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Crunchy Chicken

Vintarian
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Everything posted by Crunchy Chicken

  1. 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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  2. 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?
  3. +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.
  4. 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.
  5. 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.
  6. Since I just saw this. Pierogi requiers twaróg, or closest thing in english being curd cheese. It's one of the 3 main ingredients, it's absolutely necessary and not-skippable. So that would be a no on that one (if you say cream cheese or cottage cheese can do I will send all of my nation to hunt you down).
  7. I hate prospecting with a passion, I use both Prospecting Together and Better Prospecting at the same time. Having the game calculate what is actually in a chunk instead of possibilities + having the option to check what's straight down in a single line under me, all the way to the mantle to determine where the ores are before I start digging is a game changer. My friends also use both of them, none of us will play with vanilla prospecting at all, if we are forced to do that we go much like you into creative to speedrun finding ores. Your proposal would be a simple thing to solve a lot of issues with it honestly. Prospecting is by far the worst mechanic in the game and it's not even close, because the rest of them I can at most nitpick - prospecting is just crap. The theory behind it is fun but the implementation calls for a vengeance of the heavens. I hope it will be reworked at some point, for now God bless the modders.
  8. I'm obsessed with cooking in this game. I can't help it man, I just want more LMAO
  9. I would like for Culinary Artillery and Expanded Foods to get included in the base game, and then use the new things those bring to expand foods further. They were such a game changer for me, and then you can still add so much on top of them. Dumplings would be so great.
  10. I never said I disagree tho? I have the opposite viewpoint so I was curious as to op's reasoning. You could call it a professional preversion, I have a tendency to try and understand people's motivations and motives just for the sake of it. Not using any mods or only QOL mods is absolutely valid, it's part of what I love about modding. You can tweak it to your heart's content or skip altogether - and just play the game however you want.
  11. I understand and it's a completely fair opinion man, I just have the exact opposite as I like to have a lot to do and don't care one bit about an experience being vanilla, I like playing my way and that's that. So I was curious as to your reasoning. Now since I mod a lot I can actually tell you that as far as the "Stone Age" animal collection or really any other mod that adds only animals and no changes to world generation has less than miniscule chance of corrupting anything in your save. As the animals aren't a block that is static in the world but an entity, if the entity gets removed nothing changes for the world. Now the plants mods on the other hand are a problem, precisely because they add to the generation. All in all it's your choice if you'll give mods a try or just wait for official updates to add more content.
  12. May I ask why you hate using mods? Also if you check the roadmap you can see there is this part in there: but considering that it's a small dev team and there is a lot of various features outside of this in the roadmap, it may take a while until this get's implemented. I would suspect new/reworked game mechanics and the story will take priority over new plants and animals.
  13. I set story locations distance at 50% precisely because of how far away they generate. I am not riding 35k blocks for no archive, no thank you. Saint Tobias can wait another 100 years for another Seraph to show up closer to him, I'm sure he'll be fine. On the topic issue, +1 from me for some kind of item display/item frame option, but I don't think the maps currently even have anything drawn on them to display? They seem to just be an item with assigned coordinates and no actual map drawn on them. I don't think this is of any priority but it would definitely be a nice addition to include in the game eventually.
  14. They just generate based on the pole-equator distance you set, so if for example said distance is greater than world lenght north-south you won't have the poles. The world also doesn't generate the equator in the middle but relative to your spawn position and biome (the spawn is always the middle), so depending on the starting temp you set it will be further away or closer to you. They also loop, so if you set let's say polar-equator distance to 25k blocks but your world is 500k blocks in lenghts you will have north pole - equator - south pole sets looping every 50k blocks on the north-south axis.
  15. I use Stone Age Fauna mods precisely becuase of this. Tho sadly they are only for 1.20.12 currently but the mod author is working on an update despite his busy schedule (bless his soul). It's about 19 mods in total that each add a variety of different real world stone age animals, and they are great (tho the elephant drops are imo way too much). My 1.21 world feels so empty without them now. Give them a try maybe sometime?
  16. I can also confirm it doesn't, I found the exact same issue while trying to generate a 25kx25k world with symmetrical poles and equator exactly in the middle. After 5-7 tried I gave up. I would also much appreciate something like "real earth" option that would always generate poles only on the north and south end of the world and the equator always, and only in the exact middle of the map - no matter the selected map size of starting biome. The world creator is amazingly configurable but somehow it completely omitts this specific setting.
  17. Glad to be here! Also that's good to hear, the vocals itself aren't inheritely bad, just way too loud compared to everything else in that slider.
  18. I find the traders ridiculously loud, maybe it's because I have sensory issues but I have to pretty much get "effects" volume to about 5% to even be able to stand next to any of them much less trade. This would not be an issue if not for the fact that there are other sounds tied to that slider, so I pretty much have to keep sliding the volume down to 5 and back up to about 80 to be able to use traders while still being able to hear what I'm doing in the game. I know it's a silly minor issue but if it would be at all possible to add a separate volume slider for just traders/npcs at some point in the development I would be much thankful.
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