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EnbyKaiju

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Everything posted by EnbyKaiju

  1. Only signing if we have the ability to shape them into little dinosaurs. My seraph is a picky eater.
  2. Perfect opportunity to make a rad water slide though!
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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!
  9. 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.
  10. 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?
  11. 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
  12. 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.
  13. 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.
  14. 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!
  15. 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.
  16. I love the feeling of being able to remove a mod because the game now adds the thing the mod was there to do. Also, welcome to the forum!!
  17. From experience musk oxen are one of the most difficult kinds of goat (yes they are classified as goats in the code) to milk. My recommendation (if this is still v1.21) is to put each lactating ox in a very small pen and just hold down right-click until you get the milk out. Unlike sheep all kinds of goats refresh the agitated cycle very quickly, so you should be able to just pen them in a small space, hold right-click, and you'll eventually get a bucket of milk. Just remember to let go when it happens or you'll drink the bucket, haha. If that doesn't work after a few minutes of trying I'd suggest waiting for a future generation (2-3 should be enough) and give it another go. If that still isn't working it's likely the mod.
  18. I did have a look for these in the handbook, keen to see how they look. And they have textures but no crafting recipe (and aren't in creative menu either). So many little things to fix, but I believe in the devs to have it good on the night (or in a hotfix soon after)
  19. Hey yeah! I was wondering if these would show up in this build since they were in the creative list. And I love that walking through the bushes slows you down, those things are spikey! Mostly crash fixes & tweaks. But y'all are really nailing it with these updates. Thanks for all your hard work.
  20. My rusty gears are on sooner rather than later. We saw a ramp-up of RC updates over the last couple of weeks, hammering out more and more bugs, which then have suddenly stopped. So my thinking, based on how the devs have handled these before, is that either they are about to drop the stable update (say within the next few days), and spend the next couple of weeks patching little bugs, or they finally have everything they want in and are spending some extra time on balances. Which would maybe give us one more RC update before the final one. That's just me making a guess based on previous update cycles. I would say we're within a week or two of a full update. Either way, I hope the devs know we want the best for the game and the best for them, so I hope they aren't crunching or pushing themselves too hard. We VS folks are in it for the long game
  21. In the interview they talked a bunch about how they really want to re-do the textile side of things. I'm really hoping we end up with a spinning wheel and a loom. With various complexities resulting in either more materials or a higher quality result. Once that's in it's all about different ways to get the raw materials.
  22. Cultivating mulberry treas & silk worms for late-game textile crafting sounds like an amazing idea, tbh. You'd want to make it something that requires a lot more time & processing than other textiles like flax & wool There's not a lot of East-Asian representation in BT so far, so that feels like it could make an incredible inclusion for making high-tier fabric (Chinese & Japanese era appropriate clothing perhaps?? My seraph craves a fancy kimono for celebrations)
  23. The berry design changes (not just the mechanics) have really nailed home just how much of a specialized skillset the "gatherer" role was in pre-history. Knowing how to spot the bushes, and which ones are best, was something that took generations of learning to do right. The VS team has done a great job replicating that I feel. Some bushes are a lot easier to spot (like cranberry & strawberry), but they still don't jump out at you like in the old designs. I'm a big fan It's just going to take some time to train my brain into spotting the berries in the wild.
  24. Bowtorns have been entertainingly bugged since the beginning, in spite of it being occasionally terrifying I almost consider it charming. I remember when they were first introduced and it didn't seem like there was a spawn cap on them, so you'd leave the house to find 100+ bowtorn just waiting outside your house like that arrow scene from Hero (2002) This feels like we're right on the edge of a stable release and I'm almost shaking with excitement. This game has got its hooks in me all the way to the soul.
  25. Status effect: You have the bends Have brought up the idea of diving suits or bells in the past with friends, especially as I like playing on big ocean worlds and a lot of ruins end up on the sea floor. Would be a fun addition, especially with a few water-related challenges to encounter.
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