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Everything posted by Broccoli Clock
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If only someone had created a Rammed Earth wiki entry, more people would know about it. For me, (dark) mudbrick, wattle and daub, and rammed earth tend to be my go-to at the beginning. The latter of those has multiple textures (6?) so keep placing it into the crafting square to get the one you like. I find I use that for my forge floors too, when I get round to making a specific area for it. Mixing up the different rammed earth textures makes it really pop visually.
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Again, this is all opinion, but for me any logo that has transparency around the edges is (in general) a problem when scaling, printing, etc. Being an artist I'm sure you'll have encountered the issue. I am specifically talking the foliage of the tree, here. As for the font, it's like 1970s typography has a love child with 1990s MS word art. I'm not calling for it to change, just commenting I find it quite offputting.
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Slight problem with my Treasure Hunter trader...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Not far off, the fat was more (about 13 I think) the bushmeat a little less (I think I didn't grab all of it off some of the wolves), I have 7 bear skins, which I think will translate to 21 huge hides (I could be wrong, but I thought 1 skin results in 3 hide), and the remaining medium hides from the wolves comes to about 6 or 7, not counted and like the meat I think I left some on their bodies as it felt like I was constantly under attack. Either way, no matter which way you do the maths, you are right. It's turned into a bountiful hunt... by accident. Shame about the death spiral, it really hammered my satiety spread. For anyone unaware, the different types of bear give different buffs/nerfs from their relevant armour. As the polar bear seems the most random, this was the first one I found and I don't believe I am all that far North, and as it has the best stats, I might put that to one side for some armour. I am currently wearing pretty new linen (not tailored) and the bears were eating through that with each swipe of their murder mitten. If that's the case then I might switch to the polar bear armour just for the heat buff alone. -
Slight problem with my Treasure Hunter trader...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
On the way home, I ran into.. you guessed it, another bear, oh, and some more wolves. What initially started as a simple trader run, maybe 1000 blocks from my base, turned into a pretty nasty death spiral and a shit ton of animal skins. Not a bad haul. Disappointing to lose some lives doing it, but for the most part the bears literally came out of the gloaming, paws raised and with Seraph meat on the menu. The low light, and vision reducing snowstorms didn't help. The footsteps coming in 1.22 might have. -
As a developer I look at that logo and think, that's going to be a nightmare to replicate properly across all devices or even in print. As a designer (admittedly not a good one) I look at the font and I'm a little sick in my mouth. This is highly subjective of course, there may be some people out there who absolutely love it, although I would wagee most of those people have terrible taste!
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Slight problem with my Treasure Hunter trader...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Ok, so this trader post is getting wild. I was talking to the trader, and literally another bear attacks the place. I had the main gate closed but the hut door was open. The bear climbed over the fence, popped it's head into the hut, and you know what the trader did? Run away. Literally, they legged it, leaving me trying to deal with a bear. I honestly thought I'd swiped the trader with my weapon and both the bear and the trader were about to team tag me. What's more, when the trader left, they dropped an iron falx. I thought it was mine, but either I never noticed it when entering the hut or he dropped it immediately upon being attacked. -
Slight problem with my Treasure Hunter trader...
Broccoli Clock replied to Broccoli Clock's topic in Discussion
Slight update, about 100 blocks to the North East, there it was. So was another bear! I'll leave this thread up for a while, just for awareness, but yeah... problem resolved. -
I had some traders local to my spawn, but no Treasure Hunters. Finally I bit the bullet and bought the location from a Survival trader. I got the map, it placed a marker in a location I hadn't explored but not a huge distance from my base. When I got there, this is what I found... ...the water isn't deep, maybe 8 blocks max, and there is no base located on the seafloor. There is no exposed bit of land where the trader could have their compound, and there are no traders in the vicinity. It's not a huge problem... actually it was a problem I got merc'ed 3 times (3!) getting there, when I was beset upon by not just a hungry brown bear, but it was team tagged by 2 wolves too. I tried fighting it off, but the snow was slowing me down and no amount of linen armour was saving me. I lost one life, then took out the bear, died, returned and took out the remaining two wolves only for a freaking polar bear decided to join the party, and take me out. I finally got the better of them, and the game threw in an extra wolf just for good measure, but it was a wild mini death spiral. I get that these creatures are "a bit bitey" during the lean months, and I look forward to the new footsteps being introduced in 1.22, but yeah... Anyway, as I was saying... it's not a huge problem, I will keep searching for a Treasure Hunter organically, or I might buy the location again although not sure it will give me somewhere different. Not sure what exactly has happened, I tried a wgen command to see if it's rendered incorrectly but it just regenned the terrain as it was already.
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First off, lovely chisel work, some of the art that you can create in this game is lovely. What really surprises me though is I don't know why the Minecraft creative build lot don't flock to VS. That community is strong, millions of views going on some videos, and I get that there is a certain charm trying to force something out of limited blocks, and Minecraft is pretty limited. After over a decade they've finally gotten a vertical slab, and even then it's not one it's a shelf, and once again the community is desperately trying to exploit it to get it to do what they want. Yet here is VS, where we a ridiculous level of granularity, are able to mix multiple colours and textures, and with mods the copy/paste of the QP tools. It literally lends itself to the very functionality that Minecraft creative builders are crying out for.
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Trader caravan. I started one world, and was almost immediately attacked by a bear, but the trader caravan near spawn gave me some breathing space. It was camping me though, every time I went to step outside it would charge at me. I was able, however, to get off hits. It was tough as the reach of the bear was massive, but it's definitely doable. I didn't kill it, but I managed to hit it with my bare (bear, ha!) hands about 10 or 12 times. Enough to get it running away long enough for me to exit stage left. While I never actually took the bear out, I believe it's totally possible to smack it's furry head enough times to take it out. Every hit was a bit of a gamble, and I took two good swipes which knocked me down to near death. At first I was like, "hell, yeah, take that", and dreaming of bear armour, pelts and meat right from spawn, but that second wallop sobered me up from being 'loot drunk' pretty quickly. I saw you wrote you wanted to kill a bear, unarmed, but does it need to be done with honour or will some scrappy cheese do it for you?
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..heh, yeah, that'll be me. Rambling off topic is kind of my forte.. sorry.
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While I agree with you, this was "forced" upon me due to the vanilla textures, for example zinc.. When taken in isolation, increased in resolution, and placed on a white background it's still difficult to tell the difference. In lower light, perhaps dealing with everything else that mining throws at you, and presumably in a hurry to dig and get out of there, that lack of contrast is a real killer. It's weird too as the game leans into accessibility regarding the wire frame, but not for very very similar textures. Sure, you say, use the tool tooltip to inform you, but it really should not require that. There will be some who have played this game enough to instinctively spot a zinc block amongst granite at 50 paces, that isn't me. If VS did something to make those textures more recognisable, then I'd happily drop the mod, until then it is an essential mod in my library.
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I see that was your first post, in a time honoured tradition, have a "hello and welcome to the forums" and a complementary (and entirely fictional) fruit platter to celebrate.
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I appreciate the "it works for me" response is not what you want to hear, but.. ..it works for me. Edit: just for reference, there seems to be two different accounts, one for the forums, one for the game, are you being kicked out from a user/password error or is it just not serving you the page at all.
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I hope I'm reading your comment right but borax is borax in the game, the block will show borax in the tool tip at the top at the top of the screen. It can appear on the surface which suggests a vein directly below that area (perhaps 5 or 6 blocks deep) much like the surface deposits of copper. It can also be found deep in the ground too. A prospecting pick will show it if it's present, amongst the items it lists. Here is the wiki entry: https://wiki.vintagestory.at/Borax And this is what it looks like in vanilla geology: https://wiki.vintagestory.at/Borax#/media/File:Borax-in-rocks.png Not sure if you use mods or not, but I find JuicyOres an absolute god send, it really makes those ores "pop out" against standard rocks: https://mods.vintagestory.at/juicyores
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This is Todd Howard we are talking about, and sure corporate shenanigans will always take precedence (..all hail the orphan crushing machine!), if he cannot force through a passion project that he's talked about for decades then it's pretty much over for Bethesda. It's more than that though, people assumed that Starfield has always been worked on, there were constant rumours and hints towards that, but ultimately it turns out it had the standard 2 year development cycle and ended up the vague meh-ness it is now. Rinse and repeat with ES6.
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I know this is all going off topic but there isn't a snowball in hell's chance that Bethesda pulls a rabbit out of hat with ES6 (if it ever arrives, although it will because.. you know.. money). You only need to look at Starfield. Howard was at pains to say he wanted this as his magnum opus, it was the game he wanted to make, an elder scrolls in space. Yet you'd think they've been developing the title over the many years since he said that, but no.. what arrived was a cookie cutter game, limited in scope, and with dialogue that feels it was either written in a hurry to match the deadline or written by AI. I'm not a fan of fantasy games, certainly not as the main meal, although I can take it as a side dish. That said even I play Skyrim, both vanilla and (heavily!) modded. It really goes to show just how well Bethesda landed with that one. I wouldn't be expecting lightening to strike twice.
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You've probably watched as many, or perhaps more, blind playthroughs, and "thanks" to Minecraft the crafting square is immediately accessible to the user such is the influence of its meta. Now on one hand, I do think it's good to move away from what it represents and replace it with a far more interactive experience, and I also have this feeling that if someone gets so annoyed by no crafting square they quit then hell mend them, but onboarding is a tough gig and I do worry if that will be another pressure point, considering interaction like that will happen very early on in the game. There is a famous tweet regarding bear proof garbage bins in US national parks, where the average bear intelligence is higher than the lowest intelligent visitor. Whether that's an urban myth or not, not sure, but it's a great analogy for approaching the likely intelligence of your user base and how likely they'll work shit out before crashing out.
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I had assumed PG was aiming for the same audience as Hytale, so that's my bad. A TES-eque game in a VS engine would hit YT hard though, possibly overshadowing VS itself. There is such a clamour for ES6, while Bethesda keeps cranking out another reskin of Skyrim, and voxel games are definitely getting a bit of a revival. I think mostly down to the tech, things like Teardown show what is possible these days.
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I'm guessing of all the mooted changes, the introduction of footstep sounds for the bear is not one people will complain about!
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From what I've learnt of how the game is actually built (and I'm no expert btw although I am a dev and have built large code bases in C#), it seems lots is technically feasible. They don't look like they've painted themselves into a corner. I've seen it with many games over the years where they develop for the intended release rather than develop for intended possibilities. Time, resources and money are always the most malignant of influences though.. Fingers crossed though, it is heartening to hear the intent is to remove the crafting square. It's a meta that is useful, but not very haptic considering the game leans into that with certain elements (smelting, chiselling, clay forming, etc).
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Is anyone's build ever truly finished. For those who don't know I'm Scottish and we have the Forth Bridge (it's well known, you'll prob spot it from the linked image) and it was so long that when you finished painting it, you literally went to the other end and started painting it again. The phrase "like painting the Forth Bridge" is synonymous with a never ending task. That, that is how I see everyone's base. After you finish that final flourish of some figurehead on your roof, or chiselled that elegant staircase, you'll stand back and go... "you know, that's lovely, but what if I just added...." Surprised you manage to suffer the game long enough.. (obvs, just a joke at your 'strict preferences' .. )