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  1. Past hour
  2. Oh yes, that world gen bug is my arch nemesis. Tried to fix that one multiple times, but with no success just yet.
  3. Is the vanilla server still going? And if so, could I get whitelisted please?
  4. greatorder

    Farming 2.0

    Having the mutations be pretty limited to prevent OP growth would be good. Another issue however with the system is that the game's going for realistic and plants don't tend to reduce their nutrient uptake while increasing yields and growth speed simply due to the fact that increased growth and size requires more resources. Granted it could be a break from reality there if that's seen as acceptable, it just strikes me as odd to do so.
  5. Wenn ihr Schwierigkeiten habt im Spiel dann empfehle ich mal im Discord vorbeizuschauen. Dort gibt es viele helfende Mitspieler die gerne die eine oder andere frage schnell beantworten. Auch auf Deutsch Hier der Link: https://discordapp.com/invite/CkJjdrB
  6. Ducken und rechte maustaste (glaub ich) und oben bleiben bis das feuer brennt. Stimmt das reinkommen ins spiel ist anfangs etwas schwer
  7. I just started up a new world, and looking around for stones I noticed some pieces of flint that had spawned within a small pond, displacing the water with harsh block borders. They also spawned on soil at the bottom of this pond where gravel appears to otherwise be. This doesn't seem to be gamebreaking at all, but it does make a bit of a mess of the visuals. Also, if it helps, the stone in the area where I encountered this issue is chalk (I have not yet played the game long enough to know if it happens elsewhere).
  8. Today
  9. Dear Players v1.12.5, an stable release, can now be downloaded through the account manager Game updates All the changes in rc.1, rc.2 and rc.3 Feature: New item model for the magic wand (creative mode tool) Feature: New item model for the bow Tweak: Ore deposit quantity now scales with world height (double world height = double deposits) Tweak: Reduced deposit quantity for chromite, ilmenite and pentlandite, which have no use right now Tweak: /stats command now shows the amount of active entities Fixed: Mitigate a client crash caused by the weather system Fixed: Text overlapping issues on the multiplayer screen when using german translations Fixed: Might fix an issue with entities not turning inactive, and thus increase server load. Tiny performance optimization on inactive entities. Fixed: Waypoint colors turnring into hex numbers (red when edited will be red again) Fixed: Should mitigate a bug where harvesting an animal and taking out the items made them disappear Fixed: Might fix ipv6 ips not working to connect to or host a server Fixed: Knapping animation getting stuck and repeating forever Fixed: Temporal stability indicator not correctly scaling with the GUI SCale Fixed: Server side frame profiler not pointing to the right systems API Fixed: Item shape alternates overly dark shaded View full record
  10. Dear Players v1.12.5, an stable release, can now be downloaded through the account manager Game updates All the changes in rc.1, rc.2 and rc.3 Feature: New item model for the magic wand (creative mode tool) Feature: New item model for the bow Tweak: Ore deposit quantity now scales with world height (double world height = double deposits) Tweak: Reduced deposit quantity for chromite, ilmenite and pentlandite, which have no use right now Tweak: /stats command now shows the amount of active entities Fixed: Mitigate a client crash caused by the weather system Fixed: Text overlapping issues on the multiplayer screen when using german translations Fixed: Might fix an issue with entities not turning inactive, and thus increase server load. Tiny performance optimization on inactive entities. Fixed: Waypoint colors turnring into hex numbers (red when edited will be red again) Fixed: Should mitigate a bug where harvesting an animal and taking out the items made them disappear Fixed: Might fix ipv6 ips not working to connect to or host a server Fixed: Knapping animation getting stuck and repeating forever Fixed: Temporal stability indicator not correctly scaling with the GUI SCale Fixed: Server side frame profiler not pointing to the right systems API Fixed: Item shape alternates overly dark shaded
  11. hey, wie hast du den firestarter verwendet? Bei funktioniert es auch mit nicht
  12. Hi, same problem here - my setup: - MacOS Catalina 10.15.3 - MacBook Pro (Retina 13 inch, 2015) - MonoFramework-MDK-6.4.0.198.macos10.xamarin.universal - The game seems not to respond to anything I do with the mousepad, a Logitech G420 or a Cyborg RAT 7 mouse. - I even allowed Vintage Story to monitor keyboard input, even when other apps are used - didn't change anything. You probably have a lot to do now, but maybe you can fix this problem sometime. I look forward to playing the game one day. Cheers!
  13. They don't open, they're essentially decorative. Except you can also sell them to traders.
  14. Title is pretty self explanatory. Made with 4 stone bricks and a sand block. gives a bigger speed boost than stony path. Expensive, but would look great for survival city builds.
  15. I have a bunch of closed wooden crates, but I have no clue how to open them. Any thoughts?
  16. @Claus Havn How would it be with a other mouse? Do you tested other mouses?
  17. Yesterday
  18. Same problem with the mousepad
  19. Ella Madak

    Lagerfeuer

    Alles klar vielen Dank, dann werde ich mal danach schauen.
  20. Patrick K

    Lagerfeuer

    Hey hey Du musst das Lagerfeuer nicht nur bauen sondern es auch mittels einer Fackel oder eines Firestarter (ich bin mir grad nicht sicher wie das dingen auf deutsch genannt wird) anzünden.
  21. Ella Madak

    Lagerfeuer

    Hallo, ich baue mein Lagerfeuer aber es bleibt immer kalt. Nehme ich das Brennholz heraus, habe ich die Glut, sobald ich aber wieder das Holz darauf lege ist es wieder kalt. Mache ich etwas falsch? Das Spiel macht jetzt schon Spaß vielen Dank dafür. Liebe Grüße Enim
  22. It seems to be that it is a sandbox survival game. The quests are what you make yourself. Now it can remain a sandbox survival with an end goal (perhaps a temporal world you tp to to solve something or maybe just learn more background info) such as Warband is a sandbox and does have an end goal (even quests), but as it stands now, I don't think the intention is to turn it into an open-world RPG survival game with quest lines.
  23. SCC

    The goal of the game

    To me, exciting would be something that gates some content behind a challenge that involves skill. Currently, while finding certain resources might be challenge, it is so on a basis that places emphasis on luck. You can reach the best of technology without purposefully fighting any creature and almost without traversing to any dangerous terrain (almost, because deep underground and certain climates might count, but again, it depends on your luck). Another thing it would help is that without PvP, you wait until you get the best armour and weapons with fighting enemies you don't have to, simply want to, because it's a high risk, low reward activity. Limiting the accessibility of better materials would increase the value and attractiveness of worse materials. Then again, making brigandine armour is a lot of effort and chain and plate ones are outright exhausting, forcing players to "waste" energy on creating obsolete items would be cruel. A game, by definition, does have a goal or an objective to achieve. Other than that, I don't really disagree, but I think that if your effort had a quantifiable meaning, if it made you progress towards achieving some even optional objective, it would have an external justification for existence. That you don't play the game just because you're bored, but to beat it or certain parts of it and get rewards. I don't think that this game being a sandbox and offering the player challenges are mutually exclusive features.
  24. Erik

    Farming 2.0

    I really like this idea, it gives the different plants some flavor and makes them more unique. It would also be a rather easy to add feature, so I think it would be possible to have both crop breeding and more realistic seed harvesting. The seed output of plants probably also needs to be adjusted to be higher when adding cuttings, so cuttings don't flat out replace seeds because they are easier to get. A cap on mutations would only be required, if all positive mutations at once added up to a ridiculous bonus, because the number of available mutations is finite. So just balancing the mutations would be required, so they don't give unreasonably huge bonuses. I'd aim for a fully decked out plant to have twice the growth speed and twice the yield and maybe half the nutrient consumption. It would very significant and reward the players engagement with the system, but also not too op imo. But something that may be required are general adjustments to the growth time of plants when seasons are added. That would obviously be balanced around how long seasons last, I think a plant being able to fully grow twice in a whole year would probably be a good spot and limit the speed of breeding quite a bit.
  25. Vallen

    Arms stuck in air

    Can't edit so for above reference: Version 1.12.4
  26. Boosting the Tool speed to max I can cut most trees with an axe in a few chops. I try with a knife on a reed and it still takes the same time to cut & also harvest the root as if it were on default speed settings. Version 1.12.4
  27. Vallen

    Arms stuck in air

    It would seem that at some point my arms went above my head and have been stuck there. Not sure what triggered it but unequipping, changing held items, attacking, etc. doesn't seem to change it. On the plus side, it looks cool holding a weapon and could be seen as a "Hi" emote. On the down side, it doesn't look good holding a torch.
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