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  1. Past hour
  2. No oceans in the game right now, and it's not clear if there will be. As I recall, Saraty found oceans in TFC (the minecraft mod that inspired VS) to be a 'waste of space'. And there were some pretty bad huge endless oceans it's true. Personally I don't think that makes any and all oceans bad. I think oceans would actually be good, and I think they'd be necessary to have 'realistic' rivers, which I think would be extremely good to have. But in any case, that's sort of the state of things at the moment.
  3. Today
  4. That is the same way I found out as well. well when if they do add oceans in Be nice to have like some really deep ones like 100-500 blocks deep would be amazing.
  5. Is this in the wrong place? Someone tell me if it is and i'll try to get it moved... TheGofa
  6. Im hardly an expert on the game, but I personally have not seen any bodies of water that were big enough to really call an ocean. The roadmap has boats though, so i would think they would add oceans when they add the boats. As for why your just now finding out about the game... I only discovered it when watching stuff on youtube. Someone who played another game I was interested in also had a video of Vintage Story. It was kind of lucky, because there were almost no videos of this game at the time. That was a month and a half ago. About the time I discovered the game, I think a lot of others did too, as there are now quite a few videos of the game.
  7. Yeah I just found out about this game yesterday. Looked at it and I want to see oceans. Are there oceans in the game? I always when I played Minecraft Always started next to a ocean. PS why is it just now I find out about this game.
  8. Yesterday
  9. Sure, go ahead. Perhaps we can find something in there. If anything we could post that to the X11 bug tracker? I'm also clueless as to why this error occurs. I'd still suggest another or a newer/older version of the linux distro.
  10. hmmm yes a lot of fps issues resolved for me aswell
  11. Last week
  12. Would it help if I'd PM you strace runs of a failed and a successful launch for comparison? I have reinstalled basically everything from the X server over Mesa, Xfce, Mono, down to gcc and glibc, and still haven't found any clue as to what might be causing it. I suspect it's not a library or other software dependency issue per se, but rather some silly configuration setting that has changed during some update, but again, I have no idea. I'll keep looking and reporting back if anything changes.
  13. That's why I was wondering – even hyenas and raccoons have baby versions in the game (and the corresponding AI for reproduction), and I'd think foxes would be a much more popular choice for pets than at least hyenas...
  14. So far, since the release of the game in September 2016 no world was truly wrecked and there are no plans for that to ever happen. Though some individual blocks might become unusable or need some manual editing to fix. What does sometimes happen, as it did with v1.9, is that some major world generation updates makes it a really good idea to start a new world but such updates should be few and far apart.
  15. I know the development is ongoing which is great. Curious to know if the version updates wreck the current world?
  16. Hi All, just bought VS a couple of days ago and have a newbie question. I understand how mods work after 10y of MC modding. After downloading the "peaceful" mod (my little boy doesnt like fighting) I had put it in and started a new game for him. The question is, I have made a world for myself normal survival prior to this. Will the peaceful mod be active in my world? Not sure how VS mods work, will it only use the mods that were present when the world was made, or all mods that are in the list meaning we have to change them on/off every time we load a game? Thanks for any help, TheGofa
  17. Yea, there's currently no heal-over-time in the game. You would need to do some programming to achieve that. I was actually thinking about that recently. We might add H-o-t to the vanilla game for v1.10 or v1.11
  18. Fire. It is not an easy thing to simulate - even for voxel games that take liberties with reality... Currently (V1.9.14); Flammable blocks burn, and fire does indeed spread to connecting blocks. Ignitable items don't however ignite - like extinguished torches or ore-blasters, piles of grass or on-ground items in general. An active fire DOES destroy a block that is 'burning' - after a set time; but does not 'char' or mar it in any way. The burned block simply vanishes from existence, leaving no trace beyond a puff of particle smoke lingering in the air. Flames don't generate real heat or smoke that lingers beyond (still neat) particle effects. Entities standing directly ON a burning block take no heat damage - and since there is no 'smoke', neither any smoke inhalation ill-effects. Some ideas for completing this feature, could be; Item and Ignitable blocks - do 'catch-fire', whatever that means ; flame activates a fuse - or re-lights or does something else; or crumbles into a pile of glowing embers once consumed...(I think this would also apply to entities exposed to high enough heat) Fires generate a 'new' kind of block - ASH that is the end-result of combustible blocks finishing their flame-entropy decay process. It behaves similarly to charcoal layers. If somehow a burning block is extinguished (rain, a bucket of water - even a sprinkler?); it will still show signs of damage from that event (decals - like when 'mining' a block, but scorch). This may mean a new set of textures; 'Scorched' wood... a wooden house would end as a large pile of ashes where the wooden beams or walls once stood. Fumes from fire - can be nearly as deadly as the flame itself. Inhaling these fumes should at the very least be quite harmful - for anything living that respires, or can be harmed by heat (which is everything ATM). Having an entities 'head' or body be in contact with or enveloped with a 'smoke' or 'hot-combustion-gas' gas-block should do instant heat damage, and some kind of asphyxiation count-down. Naturally these smoke or gas-blocks are cellular automata that travels upwards, cooling and possibly expanding into nearby air blocks (at the cost of its temperature, and particle 'density' properties). For bonus points - a layer of soot could cover surfaces that have been heavily polluted. Side-effects, and related thoughts; Could items be doused with water / fall into a stream or pond before they crumble into ash, does it make an ash pile, how long do they 'burn' ? What about sand to douse flames, or piling gravel or dirt? Does wind affect the conduction of 'fire', like how wildfires spread? Would a rainstorm prevent a firepit from working - what about a bloomery or forge? Smoke would potentially interact in a complex way with rain / water - perhaps turning it into steam? Lava. It would become exceedingly deadly, due to all the above properties - and being a natural emitter of extreme heat, becomes nearly unapproachable (unless protective gear is worn). Chimneys needed now! (Half-blocks, slabs and stairs - these need to be 'gas' transparent...what about trap doors or non-solid block-entities?) Pyrolisis; accidentally turning underground hobbit-homes into impromptu charcoal pits...(and getting ash when you wanted char...from a void/hole in the pile) Anti and Pro fire related tools; Water & Sand buckets for dousing flames. A Siphon pump - which can be used for two purposes... Chimneys Torches become even more tricky to use in a wooden house's blacksmithery
  19. Estou criando esse server brasileiro, logo deixarei ele completamente online por enquanto estou em fase de testes. mais fica como acessa-lo. bom infelizmente eu sou usuário de uma internet compartilhada logo não posso fazer alterações de portas, então para acessar o server vocês precisaram baixar esse aplicativo que deixarei o link disponível. Raidmin VPN Parecido com Hamachi. em baixo as instruções de como entrar na rede.
  20. Earlier
  21. Mit 1.9.14 funktioniert es wieder, sorry!
  22. I think all the other animals we currently have are either able to be domesticed, or in the case of wolves, their pups will probably be how you get dogs. My guess would be that this is probably intended for wild animals that won't have any domestication purpose, like foxes. But that's just my guess.
  23. Having played about 7 hours here (and looking forward to more!), and many hundreds on variations of Minecraft & it's mods the main thing I'd love to see a different take on is mob spawning. Less: "Oh look another surprise wolf (almost) got me, I bet there's another behind the next hill, oh no it's getting dark better find a spot to wait for day." More: "The wolves came to my camp to turn me into a sandwich so I made spears, went to the forest, found their den, took the high ground, turned the wolf pack into porcupines, and now all your trees (and a fancy wolf cape) are belong to me!"
  24. ...and I don't mean "like everybody else, using arithmetics" ; ) Every animal_female.json has a behaviour "multiply", except foxes. Every animal has a "baby" variant, except foxes. Is that an accidental oversight, or intentional omission?
  25. Thank you for .13 and .14. These fixed the significant stuttering I was getting.
  26. Habe heute auf Version 1.9.13 erhöht und seit dem kann Ich aus den Formen keine Kupferwerkzeuge mehr raus nähmen. Dadurch ist es Mir nicht mehr möglich ne Pickhacke zu craften.
  27. Dear community, Version 1.9.13, a stable release, is now ready for download in the account manager. [Edit:] Also released v1.9.14 to fix tool molds no longer working properly. This is a minor update that's just above the threshold of worth releasing. Mostly to fix/improve some very specific corner cases. No need to install if you're not affected by the changes. In other news, progress on version 1.10 has been decent! Since the last blog post lots of cool new stuff has been added, such as the concept of cellars for preserving food, the static translocators that you could already find in v1.9 are now repairable and colored light sources can now be acquired in survival mode by applying colored glass to lanterns Screenshot by @Eypsilon Game updates Tweak: Undo one performance optimization from 1.9.12, only report I got is that it caused intermittent lag for two players Fixed: A minor privilege escalation issue on multiplayer servers. Nothing world-breaking but would annoy other players if not fixed. I recommend server owners to update to this version. Fixed: Game crashing when right clicking with chisel in hands while not looking at a block Fixed: Chiseled blocks were not reinforcable API Updates Feature: Tool molds can now have multiple drops Fixed: Game crashing when using shape: { voxelizeTexture: true } on block types Fixed: Error reporter just rendering a black square when there were too many log lines, now capped at 180 lines
  28. AbjectPovertyCraft aims to replicate the plugin functionality of the civ genre of minecraft servers, with a returned focus to resource scarcity in order to encourage political and economic cooperation between large groups of players. We were the earliest proponents of the plumb and square method of in-game reinforcement for Vintage Story, and hope to have a hand in the further development of mods that will give like-minded groups of players the tools needed to band together, form societies, build nations, and enforce rule of law in their areas of influence in-game without the need for admin intervention. Server address: 192.99.9.20:42426 (or find us in the public listing) Current version: 1.9.12 Required Mods: Basic Armour Mod v0.1.8-B Block Physics Mod v.1.0.15 If you have any further questions, or wish to connect with other players: Join our Discord. Or make a post on /r/AbjectPovertyCraft.
  29. Dear community, Version 1.9.13, a stable release, is now ready for download in the account manager. [Edit:] Also released v1.9.14 to fix tool molds no longer working properly. This is a minor update that's just above the threshold of worth releasing. Mostly to fix/improve some very specific corner cases. No need to install if you're not affected by the changes. In other news, progress on version 1.10 has been decent! Since the last blog post lots of cool new stuff has been added, such as the concept of cellars for preserving food, the static translocators that you could already find in v1.9 are now repairable and colored light sources can now be acquired in survival mode by applying colored glass to lanterns Screenshot by @Eypsilon Game updates Tweak: Undo one performance optimization from 1.9.12, only report I got is that it caused intermittent lag for two players Fixed: A minor privilege escalation issue on multiplayer servers. Nothing world-breaking but would annoy other players if not fixed. I recommend server owners to update to this version. Fixed: Game crashing when right clicking with chisel in hands while not looking at a block Fixed: Chiseled blocks were not reinforcable API Updates Feature: Tool molds can now have multiple drops Fixed: Game crashing when using shape: { voxelizeTexture: true } on block types Fixed: Error reporter just rendering a black square when there were too many log lines, now capped at 180 lines View full record
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