Jump to content

Broccoli Clock

Vintarian
  • Posts

    783
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Broccoli Clock

  1. Just going to leave this here, apropos of nothing.. As for this.. A great post, and exactly how I like my survival games, but you've sadly shot yourself in the foot by having no mention of mayo, which you have all the base ingredients for in that list of yours.
  2. Yeah, this is the most annoying point of any development cycle. You know an update is coming and you want to enjoy it but you've not invested from the first RCs and at this point you are as well just waiting for the full stable build.
  3. As some of you might know, I'm Scottish, that means I am very (very, VERY) well acquainted with bad weather and in game I have no issue with the rain and gloom and bad temperatures. It's "normal" One thing I noticed when I went on a bit of a binge watch of people playing VS for the first time is the number of people complaining about the rain. We all know how it works, we've all had spawns where it didn't stop raining for the first 4 days or so. We all deal with it, knowing that's correct for the latitude/time of year and that it would clear up eventually. For new players, especially those who will take time to grasp the meta, the rain is quite a common complaint. To the point of several of them quitting their playthrough - admittedly not just on that point alone but it was a big contributing factor. I have a feeling this might help streamers too, Tomato just did a huge playthrough (available on Twitch, for some reason the live streams on their YT are members only - three 4+ hour streams) and they were constantly turning off the rain, via the console at spawn, purely for content reasons. As we have a grace period for mobs, would it be wise to have a grace period for weather too? The game can look so lovely in during the day so it seems almost counter productive to allow it to start with rain, fog, limited visibility and low light.
  4. IMO.. the easiest, quickest, and with the least impact is just to add a simple check which item is being dropped. This could be attached to the routine that deals with forcing the half eaten pie back into your inventory. As far as I can see this is code is only invoked when you are dealing with half eaten food. I would guess the same would happen if you had a stack of identical meals in dishes (I presume they stack, never tried). Attaching the logic, and it could be nothing more than a basic ternary check, to this routine would seem the most obvious. I have no problem with the player dropping items if they end up having a full inventory. It's just the logic where it chooses to drop an entire stack of high sat pies that I have a gripe with. I will admit I am a little more salty than normal as this has pretty much ended a world of mine (it's 1.21, 1.22 is nearly here, I can't be fucked sorting it all out, so I'll just kill it). Not idea if this "problem" still manifests itself in 1.22 or not, but if so it does seem a far thing to revisit.
  5. Pretty simple this one, the title says it all. This is in 1.21 so perhaps this has been tweaked already for 1.22. If not, then the suggestion remains valid. As an example of this happening: I was working towards the Archive, inventory stacked as you'd expect, one of the slots was 24 pie sections (all meat, serious sat!). I ate a pie and carried on. What I didn't notice was the pie icon in my inventory to shift from x23 to x1, as the uneaten stack was dropped as the game forces the uneaten pie into your inventory, I was several hundred blocks further along the path and I found my entire food supply had morphed into 1 half eaten pie. It seems crazy that the game would consider 1 incomplete pie is more important than 23 complete ones. What was frustrating on my part was I had travelled some distance since the "pie stack dropping", and was unable to trace my path back (it's middle of winter too, so not helped by everything being white), and if I drop to creative I can't seem to spawn in a specific type of pie to restock my inventory (I certainly wasn't going home to cook more, so creative it was) as the only pie in the creative menu was a low effort apple one (you may be able to change that, I couldn't see a way).
  6. Small steps. That's literally it. That's the whole advice. You might say, "well that's fine for you, but everything I create I think is shit", however my response is, "you'll never stop thinking your builds are shit, that's just part of the process". I've got hundreds of hours and still think everything I build looks crap and I'm not happy about it. I am easily my own worst critic, for example the images shared in the spoiler below.. ..are fine at best, crude and slightly embarrassing at worst. Are they either crude or embarrassing? Of course not, I'm just never happy with anything I do. Ultimately, don't focus on what you consider "failure". The inability to chisel the perfect doorway first time is not a failing in any way, but instead of saying "fuck this, and removing it", keep it in place and come back, adding/removing as your imagination lets you. Sooner or later you'll start to develop a style, and once you do then it's not all that difficult to expand that style. For example, the chiselling on the door, once you are happy(ish!) with it, can then be replicated on the exterior walls. Slowly but surely it'll all come together.
  7. Going to bump this thread. I'd spotted nVidia had focussed on updating their Linux drivers (most likely with an eye on the Steamdeck). From the benchmark tools, it seems that there is improvement across the board. [06/04/2026 - Gaming On Linux] NVIDIA Beta driver 595.45.04 released for Linux - looks to be an exciting one [09/04/2026 - Phoronix] NVIDIA 595 Linux Driver Running Well In Early Benchmarks (benchmarks are on pages 2 onwards)
  8. For the most part, I am the same, I will use the mouse wheel to switch between selected items. However, like all FPS games I play, I have a particular order things should go in, and that's down to my "oh shit" keys. Those are the numbers 1-4, as they are (on a UK keyboard) directly above the WASD (which as a typical right handed player, I use for movement). It's much quicker for me to go direct to the item (ie: press the key, rather than scroll the mouse), hence why it's called the "oh shit" keys, as in those are the keys I press when I go "oh, shit!" For VS, my hotbar lay out is.. Falx [#1] / Bow [#2] / Shield [#3] / Lantern [#4]. These are all the keys I need in an emergency. I also have heals and ladders to the far right, again this is more how I roughly lay out every game not just VS. As for crafting and swapping between items in the grid, yeah... definitely more a niche case basis, but like you it's cool to know this is part of the game.
  9. Ok, so I'll probably explain this badly but it's not difficult to do. If you open your crafting grid, and use your mouse to highlight one of the grid spaces, you can press 0-9 and it'll swap that item from your hotbar into that crafting grid space. Pressing the number again will return it to that hotbar slot. Pressing a different number, while still highlighting the same crafting grid space, and it'll swap it for that toolbar slot item allowing you to effectively sort your hotbar from the crafting grid. As the title says, maybe the OG players probably know this already, but it was a nice find. To be fair, not sure how much I will use it as my muscle memory is now set, but I might see if it helps when mass crafting.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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)
  16. 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.
      • 2
      • Like
  17. 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.
  18. 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.
  19. 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".
  20. 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."
  21. 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.
  22. 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.
  23. ..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).
  24. 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.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.