Jump to content

Feone Varen

Vintarian
  • Posts

    35
  • Joined

  • Last visited

Everything posted by Feone Varen

  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.
  16. I like the ideas for the mechanics, it would also be a welcome departure from the placeholder/minecraft combat model. A matching spawning system is a must though, the current 'pop up randomly ish' wouldn't work well.
  17. Chiseled blocks don't allow attaching certain objects (like chandeliers, ladders), and they're not valid for greenhouses. I think they should be valid, they enable some really awesome aestethics and are a great creative aspect of this game but these restrictions cause some really annoying limits making some parts of the builds look out of place to accomodate them. Additionally not being able to attach things to a block that, visually, looks like it would attach just fine is very unintuitive. The same goes for greenhouses breaking. I'm assuming there are some abusable edgecases (like floating attachments or weird mob pathing?), I don't believe in limiting player options in a (at the moment mostly) singleplayer game because a subset of players might abuse this in minor ways, especially not if blocking these situations creates unintuitive and limiting behavior for the rest of us. On top of that chiseled blocks exchange extra effort for (potentially) nicer looks and more creative freedom, making weird abusy setups is the exact opposite of what draws the kind of people who spend time on chiseling things to perfection. Please let me know if my assumption here is all wrong and there's some serious problems with enabling it.
  18. Having to hold the mouse still & pressing button for a longer time is a bit unpleasant, especially noticable when chopping down trees. Changing tree chopping to 'activate with a click' 'cancel with another click' would alleviate that. Having to do a lot of small clicks is also tedious, this is mostly noticable in clayforming and to a lesser degree in knapping (being able to sever chunks helped a lot there). Smithing has a similar situation though that requires a little more actual thought. It's really nice seeing your items take shape in the world but the process itself is basically just repeatedly checking/unchecking a box. I think it would be improved by adding an autopilot option that shapes the item one voxel at a time at a reasonable rate using a similar 'click once to start, click again to stop' control scheme. Doing it manually using the area effect options should probably be a little faster and a toggle per world would be nice for those who prefer forcing the manual way.
  19. I had the exact same experience yesterday. I spent some time searching the discord and testing in creative and what I found (havn't had time to confirm all the details) is that a greenhouse will raise the temperature for crops by 5C, a greenhouse is a fully closed off area (slabs, whole blocks only, doors are fine?) with a maximum (internal?) dimension of 7x7x7 where some of the ceiling has to be glass. Glass slabs are valid sometimes, but can cause issues depending on orientation. Using chiseled blocks anywhere within or on the walls apparently breaks it. Edit- Oh and it takes a few ingame hours to apply the effect when it is valid, makes it really tricky to figure out if it's good or not. Edit 2 - removed some inaccuracies, see posts below
  20. I really like the Dynamic Trees mod as well, it really adds to the look of a Minecraft world and since trees get chopped down in their entirety in VS it would fit well. An option to have smaller shrubs and plants that just require a bit of soil would be cool to cover this, I personally don't really like leaves floating in random places where they wouldn't be able to grow. Large trees look nice so I'd love to be able to grow some near my builds. I don't like random restrictions on my sandbox. If it needs balancing some additional care/input from player and/or time would be fine. (Temporal gear + tree = huge tree, temporal gear + huge tree -> large dead tree of aged wood?)
  21. While downplaying security risks isn't a good thing we also shouldn't be exagerating problems. The reason this is an issue is because it allows some publicly visible information associated with the account to be used as a supposedly secret password, which makes it more likely someone could get into your account. It has nothing to do with leaking passwords, the information used as password in this case is already public.
  22. The Minecraft mod Little Tiles has stuff like this. I would absolutely love it if Vintage Story would adopt most of the features the microblocks of that mod have. Various options of turning them into custom storage objects, doors with varying movements, chairs, beds etc as well as using different materials within the space of a block.
  23. I feel like stone dropping gravel would just double the amount of blocks I need to break without any gameplay benefit. Weak spots sound like a fun idea. In general mechanics focussed on the ore blocks don't have much space right now, your time is mostly spent searching for ore. Out of the current options exploring caves to find veins is a lot more fun than blindly (even w/ propick) digging through rock. Additional mining mechanics would first require a different prospecting system + much larger ore veins I think.
  24. Installing mods can never be too easy imo. The best implementation I've seen so far is in OpenTTD, it has a built-in system that's really convenient and simple. (At least for the end user, I've never looked at the creator side there) If you want to play with mods in singleplayer or for your own server you can search/apply mods from within the game client, it supports collections you can easily switch between. When you load a savegame it'll automatically use whatever that game was started with without messing with your other settings. When you join a server it'll tell you exactly which mods you're missing for it and lets you download them all with a single click. Easy to use, no technical knowledge or annoying manual steps required, no headaches with manually having to use the right combination for existing saves (Cough, steamworkshop, cough) or other headaches that usually come with modded content. And if for whatever reason the content isn't on their main repository the game supports local content just fine, drop it in a folder and itll integrate with the regular system without any issues.
  25. Yea it's definitely much better than TFC, still kind of annoying to have to deal with the mobs though. Low light is also a major eye strain / headache inducing if you try to play through it anyway.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.