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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Have a belated like for that. While I don't listen to music when gaming, I do like the choices. My music collection is, er... eclectic and I have a pretty large selection of lo-fi electronica that would fit very well with the albums you listed.
  2. Here's the thing, I turn it off. Although I do this for every game I play. I want to hear the environmental sounds, not the music. Is the music good? For the most part yes, although I do find that it's can be a bit "overly whimsical" at times and that includes the tuning cylinders you find. As I don't listen to the music in game I'm not sure if all the soundtrack is "available" through the tuning cylinders.
  3. In my current world, I am running it at +50% and I have to say it's performing well (given the caveat of my machine). It's definitely "more challenging" to navigate but exploration genuinely feels like exploration. Those sky shots don't tell the full story once you are at ground level. I'd have included those screenshots too but after 25% most of the images were of trees literally in front of me.
  4. When I am talking about the foliage, I am meaning the Forestation & Shrubs configuration. You can find this when you create your world by clicking the [Customise] button (next to the [Create World]), and it takes the form of a drop down (interestingly cut off at the bottom, should report that as a bug!).. There are pros/cons to doing this: Con: Framerate. No matter how you slice it, the more stuff on the screen the more intense your CPU/GPU will work in rendering it. I can only really test on my machine, and I have a very mid range PC (Ryzen 5/32Gb Mem/3050 8Gb) and I haven't noticed the game being overly sluggish even at the max foliage. Obviously your mileage may differ, although I found that the performance hit was less than I expected, and before I was easily getting 80+ frame solid - even in the rain and surrounded by forest. Elk. Do you seriously think you are getting an elk through thick forest? Well if you do, then I admire your optimism. That said, elk are pretty niche and only really part of the late game. Pro: Sticks. Oh, my dear lord, the sticks. We all suffer a little in the early (and even mid game, unless you lean into a mod for that .. ) for sticks. Even pro players are not immune to jumping to the nearest bush and smacking it enough times to allow your pit kiln to work. It looks lovely. It really does. Not only that it heightens the feeling of exploration, ruins are no longer obvious and tend to be buried in a copse of trees and bushes, and it certainly slows down your movement as those death pits (natural caves that are nothing but deep vertical shafts) are still there just more hidden. Wolves and Bears become "dangerous AF". We all know the situation, we've heard the growl/howl and we are hotfooting it in the other direction. It's fine, you've got a line of sight and the path is clear for you. Now imagine you can't see them at all, and that your path has become a hedge maze rather than a direct route. I have created, 7 different worlds, each with identical settings except the Forestation & Shrubs option, in order to show the difference in the amount that renders.
  5. There is a bug report put in for this, the bug seems to have appeared in 1.21.5+ as I use the immersive first person mode and had no issue with this before hand. One solution, and a streamer called VileShinobi was who I watched implement this fix (in their water world playthrough) is to create a seat, place it directly in front of the main seat. When sitting in the main seat you will not have the UI option to raise the sails, however in the seat in front of you you do. When in that forward seat, you can turn 90' to the right, right click, and for some reason it allows you to move back to the main seat again. It all sounds a bit of a faff, and you lose on storage area as you need a space for the extra seat, but if you are desperate to keep immersive first person view then that is one solution.
  6. Would it? I mean if you want to implement procession, sure, or show the other planets in their precise orbits (including retrograde motion). That would require a bit of time and effort but just reflecting what the sky looked like at a particular time in history? That should be pretty easy, even taking into consideration the different hemispheres. I've not used the stars for navigation in game, I don't know if it is possible, it would be a shame if it's not. I have however used stars in real life to navigate. In regard to the TFC mention, it seems that OP is comparing apples to oranges. TFC is a mod that relies on a framework not designed for it, for me it feels janky and out of place. I dislike it, like all "other block game" mods it feels like a game of jenga, you just keep piling mods on top of mods in hope it doesn't fall over (and it generally does). At least with VS part of the TFC stuff is built into the default game, resulting in a far more even experience where you don't have to worry about mod conflicting or items acting in a "non-standard" way. Does TFC have more to it? Of course, but then TFC is a mod. Are there mods in VS? Yes, again, it's an apples/oranges comparison. Would it be lovely to have the full functionality of things like TFC or Create? In some ways yes, but also no. Some things just don't suit VS. Create and TFC are based specifically to leverage the meta of the other block game, they just don't have that same analogue with VS. Is the game fully fleshed out? No. Has it been in development for the length of time the other block game has been? No. Does Tyron, et al, have the financial clout of the other block game's developers? No. While I do welcome the question being put to the forums, I do think there is a touch of disingenuousness to it, and I would strongly push back at the "finally make it to the modern age" request. This game is set in Medieval times, moving to the modern age would be anachronistic to say the least. If you want to pursue that via mods, cool, but I certainly don't want anything close to the "modern age" as part of the official game.
  7. Is it just me or do other people think that the emphasis from the guide, and the community in general, on the Winter is perhaps over egging the pudding a little? I get that people should be told, but from a standard vanilla start you are what.. 70 odd days away from it? I'd imagine most people do a second start (it's like a second breakfast) after they've learnt how the game works, and want to do a proper run at it, resulting in a much prepared player for the colder challenge. What's more, while it can definitely get cold and that is a direct threat to your health, there is still "tons of food" if you know where to look. Sure animals might give less meat, but they still give meat (and fat, for that extra sat) and cattail roots don't freeze/die in the winter. I would be genuinely surprised if the average gamer, after 40+ days in game, and with a quick shufty at the handbook, is struggling for food. It won't be as easy as summer, and yes no crops, but still it's not like it's a completely barren wasteland (heh, unless you set map gen to place you in a completely barren wasteland and in that case you've only got yourself to blame!). In my mind, and because it seems to be the mantra - "prepare for winter it will be hell", I feel that average gamers hit the cold and are like "wow, this isn't really the challenge I expected of it". VS has lots of realism (or pseudo realism with tweaks for gameplay/balance), I don't think it needs to sell Winter as being the big challenge.
  8. Thanks for that, I'll give those links a once over. I've got a feeling that writing your own one wouldn't be that difficult, if it was stand alone rather than built into the game, as I am sure there must be an mod API for checking version numbers. It would be nice for it to at least do a sanity check each load up, and highlight those that are out of date. I'm pretty lucky, I've only got about 10 mods (two of which are my own!) so it's not difficult to check, but I don't envy some who I see with 10s maybe 100+ mods.
  9. I've been calling MC "the other block game" for some time now. I mentioned it in the VS discord the other day and someone said, "it's ok dude, you can name the game without being banned". I do so partly as a literary device but also (warning, politics incoming...) I don't like to name a game created by a hateful person, and now owned by a hateful company, I'd prefer to stick to the euphemism. If you are wondering, I do own the other block game but it was an unwanted gift. As for Hytale, I doubt I'll ever play it. It is definitely not my sort of game at all, I do not vibe with magic/D&D, which would also (probably) rule out playing Project Glint either - depending on whether it's its own thing or a Hytale analogue. We'll have to wait and see with that.
  10. While I like the idea of fishing, and would prefer something a little more in depth (ha! pun! I'm a comedy genius!) compared to "the other block game" implementation, it doesn't strike me as a particularly pressing issue. There are fish, you can already catch fish. I doubt the way in which fish spawn in water will change, just the method you remove them by. I've also seen mods that provide more ways to interact with fish and other water creatures tend to break the balance of the game, making it far too easy at the start (just my opinion). So, yeah... I mean I'm not against it, I just don't want it to mess with the fairly tight early game balance, and it seems to be targetting something we can already do.
  11. I would happily lean into a greater survival challenge, no maps at all unless you create paper and at that point you can only draw what you are able to see. There are games that do similar, and I think it would suit VS vibes pretty well. The co-ords I never use, but then I have the map so you know.. it's not like I need to use the co-ords, although I do see people using the co-ords but not either mini or main map. Again I'm happy to lean into realism here, using things like a sextant (a minor nod to gameplay I think that a sextant would need to provide both latitude and longitude as the latter requires precise timings and there isn't something in the game to do that). My guilty pleasure is watching people play the game blind, the number of people who (and this is purely down to the "other block game" and its meta) praise the inclusion of not just a map from the get go, but also a mini map and a death icon too, is quite a lot. I think that helps onboarding players into their journey as most people die a lot at the beginning. So, in short, yes I'd like to see additions to the game so that you can manually chart and locate, but that it should not be mandatory or enabled by default.
  12. I've come back after a little break and I am compiling a mod list for a new playthrough, some of which are already installed. QP Tools for example; the version I have installed in 1.15.2 while the current version is 1.15.3 (not a big deal I doubt the .2 -> .3 is a huge jump), however I would not know of that update unless I specifically went to that mod page and checked. Now, just to be clear, I am not suggesting mods are autoupdated without the user's knowledge or consent, what I would like to see is some form of indicator that the version you are running locally is not the same version that is available in the ModDB. Until that QoL is introduced, what is everyone's preferred method of checking whether you have the newest versions of your mods installed? Is it just manual (which I'd imagine could be a pain with a long mod list) or is there some 3rd party app that will do a quick lookup via some ModDB api call?
  13. I'm a bit old school, so these sorts of forums were my bread and butter for decades, and I take the opportunity to stick something in the sig section when creating my account. That said, lots of sites either turn them off by default, or allow users to disable them. They've become a bit of a lost art. It's funny too as those of you old enough may remember the massive craze for "userbars" (thin vertical bars, with branding on it) for sigs in the late 90s' early 00s'. In fact in a moment of retro fun I may create a userbar for VS. My sig is currently a Henley poem, or an excerpt at least. On other forums it's also likely to contain some form of cutting political barb aimed at the most hateful in society - which may be a very prescient concern, but I feel might not fit the vibe of the forum, so I've stayed away from political (or anti-theistic) rabble rousing.. heh, for now!
  14. I don't think it is, that's me being polite! I've been far more miserable on this forum than that! For me, consistency is key with games, and I just don't see how KCD's potion brewing would fit in with VS without standing out like a sore thumb. There is also the odd situation with "saviour schnapps" which is the only way to save your game. That's main reason brewing is of any real consequence in KCD. The idea of spices is nice though, so long as they have an actual use. Grinding up mushrooms (or better still the re-introduction of bell peppers), cooking it in a pot with some water, then allowing it to dry out, in order to make something like a bear spray seems to not just fit the game in general, I feel it keeps the cottage core vibe without being too OP or effecting gameplay progression. Personally, I like the "not knowing what spices will be created" thing although that does sort of go against what we have already, as in the handbook recipes are very explicit, with little ambiguity. Creating spices on the hoof without knowing what you'd get sort of conflicts with that, but as I say I actually like that idea.
  15. Not sure where this thread should go, but I guess this subforum is as good as any. Many people are using a hosting site for images to insert into their mod descriptions. This post is to say that IMGUR is completely blocked in the UK. This isn't an age-related block, available once you confirm you are an adult, the company has chosen to manually block access in the UK because they don't agree with the UK's policies. To be fair, very very few people agree with them, but I'll not make this political, this is just an awareness that if you use IMGUR to store your images for your mods, then anyone in the UK will be met with the message.. "Content not available in your region" Not all mod images are hosted on IMGUR, but there are enough for me to raise awareness for those developing mods.
  16. Here's the thing, how much do you want to lean into RP/Realism? If not then it's pretty easy to cheese a bear, nerdpole (4+ blocks) using dirt, throw spears at it. The AI is very simple and easy to predict. If however you want to try and maintain a level of immersion then it's totally possible to merc your fuzzy opponent, you just have to be very very careful. Water can work in your favour, it can also very much work against you! A more realistic hunt is just something learned rather than taught. Watch a few videos, sure, but ultimately you find it becomes muscle memory. Armour is always a good choice when facing up to something with danger mittens, and while it's pretty low tier, the basic wooden type can make the difference between running away or being stopped with a single swipe.
  17. I don't mean to be harsh, but maybe you should be in that position before you comment. Otherwise you are looking at something without context and making a decision without context. It's not. If you had played KCD you'd know this. That mechanic already exists in the game; you use it to produce meals, candles, chromium leather, etc, without the need for a minigame. Why reinvent the wheel?
  18. I've upped the water coverage, it looks more like this.. Definitely an ocean, rather than a large lake.
  19. No mention of QP Chisel Tools? Got to say... in terms of very little overhead, and the amount of QoL, that mod is an MVP.
  20. Like fruit trees for the vibe, don't really bother cultivating them though. They do provide a ton of fruit, but all that fruit tends to be quite low on sat. Interestingly my current world is warm, meaning I can plant berries all year round, but the trees don't seem to mature as quickly. I know that in the colder climate young trees need to vernalise in order to become fruit bearing. That process happens in the Winter, without a Winter a lot of my trees just stay "young". I'm not sure if that is for balancing or a bug, but I've been in this world for about 3 in game years, certainly enough for fruit trees to mature, but I've yet to see a ripe tree.
  21. Being so cottagecore-pilled, the thing I would most look forward to regarding the possible introduction of spices would be all the accoutrements that would come with it. Small glass vials, decorative glass bottles, and/or a mortar and pestle (effectively a mini-quern). Lovely, just lovely. As for how and what use the spices would have, I'm open to them being nothing more than a food ingredient (perhaps providing a minor buff to existing meals). It's the growing/harvesting, making then storing, that would give me the buzz. I don't think it does, and although I am just one person I would definitely not like to see the actions being removed from direct environmental interaction (think smithing, or turning a quern) and have that moved to a "mini-game". IMO, it's really important for the game to remain consistent, not just for the new users but for the rest of us.
  22. Yeah.. pretty much the answer to every, "it's like this IRL, why doesn't the game do that?", question. It's always going to be the bar you set in any realistic/immersive environment. I do like to lean into realism, but you have to have sacrifices for balance.
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