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PhotriusPyrelus

Vintarian
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Everything posted by PhotriusPyrelus

  1. Has something changed recently? I thought all that stuff was generated independent of seed.
  2. I'd like to see snakes. I'm not the biggest fan IRL, but they're okey in games. ...unless they one-shot my horse and are basically 100% invisible from horse back in anything but open, sandy plains... I think it'd be fun to have coral and coral king snakes, especially. A wide variety of hostile and non-hostile, venomous and non-venmous. Most/all a bit more easily distinguished than the corals.
  3. I mean sure, but he said a main focus of the game. It's not a main focus of the game if you can choose to avoid it entirely by settling in a certain area.
  4. Eh? Can't you just go south and mitigate Winter entirely?
  5. The 'eldrich horror' thing is one of my least-liked aspects of the game. That said, they made no bones about it from the very get go, so it's something I deal with to enjoy the rest of the game that I do like. Yesterday I was messing around looking for a good seed to start a new world on and found a portal thingy. I stood in it for a while and saw this GIANT creepy thing way off in the distance. Be cool if that was more than just scenery. The problem with 'eldrich horror' is that one of its big themes is absolute hopelessness and impotence in the face of certain doom and madness. That doesn't really make a great game where most people expect to be heroic and strong and win, to fix whatever problem there is in the world. If the player does succeed, are you really doing eldrich horror or just using it as window-dressing? To neglect that is, to me, like making a cyberpunk themed game while neglecting the theme of transhumanism. ::shrug::
  6. And *you* can stop tone policing or block me. I literally don't care which. And both of those suggestions are equivalent to telling me to just have steel equipment, because I don't have either one. Those 'solutions' are band-aids on a bullet wound when we have the technology (as far back as *DIABLO TWO*) to completely avoid even the slimmest possibility of your gear despawning by dropping it in a container than *doesn't* despawn.
  7. Cool story, bro. You may as well tell me "you should've had steel equipment, then you wouldn't have died in the first place."
  8. Well yeah, but that requires uglifying some part of your world, or maybe you've built up around your farm and can't really just move it conveniently. I also think you're making an assumption that it would fill all three bars at the same rate. It certainly should not do that. Grain weighted, vegetable at like half that, maybe, and a little bit of fruit? (though honestly, I don't think it needs 'fruit' at all, as nutritionally corn has almost nothing in common with fruits).
  9. Aren't soil nutrients are still a thing? So if you wanna grow a mono crop you have to spend a lot more effort in fertilization (or finding/making new soil), when you could just be doing crop rotation.
  10. Ahhh yeah, I didn't know all that stuff. I haven't done much with husbandry. I was thinking 3 goats, 1M, 2F. While one F is lactating, the other should be pregnant. Didn't know (or forgot) about the generational taming.
  11. You can milk a goat pretty early, can't you? If you're just looking to fill out your dairy satiety bar, that'll do it, won't it?
  12. I *really* wish they'd fold the Player Corpse mod into vanilla at the very least as an option. Being configurable to optionally only drop stuff that is in your inventory rather than equipped or in a hotbar would also be nice. Needing a second or third set of gear to go retrieve a bad death is annoying and probably the part I hate most about games that make you drop *everything* on death. Second-most in this game, because all your stuff de-spawning before you can even get back is even worse. ¬_¬
  13. What does it bear most resemblance to nutritionally? EDIT: Nutrition in this game probably needs an overhaul from basically the 5 "food groups" (except 'protein' instead of meat). Potato (which isn't yet in the game, but I can hope!), for example would be classified as a "vegetable", but nutritionally it bears almost no resemblance to other vegetables and is more correctly categorized as a starch...but there is no 'starch' category in the game. EDIT 2: Digging around a little in nutrition, it seems like maybe Protein, Fat, Starch, Sugar, and Fiber would be good replacements. How convenient, there's five of them!
  14. A "complex navigational challenge" is only interesting at best a handful of times. Then it becomes tedious. The fun in such things is largely in the figuring out them, not in the execution of a solution you already know. I don't really understand this obsession with controlling how other people play the game. If there are gliders and 'rockets', one can always, y'know, not use them. Just as one doesn't use the manifold world settings that make the game uninteresting to him. Just like one doesn't use the thousands of mods that add stuff to the game he doesn't want.. I don't like durability. I think it's an archaic mechanic that attempts realism and absolutely fails to capture it. Do you know how many trees you can hack down with an axe before the head legit breaks apart and is unusable? I sure don't. I'm not sure anyone does because no one's used an axe that long. When tools break it's almost always due to at least one of three causes: 1) using it wrong, 2) maintenance failure, or 3) manufacturing defect. But for whatever reasons (which have been explained to me and I *still* don't get it) lots of people like the system. So rather than stamp my feet and make a big deal about how the system should be removed from the game, I go into my own game files and give all my tools 2.5 billion durability.
  15. It's been a long time since I played, but I've watched a couple videos and saw this new quadrapedal monster (apparently called "Shiver") I have less than zero interest in having in my worlds; is there or could there be a mod that prevents specific mob types from even spawning and is configurable?
  16. ...it's really not. 4 stacks (and you could reclaim 1 of the stacks; it just helps build it faster) of dirt make a 64-tall tower in about 2 in-game hours (just did it in creative, set time to day (12:00), started building, finished at 14:08 or so. And dirt is virtually infinite and almost trivial to gather. You keep calling it the elytra problem. The problem isn't the elytra at all. It's the rockets. Spammable, vectorable, cheap thrust. That's the problem. Not the glider. The OP (at least as I read him) doesn't want something vectorable, just something to pop him straight vertically up in the air (something like Avian's Feather from WoW's WoD expansion). So make it usable only while grounded and it's not spammable. It doesn't need to be expensive or consumable as long as it's not vectorable and spammable. And it *still* doesn't invalidate boats because when you're swimming, you're not grounded, and even if it did work while swimming (and it shouldn't), as I mentioned (and you summarily ignored) a sailboat can carry a mammoth amount of cargo. Well more than you could tote in like what, four round trips using a glider (losing one of your bags)? So yeah, sailboats not obsolete in the least.
  17. Again: you can do the exact thing the OP is asking for just by building ugly towers all over your world.
  18. Something that just shoots you up into the air vertically (in lieu of building a vertical tower/staircase which would achieve the exact same results) kills any other means of transportation? what even are the other means of transportation? Boats and Elk? Boats would still have utility in mass-cargo transport. Also, isn't this kind of like complaining that steel tools kill every other tool? That's part of progression: the stuff you used in the early game gets largely out-dated and made obsolete by the stuff you get in the mid or late game. The problem with MineCraft's elytra is that for what, like almost 5 or 6 years we spent hundreds of hours building rail infrastructure and nether networks that were all made almost totally obsolete overnight with an addition no one could've seen coming.
  19. Bear traps are a thing, you know. They work for wolves, too, but wolves will gnaw off a limb to escape. Be kinda cool to see some tripod wolves running around after catching nothing but a leg in your leghold trap.
  20. I haven't played the whole host of blocky-buildy games, but the only one with combat I even nearly enjoyed was SkySaga: Infinite Isles (RIP). *Before* their combat overhaul that removed the stamina system and turned it into a MineCraftian "just spam attack button forever". I don't know if it's me, or games or what, but most of the time, unless it is the absolute central focus (almost to the exclusion of anything else), combat feels like a waste of time, and something I do just to remove threats (or in the case of this game, get food). I don't really know how to make melee combat feel good without lifting FromSoft's (early) style - even Scrolls combat [Skyrim, Oblivion, Morrowind] feels pretty lame by comparison. FromSoft combat (at least on the player end) always feels top tier. Satisfying and enjoyable, at least non-boss fights. Punishing, but not unfair (partly because the entire world is hand-crated rather than procedurally-generated, so encounters are tailored to the environment in which they occur). (spoiler is long tangentially related Souls-game rant; read at your own peril) If your game is not built from the ground up to be a combat game, combat is best viewed, developed, and treated like a minigame. Combat being *the* way to make story progression in a survival game seems wildly counter-intuitive to me. It's not very "survival" to go /looking/ for trouble. ...acquisition of food is an entirely different matter, and trapping has historically produced superior results to hunting if you're looking to get resources rather than a thrill, and for significantly less effort (and risk) being passive rather than active. "Set and forget" as it were... except don't /actually/ forget; you *do* have to go retrieve your spoils periodically.
  21. I would have posted in the June Dev Update, but the thread was locked (presumably because of some off-topic derailing). So here's the posted image of 6 potential logo redesigns. I like the smallness of the gear in the top left. It's small, but a nice focal point because it's coloured against the greyscale of the rest of the image, but at the same time it doesn't dominate the image like the larger gears in the bottom row. However, I prefer the tree from the middle column. The gear in the lower right is *WAY* too big. I don't really like the gear in the middle column either. For the top one it pooches out of the tree, in the bottom one it's just too big. It's been a long time since I played, are there gears in trees now? Are there trees with glowing green cracks in the bark? I understand why they want a logo redesign, but the logo should represent the game, shouldn't it? If there's not bright green gears inside or painted onto trees with green cracks in the bark in the game, that probably shouldn't be in the logo to represent the game, should it? (and yes, I realize we don't have clocks in trees like in the current/old logo) I really don't like the new font. Like. At all. The V, N, A, and Y with that one-pixel wide line is worse than Comic Sans.
  22. Yeah, I'm realy tired of this shit. I suggest game mechanics that violate realism, "BUT MUH REALIZMS!" I suggest game mechanics to improve realism, "BUT MUH GAME MECHANICS." I guess I'm done with this forum for a while.
  23. Only 4 units per nugget requiring 128 units per ingot would be 32 nuggets per ingot instead of the present 20. That's a 60% increase in resource cost! There's no way the savings from scrap would make up that difference. Though admittedly, this could be addressed in a similar way to my suggestion for counteracting the effective increased abundance of metal; increase the number of veins on world gen, or increasing the size of the veins generation. That said, something I *hadn't* considered was creating alloys. 4 is much better for making single ingots of alloyed metals. In fact, with 8 units per ingot it's basically impossible to melt down enough metal to create single ingots of most alloys. So maybe 4 is the way to go, and just increase the amount generated... The difference is that by the time you could melt down the stone to recombine it, you should be well into copper. Also, stone is orders of magnitude more common than even the most plentiful metals. This I didn't know.
  24. There's plenty of other reasons for that. Did you collect them all and deliberately plant them, well spaced?
  25. Oh my goodness, I had no idea! That's so convenient!
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