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Scorpixel

Vintarian
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Everything posted by Scorpixel

  1. It's only slightly annoying to have to restart a dozen times to find a world that won't ask you to travel thousands of blocks for mid-tier progression stuff, the issue is for people that do not know they have to. How many times do new players start their first world, have fun for some time, struggle to understand why they just can't get leather and the like, then get told "too bad your world's bricked, better have six hours of free time to maybe find some in a random direction or abandon all your progress for a new save" No one's asking for a starter chest with a stack of obsidian, resin, ebony seeds, a hive and Disneyworld yearly pass. I really cannot grasp why leather, a midgame common gear material, has to be so tightly tied to spawn rng.
  2. Forests often have the issue of being mixed with shrubland and with head-level trees, canopies would benefit greatly from being at least 2-3 blocks higher with rather sparse forest floor, with ferns and such taking residency here rather than plains. My surrounding forests are much more beautiful and pleasant to cross after getting rid of any leaves/trees of 3 height or less.
  3. Depends on the game, in some like Ark or Subnautica i could orient myself without any issue (despite even forgetting to craft the compass until endgame) with just waypoints. In Palworld i'd somehow always veer off-course within fifteen seconds of checking the map due to distractions. Still, all of those are set maps that become more familiar with time (and playthroughs), with noticeable terrain features and landmarks, the presence/absence of map is more on the side of atmosphere/qol. Minecraft isn't hard to orient yourself in despite being procedural, but you also just don't move very far most of the time and (without f3) can at least trace back to home/spawn. VS also expects you to note a lot of things and go back to those, prospecting without a map can be hellish as you need to write down on every point of interest and might prospect the same area multiple times by mistake, not to mention ugly pillars across the land unless fancying-up with fences. I do think the map is a necessity for default settings, and would even advise for the full-colour one as it helps greatly with finding deposits (and stone types) and general readability, a common issue for newer players.
  4. Bread is disappointing, the higher calories are dwarfed by it taking the same time as pie (who get to bake with 8 other food units), don't have the 30sec/100sat hunger block for some reason (terrible for the road and occasional wound, especially in the cold), and doesn't even last long unless charred. I've found it more useful for long travels to just bring a stack of grain and cook it in pots with pies for anything closer, but even then crocks stay undefeated as with everything else.
  5. For logs, that would be oak, maple, cypress and walnut for their reliable, conventional looks. Redwood gets an honorable mention for its unique large version and abundance if found. Regarding planks, it depends on if the build includes stone and the type thereof. Cypress, larch, birch and oak are my usual gradient for marrying with. Again honorable mention to redwood, this time for the wine colour which reminds me of my beloved Minecraft jungle planks that go excellently with darker contrasts. I have a massive bias for lighter colours, sandstone's my favourite (along chalk, but i just can't find a good partner for the later), so planks have to marry well with it.
  6. Just so you know it's not a thing https://wiki.vintagestory.at/Temperature you are just giving yourself the offhand hunger malus. My issue with temperature is it's either an issue or not at all, you can ignore it completely or have a set timer to do whatever you want until you just pop fire down and resume things after a minute. I agree that rooms as they behave also trivialise things, i'd expect to need a hearth running most of winter for survival. Similar situation, i do stumble upon bees and collect untold seeds and berry bushes in my first year (have yet to even encounter sheep in any playthrough, i think they're a hoax, plus getting animals is hell), but don't bother actually farming them until the second. I use the first winter as farming prep instead of the opposite, that's how trivial it is. Never found salt deposits but that's not an issue either. A lot will rot before i get to eat it but i'll always have more, if multiplayer then it'll be eaten before it rots. My harvests are so far apart i barely care about soil nutrition. I'm a cheapskate, i'll use steel for chopping and flintbone for any significant grid crafting (access to a redwood would be an exception, then full steel debauchery).
  7. The absurd amount of brown bear spawns in my current playthrough is the reason why i don't even wear armour when venturing the wild, it's 110% movement speed or bust against those considering the abrupt/flat terrain around. The best way to survive those is simply to spot them before being in range. Get rid of all the brush and low trees one way or another, go on vantage points whenever you can to see what's ahead, see where the passive critters are not currently getting mauled. If you have to cross unknown territory, have your nerves mounted on springs and get ready to sprint and parkour like there's one behind you because that's a very likely scenario.
  8. First time learning about this. I simply didn't expect VS to have such mechanics and though the hitbox was cylindrical or that jumping simply wouldn't last long enough to dodge the shockwave (other games either make a ripple you can go over or make the ground effect brief and clear in an arcade way).
  9. Collected most bushes and fruit tree on my island, cranberries are so plentiful next to everything else, plus they give just as much juice as more nutritious berries so there's no loss. On my first harvest, all other berries combined got me six barrels while cranberries fifteen. The later are being converted into aqua vitae as i write because why not? Got apple, pear and some cherry trees that have yet to grow into something. Sure their production can scale-up from farming but the process is so long that i just treat them as decorative until i actually need proper long-lasting fruit nutrition for long travels.
  10. Yeah, that particular structure from BetterRuins has lots of those. It can be solved by actualising the areas (placing blocks in it).
  11. As the title says, i've tried picking them up, using tools, destroying them with every tool, hitting, burning, exploding, creative (accidentally started building another boat) and i just can't do it. Solved it, it was unbreakable because it had a bit of firewood in it and was invincible. Completing it in creative allowed me to pick it up afterward.
  12. Scorpixel

    Chairs.

    Can sit cross-legged on anything but that's it, would be nice to have interactable stools and chairs for sure, it's already there for sailboats so surely it's on the horizon (unless there's some code witchcraft or fear of some kind of hitbox/knockback exploit we're not aware of).
  13. Can't wait for the scurvy and dysentery update!
  14. It's doable but extremely painful. You can't expand your inventory outside some very lucky loot/trade, have to hunt constantly (often big ones like moose and polar bears), pray for cooking pot+bowl in ruins, and stop every five minutes for fire (that is if you've got grass and trees). Also it's polar circle to equator distance, so reaching more survivable biomes is probably a quarter of that at most. Picking the Icy start option is not a fun one, "cool" will likely be more suited to your wants. What you can also do is generate a world normally, do /time stop and /gamemode 2, then teleport northward until you find the coldest climate you think you can deal with (/wgen pos climate will tell you the yearly average at sea level), then do /time resume and /gamemode 1 to start properly.
  15. Food really isn't a problem as long as you plan for it, you can even survive your first winter without farming and consuming long lasting foraged produce last (does come at the cost of suboptimal nutrition HP bonus). Gambesons are top-tier in vanilla, although i'd recommend giving priority to a full-size windmill to automate lots of stuff and getting access to pulveriser-exclusive ressources, it's not a bad choice if you're taking your time to acclimate and enjoy the early game. Wildlife fighting back can be a bit weird, but it does happen that they lash-out when in close contact irl, although from range is weird outside boars who just don't give a damn in life and death alike. It's likely for gameplay as a wildcard when you don't know if the next hit will trigger the fox to shave a quarter of your hp. Yeah, knife, spear -and everything in-between- handle all being one stick is a bit oversimplified, you'd expect something like two sticks in diagonal for sure. Combat Overhaul:Armory does add weaponry requiring handles made from one or multiple logs (although vanilla recipes stay unchanged). The game doesn't have bleeding damage or any complex system beyond hp, animals have a kind-of hunger system which affects their loot (if they don't despawn by then) but that's it. I don't know if items getting stuck in entities is in the works but it would be neat to recover my steel arrows on that brown bear instead of having to memorize every spot i fired at the damned thing. Mod managing is incredibly easy for VS, just go to the "Mods" section up there on top of the forum, then "All Mods", and you can click on "Most downloaded" to see the ones you want within the first two screens of scrolling. Have the game open, choose "one click install" then confirm ingame to have it downloaded. You can also try fiddling with worldgen when creating a new world, i'm quite used to 40% landcover, 150% landcover scale for large island gameplay. Also try spacing your text a bit like i did there, that way people can follow a bit more easily without hurting their eyes or struggling to follow (example above me).
  16. Tried with it on in 1.20, walking on any kind of elevation would have the dirt (and whatever was on it) disappear into nothingness and made the scenery very hard on the eye. Compared to cave-ins this setting was simply annoying and did not change the rest of my gameplay as packed dirt isn't affected.
  17. Terraria handles powercreep pretty well up to Plantera (the boss right before late-game). Before that there's lots of options (although some still needing buffs or the nerf bat) against a widening variety (and complexity) of enemies, however after that it's a rather linear numbers fest with very obvious must-haves (gameplay is still excellent, just more straightforward). Although there's a need to clarify that the super-duper deleteverythingonscreen weapons are late-late or post-game stuff that are either used fifteen minutes before closing the world for good or for building. Base VS combat is rather simple, which i think does fit the gameplay. What needs more spice is the enemies. More Specifically the capabilities between tiers, or variants. Rapid-firing common ideas: drifters throwing whole boulders, locusts with a cone spraying attack or with shock on contact, triple shot/shotgun spread bowtorns, leaping shivers. Even recolouring would be enough of a visual cue to make the player know that a pesky one might need a different approach.
  18. I always put my beds in the worst places (next to a quern or stacks of crates) and end-up frantically spasming over my keyboard every time so as to not wake-up in the evening. I could have a dedicated bedroom, but then run out of space and start filling it too. It's an involuntarily self-imposed purgatory.
  19. I do hope it will be adjusted/adjustable if that is the case. I've been putting-off a playthrough on the new version waiting for mods, and my 1.20 experience was already drowning in so much bushmeat just by clearing the direct vicinity of my base that i never had to hunt/herd and barely dented what was supposed to be winter reserves. Now that i think about it, it may have been because i was on an isthmus, i'm not sure how exactly mob spawning operates in VS.
  20. One day so that i can spend the first night working on home(less) tasks while having spent the whole daylight hours gathering. Agressive animals don't spawn that early either so this just makes a long first day for the initial setup.
  21. Labels are a hoax created by big writing in order to sell more signs. I sort related items in the same storages and expand/separate those as they get filled. The "stones chest" becomes the "stones chest and granite crate". Once the early game shack resembles one of those cave diving videos is when i get a room large enough for most items to have their exclusive storage
  22. Pretty standard i'd say: Spawn --> inventory expansion (grab early game materials and berries as needed) --> fire in a hut, cooking recipients and vessel(s) --> molds, start hoarding everything in sight while searching/marking copper and other deposits/POI --> copper if no tin, straight to bronze anvil+pick if lucky --> more mining (if good candidates) or storage/setup/construction Food is such a non-issue that i need to remember to make a farm before the end of July. Pretty sure i don't actually need to beside the urge to use all the seeds, bushes and sapling in my chests. I can confidently say that i've eaten more wolves than anything else. Also fish, i have no idea why but oceans are empty while random ponds are more fish than water.
  23. I'd love more options regarding clutter decorations, as in restoring and having those be functional. Regarding the "getting ahead" issue, i wonder if it could be gated by progression. Say a chisel being needed to dismantle/pry open various metal objects.
  24. You can bring a horse to water but you cannot make it drink. Many players just won't look at the help presented to them, no matter how in-your-face it is. They will skip/ignore it and/or complain that it's preventing them from playing already, then complain once lost not knowing how to play. That is how it is, short of flashing yellow paint on everything important there is nothing to be done (VS at least isn't as much of a Wiki game as most thanks to the efforts put into the handbook, even as a WIP) For the most straightforward comparison, see how a median let's player engages with games vs a median streamer. The former has all the time in the world and doesn't mind "dead" time as much due to the format, while the later needs content now immediately and whose attention is split between interacting/reacting and playing. And that's it, both approaches have success but don't always overlap for the same games. Good luck having an actual Outer Wilds stream or any fps/tps LP that isn't just clips. Same for regular players, staring at a map for fourty hours watching the Philippines conquer the Asia-Pacific is the opposite of entertaining for a majority of people. You could have a hundred games/levels of anything else instead.
  25. Disregarding what the side project even is (only even heard about it after it crashed and burned), i have very much negative confidence regarding taking-on a side project while the main one is yet to get a 1.0 (not EA) release. The Q&A did not reassure me, as i witnessed failures far more than successes from studios/individuals presenting these rebuttals. No matter how good the game currently is (and good it is, yet a WIP nonetheless), it was purchased by players as a project to be completed, it is not a matter of legality (indie devs can at any time grab the bag and run without any repercussions), but of trust. Let's take FTL as an example, it was crowdfunded and delivered, after which they made Advanced edition, which they did not have to, and presented their new game Into The Breach, which was also well received. While i don't think anyone is demanding free updates post completion (most are probably even willing to buy expansions/DLCs afterwards, Rimworld style), the studio was founded around making this game, as were the purchases, any other objective is unrelated to the original transaction until the game is considered complete by the initial roadmap. After that? I don't think any meaningful amount of players would have any complaints with what is done with the capital and manpower, as it would be considered fully earned with promises having been delivered, which would further encourage spending toward any new project.
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