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EnbyKaiju

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EnbyKaiju last won the day on April 27

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  1. Yeah, pelt clothing is the early game clothing for warmth. Combine that with the warmth bonus you get from bear armor and you can even survive happily in tundra (and it gives you extra survivability in snowball earth). Skin animal, render fat, oil hide, turn hide into coat, boots and gloves. Doneski. Once you've got those you can start looking at some of the easier warm cloth clothing. But even most of those still need pelts.
  2. My space-time warping querns!! I needed those for my eldritch experiments! Great job, as always. This update has easily been my favourite so far and I hope y'all know how appreciated your work is
  3. The power move is to trap 3 bears in one pit, and build a small house over the top. It needs to have three beds, two chairs and a broken one, and a regular supply of porridge.
  4. My strategy, if I'm not setting up in a plains biome, is to dig a few bear/wolf pits around the place close to my base. Eventually they will stumble into them, and since there's a cap on how many can spawn (I believe) as long as I don't go trying to evict them from their new hobbit holes they don't bother me. It also helps when I need to replenish my bear armour or hide supply.
  5. Trying something a little different in this long-term world. For each age I'm working on a new village, spending at least one full year (360 days) in it before moving on and leaving something behind that I can revisit and feel pride in. And because I'm taking a lot of inspiration from Japanese history and the cultures that live/lived there throughout history I knew where to start in the stone age. The Ainu are, while sadly diminished in numbers due to imperialist subjugation, a living culture in the northern end of Japan. They were historically primarily a hunting/fishing society that did a lot of trade, so that felt like the perfect place to build and learn about the culture as I go and see how well I can pay homage to their living memory as I play. (highly recommend learning more about the Ainu here ) I've named this little village Kitay Kotan (Mountain Village), as it's based in a gorgeous little cove at the base of a small but stunning mountain. Because the Ainu historically didn't do metalworking, and VS doesn't have non-metal carving tools in vanilla I did work up just enough copper for a few chisels & a saw, but that has to last me the entire year. When I get through the long winter I can start work on the next town & bronze age. I have big long-term plans for this world, but forcing myself to start slow, to focus on a gentle approach, is helping keep me grounded and not push myself to burning out.
  6. Okay, after about 30 in-game days there are definitely a few smaller issue I've found. Like there's graphical issues with the fireplace if you put in a fish, and the quern is glitching out. These are small fry bugs. The one that's currently getting to me is all the sheep spawning in my crop fields, that have double-high fences. Trying to work out if it's an issue of not enough light in the area or what, because they are decimating my crops and I'm trying to figure out if it's an issue of my own causing, or if the game is spawning sheep on field blocks (when I assume they shouldn't) Outside of those small issues though? This update has been utterly spectacular, and I'm enjoying all the new mechanics especially cultivating berry bushes and fishing.
  7. Dang, this is fantastic! Great attention to detail and I love the use of all the new blocks. Great work!
  8. Thank you so damn much for the incredible update, Tyron & the rest of the VS team! I hope you are all so hecking proud of all you've done, and the amazing game you've created I don't think I'd still be around without this game, and the dedication & care you've put into making it what it is shows in every single update. So, thank you, from the bottom of my monstrous heart.
  9. This is an absolutely stunning build and I hope you feel truly proud of what you've created here Organics are hard to design well in voxel games at the best of times, and you've really made something special. Thank you for sharing it with us
  10. I usually do the bare minimum with translocators. Clear only enough stuff to get to them, ladder from the surface. But thinking my next long-term world any translocator that I intend to use (either as a mine or transport) I want to do up to kind of represent what it's there for. So I might turn them into little outposts, or as mining operations. Give them a bit more charm. Looking at doing a much larger world this time around and part of me is hoping to find a translocator network going north to south, because I'd love to do up a full roadhouse setup. They can be incredibly useful though, especially on the worlds I play where there's not a ton of land cover.
  11. Only signing if we have the ability to shape them into little dinosaurs. My seraph is a picky eater.
  12. Perfect opportunity to make a rad water slide though!
  13. o Absolutely! This feels like the VS devs standard approach of making sure the infrastructure is there to build on later. We aren't going to get everything in this one go, and yeah they could have pushed some stuff out to later builds, but I think just having a lot of the basics of them in (early dungeons, basic fishing...etc) means that when they push out later updates that expand these mechanics it doesn't interfere as much with folks bigger worlds, and makes it easier to build upon. Thinking about how they added a lot of minerals to the game that haven't seen a use yet, so that they are there when the updates do require them (plus it makes modding easier). This is all good stuff. The wait definitely feels worth it.
  14. Some great late-update fixes & balances in there that gives me positive vibes towards the "very soon". When I was talking last time about these last few updates being mostly balancing & little tweaks that felt about on the money, so even though this update is taking longer to get out the door (which is absolutely valid given how much has gone into it), it's going to come out in fantastic shape thanks to all the attention paid to little details. Also, bonus integrity points for the devs pulling this update as soon as they found the big bug. You honestly don't see that very often, many devs opting for a "we'll fix it next time, deal with it till then" attitude. I'd rather a functional updated (even an rc) than one with a core issue that needs to be patched out. And finally, Yay!! Wildlife are even more dangerous again! It's going to make getting those bear armors even more of a rewarding experience and encourage folks to try different methods of hunting.
  15. I haven't had the chance to delve the dungeons yet, have been holding off till stable, but I can definitely get what you're both talking about. It really sounds like this first dungeon is the proof of concept more than anything else. A great big "Does this work? Can we make it a thing?", before they dedicate a lot more time to it. I've no doubt that if this one works out well then they already have the tools in place they need to focus on both the design and functionality of the dungeons, every dev knows the hardest of building a game is making the tools for it first, and they are doing something that VS really hadn't been set up with the tools to do. I've a lot of trust that over the future builds the dungeons will get more interesting, more dynamic, and have the right kind of loot to make the experiences worthwhile. This kind of feedback is definitely the kind I'd be looking for when I do dev work.
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