Testing 232: Closed Storage and Decorative Blocks!

I mean the whole block will be the same colour, compared to patterned non-bordered blocks like the stones or wood at the moment. Right now I’m using sand for areas where i want a single colour, but it still has wavey lines on it and looks a tad odd in walls :yum:

Honestly, I can appreciate why they’ve made new blocks in a flat structure and not a tree one… on the face of it there seems to have been a number of people complaining about unnecessary complexity and too many steps to do things. Unfortunately, without doing the same to other blocks it feels a little messy and incongruent.

That, and there seems to be a notable overlap between the people asking for flatter crafting and those saying it’s good that even simple new blocks have heavy crafting costs so that it gives end-game players content, except that that’s exactly what the more involved crafting was doing.

This may well end up being an attempt to appease the implacable :man_shrugging:

Update come live next week?

Yes there’s a lot of contention about that here and as i mentioned, I know I’m sort of in the minority on that which is a big part of why i’ve kept quiet on it, especially since it’s over block recipes and I’m not really an avid builder.

I do want to point out that as a trend there are people that do appreciate a complex and even challenging crafting system though.

I like a lot of parts of the game that seem to generate significant parts of the forum complaining as well. So there’s that :slight_smile:

The changes regarding the orbs and the kindling and all that will settle out. I’m mostly eager for the lighting changes from this build, and happy to get the coil repair changed,.too. For me so many new blocks will just lead to more head scratching lol.

I had fun building some small stuff while I learned about voxel building and chiseling and all that in the beginning, sorting out prestige and settlements. But now I need some larger stuff and I get bogged down in the design phase badly enough that I haven’t actually finished anything in quite a while.

I saw the forum notification and came to see what got posted but now it’s time for a break from two plus hours of harvesting exo gleam. Grind grind grind I guess, and the rest will follow. For me, at least.

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Lets hope before that because we need that spanner fix xD

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With the change to how repair works now can we get the aoe boon removed from spanners @james

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Can we get this to drop today, so I can fix my storage for my birthday instead of having responsibilities? :partying_face:

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Happy birthday!

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If the AOE boon was fixed it could open up the possibility of repairing multiple machines with coils at once with the right layout. But if it isn’t going to be enabled I agree, please remove it from the spanner boon pool.

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Personally I don’t see how a new block is really end-game players content just because it is behind a higher cost. It would be new content for them even if it was simple to make. Since I’m mostly against the prestige stuff I lean towards a whole block revamp. I do believe there should be progression in blocks that do make sense and don’t mind harder ones. I’m not sure concrete should have been at the top, though. Since many just prestige spam, I am ok with it being hard to make.

Unless we take the time to really map our all the blocks into the structure we want and the recipe we want, I don’t foresee the Devs changing anything. They don’t have the time to revamp it themselves and the benefit on their side is low. I believe the community could help, but probably too many people would argue about it or make the recipes too simple. It is hard to balance those that just want to build with those that want high prestige or some other structure of block progression.

Oh, of course it is. I’d say it’s a near impossible task. And yet the chose to undertake that task anyway.

There should be expensive, high level blocks for sure. I thought marble was :100::100::100: perfect cost before. Because it’s marble. It’s extremely expensive in real life, and it’s the nicest looking block in the game.

As far as construction materials go, precast architectural concrete (the industry I work in on the business end) is on the relatively high-end side but not at all because of the ‘ingredients’. All the cost is in forming materials, steel and insulation inside the panels, and most of all- labor. Cast-in-place concrete is super cheap and can be found literally everywhere.

I won’t spam this thread anymore with this same sentiment but I strongly feel that there needs to be a better ratio of low level blocks to high level and concrete should be a staple for all builds. Recipe and prestige value should be similar to that of bricks.

And as far as real concrete goes, cement is the most expensive ingredient and it is indeed a chemical process (not a natural substance). Kindling shreds don’t make much sense in the concrete recipe but a cement ingredient that contains kindling shreds would be very realistic and would still require the same level of ingredient, just less of it and more of another low level one like blood.

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Happy bday!

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Yes, this I understand and in a way it’s different from a lot of my MMO experiences, where building hasn’t really been a thing. Decorating, customizing, but not really building.

Now we’ve got spray tints, but still the only progression in decor or customizable items is basically doors. With this update, we will get a much broader range of storage options, and as functional AND decorative items some progression there really makes sense.

Cue the complaining that progression should be flattened. That all should have flat/matching capacity for vastly different materials costs… Luckily that hasn’t been a giant theme in the thread.

So, for now blocks are what people have to show their investment in time and/or skill progression, and for that reason (together with prestige ofc) it’s a major point of focus.

Yes,.agreed with the first part. I don’t mind a bit of realism (not necessarily reality) it makes things simpler to take in and intuit. And in fact different systems for this make sense.

There are a couple of ways to make, for instance, decorative concrete blocks/surfaces. The main ones involve either molding, or stamping. Since these blocks show raised features, making them in a single step, instead of a “regular” concrete block, is the thing to do. It’s realistic. Changing the recipe for more decorative blocks to something that’s more suited to retain surface features is very sensible as well.

If you want to build with wood, you cut down a tree. You cut it into timber. Then, in these modern times we refine that timber into something standardized. If you want it decorated you may carve it or use pieces to make patterns, then you add surface treatment to bring out the color and/or add shine etcetera, and we have that.

The metal blocks already require basic metal processing steps as well, with variance coming at the final stage, after you’ve smelted the ore and processed it into a a refined, workable form.

If you want stone, there’s a similar progression, and so it should go with marble, IMO. Carved marble is not “made differently”. You get your marble, then you carve or decorate it.

The various forms of gravel, mosaic etc … fall into a slightly grayer area.

And some of these things are driven by mechanics completely unnecessary in the real world. I was surprised to see that making rocks into gravel consumes additional ingredients. Then it came to me that gravel, in fact, mints for more than rock or stone.

As you note it’s hard to balance in such a way as to make all parties happy. I might have preferred simply consuming enough rock per block to balance out the value difference. However including an additional ingredient is also pretty reasonable, and trades complaints of “it takes too much rock” for complaints of “why does it take additional ingredients”.

There’s nothing to be done there, it’s a basic artistic decision, as to what further supports the feel the devs want the game to have. The vocal player base complains more about “grinding” than “complexity” overall (IMO - I’m not gathering statistics) even though some of those complaining about complexity complain louder, and/or with more detail.

See this is part of my confusion, where is this coming from? I feel like this is just complaining out of habit.

It wasn’t in the first place, it was producible completely with wood and stone tools and without leaving level 1. Still that caused complaint, and the devs responded.

It’s actually even simpler now, you can just get a couple of seeds and grow what you need. No need to even hunt or forage. IDK perhaps kindling shred is “gluey” in texture :wink:

As regards prestige i haven’t seen prestige values given anywhere. And it’s a fact that in the ‘new’ prestige system variety is FAR more important than any single block type.

I personally think there are other decisions here that would have been worth more focus than what the concrete has gotten. But as a very desirable block it seems to have taken the focus. In real life a lot of people take concrete for granted and don’t realize the level of science and engineering required for all of the things we do with this “simple material”.

Anyways I’m also for variety, and for progression. The type of system in the game allows for multiple modes of expression and some of the things people do with stone, natural materials, and time are far more impressive than 2 tons of marble and a truckload of gleam.

The current system does a much better job of promoting this than the original did. The problem, IMO, isn’t the difference between the two, but in the overlap.

The ones that “just want to build” but only want to build with the most refined/visually impressive blocks. Or the ones that “just want to work with simple materials” but want maximum available functionality from crafted items.

In order to provide a range of experience, there are always going to be a few that will be dissatisfied.

Overall this is a bit of a shakeup to things and as I posted earlier, it changes the game enough to take some players (myself included) out of their comfort zone, and it’s the sort of change which, once it’s revealed, kind of puts a stop to a lot of in game activity while everyone waits.

And this, of course, means extra time for everyone who cares to focus on the minutia, LOL.

In the meantime the furor over the block recipes has, i think, caused the more technical aspects of the update to really fly under the radar.

The repair change, so many people are happy for that there’s been almost no comment about how it works.

There’s no indicator of overall system health and it’s still possible in several ways for various components (the machine and the individual coils) to be at different levels of repair so IMO it’s a bit wonky that you have to just watch the log for message color since the spanner message will still say it’s repairing even when it’s not.

Glancing at the machine will still show a full condition indicator after the first hit with a high end spanner, so if a mob or player got in your coils (for instance) the only way to be sure they’re fully repaired is still to inspect each coil visually, or keep repairing until the log message changes.

There are a few questions regarding the spanner AoE boon but I’m just having a chuckle about it, as it serves to point out what I have posted before, that this was never a “broken boon” it’s just a placeholder to pad out the forging RNG. Considering the pains the devs have taken to protect the simplicity of chisel forging, there’s no reason for a spanner to have ‘special’ boons at all.

I haven’t followed the thread closely I’m not sure if anyone has explicitly posted that the spanner AoE boon is still present on test.

As for the lighting, I haven’t seen any comments at all, outside of “I’m waiting for this”. OFC I haven’t been willing to try and reproduce my live environment on test and I don’t know if anyone else with complaints has either. I’ve been very explicit with my complaints in this area, including sending additional info to the devs so, this is just a matter of crossing my fingers and hoping they’re addressed by the change.

From what I have seen that’s mainly what others are doing with regard to this change, as well.

So right now it’s just a waiting game. And stockpiling… :man_shrugging:

To me it seems needlessly restrictive. Now, of course you shouldn’t be able to get a cheap 40 slot box by just making it out of wood, but just make the recipes use an extra item that determines the slots? That item gets more expensive when you make the higher slot versions. Hell, if you want to add additional costs on top of that for the privilege of a big wood chest, I’m still in.

I don’t know, it just seems like it forces people into gleam chests, outside of decorative purposes. You can still have some progression without doing it this way, I think.

Sorry for bringing up the thing you were glad hadn’t been brought up much. I’m also waiting and stockpiling.

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This was mentioned earlier as well and it seems like a great way to separate functionality from material progression.

At this point I don’t think we’re likely to see it. Once these items are released and crafted all over the game, such things tend to become “Set in stone” so to speak.

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This would make the crafting recipes more complicated, and technically it’s something we don’t current support. All the recipes are currently fixed and they don’t support variable inputs. So this would add 5 materials x 3 styles x 4 sizes = 60 recipes to the knowledge.

There is another solution which is more player friendly:

  1. Players craft the storage as-is with variable capacity.
  2. Players can then craft an “capacity enlarger” which when used on the storage increases it’s capacity.

This has the advantage of allowing players to gradually increase capacity without needing to replace the storage.

IF this was done as a Forged trait we could include it in the next update - because that system only requires a little meta-data to add new features. But if we wanted a unique tool then it would need to be concepted, modeled, added, and the bespoke code implemented.

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Just an idea. What If the chests could be visually transformed to a lower tier. Like craft a 40 slot gleam chest and hit it with transformation chisel to turn it into a 40 slot wooden chest?

Oh wow, what an idea.

As tempting as this timeline is, I’m wholly against it if it requires RNG effect on the furniture upgrade.

IMO this is the way to go, just based on quickly taking in what you posted. The item itself is a single use consumable (presumably) so I would personally much rather see a “furniture augment” or something similar than any RNG effect.

As such things go this seems (presumptuous, sorry) simple to implement as the visual design of the item itself is unimportant - it could look like a warp/revive augment and nobody would really care, and if adjusting the item is so simple for the forge, it seems like the basic ability to change the item properties already exists. Even if adding the item itself is not as quick as adding the ability to forge furniture.

If the forge itself can be configured to simply forge a single property onto an item type progressively and without RNG (such that increasing storage further requires progressively more ingredients in a controllable/measured fashion) that would be awesome as well.

Either way, I’m super happy to hear that some sort of decoupling here might be on the table.

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