SnapJelly
Vintarian-
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Celestial Navigation, Etc. Short post. Reasonable Small Suggestions.
SnapJelly replied to CSeltzer's topic in Suggestions
While an accurate night sky would be really cool to see, I don't think it would have all that much practical application. If you play without a map you can already do this during the day with the sun (moon maybe too, I never tried) and also if you just remember the general diraction you'd be heading; the floor is made of perfectly straight blocks, so you can use those to easily make sure you're still going in the same direction. Also I think that most people won't usually choose to travel by night because of monsters and low visibility in general. I assumed that was already possible so if it's not then I do think that it should be Well that's just because it registers a click, how would you want the game to know that you click because you want to swing at something or that you missclicked because you weren't aiming your mouse right so this time you don't want to swing? It can't read your mind, it swings because you clicked -
Yo, smoky flavor bonus to food? I'm diggin it!
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While I do thing something like this would be cool as an addition I will also say that logistically I don't think it would add all that much. Think about how much firewood you use in a regular playthrough and then think about how much wood you gotta chop and how large a firewood storage you'd have to build to actually have a decent enough amount to use after 6 WHOLE MONTHS of waiting. It can't just be a small slanted roof next to your main house like it would be in most irl cases because like 4 blocks worth of firewood is only 64 pieces, which is almost nothing. If firewood stays the same but the aging is just a small bonus you could have if you wanna go through the trouble I'd be fine with it but I absolutely wouldn't want it to be a requirement for the wood to properly dry first like it is irl, that would just add a time sink with no real gameplay benefit. For that reason other things that would irl first have to airdry before you can use them don't have that feature in game (i.e. peat and pottery need airdrying irl but can be used right away in game)
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I hardly ever interact with the panning mechanic cuz I think it's slow and boring but if you're suggesting the sieve works by itself without much player input I'd be against it. Though I wouldn't really mind a slightly faster alternative to panning, still doubt I'd use it much but I'd be alright with a little upgrade
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Wattle Fences VS Rough Hewn Fences? When should I use which?
SnapJelly replied to Camron Thackeray's topic in Questions
whichever one vibes with you. both are easy enough to make so don't be too concerned with wasting material, do whichever one you think looks cool. Or try both if you so please, see which one you like and use the other one for fuel -
Is anyone else having Drifters phase through the walls?
SnapJelly replied to fluffydragon's topic in Questions
I did once get smacked through a wall but only had mobs appear in my house during storms so assumed it was just because of the different spawn requirements, though it might be they phased through the wall and I just didn't see it -
Well yeah, that's why a cementation furnace would be needed to add carbon to the iron
- 7 replies
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- steel
- steelmaking
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Yeah it's possible, I wouldn't mind them being added cuz vintage story does love it's decoration (I mean just look at the amount of flowers in game) But if they are added I hope they remain decoration and nothing more
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Hello friends, So I just had this thought where I figured that I have only ever used Meteoric iron tools 1 time and that was because I couldn't find any bauxite so I couldn't make steel, when you get to the iron age I find iron tools are plenty strong and (save for a time crunch) the step to steel is never very far away, steel is objectively better than Meteoric iron and the materials used to make steel are also incredibly prolific whereas Meteoric iron spawns quite rarely. Which makes the decision to skip it and going straight to steel usually an easy one to make for me. I do pick it up, sometimes to decorate, other times it just sits in a box for the entire game doing nothing. So the suggestion is simple, being able to transform Meteoric iron into a slightly stronger steel the same way the base material is a slightly stronger iron would be a logical next step gamedesign wise I think, It's a rare material so it would make the strongest possible equipment in game rare as well by default and it would give more purpose to an existing item which (while cool) is imo not much more than a gimmick as it stands. But what do you guys think? Maybe I am alone in this and you guys use Meteoric iron tools more often? Lmk what you think!
- 7 replies
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- steel
- steelmaking
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Oh yeah good point, it doesn't apply for tools like hammers, chisels and shears and whatnot
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I would say no to most of these. Fireworks as a celebration tool would be fine but they'd be mostly a gimmick that most players will only interact with once or twice just to try it out and nothing more, like in the other block game hardly anyone bothered making fireworks untill they became usefull tools. All the other suggestions are literally just what rockets do in minecraft... propelling gliders, using as long distance bombs for combat is just minecraft rockets. Adding the twist that they would explode when you glide with them just makes them more frustrating to use but doesn't change much.
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I haven't actually done the math but I only go for power with steel tools, mainly because I find that the base durability of steel is already crazy long so I don't feel the need to increase it, so might aswell increase it's speed/power. My steel falx has a damage of 6.9 which does decrease the amount of hits many drifters take quite a bit at higher lvls compared to the base 5.25 I also personally haven't used any meteoric iron since the quencing was introduced so I only got base iron and steel as a reference point.
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I believe jam does increase the satiety of the raw ingredients like other meals do but jam isn't all that filling as a meal in general. Personally I like wine cuz you can store 8 bottles in a single slot, I haven't done the math but I think that's more nutrition per space. And I also like color coding the bottles after I get a beehive kiln lol, but that's just me being extra
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Because this is a videogame and this is more fun!
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Yo did I miss some drama? Someone inform me of the drama please?
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Did you read what I said? I specifically keep repeating that realism isn't the concern here, this mechanic is not about realism, it's about pushing the player towards interacting with more of the game, I know it's not realistic and that doesn't matter, most of the game is not realistic, why should the quenching process be held to a higher standard in terms of realism then the rest of the game? I mean strange argument, I didn't include coal in my argument because it is a renewable recource and extremely easy to get in bulk, a bloomery takes 6 coal and heating an ingot only takes 1 so that is 7 coal. Make a single 3x3 charcoal pit and you'll have over a stack, it's very unlikely you'd have to do that twice unless you only decide to make tiny charcoal pits. And digging up the coal is not gonna be more than a minute... unless you have a HUUUGE charcoal pit which again just repeats the point that you wouldn't have to do this twice. 1 item which you can with the tiniest bit of preperation get in abundance beforehand, bloomeries also give you a percentage of the bricks back so hardly a hurdle, but if you wanna count this then sure that is 1 thing that would still have to be done compared to the 6 other things I gave in my example. New players deciding to ragequit after a 100% optional mechanic that is RNG dependent doesn't go their way? I don't think that's the game's fault man... Sure but this is a different argument entirely, this would require a rework of the entire smithing system as it is. You have to decide what to make beforehand after all and you have to start with a full ingot or plate so the final item requiring less voxels doesn't change anything, you still gotta have a full ingot to start
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We'll be here to welcome you back when you inevitably will ^^
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Let me rephrase it to see if I can get you to see my point of view: Imagine a scenario where a player wants to get what are technically the best tools possible in game regardless of time, effort, or cost (currently that would be steel tools with however many quenches would be the maximum possible before it has 100% breakchance) As it currently is there is RNG involved ofcourse but statistically speaking the player is likely to lose a lot of steel attepting this, so in order to achieve this goal the player has to: 1) go outside to find more bausite and quarts 2) find or make more fireclay 3) pulverize materials to make bricks 4) fire the bricks 5) make bricks into steel 6) try and forge them into the best possible tool in ths scenario the player is not only required to travel possibly thousands of blocks but is required to intetacht with the kiln mechanic, the mechanical power mechanic, the steel making mechanic, and the forging mechanic. And while 100% optional and not at all required to play the game; if the player is willing to go through the effort and heavily interacts with all these mechanics they are rewarded with the best tools in game. In the 2nd scenario the player wants the same thing but now when quenching fails the steel is recycled, now in order for the player to get the best possible tools in game the player has to: 1) try again Thats it, there is rng involved in both, both are a grind, there is frustration involved in both, in both cases it is 100% an optional choice the player decided to do by themself just because they want to. BUT the key difference is that in the 1st scenario the player who interacts with the world and it's mechanics is rewarded, in the 2nd scenario a player who stays in the same room and is willing to just flip a coin over and over again until through pure luck the RNG gods happen to make the coinflip land in his favor enough times is rewarded. It's not about if steel breaking is frustrating or not or ''how many chucks'' returning would be realistic or not, you can not design your game so that a playstyle that causes the player to be less ivolved with the rest of the game get's rewarded with the best gear. And if you think this is not a valid concern look no further than the other block game: netherite is technically an upgrade from diamond but in actual gameplay a netherite swords doesn't take less swings to kill most mobs other than bosses and netherite armor makes you live only a single tick longer than diamond armor if you fall into lava, so basically useless in practice. On top of that you can get full diamond casually in less than an hour but netherite can take several weeks and yet players STILL try to get it. People are going to minmaxx any game they play, you can not have the best possible gear in game be locked behind somthing that is nothing but an RNG based timesink, AT LEAST make your players have to go out and gather more resources and do other things in game else your game turns into runescape.
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That's such a cool build, an very clever too! But I must ask, is there actually a benefit to turning the waterwheel off in game currently? I know irl people would shut it off simply to let the water basin replenish properly but in VS the water spawns out of nothing so that doesn't apply
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Overall I think this is a great idea with 1 small caveat: I think it's important to make sure if a mechanic like this gets implemented for it to not take the place of proper exploration, any item you could order should be very carefully balanced so that ordering them from merchants does not instantly and very obviously become the easiest/most efficient way of obtaining said item. example: enderpearls in the other block game, after bartering was introduced you'd basically be shooting yourself in the foot trying to get enderpearls by killing endermen for them, which was initially the intended way to get them. Overall I agree with it though, I have spent some time running back to the same trader over and over again hoping that he would show up with salt some day only for it to never happen, I'd gladly pay more for it if it guarantees a spawn simply because the quantity of salt you could buy doesn't outweigh the benefit of actually finding a salt dome, but it could relieve some of the pressure regarding the timing. But something like cabbage seeds I am less sure about for example, anything that could make the seeds to what is objectively the best vegetable in game much easier to find could discourage exploration and interaction. If you find the right trader you can just walk there and get the seeds at any point and get them because you have full control of it spawning might not be the best idea, currently it's just rng based which is also not great but still. Something to think about.
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I'm so sick of my box houses, full build tutorials?
SnapJelly replied to vinnland's topic in Discussion
Well if the hurdle for learning how to build properly is too long for your tastes a very simple way to make house designs more interesting is simply going for odd shapes. Make an L shape or a U shape, make one side longer than the other, stuff like that will easily make your build look more natural. Though I will say this works best with relatively humble buildings, if you want a very large house then this won't be enough to add visual diversity -
@Rainbow Fresh I did some testing just now to make sure what I said actually holds water so I tried burning 2 stacks of charcoal, brown coal and black coal next to eachother the same way they're lit in a furnace to see how long it takes to burn out, turns out they all burn at the same rate. The coal was lit on 1 may at 09:58 and fully went out at 2 may 17:56 So if you want optimal steel production time you can go anywhere in the world as long as you are back within 32 hours. But if you're not, again no harm no foul, you can just light the furnace again with no debuff to the steel
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Oh sorry, I didn't see your reply earlier that wasn't the argument, I am arguing that having the material be partially recyclable would cause the player to have to interact with the world less, the mechanic can change, I don't care about that. But as it is now the risk of losing the material is essential to how the mechanic works, else it is rewarded for the player to just sit and home and grind till they get the best gear, cuz there's no downside other than time investment. It incentivises boring gameplay, while losting the material (while a little frustrating) incentivises engaging gameplay. Yes, the gameplay loop hasn't changed, it's only been added to. Unquenched items aren't nerfed, quenching is 100% a choice that gives a slight benefit to players who are willing to take the risk of losing their material, take away that risk and how you've turned quenching into just something you gotta spend time on. Well it takes a while sure but boring is a strange way to describe it, you mostly just have to wait till it's done and a single furnace gives you 16 pieces in like (6 or 7 days, not sure exactly how long it takes). if you set up 2 furnaces that'll give you 32 pieces of steel in 7 days, how much steel are we trying to burn through here? It's a completely reasonable amount. This is not true, you can let the furnace go out and light it again later with no ill effects, the timer is just paused as long as it is off but the percentage of how done the steel is stays the same so you are free to go and do whatever else you want. again, you can leave. There is no penalty. Sure but that is not what the OP suggested so it's not what I criticized. The OP said: ''when an item shatters, you should be able to recover some steel bits from it. It's unrealistic that it completely poofs.'' That is what I replied to, the mechanic being fun or not wasn't part of the argument
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In general I agree with this, I find there's currently not really a reason to make grain alcohol other than roleplay reasons but I haven't really been able to come up with a method that I think would be satisfying and give more purpose to it. The best thing I could imagine is having something that you specifically need grain based alcohol to make but what exactly that would be I have no clue, best Idea I had was introducing barm(yeast) to the game to be skimmed off beer the way it was done in history to give a bunus to bread somehow? But all of that is just me spitballing and would also only have beer be a sideproduct.