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Narcosis

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. Go straight into the game! Beginners usually don't get far anyway at first so it's better now to just have fun and learn the mechanics; once the 1.22 stable drops you'll have far more experience to tackle on bigger projects and get into the meat and potatoes of the game.
  2. TFW you stumble into a rich iron deposit in your first few hours of playtime, while searching for tin
  3. This game is not the other block game; it's in fact its direct opposite aimed to focus precisely on survial aspects, instead of sandbox nature. What's good and what isn't is not up to you to decide. You may think redstone is fun, meanwhile I consider it what derailed Minecraft's original vision. In the end, there's nothing modding cannot fix, provided a game is popular enough. If a need arises, people will make it. I personally see no reason to add advanced logic to VS... yet. Maybe in the future, when we'll get the steam power and full jonas endgame content integration? It would make sense - depending on Tyron's vision - to have some ability to control all the intricate machinery. For now, though? Not so much. I like the gritty, early medieval fantasy atmosphere of the game. I hope it stays this way. I don't want another clone of that other block game. Again, it is exactly why we're all here.
  4. I'm seriously hoping Tyron will finally introduce hydration, would make all this juice and drinks finally make sense, not to mention open up a whole new world of interesting mechanics for characters and making the tropic/desert starts far more challenging. Add prospecting for spring water (which could for example be an actual block source located deep underground, depending on local rock strata), which could then allow - paired with a network of pipes and a mechanical pump powered by a simple windmill and then steam engines - to transport water into large barrels and then canisters and we get an incredibly engaging system that would add a ton to actual settlement building and allow for some incredible future prospects. Add leather water bags, low-level gourds and then metal canteens as means for personal water carrying; animals could drink too which would create ecosystems based on water amount/proximity. @Tyron Is there any chance we could get the ability to chose between the old and new moon in the option settings? I can't live without the new moon, the old one is just :- ( and feels too basic.
  5. A rope & pulley system would be rad further down the development line to create more complicated mechanical contraptions. We already have clutches, transmissions and brakes. It might also become a step to later implement belts and beginnings for Jonas-derived advanced mechanical devices, like the ones we saw in the Library.
  6. Man, that moon looked so great... not everything in this game needs to be square, you know.
  7. If nothing went wrong, it should be fine now. Another good thing is a lot of slightly outdated popular mods seem to be working fine as well, despite message warnings. If you play with more than a couple mods, I'd recommend checking the game on a test world first to see if everything loads fine and there's no potential crashes.
  8. Good question. Last RC update broke the worldgen, causing glitched terrain on the borders with previously generated chunks. It should be fixed by now, but there's no telling whether it truly works as intended or not; one of the reasons these versions shouldn't be used as a base to move from towards release with your generated worlds, as they often carry over all the bugs. Albeit there is an ability to re-generate terrain afterwards with the new worldgen commands, it often comes at a cost of losing your creations... or just does not work at all. Hence, it's best to wait for the release, RC's are only meant for testing and to showcase new features.
  9. I can see this work, particularly with the kind of contraptions and advanced machinery that can be seen in dungeons. Whilst the latter work on the principles of technology we don't know much about yet (temporal gears etc), one I also consider more of an endgame goal, the ethanol fuel industry could be meant as something of a post mid-term progression which could also serve them well into endgame. I really dig this concept.
  10. They're hardly overpriced. Current endgame is certain ancient devices and these need a ton of Jonas parts... which only drop from double-headed drifters (whom only spawn during temporal storms and in very limited quantities) or can be found in ruins; most folks won't even get to this point or won't bother due to how extremely time consuming part hunting is at the current moment. Your first lantern in the beginning is both a massive help and a precious thing to behold, once you line them inside. It really elevates this sense of achievement. Once you get to automatization, it becomes much easier to mass-produce lanterns very efficiently and honestly, you don't really have to even line every single one of them up. I simply mass produce iron lanterns because at one point iron becomes so much more commonplace than copper - kind of like in reality - and you want to save the latter for all the higher tier metals.
  11. Seems this update borked the sword attack animations a bit; you hit once and the animation keeps repeating itself over and over afterwards, until you make a different action. Another thing I spotted is when I had the shovel in hand and was digging out peat and there's a lot of items you start collecting around, it causes the hand animations to reset with every picked up item along with considerable impact on performance; not by much but enough to make it noticeable. Previous version didn't have such issue.
  12. The world in VS is a medieval fantasy. In-game years have nothing to do with actual dates, as far as I know. My idea of a potato plant would be something based off P crops, which - instead of typically just planting - you'd have to dig up by removing the topsoil layer (potatoes would be within it), making that soil an investment required to grow the crop. Realistically, potatoes are extremely hardy plants (albeit not indestructible - the *cough* great famine *cough*) which don't require particularly good earth to grow in and well accustomed to growing in colder, more northern climates. Crop diseases included, it gives a lot ground to work on for a potential future content update - maybe something tied to alchemy/herbalism, which would require creating natural pesticides from wild herbs/flowers/plants which cold help you battle potential threats to your crops and/or making them stronger. Jerusalem arthichoke is also interesting, being often called a hardier alternative to potatoes. It's a rather lengthy flowering plant looking a bit like tiny, wild sunflowers; I'd be interesting to see it included - and it kinda does fit the world setting too - being the first two-block high plant of sorts (thus requiring more space to grow). I'm all for any of these, honestly BUT potatoes are must. Can't live without my potato friends. That's true. Tomatoes and bell peppers were postponed since they were meant to be first "perennial" crops - ones you basically plant once a year and as long as the requirements are met and plant is alive, it'll continuously flower and produce fruit; the downside is they would need to be planted early enough for them to have enough time to grow - as their growing period is much longer, making them an interesting alternative to basic crops, particularly in warmer climates. Their postponing was caused by need for new plant mechanics to be introduced. More alternatives for different crop types and climate ranges are always good and I do hope we'll see more of them.
  13. Luckily, doesn't look like a rot beast... doesn't look like anything tameable at all. Clearly a malformed rust realm inhabitant... clearly bigger. Hopefully it's not a future stead because I'd vastly prefer something nicer to tame and ride on. Should we be scared?
  14. You should make triple-headed drifters your priority targets. They are the elites of the bunch and always carry a lot of precious stuff on them. From my current testing, you have about 50-70% chance for a jonas part drop and they usually have a bunch of gears on them too. Definitely worth it, especially considering a single storm can spawn at least a couple of them before it disperses but they're quite tough and hit like trucks, so better be prepared (or just don't get hit ).
  15. The current "room" algorithm is kind of wonky. It works perfect when you're actually creating small rooms or houses, but when you want to create something like an actual house - in the way they used to be built in the past - you won't get them, most likely. Add actual chimneys & amenities, and 100% you won't get your house to be one. I have a situation where my house fits exactly within the limits - all with the chiselled blocks for chimney counted perfectly to a single voxel and the game still does not count it as a room. It kind of makes no sense, particularly when chiselling allows you to create elaborate designs with actual working chimneys and I despise the cookie cutter designs where placed limitations completely restrict you in terms of what you can create, causing every single building to look and work exactly the same. That said, the bonus is basically +1C in base temps and no winds inside. Only Tyron probably knows whether it has any impact at all, might be purely aesthetic, might slow down temperatur loss. I will say this tho - if it's meant to be an actual mechanic, it will have to be revised and seriously. +1 in temps means literally nothing, even in temperate climate, as you'll start freezing in cold seasons without proper clothing and constant warmth generators (like fires). I'll have to look into it a bit more and maybe there's something that could be done about it. I'd love to have actual working chimneys.
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