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Everything posted by Broccoli Clock
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Yes, in fact I just love the idea of seasons in general. It seems crazy that other survival crafting games do not lean into this. I've said before, though, that I think the threat from Winter is perhaps over emphasised. If you have spent long enough in the game to get there, it's very likely by that time you'll know how to survive on the minimal resources around you. I think it's also important to point out not all Winters are the same. In the classic, and default, temperate climate spawn the severity of Winter really depends on the latitude you start at. For example, I've had temperate spawns where the Winter barely goes below -5'c, even at its height, meaning farming (albeit with a greenhouse) is possible all year round. Whereas I've had other temperate spawns where I'm forced to find the warmth of a fire, even while wearing crafted fur clothing, and crops are dying (even the hardiest, and even in the greenhouse). I'm a cottage core lover, so a couthie wee nook in the winter where I can cook, chisel, tend to my animals and just generally watch the season progress is what I pass my time with. Now, if Tyron, et al, could just introduce wool, knitting and weaving, I'd be set for those drawn out long Winter nights.
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oooft.... each to their own I suppose! In the UK dramas that involve one (or very few) locations, and only one (or again, just a few) actors, is called a "kitchen sink drama". If that is your bag, then can I recommend Locke with Tom Hardy? It takes the most mundane task, one guy driving to a location to pour some concrete, and as it progresses his whole life collapses around him (no spoilers) where the entire film is just Tom Hardy speaking into a camera in a car that he is literally driving down a motorway at night. If you are looking for something that is specifically about cranking up the psychological yet having the most bare bones presentation then it's a great watch. If you are the sort of person who likes trailers before watching then it can be found here. As for the rest of the post, I think we are pretty much in the same ballpark with our opinions.
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Found a "Block Randomizer" Block... looks cool...
Broccoli Clock replied to Lingam's topic in Discussion
Yeah, there is a media section for your account. The problem is less about there being a restriction in space, which is totally acceptable (you don't want people abusing it and throwing up 100mb videos), no the frustration is that the only domain that auto-embeds images is Imgur and it's entirely inaccessible to those in the UK. This isn't some "register to prove you are 16+", this is a blanket ban set from Imgur itself. It's an Invision board, not my favourite but I've admined and developed them in the past, and by default they do not allow you to place images inline. Being a bit OCD, if I remove the image from an old post, to make room for a new image in a new post, then I feel I should remove the old post as well, after all removing the image will make it either incomplete or confusing. -
I agree with the rest of your post, and I'm only highlighting this to say that I much prefer a book, where it's up to me on how to feel about something, than have that process influenced by a ton of other people; directors, actors, lighting crews, sound designer, foley artists, script writers, etc, etc..
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What is interesting is that the ruins don't fall to the same coding logic that makes the other block game villages so unrealistic. Albeit the ruins are just that, ruins, whereas villages in the other game are intended to be more functional, so if you found a ruined building offset by a huge cave it would sort of make sense as it's been abandoned. Still it's interesting the difference between how to the two spawn in the different games.
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For QoL things, and I can see that carry on is that although I'd prefer that you had to make a "special rig" (nothing more than rope and maybe sticks) in order for the item to go on your back, I feel the biggest issue is balance. Sure there might be a QoL mod, but the reason it's unQoL is down to balancing, especially the early game. I think it's "good development" to keep an eye on what is trending, but as a dev myself I know how easy it is to get distracted.
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My 2 cents worth. This would be for an external developer/team to do. The game devs should not be collating together what they think the user wants, not only does that leave open the accusation of bias (why include one author's mod and not the other), it also relies on the devs to test every update of those mods. There is a reason modpacks are offered by, for example, CurseForge and not Microsoft themselves. All in all, the devs should take a cursory glance at the modding scene, if only to see what QoL is being patched or what is gaining popularity, but there is a roadmap and that should not change and it certainly shouldn't be driven by what is hot or not in the mod db. As for whether modpacks are needed is a different question, @Maelstrom pretty much nailed it with "there's not really the need for them". Remember, MC is a bad game, built poorly and relying on a stack of mods, piled jenga style, in order to wrangle the experience you want. There is no overarching control over who mods what so you need modpacks because the modding ecosystem is such a f*cking mess. Edit: Do I think the Mod DB needs a facelift? Yes, yes I definitely do. It's functional at present, but far from intuitive. It seems like something that was written to handle much less traffic/mods, and lacks a lot of the filtering, searching functionality you need as the db expands. As someone who has uploaded mods to the db, I've not found the process all that enjoyable at the start but I'm getting the hang of it. As a dev that focused a lot on web apps, I would love the opportunity to build it from the ground up.
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Now, you see, I disagree. I think video games can be a good medium for narrative story telling, it's just that it fails in many cases because a lot of games get dialogue "written by committee" rather than being integral to the story. An equivalent is movies. We all know the tricks, the camera angles, the lighting, the sound design, these are all used to guide a viewer into a specific mental state. It's not rocket science, we've known this for years, it's very very easy to manipulate people in this way. When I encounter these sorts of tricks, rather than swept along with the intended emotion I am immediately "wtf, do you think I'm stupid, you need to dumb sh*t down and play music in order to elicit that response?" and that's me immediately disconnected from the film. Movie makers do this because it's back to that bear/person garbage bin analogy, you need to maximise everything so you need to cater to the widest audience. If that means metaphorically slapping someone across the face with a lack of subtlety then so be it, and hell mend any "vaguely intelligent" viewer who not only recognises the cues for what they are and are annoyed they've are being treated like a toddler by them doing so. I've played narrative games and enjoyed them, it's not that I have a blanket ban against them, it's just that an awful lot of them fall into the trap of being painfully transparent in their attempt to "appeal to a viewer's empathy" and sticking very strictly to that Western centric, and very often US centric, low quality bullshit. We've come a long was from discussing cut scenes in this game specifically, and apologies for going on a bit of a ramble, but if there ever were cut scenes that were included into VS (and the truth, is I can't see where they would go) then they would get immediately skipped by me.
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@Teh Pizza Lady / @Professor Dragon I'm editing this post as originally quoted both of you with "it has to be an intentional choice, as the Wiki is implicit and as the Wiki is not publicly editable then that means one of the dev team updated it". However, I've just gone back to the actual entry and I see it has an appendix link, which goes to a bug report... [bug report] Hide armor durability cannot be repaired ..so perhaps it's not intentional at all.
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Found a "Block Randomizer" Block... looks cool...
Broccoli Clock replied to Lingam's topic in Discussion
Frustratingly yes, there is a limit on uploaded media. I'm regularly adding images into posts but now Imgur has blocked all UK, I no longer have access to an auto-embed image source, I literally have to go through old posts and delete the images in them to post new ones. Generally that is a sign that a mod is either broken or missing a supporting library. -
I started a water world, and the fears you have are real. Here is a link to a post that you may find useful. In short, you are right, the teleporters will spawn you underneath the water (although it will be in rock, not just the sea bed). It's not impossible to use them, but can be awkward. Polish Translation Stworzyłem wodny świat i Twoje obawy są prawdziwe. Oto link do wpisu, który może Ci się przydać. : Krótko mówiąc, masz rację, teleportery pojawią się pod wodą (chociaż będą w skałach, a nie tylko na dnie morza). Korzystanie z nich nie jest niemożliwe, ale może być kłopotliwe.
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I Need More Data On Temporal Storm Spawns
Broccoli Clock replied to Discipline Before Dishonor's topic in Discussion
I still see people saying "put things on the floor it'll stop them spawning" and for me that seems crazy as all you need to do is be in a fairly smallish space with a torch and they'll not spawn near you at all. The first temporal storms I tend to just sit them out in my house, it's a torch lit 7x5 space and only once out of 5 temporal storms did anything spawn inside that area. Of those storms 3 were light, 2 were moderate. Once I get settled I tend to make a "horde base", which will be nothing more than a defensible block area (norm 3x3) with a raised path that channels mobs in, with pit kilns placed along their route. As the enemies approach, they'll get set on fire, and if I have done the build right then I have the reach with a spear and be able to harvest them for loot without them getting me (although those double headed sure have some range). The only slight downside of that is you need an unfired clay item to place in order to create the fire kiln. You could use a fire pit as it needs nothing in it's "inventory" but a pit kiln lasts considerably longer and certainly longer than any storm will. I also believe that because the pit kiln is level with the ground, whereas the fire pit is raised above it, the mobs do not see it as a "problem block" for walking on. If I have fire clay, I'll use a single (unfired) fire clay brick as the pit kiln, as I need them for the bloomery anyway. -
Not sure if it's as rare as people are saying but I regularly find multiples of traders together. As for it being rare near your spawn, I've noticed that in my recent playthroughs there is always a trader near by. I know that trader locations were tweaked for 1.21.x in order for treasure hunters to be found easier (either via natural spawn or asking another trader for directions - the treasure hunter traders are the only ones that can kick off the Resonance Archives quest - although the Survival Goods trader also has a similar quest). I've a feeling this will all change soon as we are now seeing the start of trader compounds (the new Treasure Hunter base is the only one implemented just now). Will we lose the caravan traders? Who knows. What would be lovely is that those traders in a base don't move, yet the ones in caravans do alter their location. After all, why have a base that has wheels and not move it from time to time?
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Is there a way to check the number of hours played?
Broccoli Clock replied to Broccoli Clock's topic in Questions
I've deleted far too many worlds to know the true count; some with just an hour some with 80 or 90, and some which ended up being full playthroughs are 100-200 hours. The game authenticates you via the server, so a log based on that should be easy enough to implement, or as you say a local mod that increments a value every time you enter/leave a world. With the former it would only account for when the game is run, not when you are actually in a world, which is fine as that's how Steam operates. If the main game .exe is running then it's counted whether the player is playing or just idling on the main menu. It would be work, although technically not a lot, but that still involves time and money. However if I was Anego, I'd want those stats collated even if they were for internal use only. -
I bought the game in March, I've got maybe 4 or 5 worlds that are 100+ hours (some much more) and lots of little tests and abandoned worlds. Each individual save shows the time spent in that world, however there is no global value. Not unlike Steam's "you have played XXX hours in this game" type stat, is there one to be found in VS?
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Yup, still going. It took a huge hit from discord chat, but then discord became what discord is now, and many are swapping back.
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Heh, I've got no problem you correcting me. The point was that some changes would need to be made to the codebase to integrate it with Steam. How much work that is, whether minimal or more complex? That I honestly don't know.
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Should pottery be dried before it can be fired?
Broccoli Clock replied to LadyWYT's topic in Suggestions
I do like the idea of needing to dry pottery, although I feel this could have a negative effect on newer players. I think the learning curve compared to "easier and less enjoyable block games" is such that the hunt for clay (we've all seen new players struggle with this) then to fire it (again we've seen people struggle to work this step out) may be a tipping point for some. It's already taken the player a day to find clay, then it's going to take another day to fire it in a kiln, if you add in another day for the pottery to set then I feel you might lose people at that point. For experienced players we know the end goal; the justification of the time and effort put in, but new players don't. To extend that time, bearing in mind that 2 or 3 days in game to a new player is a long time due to the slow progress of VS, seems a bit harsh. That said, I am all for pottery drying. However if you include that, the you really should make peat wet when dug up. That is completely realistic, you need to dry peat. Put a sod of wet peat onto your fire and see how it reacts! At least with peat it's not a gatekeeping process, you can live without peat while it dries, making people wait while pots and storage vessels dry isn't really the same. -
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Discussing bear attacks tends to lead to discussions about bear armour. Here's something I wasn't aware of until just the other day, not all bear armour is the same. They have slightly different nerfs depending on the breed of bear you use. https://wiki.vintagestory.at/Hide_armor If you can't be bothered with the link, then in summary Polar and Brown bear hide movement speed is slower by 1% (3% vs 2%), while the damage protection for them is +10% overall and +.1hp flat damage (55% vs 45% / .5hp vs .4hp) . The durability is also quite varied, with the order being Polar (400), Brown (300), Black (200), Sun Bear (120) and Panda (120), meanwhile the warmth provided is Polar (+1.5'c), Black/Brown (+1'c) and Panda/Sun Bear (+0.5'c). What's more, since 1.25.5, the most up to date stable version at the time of writing this, you can no longer repair bear armour. I've never actually encountered a Sun bear, but the Panda is not aggressive at all*, so I'm guessing their poorer protection and durability reflects that for balancing. (* edit: I'm not sure if this is a bug, and I get that panda's have a bit of a reputation for being like huge furry toddlers, but that's them in captivity. I feel that hitting a large animal, that is capable of easily biting your head off, wouldn't result in it gently trotting away)
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I'm a bit of an absolutist with this, much like the music. Any game relying on cut scenes is, in my mind, a bad game. You should not rely on poor quality writing/acting for exposition, that is the job of environmental story telling. Needing cut scenes proves you've failed to engage your audience. What's more, and this is a personal thing, I find the writing for a lot of these to be really dumbed down and that's for a reason, there is an apocryphal story about how you can't design "bear proof" garbage bins because there is considerable overlap between the cleverest bears and the stupidest humans. Companies want to make the most profit so will set the bar very low in terms of intelligence, resulting in most cut scenes being either asinine or tedious, sometimes both. An unskippable cut scene is a crime that deserves an immediate [alt]+[f4] followed by a quick uninstall. Now, to be fair, I am a bit of an outlier. I lean quite heavily into misanthropy (for all the obvious reasons, just take a look around you, especially recently...) and for that reason very rarely play "character driven narrative" games as I learn to loathe the protagonist pretty quickly. I don't like most Holywood bs for the very same reason, again it's the "bear/human bin" equation where they will dumb everything down to appeal the broadest audience. So, in short, to answer the question, cut scenes are game cancer imo, and unskippable ones are unforgivable.
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I want potatoes in game purely because of the cottage core nature of them, I also think they suit the way you harvest lots of items; I shouldn't expect large quantities of turnips just from harvesting one block, but with potatoes you would. The anachronistic argument is fair, but only if you were to stay in the traditional temperate spawn point which, as @LadyWYT says, leans into a Middle Ages (Dark Age?) medieval European vibe. As we generate a whole world, then you could argue that travelling to far flung areas would provide access to those crops. Also, peanuts are in the game, and they took a similar route as potatoes in ending up on European menus. In short, I'd like them for the vibe, and the cottage core look.
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Yeah, I checked it out. I'll be honest, I spent more time reading the javascript than I did creating a mod.. I've created content mods before, one is even on the ModDB here, they are very easy to do which is why automating them like this makes sense. That's not me damning your app with faint praise, you've done a good job here.