Jump to content

junawood

Very Important Vintarian
  • Posts

    238
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by junawood

  1. Turn off "Waving foliage" in the settings. That gets rid of the warping during storms, but also the "waving plants", so if you want to keep that, you'd have to turn it off only during temporal storms. But if you were ever annoyed by leaves blocks on trees not having their hitbox where you see them because the wind made them move too much...that's also the solution.

    • Like 2
  2. 10 hours ago, imperialwaltz said:

    Spending all day playing the game and just re-creating worlds trying to find enough berries to make it past day 2's starvation and death is just...not fun.
    And then you throw in being insta-shotted by everything that is around you as soon as you spawn.

    My recommendation is to start with Exploration mode and change the walk speed to "normal".
    And if you keep making new worlds because you have problems (not really a solution anyway, because the spawn area is normally not really the problem - just play and explore more, you shouldn't really stay in the spawn area anyway, unless you really like it for some reason), try changing the settings for the next world.
    Problems with starving? Change your hunger rate and/or food spoilage rate, until you know what you're doing. Monsters/animals killing you too often? Change creature hostility to "passive" or "never hostile" and/or lower the creature strength, until you know what you're doing. You feel like you just need a few more days before drifters appear? Change the grace timer to up to 10 days for a smoother start. Just want more HP? Change it. And so on. Give yourself time to learn things. Don't force yourself to play "Standard" just because it is called that way. The game has so many settings - use them!

    • Like 1
  3. Could the polar bear spawns be changed a little that they don't spawn right where you just made sure that they are not in the way and can kill the sheep you are just trying to painstakingly lure to your base?

    In my current icy world I started luring sheep to my base with troughs and it's a looooooong way, so it took a loooong time until I got kinda close and then the sheep were killed by polar bears. Yep. In yesterday's stream I was back on the same track with new sheep and even more careful now, and then first one spawned right where I had just built a little pen as the next safe spot on the track to lure them into, and later another one spawned again in an area I had just checked and again he spawned right next to the path I had prepared. o_O

    It's one thing that we have to use those kind of methods to get sheep/pigs to our bases, especially in areas where the next spawn is far away...but now with bears that can kill them on the way? o_O That's just painful, even for someone like me who likes the grind and is really stubborn. :P

  4. It would be nice to have a creature hostility setting between "Passive" and "Aggressive", as "Passive" and "Never hostile" are very similar and on the peaceful end of the spectrum, and there is no option for those who like a bit more spice, but not as much as with "Aggressive".

     

    In my rather new icy world I was pretty surprised when it turned out that the "Passive" mode for creature hostility apparently now means that they don't attack you unless you hit them, and even then it seems like it can happen that a drifter just lets you kill him with a few spear pokes without attacking you back (might be a bug, not sure).

    And, well, I actually really like that as a creature hostility mode and I even asked for it (so: YAY! :D ), because I like to play rather peaceful in a lot of worlds and it's a bit weird with "Never hostile" when they just let you kill them without fighting back, buuuut.... this now means we have, on a scale of creature hostility options in VS:
    a 0 with "Never hostile",
    a 1 with "Passive" and then
    a 10 with "Aggressive"

    So there is nothing in between, for when you want some risk of monsters/animals attacking you when you get too close, but they don't hunt you as aggressively and from as far away as with "Aggressive".

     

    I might be wrong, but I remember from when I started to play VS that "Passive" meant you would not be attacked when you stayed away far enough, so that for example in caves you could maneuver around the drifters and they wouldn't really chase you like with "Aggressive", but if you weren't careful and one got too close, he would hit you and possibly kill you.

    And now in the icy world that I recently started, I expected that I could relax a little because drifters wouldn't start hunting me if I just got close to a dark cave entrance, and that I could mostly deal with wolves and polar bears by staying at a healthy distance, unless I'd run into them by accident and when I wasn't careful enough. But there was still the sense of danger that I had to make sure I kept an eye on where they were so that I could keep that distance (white polar bear on white snow in the dark.... o_O), and sometimes you'd be surprised and would have to fight.
    Well, when I realized that I can walk through a polar bear now as long as I don't poke it or it had not fallen down a few blocks and gotten fall damage...it was a bit disappointing. :/ Not because of this creature hostility option (I really love to have this option and would choose it once in a while), but because I thought I had chosen something else for this world and because that means there is nothing in between "Aggressive" and basically two peaceful modes.


    SO IN SHORT: I would love to have a creature hostility option that is between "Aggressive" and "Peaceful, aka Never hostile" and "Peaceful unless hurt, aka Passive". A mode where you have the option to avoid most fights if you are careful enough, but there still is a sense of danger and not paying attention for too long can mean predators get too close and you have to fight.

    • Like 5
  5. There is no vine recipe in the vanilla handbook, and it doesn't work in vanilla. I don't know why it's in the wiki. Maybe it used to work a long time ago, but I don't remember that ever being the case. Or whoever added it to the wiki didn't realise that it was part of a mod.

  6. 5 minutes ago, TheDancingFox said:

    I mean, I can click around the edges, and I've since turned the chest into a trunk, but still, it would be nice to be able to click anywhere on the front of the chest - or the sign - and have the chest open.

    Just place a sign and a chest in the crafting grid and you get a "labeled chest". It doesn't work with the new trunks yet, but I'm sure that will be added sometime soon-ish as well.

  7. I wasn't really that interested in mushrooms, so I wouldn't have asked for that many versions, but now that they exist, I absolutely love that there are so many different mushrooms with differents forms and colours to discover in different areas and that you can eat most of them, but have to be careful to not eat the wrong ones. It just makes the whole world richer and more beautiful and makes exploring more interesting.

    They don't all grow in the same area, so you should never really have a full inventory of all types of mushrooms, even if you also harvest poisonous ones. And deciding to harvest them is just like deciding to harvest any other wild crop, just that they even only take one single slot per type because they don't also drop seeds or fiber.

    And even if it could have been a few less versions... they are already in the game, the work is already done. Why getting rid of them? Just don't harvest every mushroom that you find or eat it to empty the slot or store it in a container. 🤷‍♀️

    • Like 6
  8. 17 minutes ago, Davis said:

    I'm going to point out you sound like the toxic person replying with such aggressiveness.

    ? There was no aggressiveness in my post. I was relaxed and just explained something.

     

    22 minutes ago, Davis said:

    The fact your first assumption is that "assholes" are going to take over your game and ruin it for you is baffling to me. 

    That is your assumption/interpretation, but not what I wrote.

  9. 10 hours ago, Davis said:

    You're basically suggesting by implementing further PVP development the game becomes not fun for people who don't like to PVP, but that's sort of a given. I hate puzzles games and therefore I don't play puzzle games. You've also proven exactly my point in your second paragraph. Just because you do not succeed at a certain type of PVP and do not want to learn, doesn't mean everyone else should suffer.

    Are puzzles in games known for inviting a community of puzzle loving toxic idiots who then go on servers and ruin the fun for everyone else? I don't think so.

    It's not about being able to fight against assholes, it's about having less assholes in the community so you can enjoy less toxic communities on servers. It's about having to deal less with toxic idiots on servers, on streams, on the forum, on discord, ...

    It's about a group of people who don't just enjoy their part of the game, but who enjoy ruining the game for others and then feel oh so...whatever the eff they feel when they do that.

    So, your last sentence would be "Just because you like a combat system that would lead to more toxic PVP players getting interested in this game, doesn't mean everyone else should suffer."

  10. 15 hours ago, Maid said:

    One of my main gripes with Wilderness Survival is the lack of a map or coordinates. Without it prospecting becomes a lot more tedious, traveling can make you repeatedly lose your way without leaving breadcrumbs or having good sense of direction, and generally the game is just slower.

     

    15 hours ago, Maid said:

    it's more of a challenge to not know where the hell you are

    That's the point. Wilderness Survival is supposed to be harder and slower and more challenging and the main difference to the other modes is the risk of getting lost and not finding your base again because you made mistakes while running around or because you died and respawned somewhere 5k blocks around your original spawn point.

    If you don't like that, play a different mode or change the settings or use mods.

    Some people who like Wilderness Survival even want to remove the last non-natural bits that can tell you something about the cardinal direction, like the orientation of the tool heads while knapping.

    10 hours ago, Maid said:

    There's plenty of other configs that are changed with wilderness survival.

    Yeah, and everything is supposed to make it harder, slower, more challenging and increase the risk of getting lost and losing everything if you are not careful enough. That's the point of the Wilderness Survival mode.

    • Like 1
  11. Hi Popper! ^^ Yep, you can use numbers, but if you find as many as Nim does, it's hard to keep track and you would have to write it down somewhere or you might use the same number twice or skip numbers and you still have to find where the other one is on the map. You can also use different icons or colors, but that is also limited, and you can add the coordinates to the marker name, but it still gets pretty chaotic pretty easily - especially on a multiplayer server - and you have to find the matching marker on the map by moving around with the mouse or keys and when the map gets bigger and bigger and there are more and more translocators everywhere, it just gets confusing. o_O

    Thinking about it, also being able to zoom out a bit more would be helpful, to simply see more of the map when you look for a marker farther away.

    • Like 1
  12. It would be great to be able to "connect" waypoints, especially for translocators, to be able to find the other end way more easily on the map, because that can become pretty confusing after a while if you found a lot of them.
    It could be a visual thing on the map (for example click on a waypoint with LMB and the connected ones are shown a bit bigger so they are easier to find - that could be really nice for all sorts of things), and/or when you open a waypoint you could get a link to the connected one that directly sends you to that area on the map, so you don't even have to look for it.

  13. 2 hours ago, Satras said:

    politization always means division. Some will get offended. Some will stop playing the game.

    We're not talking about "politization", we're talking about actual people suffering. People with names and lives and homes and friends and families. And if helping those people offends some, then they have a serious problem.

    • Like 10
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.