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Khornet

Vintarian
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Everything posted by Khornet

  1. As a personal principle I play unmodded, but do link it, maybe it will convince me to finally commit.
  2. Of course, how could I forget to mention fruit trees in the post above. I also think that it was a nice start and a good template. Which makes the old, standard trees so jarring in comparison. Which makes their rework all the more desirable. Though in general, I would obviously like trees to deviate from the shape of the fruit trees in a lot varieties, similar to real life trees.
  3. Any reason why these two aren't added as resources into world generation? Fire clay and blue clay are both relatively abundant (one to two "veins" will last you almost forever and I have dozens marked on my map), so it shouldn't be too gameplay-detrimental to add red clay and brown clay as varieties as well. The game already supports their blocks (shingles, bricks and hardened clay), red and brown clay doesn't exist in the handbook/creative only in the raw form. Red bricks are obviously "the" bricks out there in real life, so it feels a bit lame to limit them as construction materials in-game to the building materials trader exclusively. IF the issue here is deliberately limiting red clay because "if it's pretty it needs to be rare", then I simply propose red clay nodes be appropriately difficult to find/rare to spawn. Brown clay is ugly, so it can share spawning rules with blue clay. So, in order of rarity: brown/blue -> fire -> red. I would also personally welcome white clay (kaolinite) as the rarest type of clay to find, so that we can fire our own porcelain. Floor tiles are a bit out of reach outside of mods, I suppose, but that would create a solid grounds for their support as well. Of course, adding all that is another worldgen change, and I know that's a spicy issue...
  4. Trees. Probably one of the most notable and prolific aspect of any world in Vintage Story. Trees are everywhere. Trees are necessary. Trees... are love. UNFORTUNATELY, the trees we all love to cut down with tender affection are... ugly. First of all, the trunks are stuck in the basic blocky pillar shape from stump to top. Second of all, we have this weird idea of diagonal/curved trees, the blocks of which aren't formally connected to each other: There's no way around it; it's hideous. Then we have the tree "branch" logs, that, for some ungodly reason, weren't ever changed to be horizontally-aligned instead of vertically (despite you being able to manually place them as such): There's no way around it; it's repulsive. Then we also have the issue of branchy/leaf blocks not being even connected to the logs/branches themselves, just casually floating in the air. Illustrated in the screenshot above as well. The reason why I would like to address this issue is because: reworking the trees would most likely involve re-working worldgen AGAIN. This means, we'd all have to commit to a new world migration AGAIN. I personally think worldgen changes should be prioritized in the development process. I also personally believe the ocean/water biomes are going to get more in-depth content, which also warrants another drastic worldgen change, that would be a good opportunity to finally get trees to look and act more immersive and pretty. Now, I'm not sure if there's any plan to re-work trees altogether (nothing on the roadmap and I've oddly never seen this issue being talked about). This could just be my personal gripe and trees may as well function "as intended" for the final iteration of VS. Which would be a damn shame IMO. Now, because I'm not one to do criticizing without proposing solutions, what I would roughly expect as the optimal state of trees is what RLCraft has (you gonna have to YouTube and check them out yourself because I couldn't find a good screenshot and I don't wanna "steal" any). They're still blocky, but ostensibly more tree-like. The smaller trees are properly thinner. The core "branches out" into... branches... to form treetops. There is also a mod for VS itself that adds proper stump-like diagonal shape to the lowest log of the tree, but I can't for the life of me find which one does that exactly. More tree variety is also always welcome, preferably being segregated into patches of different geographic areas to encourage exploration. Though at the very least I would propose to add palm trees into the base game.
  5. That's very good to receive a formal confirmation of, thanks. I had a suspicion this was the case, as my bighorns did NOT walk over the 2-block high fences they're enclosed in after all, even though they're formally 2.5 blocks-high. I feel as if the game should inform you of this somehow though. EDIT: By the way, this applies to fence gates as well, correct? Since we only have those at single (or 1.5) block height. I vaguely remember encountering an issue once about my animals escaping the pen because snow piles in winter allowed them to reach height to walk over the fence gates.
  6. In case anyone finds themselves struggling with water in a similar fashion; I reached out to Tyron directly and I got the following reply: you can use world edit "/we ms" and "/we me" to select an area and "/we deletewater" to remove water inside the selection In other words, use the magic wand/select tool to mark an area in creative mode, and then use the /we deletewater command. It works. I can't believe it was that simple...
  7. I personally do NOT like this change at all. It requires re-working the entirety of your enclosure, and fast, before they manage to get out. And triple-height fences are plain ugly.
  8. It functions normally even though submerged, yes.
  9. Aaaaand I just accidentally placed a water source block on a fruit tree branch, landing myself into another similar situation. With no way to remove the water except cutting off the leaf branch I guess...
  10. Is this a bug introduced in 1.19? I'm on the latest rc build (1.19.0-rc.5). Tested with oak planks/boards and can make an oak crate just fine.
  11. Bumping this because I'm still stumped on this issue pretty much
  12. Had the misfortune of a translocator exit spawning in an underground pool of water. The standard method of placing o solid block on water and removing it to "dry" the block won't work, as the slot is occupied by the translocator. Is there any way to remove the water from here? Including a command line?
  13. Thanks for the answer. Kind of odd. I expected there to be only 4 "true seasonal" tracks.
  14. I'm fairly sure there are 4 seasonal tracks, 1 per season, not hard to guess which one is which: Summer Day Spring Winter Fall-o'-croft I don't really know what the trigger for The Invention is. I've started hearing it in-game only recently. Could it be also related to the season...? EDIT: You gave me an answer to that one in another thread just now, thanks. Turns out season is one of the triggers for The Invention as well.
  15. Was the track in question, by chance, this one?
  16. I think Lo-Phi did a phenomenal job on the soundtrack of the game. It really fits the theme and gameplay. However, I have noticed multiple things about it that I'd like to address: The Invention is too loud. Seeing how the track doesn't begin gradually, but suddenly, it HAS jumpscared me in the few instances it triggered. I would propose equalizing its volume with the rest of tracks, and maybe adding a slight fade in at the start. Speaking of which, does anybody know what the trigger for The Invention to start playing is? I've never heard it in all my years of playing VS until the last week, when it triggered ~5 times in build 18.5. Could it be finishing the Resonance Archives? The Setting Sun should be looped for a while to make it longer, matching the length of other tracks. Like 2:30 of length should suffice. Sunny Village remains unused in survival. Supposedly limited to creative mode, but I have not heard it there either myself. Peaceful Village - same as above. Cultured Tavern - same as above. It is unclear whereas these 3 tracks above are supposed to be limited to tuning cylinders by default, but IMO it's a waste. Radiance and Rust - have personally not heard it in game in ~300 hours of gameplay. The comment section on the YouTube video suggest that people HAVE heard it in-game. So it's unclear to me whereas the trigger for it is bugged or something. I would appreciate a tuning cylinder for it. And perhaps a general cut in length (it's 11 whole minutes!) as part of the generic soundtrack. The Safety of a Warm Fire - one of the best and another long track that I have not heard it in game even once. Lo-Phi actually gave me a reply in the comments on YouTube with a hint on how to trigger it: "Take a seat for a while the next time you're cooking a nice in-game meal" - but I still wasn't able to. I highly suggest to make the trigger for this track more generic. Out of generic suggestions: soundtracks per climate region would be cool. One for the polar/permafrost region, one for the tropical region, maybe one for deserts. Another one for mountains, for when you're really high up, perhaps? Also, more seasonal soundtracks would be excellent, since these don't "wear off" as quickly as the generic ones. It's always exciting to hear the next season's track finally triggering in the "Oh, spring is finally here!" fashion.
  17. As I thought. Well, if I may be so audacious, at least keep it in consideration, if you ever feel particularly ambitious about a heavier feature for your mod. Separating the meat types and adding more ways to process the meat (fried meat through a forged frying pan, grilled meat through a smelted/forged grill, stewed meat in the cooking pot (the only way we have in vanilla right now) and baked meat in an oven) would be pretty much all the features I could personally ask for food options considering all the stuff you've added already. I mostly just want a proper medium-rare grilled steak in the game, I tell ya hwat.
  18. It's a 'quest' item used in the Resonance Archives exclusively. Already exists - in creative only: Auto Rotor. You can spawn it in by switching to creative and then back to survival if you REALLY want to. Adding it to survival by default would be kind of game breaking, even if we lock it behind Jonas parts crafting. With a bit of luck, finding those would be a lot easier than farming the flax needed to craft your first windmill for wind power. Though I suppose locking it behind electrum/cupronickel would be a more feasible solution... I imagine we're still waiting for the deeply coveted watermills and steam power before we get to the magiscience temporal stuff.
  19. Hello Sir. Great mod - possibly the best one for reworking the food system in the game out there. I've a question for you; how feasible would it be to do something I feel is fundamentally missing with a "food overhaul mod", that is splitting the current meat types into their own, separate, concrete meats based on species? By that I mean no more bushmeat, red meat, and poultry, but instead we have pork, mutton, chicken, rabbit/raccoon/fox/wolf/bear meat and venison with the newly introduced (build 19) deer. No beef yet, sadly, for proper steaks. The current "3 meat types" thing has always slightly bothered me, because even vanilla Minecraft does the meat thing in a more immersive way. I realize this WOULD cause more inventory bloat problems, but let's ignore that for now. Is this something that the base game would need to change for it to feasibly work? Since I assume that's changing/introducing a whole lot of new item IDs, while making the older ones obsolete. Not to mention the compatibility hassle with mods that add extra animals.
  20. I strongly feel like the game needs some love in the audio department overall. I don't like how frequently the game is deathly silent. It should only happen during winter. As for the footsteps specifically - PLEASE give them at least to drifters. I have had them sneak up on me before I could hear the moaning sound (or it wasn't indicative of their position whatsoever), and there's no reason for them not to have them (unlike animals being stealthy or something as mentioned above).
  21. Oof, I can't seem to open any chests or item containers on the new build and can't eat food from the bowl. Guess I'm gonna have to wait a bit more for stable.
  22. HOLY MOLY! I didn't think a whole lot about the first-person animation rework much, but now after trying the new build in ~10 minutes of gameplay it has an INCREDIBLE impact on how the game feels! The fact it works for both hands, the double-handed axe grasp, the way your arm moves when climbing ladders - all of this stuff in first person is incredibly aesthetically and immersion-pleasing. EDIT: After some further gameplay, I do have some complaints - the attack with a weapon is now synced to the actual animation, which is a lot slower. I only had the blackguard shortsword at hand to test this (it has this weird "piercing" animation), but if we truly did get our effective attack speed reduced then it's a rather significant nerf, which makes taking down bells a lot harder (less DPS means longer time for it to DING DONG). [Edit 2: ok, it might be just very gimmicky/unpolished in the case of the blackguard shorstword, the steel knife has a much faster animation, which, oddly enough, makes it a vastly superior weapon overall]. The "player hurt" animation now plays in first person as well and from what I've experienced it INTERRUPTS your attack animation. Which means being hit by an enemy can prevent you from attacking. The "skinning"/harvesting right-click animation with the knife no longer plays any sound. While I know which creatures are "harvestable", it's kind of unclear now when the right-click with the knife is functional and when it isn't, because the animation plays regardless of what's in front of you. Also VERY HAPPY about the visual map change! It may be a bit "too" bleached out now, but it's definitely the solution to my eternal problem of seeing those ugly seasonal square patches of contrasting colors. My only other complaint (other than the slightly too discolored aesthetic that is) is that it updates to the new design in real time - so you have to personally re-explore all uncovered areas of the map to update it to the new look on a pre-existing world. Animal catching is a feature that's been moaned about for... forever! So glad we can stuff the chickens in boxes at long last! Although the current domestication requirement seems kind of beyond the point for the feature... and yes, I did see the info about catching wild animals being WIP. Also positively surprised at the usage with permission of mod assets regarding the deer. I always thought it would be a shame not to add some of fantastic mod features into the vanilla game. I'm kind of biased myself in that I never got much into playing in a modded game (though I'm not strictly anti-mod or anything like that), so I'm glad to see that it's still a possibility. So how about them bee houses, eh...?
  23. I'd like to know if there is a command for "drying" an area as well.
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