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majestik

Vintarian
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Everything posted by majestik

  1. Yeah totally, they can hold 3L of water.
  2. The title says something about reservoirs, are you thinking of something like cistern? Where the aquaduc could be driving the water from a spring/water source?
  3. You give me way too much credit, man. I am just a rando on the internet, and I don't think that whatever I am saying on the forum has an influence on the decision-making for the game. We are just discussing and making points, but in the end the decision is out of our hands.
  4. Speaking of huge piles of stuff, I think when ill be able to play again (maybe before the 1.21 release so i could test in my actual 1.20 base) i'll test the 11x11x11 charcoal pit, to never need to make charcoal again after that
  5. I mean Mutant Year Zero ! It began with a video game, but it was expanded as a ttrpg. And the players have to improve the Arch (the HQ) in parallel of running around doing exploring and roleplaying. There is a list of improvment you can do, of course you can't do all of them as some are incompatible, and some are very ressources heavy. But they are worth it for the overall objectif of the game, surviving. And if you want a more political game, you can lean into it and roleplaying the counsil that choose wich improvment to do ; otherwise you can more drive the game on dealing with scarcity of ressources. The game is really flexible depending on what the players and DM want to do.
  6. Hmmm, I don't know if i'd like a VS board game, at least not in the like of AoE, but solely because i don't really like these type of game. I think i'd probably be more interested by a ttrpg. I'm thinking of MYZ where you have to improve/expand your base by investing time and ressources and in return you produce food/gear/etc. Or, using a system with no master nor dice, like Belonging outside Belonging, where all players works together to build a community. I am a tired DM so sometime it is nice to give control to others and have everyone be really active in building the game And i think it could fit the ambiance of VS.
  7. Yeah, a toggle option could be a compromise.
  8. Well, the game is presented as a survival game ; and beside, people gets what i am saying and i think this is the most important thing I think it really depends on the system and the player. To take an exemple that is not farming, i can't put my head around prospecting. I don't like the system as it is, even after hours of watching/reading tutorials, tests on worlds, installing mods. That part of the game really isn't confortable for me, even if i like the general idea the devs had with this system. If someone come and suggested adding complexity to prospecting i really won't enthousiatic for it. To go back to farming, at least for the suggestions I made, the idea isn't really adding complexity here but adding alternative for things already existing (irrigation/temperature regulation). As other have pointed, there need to be balance between all the aspects of the game (exploration/caving, mining/smithing, farming, base building etc.) and if you add complexity in one aspect, you take the risk to break that balance.
  9. Haha no problem, in my area we have nothing but drought and hot waves in the summer so technics to preserve humidity are known even for beginners gardeners However, I admit that I haven't really thought of a practical application in the game like how to implement it and what tangible effect that should have... Oh no, I have to use my brain now, how dare you
  10. I have forty-ish mods, most of them qol/tweaks and some mods adding stuff (like custom flowerpots and Sonzina's shelves mods). I'd like to test bigger mods like Expanded Foods and Primitive Survival but I feel a bit overhelmed by all the content added.
  11. I agree that farming shouldn't take over other aspects of the game. I think I might have been unclear in my answers, sorry about that, because I agree about you. What I think is really on the side of "invest a bit of time at the beginning and that is rewarded at the end - quicker growth or better yield - but if you don't you are not punished and get the normal amount of crop". Like if you make ollas, that take clay and time to make but in the end you have a passive watering system, and for rewarding the investement one can imagine better reach for humidity than the classic hole-with-water (like one or two block more, for example). As for mulch, while it is for preventing weeds to grow irl, it is also used for water retention and temperature regulation. In the game, since we agree that weeds would be too much an hassle, that can translate as primitive way to protect crops from cold before making a greenhouse (not as effective as a greenhouse, but until you have enough glass, it is helpful) or protect the crops that are sensible to hot temperature in summer.
  12. Between the other farming thread and this one, I've come to realise that I am totally on the team "ok to invest a bit of time to set up fields but i don't want to play a farming simulator". For my liking, mulching + alternative to irrigation (like ollas or irrigation canal - for aesthetics purposes) are all that i'd like for an hypothetic change of the farming mechanic as it is, aside of "pls moar seeds n crops". I think that is linked to the fact that i have started gardening irl, and i'm planning to reuse old flowerpots to make ollas and to learn how to mulch my plants ! So i admit i am totally biased with theses ideas
  13. It's /gm 2 for creative, /gm 1 for survival - and SteveHanley if you need it, when double-jump on creative you can fly (or using F3) and with F1 and F2 adjust your speed. And yeah, it'll be easier to search clay deposit in plains rather than forests.
  14. Oooh, I haven't thought of that, so much fun indeed (and grinding)
  15. Here's a few suggestions : - flowerpots (on the ground and on tables) with flowers and ferns - fill your bookshelves with books, maybe have a room be a library? - Antlers mount - Chiseling block to do whatever furniture you'd like (maybe try in creative to practice a bit) - Paintings (bought from merchants or chiseled if you feel it) - Clutter that you find in ruins and that you can restore with glue (assuming you're playing with lore stuff) There are also mods that add furnitures and stuff, here's some : Decor Bazaar, Custom Flowerpots, Wind Chimes, More Lanterns, Claywork, Purporeful storage and Food Shelves I'd suggest to determine what is the purpose of each room and try to decorate with that, example bedroom/office/library/cellar/kitchen/living room/etc.
  16. The trick that big pharma doesn't want you to know !
  17. At first I used the colored map technique, combined with checking the rainfall in the area with C, every so often. After a while it became easier to spot clay without the map. But yeah, Like LadyWYT said you'll realise that clay is common, just need a bit of practice to spot it. But if you want, I suggest this mod, i really like it and it helps to spot some other ressources too.
  18. That's totally how I approched VS after my first one or two try and die-in-the-first-five-minute games. I really appreciate the different settings that we can play with, as a more of a casual gamer with a slow learning curve. At first I had put all mob as passive so I could run on the forest butt naked without being wolf and bear bait. I don't need to do that anymore but it was cool to be able to do that, that helped me have fun at first. My next step is with the temporal storms and the rift that I disable, but I think i'll soon be ready to play with them. I am not ashamed that it is my way of playing, and once again I really appreciate the devs to let us so much control on how we want to play the game !
  19. It is a mix between worldgen update in the upcoming 1.21 (even if not game breaking, i'd feel safer to just start over) and also a few mods that i'd like to add in my plays that are better added on new games (like i've been itching to test Better Traders)
  20. Hm, I will probably not have lots of time to play this world until the 1.21 is out and once it's out there i'll start a new save I think. I think I'll just keep the thread to share my bases and their evolution, even if it is not the one I started to share here.
  21. I totally relate, the first translocator on my recent world also sent me that kind of close distance :')
  22. I chose coffee/tea and flax alternatives but actually all of them are interesting ! I just think that, if we don't have more cooking recipes to go with these new crops, i don't know if this is really interesting to have all that new choices? If we have potato crops, I know I'd like to have stuff like mashed potatoes or oven-baked-potatoes as recipes. Maybe I should also have voted for clove and cinnamon to go with tea/coffee. We could have stuff like iced tea, like combine tea and glacier ice to have a refreshing brevage in summer. But maybe it would be more of something for Hydrate or Diedrate, wich add a cooling stat.
  23. I like this. I'd like to see things like ollas as a way to irrigate the fields. I think they are in the Primitive Survival mod? But it could be cool in vanilla too, and I think in par with the game ambiance and mechanics. I know it is not always possible to be 100% irl accurate in a game, but it seems to me that could be a compromise.
  24. Oh, good to know ! I'll do that next time I have a bunch of screenshots to share (and I'll replace those I have already posted).
  25. From the roadmap, I'd really like to see fishing mechanic ! And maybe more options for food/cooking
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