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That's a fair angle, but looking at it from that point - foods like crocks shouldn't refill as much as they do either. One tiny bowl of stew is not really that different from a whole steak yet the difference here is stark.
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1) Smithing is extremely annoying and there should be options to move many blocks at once in a specified direction, and the 1 block moving should only be used for fine tuning not as the default only option to move bits. 2) Villages and villagers that we are able to hire should be implemented post haste as a priority or the game mechanics like smithing and steel making should be optimized/changed so you can reliably and quickly make them in single player. I cannot begin to describe how much I despise steel making in this game. 3) It makes 0 sense that cooked red meat is such a weak food. Go eat a whole steak and tell me you've barely eaten and are still ravenous. And don't start with "gameplay reasons" when this game is autistic about being realistic. This is not realistic.
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I'm pondering making said mod myself and also making it so the bushes give more fruit. I really like juicing and wine making and I'm just not vibing with this update.
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I hate that berries have to be fertilized at all. I want that out. The other changes are ok.
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Nah I'm good, I'm already gaming mate. Everything that's not changing world gen or adding structures to the world I just ignore and play on non updated version. The only mod that crashed was airships - which is already updated. If it works it works.
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I only remembered factorio was a thing because somebody mentioned it in this thread so don't worry about it too much Also yeah I get they are basically a rough idea but I find them an excellent rough idea, I personally prefer the one without the clock - but the one with it pop out way more on the screen. Both are great all in all, I hope they go for something like it with the actual logo.
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Those are fantastic imo. They incorporate the main ideas that were mentioned previously, aren't cluttered and can be seen clearly from a distance. While thanks to the vegetation keeping the gear easily distinguishable from games like Factorio and it's logo. Obviously it would need more tweaking but pasting them next to the actual game it's very clear that they are instantly much more visible and clear (at least on my desktop).
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The new "logo" suffers from the same problem as the old one. This is not a logo, this is an illustration. I have a few other game icons on my desktop and all the rest of them are easily distinguishable while the VS "logo" is a vaguely green mass of mess. This new logo is just more of the same but with more saturated colors and clear outlines. As a small icon it will look even more as a vague mess of a color. The ones suggested by Nicodemus or Ian_Marcos look tons better and actually have an idea of what a logo should be. If you want a representative illustration for the game then by all means go for it. But this is still an illustration not a logo.
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I know new mechanics, polishing existing ones and patches are of top priority. I would hoever like to request very much an addition of mechanical blocks, decorative blocks etc in each wood/stone type to be avilable in the base game. Much like the mod Vanilla Variants does. It's a simple thing that adds a lot of flavor and color into the world, and I know I could play with the mod but it's not the same as having it in the game by default. Please devs kindly consider.
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I have no idea what PiP is and googling it gives me "Personal independence payment" which I must assume is not what you were talking about. I also do not own a secondary monitor so unless you plan to buy me one there isn't much I can do in regards to such "forethought". Expoliting what I can only assume is a bug is also not a valid solution. But yes let's make me the bad guy for wanting to clarify the very thing people have repeatedly gotten wrong in this thread, over the years. Maybe take your own advice and check those pills, eh?
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+1 to this. I play heavily modded so it takes a good few minutes for the save to load. I tend to go do something else or watch something in the meanwhile and alt-tab from the game. I had more than a few instances where I forgot about the game running for +20 minutes, 90% of which the time was running. And for anybody that intends to come again with "but the game pauses on character creation" - the thread is about LOADING the game, not CREATING a new save. Loading impies that the save already exists and we are just loading it so we can play on it again. The game definitely does not pause after loading at all, even if the game is minimized.
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More uses for dough (similar to clay forming)
Crunchy Chicken replied to GraeGrove's topic in Suggestions
To be completely honest I never used that and forgot it even exists. I like mostly the enhancements to pie making (meat-onion-berry pie may not be tasty but it sure was my favourite nutrition) and things like drying the berries. Berries perish so fast in this game, I like them but struggle to make any use of them outside of rot. The drying was so fun, and I could put the dried berries in pies later too. I wish that was in the base game, that specifically. -
New story location: Temporal workshop and crafting eidolons
Crunchy Chicken replied to PaulP's topic in Suggestions
It just sounds to me like your son likes the clockmaker class specifically and just wants his favourite class to be more op/get more stuff. In itself it isn't wrong but ideas for a game need to have things that can be applied generally across the gameplay for all players, not make one specific aspect of it super fun/strong for one type of player and not fun for everybody else. A lot of those ideas I would personally stand against too as they would make the game too easy. I enjoy the feeling of being weak and vulnerable to the deep down monsters even when properly equipped and decked. It adds depth to the survival. Making so much monsters pet-able and upgradable would make the game just "the other block game" when survival is just a label slapped as an afterthought and the game is designed for you to thrive not survive. To make those summons balanced we would need action bosses, raids and so on, and that kind of ADHD gameplay is just not this game from what I've seen.