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EnbyKaiju

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Everything posted by EnbyKaiju

  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.
  16. From experience the ideal place for peaches seems to be any space where redwood trees grow naturally. That seems to be that line where peach trees will comfortably make it through the winter and not overheat, as I've happily grown them at those regions on multiple runs. Like it real life, peaches maintain their reputation of being one of the trickiest fruits to grow, haha.
  17. This may be one of my favourite patch notes ever. These all feel like little fixes that add up to a nearly-finished update, I'm very much believing the "soon™" in the update ETA. Keep up the amazing work, devs! Y'all are amazing, and I hope you know how much we appreciate the attention to detail you're putting in.
  18. Welcome to the forums! For a first place this looks great! A nice use of different materials, experimenting with design, it's a great first go. Looking forward to seeing what your next one looks like!
  19. There's a really good irrigation mod that I've used before called Hardcore Water: Transport Edition, that I really loved using because it was a perfect balance of working with what you've got but not being overpowered. I hope that one gets updated because it's currently the only mod that gives you a solid irrigation system without a ton of additional stuff. It's honestly surprising that the VS devs haven't implemented more irrigation options when they made no infinite water blocks the more intense survival experience (which is my default). Hopefully that's on the way.
  20. Coming up to the new stable build of VS, and the need now for much larger grain/flax farms with the reduced drop rate, it has me wondering how folks who, like me, play with moveable water blocks turned off yet make large crop fields? Do you take over a lake and build your field into that, do you hand-water everything and embrace the joy in the mundane task, or do you come up with more creative approaches? I've been a tiered farm enthusiast in my builds for a while now, which is probably how I'm going to keep going (though I need to make more of those or find ways to expand them), but how do you handle those big farms when you can't just make chessboards of infinite water blocks?
  21. Keeping my paws crossed real tight that we see that stable drop soon. Everything is looking so good, and from looking at most of the bug reports they feel like non-gamebreaking ones that can be hotfixed out as they go. That long-term world is looking real tempting right now, but I trust the devs in their process. It's worked great so far. Good luck, VS devs! We know you're doing a great job
  22. I can't remember which VS creator I watched who said it, but something that is special about Vintage Story is that everything takes time. Growing crops takes time, making anything with metal takes time, making charcoal takes time, making leather takes time...etc. Minecraft isn't about things taking time, almost anything can be done either instantly or via AFK farm. So, like you said, it shuffles people from one shiny thing to the next instead of setting up a bunch of longer term processes and then taking off time waiting for them to finish. As a result you definitely end up with something that's a lot slower pace, takes more time to edit, and isn't as flashy. That being said, I think VS has a greater strength as a roleplaying game, at least unmodded. Because the more folks you have playing the more you need to split the load up among people to complete tasks for the group. One person can't have/do everything unlike a MC player with a automatic farm and...shudders...a villager trading hall full of caged people. There are some incredible folks making videos, like the Rusty Gears stuff, or like the Ignus group (who did Ren, and are now doing Torched), and a lot of what makes those efforts special is very different from what draws folks to MC. Just more of my thoughts.
  23. I saw this post over on the subreddit and have been thinking about it a bit, I think it's a really complex question but could also be very simple. It's highly dependent on who you ask. But in the end I don't think it's a matter of competing, as they are two very different games at their core. But here's a few theories as to why more folks don't move over from MC to VS as their full-time survival/crafting experience: First off I think there's a level of comfort involved. Most folks who are really into MC have been into it for a very long time. It's their comfort game, they know it inside and out, and it's extremely easy to pick up and put down again. MC is also a "solved" game. Literally every aspect of the game has been min-maxed to death, to the point where people can go from nothing to end game equipment within an hour. Every item is farmable to some extent, and it ends up a giant lego set that usually goes some way to covering up the infinite item generators. Not that this is bad, it's just not the same experience. VS for the most part makes players earn each stage, and while you can rush forwards and min-max some aspects of VS it's no-where near the level of automation MC is. VS is also constantly shifting over time, you have to focus on more than just eating golden carrots and sleeping when it gets dark. Then you've got the "content creator" appeal. It's kind of like how other tabletop war games exist, but 40k gets the most clicks, or how other TTRPGs exist, but D&D gets the views. It's an established brand that has so many people hooked to it that it continues to be heavily profitable. Hell, look at something like HermitCraft, VS doesn't have anything like that currently because while there is a growing love of VS I don't think it has the mainstream appeal to make something similar work. This appeal can also be highly predatory, which is another reason why it sticks around. In terms of pure creative endevour though I think it's a matter of scale, especially if you take the other points above into account. Yes VS has things that vanilla MC will never have. It has chiselling, it has support beams, heck, it has vertical slabs. What it doesn't have is the same paint pallette that MC has, or the ease of making GIANT builds with relative ease (if you have the time). There are multiple blocks of every colour imaginable in MC, because realism to any degree isn't a factor. MC is almost entirely a creative game, with some light survival elements included (at least since it came out of beta), VS is a survival game with huge creative potential but you have to earn the blocks you want to use, often through multiple-stage processes that all take time (outside of creative mode). So link all these things together. VS is a game that's not a long enough established game to be a mainstream "comfort game", it's not solved, it's not entirely min-maxed, content creators know they can get more support on the MC side of things, and players have to earn the resources they use outside of creative mode. In the end I can see why all-in MC players stick with what they have, and if they still love it then I'm happy for them even if it's not a game that I enjoy any more. That being said...I have seen MC players who come over and try VS and utterly fall in love with it. And you can see the passion they have for VS when they play it, and they often talk about wanting to play more. But they know what their audience wants. And there aren't nearly as many successful VS creators as their are MC ones, not with an entire generation growing up playing nothing else than MC. Anyway, it's complicated. I don't think there should be competition between the games, just as much as I don't think there should be competition between VS & Hytale. They are all different kinds of game. I could probably talk about my theories, assumptions, and conclusions after a few years of both playing VS and consuming media about it. Some of what I said above might be way off, but that's my view as someone who has been a) a games journalist, b) a game developer, c) a survival/crafting game player since the genre emerged, and d) chronically online. There's probably also a bunch of stuff I missed, but this message has already gone on way too long. In the end, play what makes you happy, and I hope more folks who want to experiment with the fine detail kind of creativity that VS can provide find it and fall in love.
  24. Yep, at a quick glance it looks like it exceeds 14x14x14 blocks, at least lengthwise but also possibly vertically. You can also only chisel one side of a block (so that it's not a fully flat piece) before it stops counting as a "wall/insulated" block, but I don't think that's the problem here. My recommendation would be to measure from the very center of the build until you hit that 14x14 internal width, and work out the most fitting places to put additional walls and doors to seal it. As for vertically, a trick I figured out, especially if your build narrows as it goes up, is to cover over a staircase with trapdoors once you get too high up. Even if you leave them open the whole time it'll still count as a "door" into the rooms below. This is when you start letting your creative side merge with the structure planning. Divvy up the rooms into function & aesthetic. So maybe the biggest space is a grand hall, then wall off where your sleeping quarters are, or the kitchen...etc. If the biggest room of the base is that 14x14x14 internally then anything smaller than that is easy by comparison If you have further questions feel free to ping me. And welcome to the forums!
  25. Indeed you can! You can make an Ooops All Cassava pie. Cassava filling with cassava crust. It's not a particularly filling pie (giving you nearly 500 satiation per piece), but it's a great way to use up any excess cassava if you're in warmer climates and it stores well over the winter. As KahvozeinsFang says, it's a more process heavy foodstuff, needing to soak the roots before it can be eaten either as a vegetable or dried & ground as a flour, but the cassava is one of the most versatile foods as it can count as two kinds of nutrition. You also get a really lovely pale dough, which is a great contrast for other fillings like peach or cherry.
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