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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Tilled soil will do that, in fact it's one way to get horsetail although you can't manage their growth. In terms of flowers, I could be completely wrong here, but over several in game years I never noticed any of the flower areas "drifting over time". So for me, the answer I would give is "no". Although grass will regrow in areas that have burnt.
  2. This.. ^ I don't intend on playing the RC, but do like the changes. Most people know what appeals to me as I've hardly been quiet about what floats my boat. So... immersion, realism and cottage core and "subtle complexity" are my bag, and the updates to the berry bushes seem ideal considering how "abused" they are just now.
  3. From experience, I'd say most people should expect an "official server" to be locked down and to have quite proactive admins. After all, if it's not moderated and a bunch of trolls came in wrecking the place and throwing around slurs then it's just a bad look for VS. The ability to run your own server, either locally or hosted, allows people to get past those "official restrictions". I don't play online though, just the 'difficulty' I have virtually interacting with people (I'm sure you are all lovely, but I'm a bit odd like that, and it's crazy thing to say when I'm happy to bump my gums on the forum). So my opinion is not based on TOPS or any underlying drama, more the experience over the decades of watching games split between private and official hosting.
  4. My 2c is I would only play class/character progression if it was vanilla. I'm not against mods, but xSkills feels unbalanced and introduced mechanics not part of the base game (such as being able to scale large walls). I am like you in that I struggle to choose a specific class if forced to, but ultimately I always just choose commoner. Now, to be clear, this is single player. I don't think the online community has done anything to deserve my presence, so the classes affect the game differently. Not just the nerfs/buffs, but not having someone else of a different class in order to provide class locked recipes - such as the recursive bow for the hunter. If I really want a locked item, I'll go track is down at the relevant trader, but equally I am happy to turn off the class restrictions. Command in the spoiler for those who don't know it. Obviously it's a different meta between MP and SP, and I think it would be a shame if online the classes were negated for everyone.
  5. Finding yourself deep under the water can be common when using the translocators, although in that case at worst you just "break up" to the seafloor then float to the surface. Not sure I'd be keen to work the other way, unless that is literally the only deposit of tin/zinc you've found.
  6. I've not watched it, I tend to avoid listening to devs, not just this game but all games. I presume @Mongster (*) did a decent job considering they've invested a fair bit of time into the game, so it's not that. It's an unwrapping of presents sort of thing. I also don't want my opinion to cloud how the development goes. I trust the devs (after all, why not, they've shown commitment over the decade) but I'd rather avoid "future spoilers" other than the roadmap. Current updates I will sort of follow but not d/l the RC, again I want to experience the fully implemented mechanism rather than do it piecemeal. In regard to the horror/storms stuff, as @Zane Mordien mentioned, from what I read this is more Saraty's inclusion than Tyrons, and that it's here to stay in some form or another. Despite not watching that vid, I expect that is the same message as it was months ago. (* - I am going on the assumption the Mongster on this forum is the same Mongster/Mahjong Blonsky, apologies if you are different people)
  7. If you have multiple arrows types in your inventory the type you fire is based on which comes first. While this works fine, I do think that it would be nice to be able to do that without entering the inventory. Now I'd appreciate that, due to immersion or game balancing, a quick swap isn't planned. On a side note, every arrow looks the same in the bow. Whether it's iron or bone, the texture is the same (it's different in the inventory and you can tell the difference when they are stuck in the ground) when it's in the bow. It would be nice to either display the type as some sort of icon or text, or ideally a different texture for each bow/arrow combo when drawn. This is all very low level, certainly not something worth a lot of effort put into it, after all it does work fine if you drop to your inventory. I'm mentioning it here in the questions forum rather than the suggestion one as I am unsure if discussion about this has already happened.
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  8. Thanks that's a very detailed answer, and I think you are spot on that it's several reasons all rolled into one. I also don't think this is a matter of competing. They are different games, but when in creative mode it's a much closer analogue. I think that closeness when you remove survival, add in that people just enjoy creating stuff irrelevant of the platform used, you would see more people "cross over". I'm not suggesting they abandon what is likely to be making most of their money, but (and this is just me) at least testing out an alternative. In regard to the final statement; Yes, of course, you pay your money and you take your choice. I'm not forcing people onto VS, but like you I do want to see people get love from the game. It seems like the door is open but few want to cross the threshold.
  9. This seems an appropriate thread to ask this question, but what are the rules with despawning of animals? I see lots of people putting torches up and claiming animals need light otherwise they will despawn, yet I've never done that and I've never lost an animal (I've farmed chickens and deer). Am I missing something here? Is the "despawn without light" still a thing and are there specifics where that light source is explicitly needed? It seems something I'd encounter over the hours in game, yet I only really see people mention it on forums or in streams.
  10. Full disclosure, I've posted this same question on Reddit. I am interested to see the differences in the responses. The question comes from seeing this image, which is the greenhouse shown on the 1.22 update notes. With the following caveat of.. A community is not one homogenous block, I am using a broad brush approach here. There are well known MC creative streamers who have dipped their toes in, so I don't want to say it doesn't happen but overall VS seems to be acknowledged but not embraced. -- MC creative players have learned to work within the limitations of their environment, some of their stuff is genuinely amazing, I don't think that is in doubt. However, the active word there is "limitations" and it's very clear MC is (in comparison to VS) definitely limited. It's taken them over a decade to get a vertical slab, and even then it's not an actual vertical slab. You see endless solutions to problems create by those limitations. Yet, take a look at that image I shared (again, not mine, used as an example), there is simply no way that MC can compete. In fact what is shown is extremely simple, just a white brick (say chalk, marble or the new travertine) mixed with glass using a chisel. It's lovely and intricate and I doubt I could replicate it but the point is this sort of level of detail is possible "out of the box" as it were. When I look over the main MC creative players, and considering just how much more creative expression VS offers, why haven't we seen (even a slow trickle of) MC creative types "switching codes".
  11. Reading some of the comments on here has me really depressed for the future. I'm going to guess the majority of you are younger than me, yet the comments are equivalent to "A horse, from the Trojans? For free? Well surely nothing bad can arise from this situation."
  12. btw, I appreciate I am getting way off topic from the original AI images/Mod DB, but... Aside from the environmental and ethical damage AI is doing, we need to remember the current generation of AI is all about answering one specific question, and that question is "how can we automate everything so we can stop paying wages". That is, if you look at the data, the primary goal of all the companies using it. I am no Luddite, I'm not here to break Spinning Jennies but when a tech is so blatantly designed to fuck you and I over, it seems crazy to me that people continue to indulge in this nonsense. People using AI just now feels like the idiots who actually paid to use 23 and me (or the other DNA "testing" companies). Millions gave up the most sensitive data they had, ie: the literal code that runs their body and defines everything about them, only for that data to get breached and people started complaining random companies (specifically medical) suddenly had far more information about them than they had given them. It seems like "Fool me once..." is a proverb a lot of people ignore.
  13. It can be used like that, so long as people realise they will be exposing their personal data and sometimes more sensitive information than they realise due to inference and big data cross referencing. That the data transfer is irreversible, and that those who are collecting the data are not trustworthy. As for it "help reason through processes", if that is philosophically or ethically based, as opposed to getting the LLM to step through your program to identify an error, then people have to accept that the conclusion the AI comes to is based off racist, bigoted, sexist, sectarianism, and hate filled content. The AI is incapable of differentiating between fact and fiction, and that is a huge problem. Most AIs "think" racism is fine, because it doesn't know what racism is, it's just been scraping the most extreme corners of Reddit and "assumes" that is natural discourse.
  14. ..they are right. I've come across this when I first started playing, the red error message telling you what you are doing wrong. For example, raw fire bricks in the pit kiln, you can only put 12 in if you want them fired but the pit can fit many more. You really have to squint to see the message telling you that 12 is the maximum. Perhaps this has been updated for 1.22, but it seems odd (especially as there are accessibility options) that the error messages are so subtle. Maybe provide it's own backplate to highlight the text, or maybe not have it in the middle centre and up at the top with the tooltip (as that is where more people look for info about a block/process).
  15. Sort of yes, sort of no. In regard to the Mod DB, AI images just shittify the experience, but on the flip side you do have modders which are trying to be the least shittifying as possible (otherwise why install the mod). There is a larger context though, and one in which the proliferation of the current form of generative AI is a negative for all of us. You might say, "this doesn't seem like a red line for me, so fine", but that just becomes the thin end of the wedge. People need to call it out for all its problems, even if it may seem innocuous.
  16. For me this sits at the divide of the single/multi player environment. I really like classes for MP. It helps separate this game from its very dull corporate neighbour. Those classes are not ideal, but they do fundamentally affect the dynamic. SP is a bit different. I don't know how many people choose a class for SP. If they do I presume it's just to specialise, such as Hunter. Would a more granular approach to classes and their progression, in an MP environment, add to the game? I think probably, people do buy into their character online and will be more lore specific when using it. Would it help SP? Not sure, if anything I think an extra layer of nerfs/buffs would end up being a negative in SP. In general, I like classes, even though I always play commoner, I think perhaps waiting to see how the game progresses would be the best way. As in the classes conform to the development of the game, the game doesn't develop to conform to the classes. I'm wary of character progression, not just in VS but with other similar games, it's a fine balancing act and one that if judged badly can really hamper a game.
  17. Going to necro this post rather than create a new one. With the addition of cabinet doors, this is the right time for window shutters to exist. We have trapdoors, sure, but they operate only on a 90 degree angle, not a 180 one, as shutters would need to take up two blocks rather than the one that trapdoors do. We have objects that do take up more than one block size, the 2x2 door being a perfect example, but again it's a 90 degree flip not a 180 degree one.
  18. I see that in the patch notes for 1.22 they have amended the bear attack range... ..I do wonder if the hitbox and the actual melee range (rather than the aggro range) will be altered too. I've been merc'ed by bears far too often, even as someone you'd probably consider an experienced player. I find their stealth and melee range to be problems, although with that said I realise that the hit boxes don't seem to be that good for all sorts of things. Not just the bears. If I had to change things with the bears it would be their logic, and I think there should be a big difference between how aggressive bears are dependent on the time of year. That might already be the case, just throwing it out.
  19. I avoid AI at all times, simple as that, irrespective of what context. AI images in the mod, I'm not installing the mod. AI images in your advert, I'm not buying your product. etc, etc.. It's a principle thing, absolutely based, even if using AI would "speed up" or "lessen" my work I have no interest in using it. In fact there was a poster on here crowing about how they had uploaded all the VS lore to AI and was using it to somehow generate content. They were immediately placed on ignore. Anyone that knows how AI works, at a technical level, will avoid it like the plague. Training anything on the vox populi of the Internet is just inherently stupid, yet that's the model. I know this is getting off topic in regard to just the ModDB, but overall AI in general is a massive shit sandwich that people are being forced to eat.
  20. While I take your point, leaded glass is much less likely to shatter. Not that this is a thing in VS, nor am I suggesting it should be, but there is a distinct difference in the way leaded glass and a standard pain would react to being hit. You see similar with security glass. Ultimately though none of this is a true analogue, and I was just looking at the "glass progression tree" as to where the cut off line should be. The user should be able to defend themselves from such attacks (either toughened - or in VS' case leaded - windows, or shutters of some kind). As for throwing rocks at churches, I feel an entirely honest answer may be met with disapproval.
  21. This is called expanding the complexity of the game, this is a good thing. In years to come, people playing the VS version of the time will comment, "wow, remember when this game was so empty of stuff?". Trust me, that's how it works. This game is more of a shell than people think, and that's not me either throwing shade or suggesting there isn't a ton of stuff in the game as it is now. I say this as I've watched tons of indie games grow and develop over decades. As for "what is fun", well that's all subjective, isn't it? I love cottage core stuff, I will literally geek out to mundane simple things. Chores or not. What I would say is this, and it aligns with Zane's comment earlier, there are people out there who are either time poor, or less abled, where "houseworking tasks" are for whatever reason not possible. The game; either through accessibility features, world settings, or mods, should be able to provide that limited/stripped down/streamlined experience. However the the generic vanilla experience is always going to be grindy. The devs are adding new content to a game that we all know is still in development, the development map is pretty clear and the progression doesn't seem like it's tailing off any time soon. What's more, and this is the kicker for me, this game is built on "chores", to paraphrase Pratchett, it's "chores all the way down". You open with "this might be a bad take", so I guess you know you are going out on a limb, and that's fine... because, by the gods, I'll happily throw out a shit opinion onto this forum just to see what sticks (as anyone reading my posts will know), but.... yeah.. to me, this is a "bad take".
  22. The bowtorns aim at where you are. I'm not suggesting they can see through walls or anything daft, you need to tease them like you do now in order to get them to throw. As for making sure they don't break your greenhouse as opposed your house, the simple answer is to not go in your greenhouse when being shot at by a bowtorn.
  23. Wasn't aware of this being a possibility but then the nature of the way the game is built it totally makes sense. Being a dev, I have fairly strong views on what font should be used where, and while there is no doubt I'll hate most people's choices the fact it's possible is great for accessibility. In fact if accessibility, rather than just legibility, is your primary concern then I think it's fair to say such an option should be built into the game's existing accessibility options. Edit: without looking, I guess this draws the font from your OSs font directory, so you need to have it installed. If that is the case then I'd much prefer for the font to link to a local version of the ttf/otf/woff/etc rather than from the OS files.
  24. I'll take that as a badge of honour, rather than an insult!
  25. You've taken the conjecture as my main point here. I mention castle builds because the vast majority of players do end up with something like that. When I say castle builds I mean something that would be considered a simple motte and bailey setup, not necessarily a massive structure with D&D style battlements. Essentially any building/base that has some way to stop mobs from entering it would be considered a castle build, although it's etymologically lazy on my behalf. My actual main point is that mobs throw things and that glass is breakable, you'll probably find you break your own windows by accident loads of times, so it makes sense for that to be reflected (no pun intended!) with projectiles. I think this is a far more valid dividing line than the castle/not castle thing. It would become frustrating and annoying, the level of that annoyance would be that the glass is permanently broken and you have to replace, rather than just pick it up and return it to its initial location. I wasn't clear which of those I meant, so my bad for that, it is the latter though, that they knock the glass out rather than destroy it. Bowtorns are a pain in the ass already, but I appreciate this decision wouldn't bring them any more love, that's fair..
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