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Everything posted by EmperorPingu
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Love it and yeah absolutely - I just been going on an ocean focussed bent recently (sure you'll find out why soon enough lol). Yeah great list! You know they got a few fish in the game already - and baracudas - titan triggerfish, and pufferfish, and coelacanth, but it's like their behaviours haven't been programmed in yet :0 Oh the Arapaima looks cool. Reminds me a bit of the alligator gar. Also gotta get some of those collosaa catfish (Wels Catfish especially). Sawfish
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Oooh. I like the concept. I particularly like the flickering concept. Not so sure on the inter-player interactions so much but I like where you're going with it... reminds me kind of like what happens when someone approuches a black hole - the observer outside the hole sees the one falling in as slowing down until they stop completely, but the one falling in sees the other as aging really fast and then all the stars of the universe start moving because of how much time passes "outside" the black hole when for them they only feel the passing of a few seconds. Tweak it a bit
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I'm getting obsessed with deep sea, alien looking, thalassophobia inducing creepers. Rather than bang on about it, I figured I'd show you a bunch of photos as inspiration for the kind of mobs and aesthetics I think would look nice in the games oceans. Got any other suggestions? 1. The Bigfin Squid Sightings have been recorded at depths of 6k+ metres. Their tenticles can grow up to 8 metres long. 2. Black Devil Anglerfish 3. Pelican Eel 4. Barreleye Fish 400 - 2500m. About 15cm in length. 5. Chironex Fleckeri (Australian Box Jellyfish) Tenticles up to 3m in length. Lives in Shallow waters, extremely dangerous. 6. Colossal Squid Estimated lengths of up to 14m. Range can vary by lifecycle stage - larvea being 20m-500m, juveniles being about 600m, and adults exceeding depths of 1000m often more than 2000m. There aren't really any good photos out there owing to it's rarity so here's a juvenile and a size comparison (although I think the human is a little big in this picture). 7. Giant Oarfish 8. Goblin Shark Live at depths greater than 100m but sightings have been confirmed at 2000m. About 3.1m in length. 9. Manta Ray Usually inhabit Pelagic (mid) regions, but are often sighted near the surface or shallow depths, but have also been recorded with dives exceed 1200m. Wingpspans can reach 7m. 10. Ghost Shark I could seriously go on and on but the point is a richer aquatic life would be lit.
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The issue with permanent surface instability
EmperorPingu replied to A_British_Lass's topic in Discussion
I think aspects of temporal stability lore can exist, but that it just needs some heavy reworking to make it more accomodating overall. It's like the other post said - it's forcing the player to engage in (what they deem to be) a half baked mechanic. It's not for everyone, but at the same time, it doesn't mean that the concept of it is without it's utility. The thing with sandblocks games, and (apologies in advance for the comparison) what minecraft really does get right is that they acknowledge that there are so many different playstyles and they allow their games to be accomodating to all these players without forcing one style of play. At the end of the day, from the player experience, as much as lore can be an interesting avenue to go down, for a lot of us (me at least) it's about escaping into a world of our own making and writing our own stories, having our own adventures. Dare I say it - having our own Vintage Story... So what if I just want to spend 2 - 3 years building a beautiful base and only engaging with the scarier less controllable aspects of the game once I feel I'm fully prepared for it? The thing I haaaatttttteeeeddd about the game "Don't Starve" was the loop of constantly having to run around just finding food and surviving paycheck to paycheck without the ability to store or hoard the stuff I was getting or building base defenses because the developer apparently didn't like bases and wanted the player to keep running around or something... that's great bro. Who doesn't love a game with some asshat with a god complex having a bitch fit because "you're not playing the game the way you're supposed to" - f that. Let me play with my toys the way I want. I don't care if you think my action man should be shooting guns - today he is Mr Ficklesworth and he's a highly respected financial advisor at a well established investment firm >:0 -
@Monkeylord Make a whole thing about it dude. This works into a whole toxins kinda thing which could easily be integrated with other mechanics. Also - did I mention there's a pufferfish with no puff in the game? Stone fish and sea snakes should be a thing imo. Box jellyfish when amiright???
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Biological processes involved in making rusty gears
EmperorPingu replied to Facethief's topic in Story
Help! I just got bit by a rust gear worm -
Hey Facethief, I mean, it could but I honestly didn't even think of that lol. In that case it might be worth having the degree changes be a thing editable from the f-menu or something then. Another solution to your particular issue would just be to have the ingots be placed along the anvil by default - in which case you wouldn't need the increment degrees as I've suggested. I personally want this because it confuses my brain. Like for some reason (no idea why), my brain keeps defaulting to thinking the ingot/worked item is going to go clockwise whenever it's rotated - even if I know and am consciously thinking in the moment that it's about to go anti-clockwise, it still does it. Each time I click to rotate I have to reevaluate the orientation of the ingot/item every single time. It sounds probably quite silly putting it like that but it's lowkey a little bit taxing - not so much to crash out but enough that it can be annoying and even frustrating sometimes (and I've lost voxels because of it). Having the smaller increments in my mind allows for an easier visual of seeing which way the ingot block is rotating so you know what part of the model is coming up - which means I wouldn't have to recallibrate my brain each spin just to get an understanding of where everything is and what I'm doing. As much as our good friend Entaris finds the current system easy to grasp and adapt to - I'm still having this problem after more than a year of playing. I kind of think of it as how I like playing with the precision knapping mod (you can mess up flint knapping), but some people have carpal tunnel or motor/dexterity issues - their experience isn't any more or less valid than my own. This is just my own weird handicap apparently
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I really like this idea lol
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That's actually a very valid reason.
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Natural Fertilizer Honestly though, it depends on your playstyle and what kind of things you like - I like a lot more grindy realistic style immersive progression so I go with things like Salty's Click To Pick, Tools Require Rope, or Salty's Manual Firestarter. A lot of players will swear by mods like BetterRuins, Primitive Survival, Carry On, or QP's Chisel Tools. All playstyles are perfectly valid and only you'll know what you like best. Actually, I think my ultimate favourite one is one I've actually never needed (and I totally get why it wouldn't be for everyone). Precision Knapping - God tier mod that should be in the base game (along with Knapster for those who need it). I've never messed up knapping flint - I just need to know that I could. Shout out to: Immersive Wood Chopping Floral Zones Fauna of the Stone Age And turning on Cave Ins and Soil Instability like a Pro-gamer would >:0
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Interesting you mention that mod - I literally just came up with that suit idea a few days ago. Seeing it there is brillient so thank you. I also want an immersive ocean experience and have just been compiling a list of a whole host of critters. I'm hoping to get into modding as well to try and make something happen because I want it - although at this stage I'm probably the same level as you honestly. All the same, here's the list I got so far - there's a mix of freshwater, oceanic, reef, and deep ocean in there. For the ocean stuff I was aiming for "Thallasophobia" - The ocean is scary for a reason >:0 - Seriously though, check out the photos of some of these things Alligator Gar Amazon River Dolphin Barreleye Fish Banded Sea Krait (Sea Snake) Bathynomus Giganteus (Giant Isopod) Beluga Whale Bigfin Squid Blacktip Reef Shark Black Sea Devil (Anglerfish) Blobfish Bootlace Worm Bottlenose Dolphin Box Jellyfish Bluefin Tuna Blue-Ringed Octopus Bluespotted Ribbontail Ray Blue Whale Bull Shark Coconut Crab Cod Colossal Squid Comb Jelly (Ctenophore) Common Bream Common Carp Common Chub Common Cuttlefish Common Octopus Common Roach Common Salp Cone Snail Electric Eel Electric Ray Esox (Pike) Flamboyant Cuttlefish Flounder Flower Urchin Flying Fish Ghost Crab Giant Basket Star Giant Clam Giant Oarfish Giant Octopus Giant Squid Goblin Shark Gray Whale Great White Shark Greenland Shark Hagfish Halibut Hammerhead Shark Hermit Crab Horseshoe Crab Humbolt Squid Humpback Whale King Crab Krill Lamprey Largemouth Bass Lionfish Lion's Mane Jellyfish Lobster Long-Spined Sea Urchin Manatee Manta Ray Mantis Shrimp Marble Trout Marlin Milkfish Mola Mola (Sunfish) Monkfish Moon Jellyfish Moray Eel Mussel Narrownose Chimaera Narwhal Nautilus Nudibranch (Sea slug) Nurse Shark Orca / Killer Whale Parrotfish Pearl Oyster Pelican Eel Perch Plaice Porbeagle Shark Portuguese Man o' War Praya Dubia Predatory Tunicate Purple Sea Urchin Pyrosome Rainbow Trout Red-Bellied Piranha Red Sea Urchin Red Snapper Sailfish Salpa Thompsoni Sardine Sea Apple Sea Cucumber Sea Lily (Feather Star) Sea Spider Skate Smooth Dogfish (Shark) Common Sole Sperm Whale Spider Crab Spiny Dogfish (Shark) Stingray Stonefish Striped Red Mullet Sunflower Sea Star Swordfish Thresher Shark Tiger Prawn Tiger Shark Tiger Trout Tripod Fish Tube Anemone Vampire Squid Viperfish Walleye Wels Catfish Whale Shark Yellow-Bellied Sea Snake Yellowfin Goatfish Yellowfin Tuna
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Hey @Nat_VS, you probably already thought of it, but I just thought of a (tangible) idea you could do for one of your videos: Mob Making Good opportunity to go through the processes of model building, spawn conditions, behaviours etc. Figured I got to learn how to mod myself sometime if I want the best navigational experience the entire global gaming community has ever seen so I'm thinking of starting with some Thalassophobia inducing ocean critters
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I think you mean here "more valuable" (by giving more uses). Yes, brilliant work. You're thinking about it the right way (imo) and it's this kind of attention to detail we need in all our updates (imo). Absolutely love the primitive resin tappin/collecting you got there - it enables a method of difficult collection in the early game whilst still providing more efficient methods later on. Personally, I'm not a fan of infinite light sources (law of conservation anyone?), but the additional functions of various blocks I'm all for.
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Client side player choice on how they rotate ingots and stuff being worked on the anvil. Give the player the choice to determine which direction the worked object rotates - clockwise or anti-clockwise. Also let the player choose as to what increments the object rotates in: - 90° - 45° - 30° - 22.5° Perhaps holding the "run" button whilst blacksmithing can enable rotating the object in the reverse direction? Only problem I can really think of coming up is if angle of rotation is incremental it might be confusing as to which hammer orientation counts - but then again, I'm also an advocate that things like this should be player oriented (so should be to the nearest degree - the voxel should fall to whichever side is closer to the given hammer orientation from the player's perspective).
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haha yeh I do, I love the fotsa series
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There use to be this mod for MC that was used in RLCraft that was pretty decent - it gave like a rounded trunks aesthetic and iirc, the trees use to fall down to one side or the other when chopped down. I can't find anything similar at the minute checking the mods page. If I get round to it I might do a tree redesign mod request at some point. Would need a lot of thinking though - to me, the main problem I envision is how you can justify cubic blocks (very useful for building - just think about the beams in houses or even just a general building block) coming from a circular trunk. Something will have to give somewhere I expect, but I'll put my head to it and see if I can't come up with a solution.
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A mob that Creeps up on you and then delivers a surprise attack of some kind perhaps? I'm sure I heard this somewhere... You should call it: The Sneaker (It's Silent but Deadly!) Jokes aside though, ngl I hate it - which is why it should definitely be in the game lol. I think though "sneaky mob" could perhaps be better remedied by already existing mobs - wolves for instance (bad enough bears sneak up on a player). Tigers might be a good one. I don't think it needs to be something designed specific for the sneak, more something that could be argued as a byproduct of an already existing mob (or future animal addition) that has a surprise attack element as a part of their nature. For the love of the gods though, please don't make it a freaking suidae bomber.
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I haven't tested out the specific mechanic of it yet, but I think the Medieval Expansion mod has a Water wheel in it. Also I think rivers are coming in a future update Yeah ofc, all for it.
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100% I gotta be honest - I saw the idea of sharks and my brain went full autism mode. Ahhhhhh screw it - I'm gonna write an ocean update because of course I am (don't lie devs you love it). Btw - there is (or at least use to be) shark related mods. I think there is still something that adds a little something something: Something in the Water I'll go ahead and make a mod rekwest 'cause I want this. Keep in mind though my brain went straight to Krakens, Box Jellyfish, Orcas, Cone Snails, Sea snakes and a whole bunch of other thalassophobia inducing beauties >:)
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Consider the 9 blocks directly beneath the dirt block in question... If the one directly beneath the dirt is gone - the dirt falls. If any of the others (8 spaces) are not filled by another block, then there is a chance that the block falls into one of those spaces. The block gets updated whenever you jump on it (walk on it as well I think), or place another block next to it. It does seem to be random without fixed laws it just becomes increasingly less likely that it will stay put the more empty spaces there are 2 blocks down from where it is. Generally it's okay on the side of hills but not a guarantee. Get used to jumping a lot because you can mitigate some of the fallout if you jump immedietly after landing on a block - the block may still fall but you'd land on the block underneath it rather than having that block fling you down the side of a mountain for example. Not certain, but my guess would be that the likelihood of a dirt/sand block sliding down would be somewhat akin to the system used with cave ins in that it is essentially a probability based on a number of conditional factors. Good luck, and well done for picking the only respectable way to play the game! >:) (Cave ins and soil instability are the only ways to play - everyone else can fight me over it >:0)
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Welcome dude! Try the Hunter or Clockmaker classes if it's a bit much - they get a 10% speed boost on the other classes. Also, try jumping on and over ledges (slows wolves and bears down a bit) or running in between trees to break their momentum.
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I was recently thinking about a suggestion for being able to use different types of clay that would come out in the final product: eg.: using both red and blue clays to make a storage vase so in such a way if built right you could get a custom pattern out of it that you designed whilst building it. I'd still condone allowing for painting vases all the same mind. Also, it should allow just a flat plate "clay" so you could "draw" tablets using different clays too. Just had another idea... Smashing pottery and fixing back up with melted gold. No reason, I just think the irl version is pretty. Edit: Oh yeah, and what about glaze???
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Rubber!
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More realistic flint, with all the rock variants.
EmperorPingu replied to Єгорія's topic in Suggestions
Yep - all for bone arrowheads. Gotta be honest though, I never use flint for arrowheads - sifting through enough boney soil gets copper arrowheads and if I'm playing hunter I'll just forge some bronze ones for my recurve bow honestly.