Also I can't just afk for a bit, because a temporal storm may come and kill me or if I am safe ruin the game for everybody else who wanted to sleep through
And if I am exploring far lands, I can't just logoff for the day - food will rot. I have to keep playing. Or make a temporary cellar which mitigates the issue slightly.
Some dropped 3D items are too small
Summary: new 3D item models are beautiful but tiny when dropped, stressful to eyes and players are missing the beauty
The surface copper bits are one of the first achievements of a player and one of the first detailed shiny 3D item objects they see.
They are beautiful, but when dropped - they are too tiny to enjoy their beauty.
Same with the new tree seeds - they are so cool with their simple but detailed enough 3D model, but we NEVER see it in 3D - in inventory it is 2D, on the ground it is kinda just a small dark dot.
And searching for them puts a lot of strain on my eyes. Sure, I can just run around and pick them up.
But it would really be cool if finally getting some seed from a tree was a very distinguishable moment, you clearly saw a decent sized beautiful seed dropping from leaves and falling onto the ground.
Many games exaggerate the size of dropped items or highlight them with outline or spark effects, to make them more visible for players.
Btw, a similar thing with e.g stone tools/weapons. E.g. spears are quite big and enjoyable when thrown and stuck, but when dropped from inventory or put on tool rack - they are small.
Good thing we can enjoy their models when carrying them in active hand.
Wind pushing player
Summary: wind pushing player has no use, supports only some graphical settings and is frustrating
This is mostly a repetition of other player's messages, but I agree with them after experiencing it.
The new wind mechanic, pushing player around is extremely annoying and not fully implemented.
Multiple people said they disable "waiving foliage" either because of FPS drop or because it makes the game too stressful to eyes and harder to hit plant things with tools.
E.e. when shearing trees the leaves are shifted from the hitbox, so it is not always easy to hit the correct block to shear. Waiving foliage makes it worse.
And in general, even though it makes the game prettier, I prefer to disable it to reduce visual noise on the screen.
As others said, with it disabled I have nearly no clue when wind starts to blow and push me around. Basically what I feel as if my controls are bugged or the game has some lag.
Imho when the wind is able to push the character, it should be quite a storm clearly visible by lot of debris flying around and heavy sound.
And the visual/hearing clues should come first, before the actual pushing is happening.
Because if not - why not just randomly shift player position from time to time, making him/her fall into ravines or miss targets etc.
This mechanics kinda has no use, feels like it was added just to annoy people and mess with their controls. Which is fine since the game is "lovecraftian survival", i.e. a bit of horror, but definitely not my type of games.