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  1. Yesterday
  2. I can say that I'm satisfied of the actual cooking system. Right now, the only thing that in my opinion would be nice to add is the possibility of make sandwiches with meat and bread. It would be the ideal food when I wander around the world looking for resources. A nice thing to add would be the leavening process in order to obtain different products.
  3. Hello everyone. This is my 1st post on this forum hence I would like to thank Tyrone and all the ones who are involved in the development of the game. Keep up with the excellent work! I'd like to give my little contribution by telling you about my experience with building materials. Let's start with clay: in my opinion clay is a fine material to make roofs. During a run I decided that I wanted to top my base's buildings with blue clay stairs and slabs in order to simulate a tiled roof. I cooked some clay and I realized that the process yelds one block of clay instead a single brick. Who wants to make a block of brick has to use 4 units of clay for a single brick. To me this is a nonsense: why a single brick should be 4 times more expensive than a block made of the same material? It would be more logic if 1 or 2 pieces of clay made a brick and 9 made a raw block. Another 2 ideas about bricks: 1. Bricks forming. Instead putting the clay on the crafting table it would be nice to craft a wooden frame then put the frame(s) on the ground and fill it with softened clay (clay + water, in a similar fashion of bread dough). After a certain amount of time the sunlight would dry the bricks and make them ready for being cooked. 2. Bricks cooking. It would be nice if it was possible to build a multi block structure (like the charcoal making one) where raw bricks can be cooked in large batches. In order to make stones collection more efficient my suggestion is to use both hands: the left hand would hold the chisel and the right one the hammer. Hitting a rock block a certain amount of times would drop the whole block. I suppose that this thing could pave the way for other 2 hands mechanics like: quiver and bow or tongs and hammer for metal forging. Right now clay is used as binding agent to make brick blocks. I think that it could be interesting to use lime instead. Burning animal bones or certain types of stone on a campfire would yeld dye which mixed with water would make lime. The mixing could be made in an empty bucket placed on the ground instead using the crafting table.
  4. Will the next big update including Seasons require me to generate a new world? I would like to keep my 1.9.10 world if possible while still keeping the game updated.
  5. This still works for 1.9.10 for anyone who is wondering.
  6. Dear community, Version 1.9.11, an stable release, is now ready for download in the account manager. the next major feature release, v1.10, is under development for the past few weeks. Besides some engine upgrades, food spoilage and the new in-barrel crafting mechanic is close to done already, but there's still lots more planned. Until then, have a v1.9.11!. It fixes a few rare crashes, adds a few new blocks to survival mode, should improve bow and arrow and I also backported some of the performance improvements. [Edit:] Also release v1.9.12 to fix a server exception and all shingle blocks not listed in the handbook! Game updates Feature: Added shingle blocks crafting to survival mode Feature: New painting titled 'Fish and the Rain' Tweak: Performance Tweaks Perhaps slightly reduced lag spikes while discovering new terrain or while chunks are loading. Running the game with "optimize ram" off uses RAM a bit more liberally to perhaps gain a bit of extra stability. (Technical explanation: increased chunk data cache sizes) Intermittent lag spikes and/or heavy short term ram usage should be slightly reduced (Technical explanation: found and removed a major contributor to short term but rather heavy memory usage) Framerate should now be additionally a bit more stable while VSync is enabled, probably most notable when the CPU is bottlenecked (Technical explanation: disabled Thread.Sleep() from the core game loop to hit target frame rate while in VSync mode) Tweak: Gameplay balancing tweaks Decreased underground ruin spawn and certain ruins rich in loot being too common Bow strength increased by about 15% (arrows shoot further), Increased durability by 33% Tweak: Damage vignetting a bit more flashy Tweak: Placing a knapping surface in water no longer leaves an empty block, the water flows back in now Tweak: Added debug log to track down a crash related to clay forming Tweak: Updated translations Tweak: Updated ruin loot. also fixed some dungeon loot only ever had a stacksize of 1. This was not intentional. Tweak: Added gear and painting category for stack randomizers. Tweak: Improved fox and seraph watering animations Fixed: Arrows hitting a bit more reliably and acting less derpy Fixed: Able to chisel claimed and reinforced blocks Fixed: Might fix some odd rare crash when using a temporal gear Fixed: Should fix getting attacked causing players to get pushed into walls Fixed: Typing .reload crashing the game Fixed: Should fix a rare server side exception (OnGameWorldBeingSaved: System.Data.SQLite.SQLiteException (0x80004005): Library used incorrectly) Fixed: Iron doors not lockable Fixed: Wrong texture scaling on the chisel tool API Fixed: api.Event.PlayerChat - message not modifiable
  7. I don't think that the space requirement is such a huge issue. Especially with tongs, when rotating the working metal is possible, it would only require two accessible sides to rotate it in all directions. So slapping your anvil in the corner would be possible, but having it worked into the wall (only one accessible side, why would anyone even want that?) not. On another topic, I updated the prototype, no new features, but the timing is much more consistent, making it feel much better.
  8. Bug Report. Cast tool heads do not release from colored tool molds when cooled. Version 1.0.1 For VS 1.9.10 They do release from standard clay molds. Occurs in Creative and Survival.
  9. Last week
  10. Yes, patches of sand and gravel appear in all biomes, so that you should be able to find something to pan anywhere.
  11. I found some by looking at the map. If someone's facing the same problem, just look for yellow parts like this one:
  12. There are many biomes you can find sand and gravel in. Find one of those and you should be good
  13. Where can I find sand or gravel? I have chunks of copper but I need to pan more so I can make a hammer.
  14. Thank you for letting me know. This game does suffer from lack of information to the player, but I think that is why I am enjoying it a bit more. The discovery aspect of this game for me is pretty engrossing. I do use the wiki when I need it, but I have not found everything.
  15. Just fyi, because it wasn't clear to me if you know about it already, but there is a cooking pot in the game that allows you to make soup, stew, and porridge. I think this feature came in after Stroam's suggestion. This system will be expanded upon over time, to be sure. But it's pretty labor intensive for each new system, so it's slow going.
  16. Dear community, Version 1.9.11, an stable release, is now ready for download in the account manager. the next major feature release, v1.10, is under development for the past few weeks. Besides some engine upgrades, food spoilage and the new in-barrel crafting mechanic is close to done already, but there's still lots more planned. Until then, have a v1.9.11!. It fixes a few rare crashes, adds a few new blocks to survival mode, should improve bow and arrow and I also backported some of the performance improvements. [Edit:] Also release v1.9.12 to fix a server exception and all shingle blocks not listed in the handbook! Game updates Feature: Added shingle blocks crafting to survival mode Feature: New painting titled 'Fish and the Rain' Tweak: Performance Tweaks Perhaps slightly reduced lag spikes while discovering new terrain or while chunks are loading. Running the game with "optimize ram" off uses RAM a bit more liberally to perhaps gain a bit of extra stability. (Technical explanation: increased chunk data cache sizes) Intermittent lag spikes and/or heavy short term ram usage should be slightly reduced (Technical explanation: found and removed a major contributor to short term but rather heavy memory usage) Framerate should now be additionally a bit more stable while VSync is enabled, probably most notable when the CPU is bottlenecked (Technical explanation: disabled Thread.Sleep() from the core game loop to hit target frame rate while in VSync mode) Tweak: Gameplay balancing tweaks Decreased underground ruin spawn and certain ruins rich in loot being too common Bow strength increased by about 15% (arrows shoot further), Increased durability by 33% Tweak: Damage vignetting a bit more flashy Tweak: Placing a knapping surface in water no longer leaves an empty block, the water flows back in now Tweak: Added debug log to track down a crash related to clay forming Tweak: Updated translations Tweak: Updated ruin loot. also fixed some dungeon loot only ever had a stacksize of 1. This was not intentional. Tweak: Added gear and painting category for stack randomizers. Tweak: Improved fox and seraph watering animations Fixed: Arrows hitting a bit more reliably and acting less derpy Fixed: Able to chisel claimed and reinforced blocks Fixed: Might fix some odd rare crash when using a temporal gear Fixed: Should fix getting attacked causing players to get pushed into walls Fixed: Typing .reload crashing the game Fixed: Should fix a rare server side exception (OnGameWorldBeingSaved: System.Data.SQLite.SQLiteException (0x80004005): Library used incorrectly) Fixed: Iron doors not lockable Fixed: Wrong texture scaling on the chisel tool API Fixed: api.Event.PlayerChat - message not modifiable View full record
  17. I know this is a rather old thread, but I don't see a point in creating a new one. I was hoping for a mod allot like what Stroam suggested. Some kind of food dish mechanic would spice up the flavor of the game. It would keep me more engaged with the food I am using. Rather than just eating berries all the time, and the occasional cooked meat once in awhile.
  18. I would be in favor of seeing something like is in the game. Though I do agree walking around the Anvil in all directions can be a little bit of a problem if you don't have the space for it. It can be done though if you like me, don't really like changing so many settings just to forge an item. The current Forging system is cumbersome to use.
  19. I don't think it would be too hard, it doesn't require perfect timing to get things done, maybe just to do them the best way. And even then, the timings are something anybody can learn with enough practice. Having different values for different metals would keep the system from being too simple. It doesn't really make different metals harder, just different and makes each a new learning challenge. Varying heat however would make things harder, maybe too hard, but that remains to be seen. To get the timing right would be the main challenge of the system so rewards should be based on that. How exactly the times needed to reheat and the hits needed influence the system is however very variable, it could even be different per metal, which would make each metal a unique and different challenge to master. To get some of the randomness from TFC, having to relearn smithing on every new world, the timings and quality variables could be randomized for each metal per savegame. That would make it a lot more replayable and a journey of discovery each time, but would also allow for less direct and purposeful design and make the game harder for beginners, as they can't rely on the wiki. As the system is not hard to implement, I have made a mod implementing the basics, so people can test out the idea. The mod is only a very basic implementation, it doesn't have a lot of features I suggest, but it has: Replacement of hammer tool modes with timing strikes The three described smithing techniques: Upset, cross and flat Stronger punches cool the metal a lot more, too weak punches also have a heat penalty What it lacks: Metal based timings Heat based timings A quality system Tongs Still has the pixel system in place Nice animations (They look stupid, but they work) My current implementation however has a big problem: The timing value is determined server-side. There is a rather significant, and most problematically varying, delay. It's not a problem of the system in general, just a problem of my implementation. I'm sure there is a way to fix it (making synchronization based on the client), however I'm not the most experienced modder. (Attention: Prototype updated and now on main post)
  20. You'll need a bronze anvil. There is no iron anvil in the game yet. I don't think the hammer type matters.
  21. I'm stuck. How do you work iron. I have a forge, heated it up more than half, and now just want to work it so I can have iron pick axes. I have a copper anvil if that helps with figuring it out.
  22. Earlier
  23. Hi Saraty Ja Danke hab alles gefunden . Etwas doof finde ich nur das man den Bienenstock zerstören muss um zu "ernten".(Den der bereits "daheim" auf der Blumenwiese steht) Der "umzug" der Bienen in einen nebenstehenden leeren Bienenstock hat auch nicht geklappt...muss nochmal probieren und noch ein "Volk" holen
  24. I like the mod so far, and I wanted to let you know. The Labeled Cupboard's recipe could be changed. How I would do it is down below in the image. Could you please change the in game names of the furniture to something more suitable? It is displaying a name in long form. About the top section of them not identified as a solid block. Please don't change it. I like being able to put my chests inside the top block of the cupboard so I can manage space consumption easier. Thank you, for this mod! Could use the improvements I mentioned, but otherwise. If you never touched it again, as long as it worked I would keep using it.
  25. @copygirl, Would it be possible to for your mod to support the cupboard in the Vcupboard VintageStory Mod? I would like to move the cupboard in that mod around like we can with the official content in the game. Please, and thanks for the consideration! Links
  26. The upset only moving in one direction thing was part of my original suggestion. The one effect of that that perhaps is not ideal is that the anvil will need to be spaced away from everything around it, instead of the player being able to place it against a wall, or even in niche. May or may not be a significant annoyance, idk. Probably moreso in the beginning when you're maybe in a small rebuilt ruin or something and don't have tons of room. I do in general support the notion of getting rid of the long string of techniques, even if it were just to reduce the number to a point where you could have a single icon down low by the meters, like how TFC did chisel modes, where that single icon changes every time you press F. Just a bit less intrusive. The hold mouse button for force idea is interesting, and I would not be opposed to trying it out. It does make the system harder, so might turn some people off, idk. And at the same time, it doesn't create a 'secret code' like tfc had, which felt like an accomplishment if you could decipher it. Different pauses for different metals I feel like that would be too much. The metals are too many, and the acceptable range of pause to small I think. However I could see the effect possibly varying with metal heat. But again, that'd make it harder (probably more so than the force mechanic in general) and so idk if it'd be a net benefit or not... Quality based on strikes, idk. I think it only really gains meaning with the timing thing, because it's possible to mis-time and make the wrong move. For people who do not have very good personal skill at the timing, I'm sure it would be frustrating. It'd be interesting to try but also depends on mow much harder (if at all) the devs want the system to be. I do agree the heating system could stand to be tightened up a bit. Currently I can pretty easily do 4 pick heads using only 1 lignite chunk. Tongs I like, quenching to finish, there would need to be better communication of when you have pixels left to remove. Some recipes - the pick I think is one - have corner pixels that need to be cut off, but it's sometimes hard to notice because they're on the corner so the wireframe lack is not as obvious. As for the voxel count, I can kind of agree on removing that, in the current scope. It servers as a sort of loose punishment for being sloppy currently, in certain recipes that take a lot of pixels (spear and arrowheads I think?). But some recipes have tons extra so it doesn't matter so much. And only one recipe - the sheet - takes two ingots currently iirc? At that rate I'd probably just rather have it take two ingots to begin with. If the most ingots the anvil will ever take is 2, then it's probably just as well to get rid of it because I've seen it confuse newbs when they ran out of pixels and couldn't do anymore work. They'll try to re-heat it, still won't work, etc. Seems to me like it's not particularly great in it's current incarnation.
  27. Ja sicher! ^.^ hast Du alles was Du brauchst in der link gefunden?
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