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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. * shakes fist * Zach Barth is an evil person!
  2. The question is, where do they get the rocks, they are never seen bending down and picking them up, which suggests...
  3. Personally I'm all for a sleep mechanic, and.. although this will bring ire from some.. I wouldn't be against VS implementing a mechanism where you are rewarded for sleep. Just a passive buff, nothing more, and certainly not forced (yes, there are mods that can do that, but I'm talking very basic). After all, if we manage our food then we get a HP buff. I don't always sleep, I don't RP it so that I have to, and I've spent multiple nights either chiselling or cooking in batch, but there are times - especially in the winter when the daylight is short - when I've wanted to go exploring and it's dark. I see no issue with sleeping to pass time, no matter if it's inefficient - it's not like there is a time limit to the game. I like the cottage core nature of it too, just like I enjoy bubbling cooking pots I also enjoy a cozy decorated bedroom where I can fall into bed. All that is personal preference of course, people should play the way they want, I'm not gatekeeping here. However the main reason for this post is that I notice nobody is mentioning the beds. In my playthroughs I will tend to have a range of beds, (hay, wooden, aged - 7.5, 8.5 and 9.5 hours respectively) and will swap them out dependent on how long I want to sleep (normally depends on the season). I don't like the idea of a "wake at dawn" as to me it sort of goes against the "you blend into the world, you don't control it" vibe.
  4. Relevant:
  5. Don't get me wrong, I love music, and I love gaming, I just don't love music while gaming. It's like having someone speaking in your ear while you're doing something else. IMO, it's not immersive, it's distracting, irrespective of the music. Now... you mentioned old game tunes, so I can't let the opportunity to go past without mentioning 6580/8580 (C64) chip tunes, and their remixes.
  6. The sling is locked behind a class, which seems daft. I understand restricting things like the recurve bow as that would seem like something that you would learn how to make, but a sling? It's a piece of cloth, it should not be class locked.
  7. If the install had a Digital Signature, then this wouldn't happen. To get one you pay MS. One other option is if a download is so popular, defender will stop flagging it as a risk.
  8. No, is my personal opinion. One of the reasons I find "the other block game" so utterly tedious is you just need to run in one direction for a while and you'll encounter a village. Once you encounter a village you will have a bed, lots of food and likely a ton of other loot. That's it, you've effectively completed "the other block game". The above reason is also why I don't play with the better ruins mod, although I would love to if it didn't spawn tons of loot in them.
  9. I am old school, I want to hear the environment around me not music. There is not a single game I have played in the last 2 decades or so where I've had music on in the game. That's irrespective whether that music is a chef's kiss or a chef's arse, it all gets turned off immediately upon installing.
  10. In the grand scheme of things it's a very tiny annoyance (if it's even that), overall the process is good considering it's not hosted on a platform like Steam. Would be nice not to be dropped out after updating though.
  11. Brilliant, that worked a treat! I also know why I was having trouble, if you are already logged into the ModDB and navigate to your mod it shows you the tabs [Description]/[Files]/[Source]. Clicking on the [Files] tab will show me a list, clicking the mod version number will take me to a page called "Edit Release" where I can amend the versions the mod is valid for. However.... if I click the [edit] button to the top right, I get taken to a page where I can change the Description and Source, but can't edit the files and there is no direct link back to the initial page which listed the files. As a dev I can sort of see the logic intended, but it's not overly intuitive and could be streamlined. Although, to be fair, this information may be somewhere and I've overlooked it.
  12. This is with the caveat of someone who hasn't read a lot of Lovecraft, but isn't the "psychological horror" all about the existence of horrors in our own world? The Elders were terrestrial, and while things like Cthulhu came from a different dimension it made its way to Earth. Lovecraft's whole bit, to me, seems like trying to push on the fear of the thing just out of our periphery vision, the horrors that lurk behind the shadows, or the thalassophobic terror of massive sea beasts all unfolding in a world we all presumed was immutable, static and safe. If that is the case, and VS is to continue to lean into it, then I'd probably suggest it's more likely that we'll see more Rust World visiting us, rather than us visiting it. The fear of the unknown, what else will reach through the void and enter our mundane and peaceful world? That would be slightly undone if you allowed people to travel there.
  13. Just to confirm, I like that the updates are done fairly smoothly, pretty much 2 or 3 clicks and done. The reason for this post is that after the update is done you are left with an empty screen. Now, I know it worked, and starting the game again is not a big deal, but.. I would suggest one of the following.. 1) Clicking on the update in the UI, it takes you to a confirmation screen, that screen should warn the user that they will need to re-run the game once the update is complete. 2) When the (MSI) installer launches, before quitting, it should bring up a popup to say that the update was complete and successful. 3) Have a checkbox in the (MSI) installer that asks if you wish to re-run the game once the files are updated (for QoL this checkbox should be, by default, ticked) The priority for this is low, like really low, I only mention it because as a dev it sort of bugs me that once you've updated you are spat out to your desktop with no success (or fail) messages, and without the game re-running. To most experienced gamers an update process "stopping like that" suggests the update did not work.
  14. What is the situation with this? I have a mod that is "outdated" (it's not, it's just a very simple grid recipe mod). It's very likely I stated it was compatible with 1.20.4 as that was the latest version at the time. That's obviously updated, so the list now looks like.. The question I have is... As the mod is still working, do I just take the previous files, and re-upload them and select the compatible versions so that it includes the latest build? Is that how I get around this? Do I need to do this in the UI? (I messed up the screenshot it should have 1.20.11 in there too, sorry) --- In general terms, I have mixed feelings about the automatic outdated message. When changes with modding happens it's necessary to flag the mods which may be out of date. I can't imagine there are the resources (or the time to develop them) for a system that detects if the mod files conflict with more modern versions of the game. Doing it en masse, then getting the authors to double check seems probably the only workable solution. It would be really nice if when editing the mod you were allowed to add versions the mod is valid for. Emailing the mod account to inform them that their mod(s) have been listed as outdated would also be a QoL here as I didn't know this had happened to me until I actually checked the Mod DB manually.
  15. Sure, just giving you the heads up that the RC has changes to the spawning.
  16. It should probably come as no surprise to anyone reading my previous comments that I'd like to see fatigue/sleep be more integral to the game, it is pretty standard for lots of offline survival crafting games and I would definitely like an expansion of the realism. I understand the difficulty in implementing that on a multiplayer server, the only true way to handle that is to sleep in real time, and I can understand if the devs felt that it should either exist in both or not at all, but for a single player game it's certainly doable, with sleep not being forced upon the user but their skills taking a hit when not fully rested. In many ways this is the same as food, you get more health from eating more and varied foods, you do not need to max out your HP with food, but you can. The simple answer is "Stardew Valley". It's whole game loop is based around fatigue, and it's considered a fun game.
  17. You might want to check it against this release client... Tyron: "I also finally tackled the excessive new mob spawn during temporal storms"
  18. Whether this is represented in the code, I am unsure, but there is a definite difference in rendering light.
  19. Just from a visual point of view, I really dislike #2 and #3. I've played a lot of 7 Days to Die and this always seems to be the way people learn to cheese the AI. Unrealistic structures yet they work with the game logic. That's an entirely personal opinion, not gatekeeping here. I'll be honest, I hardly ever get jumped by any temporal mobs, I've had a few (and I have a thread about that) but in my 2nd (3rd for our US friends) floor room I can generally just hang out with little trouble.
  20. That certainly could be it. I did it totally by accident and only had one gear at the time. Easy to do as it'll slip into your offhand without noticing, and it's common to use the knife to harvest something.. only you don't harvest. I'm sure someone will drop in the amount of stability it restores (it's prob in the config files) might be interesting to know if you can cancel storms. Don't think I'd use it for that, but adding in a decent chunk of time to your mining/exploring is an interesting trade off.
  21. While discussing accidental temporal gear usage, be aware that a temporal gear in your offhand while using a knife will cancel any temporal storm (at the cost of that gear). The problem is it works even when a temporal storm is not under way, and because the temporal gear can go in your offhand you can find yourself picking it up and it automatically going into that slot. In short, it's easy to "waste" a temporal gear if you end up with it in your offhand. I went searching in the wiki for confirmation of this, but it's not mentioned in either the gear or the storm entries, I am 100% sure this is a thing.
  22. Thanks for that, I'd somehow missed it previously. For those wondering, these are the nightmare drifter stats.. It mentions base attack, do you know if there are modifiers?
  23. I don't mind fighting them, it's recognising the ones I need to avoid. I am sure I've dealt with nightmare drifters in the cave, they are the ones with the long spiked hand (?), and I'm sure they've hit me before but not hit me so hard I was one-tapped. I guess my question would be, "was I lucky before", "was I unlucky this time", or, "do drifters get a damage output buff during temporal storms". I'm not complaining about dying, I like temporal storms, I'll probably end up farming them.
  24. I've had bases which have been surrounded in fruit trees. Didn't see them, they just blend right on in. However.. Autumn, Winter and Spring are an altogether different situation, it's hard to miss them in Spring...
  25. DPS is the wrong term, sorry, as you are right it's a big hit with a cooldown. What I am looking for is some way of telling how badly something is going to hurt you before you actually get hurt, or killed. Although, to be fair, the issue I was having with the drifter is less about its damage output, but the fact it spawned almost right on top of me.
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