Haha, that was just a creative superflat world I used for testing combat and game performance. I wanted to see the minimum gear you should have if you're going to confront bears directly and without nerdpole cheese. It's also where I discovered that bears' hitboxes are NOT where they should be (bears will happily stand IN you and beat you to death, while you swing your weapon and hit nothing but air). I also used it for testing locusts and other enemies, too! :)
For sure, having high-fidelity, real-time satellite imagery of the land isn't realistic... but it's a feature the game has had for a VERY long time, and people have gotten used to it. Getting un-used to it is going to take some time, I think.
as someone who started playing when 1.19 came out it's funny seeing someone excited for all the 'new' stuff that has always been part of the game for me lol. It'll be exciting to experience new content for the first time when 1.20 comes out at some point!
Yeah, as a content creator, running a long-standing world on highly unstable builds just creates headaches. With good backup strategy, most of the pitfalls can be mitigated, but that costs a lot more time than I have to spend fiddling with administrative tasks, so I always wait until a stable version is released!
Glad that you could update your world with almost no issue. I also like very much the new textures especially the new bucket. Didn't see the new throughs yet because I don't have one ahah.
Yeah, aside from a few mods that I had to disable, the update went pretty smoothly! It might be worth resetting some chunks at some point, but I'm not too fussed about it at this point.
Goats spawning as babies is actually ideal for getting them back to your base from long distances! :D You can catch them in the new reed chest traps and as long as you get them back within 24 game hours you'll have a new animal quite easily in exchange for just a bit of patience waiting for them to get in the trap.
Oh man, the new ruins are probably my favorite thing about 1.19. Villages are so common, as are underground basements, and the loot from them has been seriously upgraded. I think I had 3 aged torch holders before I even put up my temporary starter hut, I'm actually excited finding surface ruins again.
Loot has maybe been upgraded too much… created a new world, walked around 10 mins or so, found a ruin with a copper pickaxe. I was in the copper age before I even had a base
I'm a little conflicted... I'm so used to not having any source of permanent light, except maybe ONE torch holder if you get extremely lucky early-game, so to me, it feels like the early game is "easy" now... But I've also been playing the game for so long that I don't have a ton of perspective about how easy or difficult it is for new players anymore. I still remember my first time playing and how much of a struggle it was, but I enjoyed that struggle. Overall, though, I do like the new ruins. I think they're actually worth hunting for now, too!
@@Kurazarrh It's just less micro management of cycling torches, which was a cheesy method anyway. I love it because the aged torch holders are my favorite light source. They give me that medieval fortress vibe. But honestly, they're not THAT common anyway, it's still very RNG dependent. And if you want to limit your early game exploration you can use the Fotsa mods or whatever, which makes wildlife way more dangerous.
One change that was discussed on the discord server I'm on before updating to 1.19 was pruning the map, so areas barely visited or visited once get deleted so they can regenerate.
glad to see updates r commin pretty soon. i supposed it will take a while to fill the world with new stuff, but nop, seems here we are at most. last time i tried beta my test gameplay was ruined by lack of ruins ;) also u can switch map in prewious mode or choose style when create a new world.
Thanks, Ashantin! Yeah the new prospecting layer is a nice touch. I think personally, I prefer the appearance of Prospector Info / Prospect Together, mostly because the colored-dots approach in 1.19 makes the prospecting points blend in too much with normal waypoints.
@@Sven-W I didn't include it in the video because I didn't find out until later, but you're right that you can import PI data to PT and keep using it in 1.19. It's probably worth mentioning in a video soon, but I also wanted to give the new system a go with the new map! :)
You got it in one! ;) There's definitely an aspect of "how much can I do in an episode?" that goes on. Sometimes I plan for too much, not realizing what I'm getting into, and things get pushed to later episodes.
I started a new season that will be on My channel soon. I found a ruined castle [from the new Better Ruins mod] that Ill be reconstructing and turning into a town. Im psyched to start a new world in 1.19.
Can't wait for you to get into the new stability system when mining. I forgot about it and died quite a few times. Almost broke my pickaxe digging myself out the last time... Scary stuff!
As I recall, the stability system is not turned on by default in the standard survival settings, which is the mode I play for the series. So I get to mine around with complete impunity!! ;) That being said, from what I have seen, I don't think I'm a big fan of the system. Finding and mining ores is already a pretty monumental task, and adding this extra layer of complexity to it almost feels like punishment, especially given how expensive support beams are. If we got substantially more beams per log (like 6 or 12), I think I'd have less of an issue with it (also if support beams were a bit less... well, buggy). I don't like the dirt instability option for the same reason (also because the game will happily generate caves that start their lives unstable, meaning doing ANYTHING in them can cause a collapse... not great!).
Didn't realize it was optional, for some reason it was just automatically on, on my survival server after the update. For now I'm going to leave it on. Really makes things tense. Honestly more scary than the drifters after a few seeds and a couple hundred hours of gameplay.
Please show us trapping animals using the basket technique! Personally, I'll probably restart my own world (using my current world seed and Customization adjustments) after most of my favorite mods have been ported over with little or no difficulty. I was in a great area with Andesite, Limestone and Peridotite. Funny thing, I restarted the seed with the same adjustments (this was 1.18.6) a few times and the exact same Better Ruins spawned every time! Wondering if it does the same again. If not, I might create a few worlds and find out what spawns in (1.19.x) and choose my favorite because IMO getting a great spawn leads to a great playthrough.
Found a creepy surface ruin. Had open stairs leading down into a room. A couple of human skeletons, 3 ruined children's toys (doll and something looking like a weird sledgehammer), and... chains and manacles. Wonder if it was the kids or the parents that were chained up.
It's not just the armor. If you are munching on berries and you turn left or right, it sounds like somebody is eating behind you. Scared the crap out of me first time it happened.
So, K... Did ya notice that in the patch notes for 1.19.2 & .3 re: drifters being able to spawn on loose stones? Bet you're looking forward to THAT bit o' fun... Eh, pretty sure that slabs have the ability to prevent their spawns, so at least there's that...
I know most people are luke warm to the map change, but I'm personally quite fond of it. In addition to markers being more visible, I feel like the washed out colors contributes to the need to explore and put markers down in the first place.
Yeah, since I record ahead, I've had more of a chance to play with it on. I do like that it's less cheaty, since it's much harder to spot traders and ruins that are "over that hill" and so on. The thing I don't like as much is that it's much harder to keep track of which stone types are where. I wish there was a bit of a color-shaded overlay that could be turned on and off that would just show the surface stone type in the area. Maybe even in a smaller radius than the map normally reveals.
@@Kurazarrh I knew a lot of them already because I think they came with the resonance archive and Better Ruins as well as the Dungeon mod both used them in their structures.
Finally got the hands update, I see. The improvements are really nice and you sure made quite a remarkable overview on the new features. I do wonder if you're planning on temporally refresh some of the pre explored chunks to the latest version and have some of the new stuff in old places. I also wonder if it is possible to now chisel in some dirt into blocks and turn it into a working planter. So many interesting things to see.
Thank you! I'm not planning on refreshing any chunks; I'm a little nervous about discovering that one corner of the house is in a chunk that's juuuuuuust under the threshold for culling and ends up deleted. I figure there's plenty of unexplored land to go and discover! As for chiseling dirt, it is possible as long as you turn on chiseling ALL blocks (the default is just stone and wood), but I don't think it works super well for planters, since you'd want a bit of a lip, which would prevent you from planting anything on top of it; or you'd have to do a multiblock chiseling design... at which point, just use a regular planter! lol
If you want to keep your old prospecting data, it looks like you may be able to switch to the Prospect Together mod. That mod will actually import all ProspectorInfo data.
I wish I had your luck with finding good ruins. So far all the ones I've managed to find have mostly nothing, maybe a block or two of bony soil. I nearly drowned myself yesterday trying to dig through one of the ones that's waterlogged. Still didn't get anything good from it.
The really good ruins are general found underground, so you'll need some decent armor to go find them. The surface ruins are a bit of a crapshoot. Sometimes they have a couple cool things, sometimes not.
Hey there are commands to change the map color back and i believe the chunk box overlays for prospecting. Im not sure if the overlay related to my prospecttogether mod or 1.19
I think it was a bit inevitable, and I'm pretty sure we're going to see some more worldgen changes in the future, but we ARE playing a game that is still very much in active development, so literally everything is subject to change.
How much of a recording/editing buffer do you typically have? (And more generally, what is your recording workflow?) I've heard some youtubers describe how they would have an entire series recorded before uploading the first video, and others who don't even start recording a new video until the previous one is up. I'm assuming you're somewhere between those 2 extremes. (Of course with your upload schedule, the second might be feasible.) #20Kuestions!
Hey, thanks for your question submission! However, since I've answered this before (and talk about the buffer from time to time anyway), I'll repeat my previous response here: I try to keep ahead by about 4 episodes, so about 2 weeks' worth of recordings. :)
They can be a challenge for sure, especially if you get an unlucky world spawn that doesn't have much in the way of ores nearby. But usually once you find and repair a translocator or two, or get your hiking boots on, you can really expand your search area to find what you need!
Yeah, when I wasn't very well versed in using the Prospecting Pick, I just made copper and tin more common and that solved my issues. The World Customization screen is a great friend if you're new to the game, want a slightly easier than vanilla, or just a relaxing game experience. It can also make it more difficult if you find vanilla less challenging. And mods can just be useful, make the game easier, more difficult or just add "more" to the vanilla experience like the Better Ruins and Primitive Survival mods. And the game is pretty much tied into the Mods right off the main VS screen making it so easy to add them.
Unfortunately very RNG heavy. In my current test world I have pretty much only Zinc and I already went through two prospecting picks, having used up almost all surface copper vein ore while also running low on flint. lol
Ooff... the map defaulting to the mono tan is such a horrible thing... unfortunately you gotta change that setting before world gen... idk if there is a command to change the map to true colors again.
No, you can change it with a command, so it's not such a huge burden. I'm a bit mixed on it. On the one hand, it makes it harder to identify stone layers, so finding The Perfect Building Material(tm) can be harder. On the other hand, it also makes it less cheesy--you don't have access to a 1-meter-per pixel resolution satellite camera that ignores orbital mechanics and follows your position perfectly.
You can revert your own map by typing: /worldconfig colorAccurateWorldmap true You will have to reload your game to see the changes. If you are asking Kurazarrh to do this... /shrug
I feel it's his choice as it's his Playthrough first and we're just along for the ride by watching. But you can choose the colored map in the World Customization screen before you create your own world.
I gotta know the story behind the save marked 'Bear Testing Facility'. That sounds like a lot of potential for misadventure.
Haha, that was just a creative superflat world I used for testing combat and game performance. I wanted to see the minimum gear you should have if you're going to confront bears directly and without nerdpole cheese. It's also where I discovered that bears' hitboxes are NOT where they should be (bears will happily stand IN you and beat you to death, while you swing your weapon and hit nothing but air). I also used it for testing locusts and other enemies, too! :)
I love the changes to the map, prospecting, and terra preta personally. It feels more natural and in line with the spirit of the game.
For sure, having high-fidelity, real-time satellite imagery of the land isn't realistic... but it's a feature the game has had for a VERY long time, and people have gotten used to it. Getting un-used to it is going to take some time, I think.
I've heard of grave robbers before, but stealing the whole gravesite is something else!
Like I always say about graves... Reduce, Reuse, Recycle! XD
@@Kurazarrh Nothing if not eco-friendly! I hope you get some good cobblestone out of that sarcophagus :P
as someone who started playing when 1.19 came out it's funny seeing someone excited for all the 'new' stuff that has always been part of the game for me lol. It'll be exciting to experience new content for the first time when 1.20 comes out at some point!
Yeah, as a content creator, running a long-standing world on highly unstable builds just creates headaches. With good backup strategy, most of the pitfalls can be mitigated, but that costs a lot more time than I have to spend fiddling with administrative tasks, so I always wait until a stable version is released!
Glad that you could update your world with almost no issue. I also like very much the new textures especially the new bucket. Didn't see the new throughs yet because I don't have one ahah.
Yeah, aside from a few mods that I had to disable, the update went pretty smoothly! It might be worth resetting some chunks at some point, but I'm not too fussed about it at this point.
Goats spawning as babies is actually ideal for getting them back to your base from long distances! :D You can catch them in the new reed chest traps and as long as you get them back within 24 game hours you'll have a new animal quite easily in exchange for just a bit of patience waiting for them to get in the trap.
I'll have to give that a whirl! Do the reed chest traps actually have some kind of bait in them that attracts the babies or anything?
@@Kurazarrh вроде как туда можно положить морковку или зерно
How about catching and selling baby wolves
@@Kurazarrh yes. it depends on the animals. the wiki has a list, but my guess is that fruit or grain might work
@@Kurazarrh general rule of thumb is to use grain for anything important
35:50 missed such an opportunity to say that you "dig" the new shovel animation
I would never make such a Dad Joke! Not me! Never, ever! :P
The gambeson armor and leather armor currently share the current sfx, perhaps the should be softer.. noted
Oh hey! Glad you found this and noticed the feedback! :)
Yeah, just managed to update my mods yesterday and run my save file in 1.19! Really looking forward to seeing what's new!
Nice, man! Keep an eye out for the new ruins, especially the underground ones. They're full of fun goodies now!
Oh man, the new ruins are probably my favorite thing about 1.19. Villages are so common, as are underground basements, and the loot from them has been seriously upgraded. I think I had 3 aged torch holders before I even put up my temporary starter hut, I'm actually excited finding surface ruins again.
Loot has maybe been upgraded too much… created a new world, walked around 10 mins or so, found a ruin with a copper pickaxe. I was in the copper age before I even had a base
I'm a little conflicted... I'm so used to not having any source of permanent light, except maybe ONE torch holder if you get extremely lucky early-game, so to me, it feels like the early game is "easy" now... But I've also been playing the game for so long that I don't have a ton of perspective about how easy or difficult it is for new players anymore. I still remember my first time playing and how much of a struggle it was, but I enjoyed that struggle.
Overall, though, I do like the new ruins. I think they're actually worth hunting for now, too!
@@Bromon655 That's just RNG. You could've had a tool vessel drop that pre 1.19 already.
@@Kurazarrh It's just less micro management of cycling torches, which was a cheesy method anyway. I love it because the aged torch holders are my favorite light source. They give me that medieval fortress vibe. But honestly, they're not THAT common anyway, it's still very RNG dependent. And if you want to limit your early game exploration you can use the Fotsa mods or whatever, which makes wildlife way more dangerous.
One change that was discussed on the discord server I'm on before updating to 1.19 was pruning the map, so areas barely visited or visited once get deleted so they can regenerate.
Yeah, if I was planning on running the series for a much longer duration, I might consider that, mostly to cut down on the backup size!
glad to see updates r commin pretty soon. i supposed it will take a while to fill the world with new stuff, but nop, seems here we are at most. last time i tried beta my test gameplay was ruined by lack of ruins ;)
also u can switch map in prewious mode or choose style when create a new world.
+1 for using firefox for sure. I appreciate the walk through updating the game with mods and everything.
Firefox 4eva! ;) Hope you found it useful for your own update!
Very nice video. I was glad to see the new prospecting feature. I like that a lot.
Thanks, Ashantin! Yeah the new prospecting layer is a nice touch. I think personally, I prefer the appearance of Prospector Info / Prospect Together, mostly because the colored-dots approach in 1.19 makes the prospecting points blend in too much with normal waypoints.
@@Kurazarrh not sure if i missed it in the video, but Prospect Together works under 1.19 and can import the Prospector Info Files!
@@Sven-W I didn't include it in the video because I didn't find out until later, but you're right that you can import PI data to PT and keep using it in 1.19. It's probably worth mentioning in a video soon, but I also wanted to give the new system a go with the new map! :)
I find it funny because you record in advance you've probably done almost all the suggestions people have left by now 😹😹😹
You got it in one! ;) There's definitely an aspect of "how much can I do in an episode?" that goes on. Sometimes I plan for too much, not realizing what I'm getting into, and things get pushed to later episodes.
I started a new season that will be on My channel soon. I found a ruined castle [from the new Better Ruins mod] that Ill be reconstructing and turning into a town. Im psyched to start a new world in 1.19.
Okay, gotta see you do it! Subscribed! So now you HAVE TO!
@@Sarafimm2 I should be posting the first episode tomorrow. Found a perfect spawn.
You answered 2 questions I had so thank you very much.
Can't wait for you to get into the new stability system when mining. I forgot about it and died quite a few times. Almost broke my pickaxe digging myself out the last time... Scary stuff!
As I recall, the stability system is not turned on by default in the standard survival settings, which is the mode I play for the series. So I get to mine around with complete impunity!! ;)
That being said, from what I have seen, I don't think I'm a big fan of the system. Finding and mining ores is already a pretty monumental task, and adding this extra layer of complexity to it almost feels like punishment, especially given how expensive support beams are. If we got substantially more beams per log (like 6 or 12), I think I'd have less of an issue with it (also if support beams were a bit less... well, buggy). I don't like the dirt instability option for the same reason (also because the game will happily generate caves that start their lives unstable, meaning doing ANYTHING in them can cause a collapse... not great!).
Didn't realize it was optional, for some reason it was just automatically on, on my survival server after the update. For now I'm going to leave it on. Really makes things tense. Honestly more scary than the drifters after a few seeds and a couple hundred hours of gameplay.
Please show us trapping animals using the basket technique! Personally, I'll probably restart my own world (using my current world seed and Customization adjustments) after most of my favorite mods have been ported over with little or no difficulty. I was in a great area with Andesite, Limestone and Peridotite. Funny thing, I restarted the seed with the same adjustments (this was 1.18.6) a few times and the exact same Better Ruins spawned every time! Wondering if it does the same again. If not, I might create a few worlds and find out what spawns in (1.19.x) and choose my favorite because IMO getting a great spawn leads to a great playthrough.
I do want to try out the new animal trapping techniques! :)
Found a creepy surface ruin. Had open stairs leading down into a room. A couple of human skeletons, 3 ruined children's toys (doll and something looking like a weird sledgehammer), and... chains and manacles.
Wonder if it was the kids or the parents that were chained up.
Yikes! That's a spooky find, indeed!
@@Kurazarrh Unlike your altar with the human sacrifice on top.
My original comment was addressed later in the video, so I edit this to say that I love your videos and keep up the great work.
Hey, awesome! Thank you! I didn't see what your original comment said, but I'm glad it was addressed!
It's not just the armor. If you are munching on berries and you turn left or right, it sounds like somebody is eating behind you. Scared the crap out of me first time it happened.
That might be due to the new sound setting. It was turned off for me but that might have been due to installing it over my existing installation.
So, K... Did ya notice that in the patch notes for 1.19.2 & .3 re: drifters being able to spawn on loose stones? Bet you're looking forward to THAT bit o' fun... Eh, pretty sure that slabs have the ability to prevent their spawns, so at least there's that...
Lol yeah... This episode (and the next one) were recorded prior to .2/.3 coming out, but we'll be looking at those changes soon enough!
If you wanted to see the new meat, you could create a creative world and make a small zoo...
I would watch that!
It might be fun to capture a few different kinds of animals!
#20Kuwestions
Does Vintage Story have villages?
Thanks for your question submission! It's been added to the list!
Best Way to catch goats is to trap the babys with the reed traps! Takes some time but ist quit fun ;)
I'll have to give that a shot soon!
I know most people are luke warm to the map change, but I'm personally quite fond of it. In addition to markers being more visible, I feel like the washed out colors contributes to the need to explore and put markers down in the first place.
Yeah, since I record ahead, I've had more of a chance to play with it on. I do like that it's less cheaty, since it's much harder to spot traders and ruins that are "over that hill" and so on. The thing I don't like as much is that it's much harder to keep track of which stone types are where. I wish there was a bit of a color-shaded overlay that could be turned on and off that would just show the surface stone type in the area. Maybe even in a smaller radius than the map normally reveals.
100% Drop rate clutter is now a required mod :p
Just about! There are so many cool objects that would be fun to scatter around!
@@Kurazarrh I knew a lot of them already because I think they came with the resonance archive and Better Ruins as well as the Dungeon mod both used them in their structures.
There's a mod that lets you "glue"(with pine tar) clutter increasing the chances that it drops instead of breaks
Finally got the hands update, I see. The improvements are really nice and you sure made quite a remarkable overview on the new features. I do wonder if you're planning on temporally refresh some of the pre explored chunks to the latest version and have some of the new stuff in old places. I also wonder if it is possible to now chisel in some dirt into blocks and turn it into a working planter.
So many interesting things to see.
Thank you! I'm not planning on refreshing any chunks; I'm a little nervous about discovering that one corner of the house is in a chunk that's juuuuuuust under the threshold for culling and ends up deleted. I figure there's plenty of unexplored land to go and discover!
As for chiseling dirt, it is possible as long as you turn on chiseling ALL blocks (the default is just stone and wood), but I don't think it works super well for planters, since you'd want a bit of a lip, which would prevent you from planting anything on top of it; or you'd have to do a multiblock chiseling design... at which point, just use a regular planter! lol
If that's the case, then is it possible to hide water blocks under chiseled dirt slabs and have seamless farms?
I want to upgrade to 1.19, but I also don't want to lose my prospecting map.
If you want to keep your old prospecting data, it looks like you may be able to switch to the Prospect Together mod. That mod will actually import all ProspectorInfo data.
I wish I had your luck with finding good ruins. So far all the ones I've managed to find have mostly nothing, maybe a block or two of bony soil. I nearly drowned myself yesterday trying to dig through one of the ones that's waterlogged. Still didn't get anything good from it.
The really good ruins are general found underground, so you'll need some decent armor to go find them. The surface ruins are a bit of a crapshoot. Sometimes they have a couple cool things, sometimes not.
Can you go back to the 1.18 assets, pull the old gambeson footstep sound file, and replace the new one with it?
Not sure... maybe? I'd probably need to turn it into a mod, because otherwise my changes would get overwritten every time I updated the game, though.
There are instructions on how to do that on the wiki.
Hey there are commands to change the map color back and i believe the chunk box overlays for prospecting. Im not sure if the overlay related to my prospecttogether mod or 1.19
Yeah, IIRC I showed the command on-screen while discussing the map.
The prospecting grid you're seeing is probably from using Prospect Together.
All these new updates with worldgen changes are making me feel all sorts of conflicted...
I think it was a bit inevitable, and I'm pretty sure we're going to see some more worldgen changes in the future, but we ARE playing a game that is still very much in active development, so literally everything is subject to change.
@@Kurazarrh True, and in this case I suppose it is just some new ruins, so it's not that big of a deal to carry on with an old world.
How much of a recording/editing buffer do you typically have? (And more generally, what is your recording workflow?)
I've heard some youtubers describe how they would have an entire series recorded before uploading the first video, and others who don't even start recording a new video until the previous one is up. I'm assuming you're somewhere between those 2 extremes. (Of course with your upload schedule, the second might be feasible.)
#20Kuestions!
Hey, thanks for your question submission! However, since I've answered this before (and talk about the buffer from time to time anyway), I'll repeat my previous response here: I try to keep ahead by about 4 episodes, so about 2 weeks' worth of recordings. :)
I stopped playing because I just have a really, really hard time trying to find the ores to make bronze...
They can be a challenge for sure, especially if you get an unlucky world spawn that doesn't have much in the way of ores nearby. But usually once you find and repair a translocator or two, or get your hiking boots on, you can really expand your search area to find what you need!
If you really want to, while making a new world, you can make surface tin deposits common.
Yeah, when I wasn't very well versed in using the Prospecting Pick, I just made copper and tin more common and that solved my issues. The World Customization screen is a great friend if you're new to the game, want a slightly easier than vanilla, or just a relaxing game experience. It can also make it more difficult if you find vanilla less challenging. And mods can just be useful, make the game easier, more difficult or just add "more" to the vanilla experience like the Better Ruins and Primitive Survival mods. And the game is pretty much tied into the Mods right off the main VS screen making it so easy to add them.
Unfortunately very RNG heavy. In my current test world I have pretty much only Zinc and I already went through two prospecting picks, having used up almost all surface copper vein ore while also running low on flint. lol
How is this only 11 days ago? did I discover the game at just the right time for a big update?
Actually the update was even longer ago, since I record several episodes in advance! ;)
Ooff... the map defaulting to the mono tan is such a horrible thing... unfortunately you gotta change that setting before world gen... idk if there is a command to change the map to true colors again.
No, you can change it with a command, so it's not such a huge burden. I'm a bit mixed on it. On the one hand, it makes it harder to identify stone layers, so finding The Perfect Building Material(tm) can be harder. On the other hand, it also makes it less cheesy--you don't have access to a 1-meter-per pixel resolution satellite camera that ignores orbital mechanics and follows your position perfectly.
Please revert back to the colored map.
You can revert your own map by typing:
/worldconfig colorAccurateWorldmap true
You will have to reload your game to see the changes.
If you are asking Kurazarrh to do this... /shrug
I feel it's his choice as it's his Playthrough first and we're just along for the ride by watching. But you can choose the colored map in the World Customization screen before you create your own world.