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Feone Varen

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. I feel like 100% realistic survival is really hard to implement as an engaging game mechanic. What would your vision of regular gameplay / challenges to overcome / goals look like for this?
  2. Hm I don't really notice a shortage of stones on the ground usually, not sure if this will have that much impact there.
  3. Would be a nice tweak, the random holes it currently leaves behind irk me a bit. Other visual indications of goodies underground would also be nice.
  4. Personally I would prefer it to be connected, even if it is in a holey cheese manner. It's not much fun to wonder if you're still in the vein, having varying ore content in the blocks as you drift from the center and/or spaghetti/cheese like veins is fine though.
  5. I'm personally rather fond of the Little Tiles mod, it has a bunch of features that would be lovely to have. I notice a lot of inventory issues when I'm carrying chiseled stuff around, Little Tiles gets around this by having a 'Little Bag' item that stores all the bits for a particular type of material, with each slot inside holding up to a stack of material. When chiseling you can then select a material from your bag to place (or replace). Blueprints are another cool feature from there, at the most basic it lets you copy-paste chiseled stuff as a single unit, a piece of furniture for example. The more advanced features on there also let you use them as custom storage, beds, chairs, doors etc even including custom animation/movement. Some convenience features to handle multiple bits at a time would also be helpful, selecting two corners to cut larger chunks, panes etc, or maybe an option to apply a particular shape to your block in one click. Little Tiles as a whole is probably a bit too convenient for Vintage Story survival (undo/redo, replacing materials in an area or being able to cut large areas quickly) but with some more limitations on how big of an area you can affect in a click it would fit right in. Probably horribly complicated to get it all working though, it's seriously impressive for a Minecraft mod. The features it has could probably be an entire craft inside the game with its own workstations and tools (furniture making, statue carving, engraving and so on).
  6. Imo death punishment is unneccesary in the current state of the game. Just respawn the player with all their stuff. In general mobs just pop up without any rhyme or reason, random holes in the ground to fall into etc These are random punishments just for playing the game, the time wasted in having to return to where you were is already kind of harsh. The only notable exceptions would be starving and stuff that spawns only in depths. Those could have more thematically appropriate consequences. Depths are already kind of rewardless though, and having to fight your way through the endless drifters is itself already punishment and a drain on resources. Until these things have more content I don't see a reason to punish that further. Starvation could maybe give you debuffs to anything not involved with getting food untill you have an appropriately lavish meal?
  7. Adding a lot of food options should be done carefully, a lot of players tend to optimize to something they can craft efficiently and having a massive amount of options can be really overwhelming. If it's done without complicating the ingredients (rather make it a 'better process -> better outcome' kind of thing) or otherwise presented in a way that makes it easy to grasp it would be nice. More involved tool crafting sounds like fun I also love the idea of more crafting stations / in general specialized tooling to optimize a particular activity. This really makes it mechanically worthwhile to invest in specialized work areas / buildings, makes workshops look much better aesthetically while remaining practical and makes specializing in multiplay more immersive.
  8. Feone Varen

    Boats

    This would be great, having rivers as efficient transport options makes a lot of sense in terms of realism as well. Much further in the future it would be awesome if we were able to build ships out of blocks too (at least if water features become larger and more connected). Some of the most fun I've had in Terrafirmacraft was with another mod that added boats like that (this one iirc) Being able to travel the oceans and visit far away places with animals, storage capacity and some infrastructure (the bits and pieces that didn't cause world corruption ) is awesome.
  9. I'm of the opposite opinion here. I'm not intending this as a rant about the game, rather a counterpoint to the post above. The current system is really unintuitive, unimmersive and unfun, it should be changed. It requires you to read a wiki/watch videos to get started, completely breaking any immersion or sense of discovery within the game in the process. Going through the readouts is like reading spreadsheets, except without any useful tools to keep track of this data. Again really unimmersive and tedious. Gotchas like ores having rock restrictions add extra frustration because there's little indication of this. The only positive aspect you mention there is finding the ores, which isn't really part of the system and rather just the general accomplishment of progression in game. I'd also say that a system that's central to the game being complicated/tedious enough that most people don't want to bother and rather ask others to do it for them isn't really a positive.
  10. My preference would be to rework ore spawning & prospecting entirely, I'm not a Roomba, I do not enjoy blindly stumbling around the ground until I bump into something relevant. I would love having visual indicators (they can be subtle) on the surface if there are ores around, with rarer and much larger veins, the prospecting pick could then serve both to tip players off about these signs and to further narrow down the actual location of the ores when used on/near those signs. If a rework isn't an option getting rid of the percentages in favor of something like this would be an improvement though, spreadsheet-ish data does feel out of place.
  11. A per-process option to switch timed stuff to real time instead of ingame time passed. Particularly to make food spoilage and maybe seasons predictable in online play without causing side-effects on timed stuff that works better on the ingame clock.
  12. I'm unsure how an automatic adjustment would feel, I don't think I've played games that do this. Having my view moved doesn't sound pleasant. Maybe a snap-to-grid style function for your viewing angle? Press button to allign your view, with 8 possible directions per axis?
  13. I did some additional testing, apparently 50% glass isn't needed, I don't know what it takes exactly but it appears to only count ceiling blocks and less than 50% of the ceiling as glass is ok. Glass slabs are also finnicky, depending on their orientation they may or may not count even if visually the area is fully closed. Would recommend just building your design in creative mode and time-skipping / tweaking until it works before making it in survival.
  14. I suppose my point is to just remove that kind of restrictions entirely for now, chiseled blocks are at least as much work as using a regular block so there's no gameplay advantage in doing it. It allows more creative freedom and the worst case is some sort-of-floating stuff if someone really wants to have them. The overal improvements on chiseled blocks are defintely nice, allowing to mix them fixed one of their biggest weaknesses, I'm enjoying the additional detail I can add to my builds with them.
  15. The TFC system is more of a magical aura generated by horizontal support beams within which stone/earth isn't affected by gravity or the collapse triggers the player causes by breaking blocks. Other blocks aren't affected by the system at all unless they're below a cavein in which case they generally get destroyed or burried. It works fairly well for manually dug out mineshafts but turns into a weird abstract art with pillars and supports if you try to properly prevent collapsing a natural cave. It doesn't work so well with the amount of natural caves imo, and ore veins in vintage story are way too small to bother with building mines.
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