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Showing content with the highest reputation on 07/11/2021 in all areas

  1. I think it would be an interesting and useful addition to the stone age to have pits for food processing - specifically of cassava, which currently requires barrels, and acorns. This could be as simple as creating a charcoal pit structure that cassava/acorns could be stacked in, adding water (carried in a cooking pot or bowl), and sealing for several days. Or something more simplistic, like just blocking off a water block and placing items in there. This would allow limited cassava consumption pre-copper age, and enable processing of acorns into flour or as a grain-like ingredient for acorn mash (both very popular foods of indigenous people where I live).
    3 points
  2. While we're on the topic of astronomy, I would like to see unusual events occur, such as comets appearing for a week or two at time rarely or meteor showers on an annual schedule. But those are fluff items that can be added after devs have mostly finished the major content (oceans and boats please?)
    3 points
  3. I like the idea of this, and would suggest that being able to create a saddle quern could be chance based - whenever you interact with a boulder or piece of stone there could be a chance (much smaller for the rock than the stone) that you pick up a quern instead. And yes, any vessel should be able to pick up water for cooking (or cassava soaking).
    2 points
  4. I'd also like to suggest a saddle quern--maybe made with a few pieces of hard stone (or if there were a way to pick up boulders instead of breaking them--perhaps a shovel?). It could process at like half or a quarter of the speed of a normal quern, but I'd love for flour to not be gated behind the copper age--it doesn't make any sense. Saddle querns are things our stone age ancestors used all the time. Ideally cooking pots could also be used to pick up one liter of water, which couldn't be used for terraforming but which COULD be used in recipes. Soup being gated behind the copper age is also a bit ridiculous.
    2 points
  5. Lichen and moss will become decor items, rather than being baked into the base texture.
    2 points
  6. Hi, Is there a way to reduce the amount of mobs spawning? I honestly think the amount of drifters spawning, and the rules that apply to it are a bit overtuned. Often when i go to the cave I can't proceed just because drifters keep spawning in places, where logically they shouldnt (in my line of sight, in places lit by torches, or in places where I have been few seconds ago). I know that enemies should exist, that i am exploring their nest (the cave), but there should be a finite amount of them. Today i was playing, and for over an hour i couldnt proceed even for a single block further, because difters were spawning so fast and in so many numbers that it was just overwhelming (see picrel, that isnt even the biggest battlefield, just the last one because i got frustrated). I destroyed two swords, two knives, got 3 whole stacks of flax and a half, and so many temporal gears that i dont have a place to store them. So my question is: Is there a way to reduce the amount of mobs spawning? Or my suggestion is to reduce this amount, or change rules of spawn. Few examples: - Mobs cant spawn in player's line of sight - Reduce the level of light required for mobs to spawn - Mobs cant spawn in a radius around player (so they can't spawn behind our backs in places, where we were looking a second ago) - Apply a limit for how many mobs can spawn in an area, or in a specific period of time I hope you can understand me clearly, english is not my first language.
    1 point
  7. Hey everyone! I've suggested to @Tyron the possibility of using a public GitHub repository to track bugs and feature requests. He was so nice to give me the opportunity to create one and I already submitted a couple of issues myself. The upside over the forums is that it feels a little more leight-weight and focused, and some people, especially modders, might already have a GitHub account. Issues can be closed and re-opened, categorized, assigned to developers and milestones, even referenced to in other GitHub repositories. [ GitHub: anegostudios / VintageStory-Issues ] You're welcome to post: Report bugs, glitches, crashes Report performance issues Suggest gameplay additions and changes Suggest creative & server admin tools Suggest modding API additions & improvements Request documentation addition & clarification Questions & discussions, preferably on the topic of modding EDIT: As of recently, the team has decided the issue tracker should only be used for bugs, crashes and the like, not suggestions. This is due to the large amount of issues that have built up over time, which are hard to keep track of. Please use the other options available for suggestions. The developers are still looking at and happy to hear all your input! Feel free to open or move your issues there if you want, but you can also continue using the forums, Discord, or whichever way you preferred to so far. I might go as far as to mirror issues from the forums and Discord to the public issue tracker to have a single place for all our tracking needs, but - one thing after another. If you have any questions, suggestions or concerns, please let me know and I'll try to get back to you, if someone else doesn't already in the meantime
    1 point
  8. https://mods.vintagestory.at/automapmarkers Automatically adds map markers to your map when you interact with certain objects. Fully configurable to add only the map markers you are interested in. Current options include: Add map markers when you harvest resin, berries, or mushrooms. Add map markers when you collect loose surface ores. Add map markers when you interact with traders. Makes it easier to remember locations and return to those locations later, and eliminates the tedium of manually opening the map and creating map markers. Can also help to ensure you don't miss out on gold or silver surface ore, which are sometimes difficult to spot! The mod is disabled by default when first installed. To enable the mod, open the configuration menu (Ctrl+Shift+M by default, adjustable keybind), and click the Enable button. You can also configure all of your preferences from this menu, including the icons, colors, and names that should be used for each type of automatically created map marker. The latest version of the mod now works both in singleplayer mode and on multiplayer servers. Check out the file changelog for more details! This is my first mod, friends. I hope you like it. Github repo: https://github.com/egocarib/Vintage-Story-Mods/tree/main/mods/egocaribautomapmarkers
    1 point
  9. So 1.15 update is huge and super cool. Lot of new beautiful features to enjoy. But after playing for few weeks, few new features, or older features keep annoying me, making my gaming less enjoyable. Just want to describe them here, maybe to get some insight from other players or devs. Some sections are of lesser quality - I recalled them later and was a bit tired already from the writing. Will update the post and put additional comment if I recall anything more in futire. Rare trees Summary: impossible to propagate, encourages extermination of forests. So we got several cool new rare trees: bald cypress, greenspire cypress, ebony, purple heart, larch, walnut. (I have not found purple, larch, walnut and too lazy to experiment in creative with them. Maybe they have the same "issue", maybe not.) Ebony and purpleheart are described in changelog as "rare and hard to propagate". But all these trees seem to share the same problem. They give approximately 0.2-0.5 seeds for fully sheared tree. Even "non-rare" like both cypresses. The tiny greenspire gives a seed per like 5-6 trees (and they are quite rare). So no way to cut and replant for others. No way to propagate artificially at my base. All I can do is to travel few times and exterminate the forest to get the logs and few saplings. Or scavenge vast distances for greenshire cypress and exterminate it everywhere. I really don't like exterminating stuff, even flowers and berry bushes. I did hope that "hard to propagate" means some hard mechanics, some additional actions necessary, e..g. to have a special south forward base = tree farm. Or (like a person on Discord or ingame chat said) resin-like mechanics, encouraging keeping forests intact and visiting them to get more seeds. Or mushroom-like. Dead crops / climate info absence Summary: makes me enjoy farming much less, having no instrument to control the danger to my crops So now planted crops die if accumulated heat/cold damage is greater than 48 hours. Before 1.15 they just gave reduced harvest. The problem is that if crop died before maturing, it returns no yield and sometimes returns no seeds. This is very punishing especially when you have only few seeds to start. This is tightly connected to another "issue", which now becomes more important: We don't have any mechanics in game to forecast approximate temperatures in future. Moreover, temperatures may have random swings to cold or heat, thus killing crops even if we have accumulated statistics. For a new player, who have just found some seeds, there is no way to predict what would temperature be in the next few days.Sure, now at noon it is 20C and at midnight it is 0C. Does it mean that tomorrow there will be no -5 at night? Nope Or maybe it is today when the anomaly happened and whole next week it will be 10C noon, -10C midnight. So planting crops becomes risky and unpredictable, without any way to control it. Especially on servers, where time goes by, and if real life not allows me to login one evening, I will definitely get at least reduced yields. Maybe some calendar can be added, showing average temperatures per day with possible deviations? Food updates make travelling hard Summary: absence of foods dedicated for traveling makes traveling less enjoyable Before 1.15 we had a decent traveling food - bread. It had decent satiety, good fresh time, can be made in decent quantities by manual management of multiple firepits. And when eaten freed the inventory, so we can carry more stuff on the way home. Now charred bread is kinda useless - satiety is nearly the same as grain, so not worth wasted time to prepare. Ordinary bread has less fresh time and requires multiple ovens and lot of firewood. Pies are decent, but also not much of a fresh time iirc. Also probably don't stack much. Whole pumpkin stews were removed, so meals are not that worth for travel. Also require to carry pots/crocks/bowls, taking precious inventory. So it kinda hard to forecast how much food should I carry into the journey, how long will it stay fresh, etc. Instead of exploring I have to do food management. Inventory size stays the same while number of items grows Summary: despite having more items in game and more items char has to carry, inventory size does not grow from release to release 6 of 10 hotbar slots are usually taken by weapons and tools, only 4 are free. There is no way to quickly swap hotbar slots, e.g. buy some prepared belts, so I ether have to use only 4 slots when doing some work, or constantly manually swap the 6 slots into inventory and back. Same with inventory. We have more and more stuff to explore, to carry with use when exploting (food), and carry home, but still the same inventory size. Maybe increase capacity of mid and end game carryable containers with every big release? Hotbar quick swap would also be cool. E.g. I can pre-fill my forestry tool belt, my warriot tool belt, my builder or miner belts, farming belt. And quick swap them when needed? Chat Summary: with lot of people actively playing, chat may be distracting, without a way to opt-out Game becomes more popular, 1.15 attracts people to servers General chat contains both chat and in-game events notifications - temporal storms. When people actively play together, they talk a lot, and this is good. But this makes chat window to constantly appear on the screen, distracting me from my gameplay if I want to just focus on game for now. And if I disable chat auto-opening, I will miss temporal storm warnings. Sure, I can ask people to create a group. But it is not a very easy task, with all the commands. And most people are not comfortable with asking others to stop talking in general chat And it will turn problems of less talkative people into problems for more talkative So imho some improvement is required. I guess I would like to have an option to make chat window appear only when a global notification comes, e,g. of temporal storm, Or when somebody really asks everyone on the server of something. Multiplayer game becomes too disruptive on real life Summary: playing VS multiplayer controls my real life too much So in single player mode we can just press Esc and game will be paused indfinitely. Or can exit the game at any moment and resume when convenient. In multiplayer this is impossible ofc. Which is expected. But with the mechanics becoming more complicated and punishing, game starts to disrupt real life. With all the food spoilage, crops dieing - I have to login often just to make sure I harvested the crops before the season, used the food, not just letting it rot, etc. While it might be fun and even good for the game, sometimes it actually makes me think of stopping playing. Game kinda controls when I should play. Sometimes I would prefer not to plant crops or manage meals because don't know when I login again. And after not playing for few days it does not feel good to come back to the game to dead crops and rotted storage and spending time on all that instead of just finishing a build. Also I can't just afk for a bit, because a temporal storm may come and kill me or if I am safe ruin the game for everybody else who wanted to sleep through And if I am exploring far lands, I can't just logoff for the day - food will rot. I have to keep playing. Or make a temporary cellar which mitigates the issue slightly. Some dropped 3D items are too small Summary: new 3D item models are beautiful but tiny when dropped, stressful to eyes and players are missing the beauty The surface copper bits are one of the first achievements of a player and one of the first detailed shiny 3D item objects they see. They are beautiful, but when dropped - they are too tiny to enjoy their beauty. Same with the new tree seeds - they are so cool with their simple but detailed enough 3D model, but we NEVER see it in 3D - in inventory it is 2D, on the ground it is kinda just a small dark dot. And searching for them puts a lot of strain on my eyes. Sure, I can just run around and pick them up. But it would really be cool if finally getting some seed from a tree was a very distinguishable moment, you clearly saw a decent sized beautiful seed dropping from leaves and falling onto the ground. Many games exaggerate the size of dropped items or highlight them with outline or spark effects, to make them more visible for players. Btw, a similar thing with e.g stone tools/weapons. E.g. spears are quite big and enjoyable when thrown and stuck, but when dropped from inventory or put on tool rack - they are small. Good thing we can enjoy their models when carrying them in active hand. Wind pushing player Summary: wind pushing player has no use, supports only some graphical settings and is frustrating This is mostly a repetition of other player's messages, but I agree with them after experiencing it. The new wind mechanic, pushing player around is extremely annoying and not fully implemented. Multiple people said they disable "waiving foliage" either because of FPS drop or because it makes the game too stressful to eyes and harder to hit plant things with tools. E.e. when shearing trees the leaves are shifted from the hitbox, so it is not always easy to hit the correct block to shear. Waiving foliage makes it worse. And in general, even though it makes the game prettier, I prefer to disable it to reduce visual noise on the screen. As others said, with it disabled I have nearly no clue when wind starts to blow and push me around. Basically what I feel as if my controls are bugged or the game has some lag. Imho when the wind is able to push the character, it should be quite a storm clearly visible by lot of debris flying around and heavy sound. And the visual/hearing clues should come first, before the actual pushing is happening. Because if not - why not just randomly shift player position from time to time, making him/her fall into ravines or miss targets etc. This mechanics kinda has no use, feels like it was added just to annoy people and mess with their controls. Which is fine since the game is "lovecraftian survival", i.e. a bit of horror, but definitely not my type of games.
    1 point
  10. Ok. I will do some more tests to see if i can reproduce it. I can do this.
    1 point
  11. Hey, it's better than a bed.
    1 point
  12. Sent you a pm, @goaliemagics. It is a pretty cool map. It has a lot of striking mountains mixed with plenty of plains and many very large lakes.
    1 point
  13. playing on windows. I started a new game and have explored a few ruins. all of the vessels besides tools are fine. tools, though, makes the sound and animation but drops nothing.
    1 point
  14. EDIT: While I'm at it, I'll link my cave ventilation ideas/research that I posted shortly before the split: There is no such thing as too many waterfalls . Especially when combined with "lavafalls", yielding the most gorgeous caves in Minecraft. I'm sure a separate sound fix mod can easily be made. On that note, since you're making spelunking more dangerous and realistic, making water no so easy to block off with a piece of dirt would really change exploration. Submerged tunnels sections (siphons) you have to swim through would also be quite amazing. Imagine swimming through one of those to find an ancient gathering site with cave paintings...
    1 point
  15. Thank you for reporting this bug. It seems that the files for wood logs were moved. I will fix this in the next patch.
    1 point
  16. I'd seek a mod that disabled the hud clock/calendar features if we had astronomy that worked in the ways suggested here.
    1 point
  17. The map and mini map makes navigating the world simply too easy and not very immersive as it currently works, so we opted to turn it and coordinates off on our server. That leaves us with very few options for navigating the game world though. Astronomy would be fantastic- A dynamic night sky with starts, planets and constellations that changed and moved with the seasons, and perhaps another moon or two that moved in their courses as well. Maybe even add a smaller second sun that rose and set in it's own course, but slow enough that perhaps it was not visible every day, and sometimes led to shorter, less dark nights. One could learn to navigate by such things if there was a consistent pattern to their movement in the sky both day and night. Would also be neat to tie temporal storms to the movement of a second sun and moons and such. Maybe even have larger temporal events when certain things aligned.
    1 point
  18. I feel that for storms to be truly enjoyable and engaging, they need to have a few things going for them: New and exciting challenges, Mystery/exploratory elements, A payoff for those that participate in (and not simply survive), a storm, Visible impact/purpose in the game world. I have mentioned in other forum threads how I like the idea of the Rust World as a shadowy, twisted, alternate-dimensional version of our own world that I hope we will eventually have the ability to cross over into it completely. There we would find a rusted, decayed version of our world, taken over by whatever entity or forces that constitute and/or cause the "Rust" that is seeking to invade and corrupt our own via the mysterious temporal instability we encounter in various places. In that world we would find other entities exclusive to the rust dimension, along with drifters that show up in our world; different materials; unique, corrupted structures of various kinds; rusted, corrupted biome type areas, etc- a whole other world that has some similarities to our own, but full of new mysteries and dangers. (Perhaps ruins in our world have some special significance in the Rust world?) Currently, during temporal storms, we see this other world edging it's way into ours but with no new features- just a rusty, dark world with insanely high spawn rates for drifters, twisting the fabric or space and time and edging it's way into our reality. Creepy and difficult, but that is about it. I say this to set up the backdrop for some suggestions on how I'd like to see storms work. Some of these suggestions bleed over into thoughts on temporal instability in general and the greater struggle in the world. I don't think that the issue with storms can be fixed without addressing the whole subject of temporal instability, the rust world, it's creeping into ours at times, and our whole role to play in this conflict. First, I want to suggest encountering new entities. Fighting drifters is fine, but in that other world we should encounter new threats. During the chaos of storms those new threats find their way into our world. The Rust World contains different resources- corrupted block types perhaps, terrain, structures, etc. During storms we should be able to see these things, and maybe have the chance to acquire some of them and keep them under the right conditions. Temporally stable zones. Some players simply don't want to participate in storms, but would like to stay online and doing things. I'd like to see a way for a player to be able to make their home "temporally stable", even during storms. Do this by requiring the acquiring of some item or resource from the Rust world that can be used along with temporal gears to craft a stability device one can place that renders a radius around the device stable at all times. This device could be upgraded and might need to be maintained. Enough devices in an area could theoretically render a town or city safe from temporal storms. As an added bonus, these devices could also be placed in areas of regular temporal instability to stabilize the area around them. Perhaps resources acquired from the Rust world during temporal storms can only be kept if transported back to a temporally safe zone during the temporal storm. If not carried to and kept in a stable zone till the storm is over, the items disappear from inventory when the storm fades. Sort of a big suggestion here: Allow for crossing into the Rust world. During a storm we would see new entities from the Rust world appearing in our own. These entities would have a chance to drop a new item- corrupted gears. These would basically be corrupted temporal gears. When a player acquires one they can right click use it as when using a temporal gear to set a respawn point. When the corrupted gear breaks, a server wide message appears saying "[player name] has crossed over...", and the player disappears from the world and crosses over to the rust world. At that point, all the wonkiness fades from the screen and the player is in the Rust world. No damage is taken since they are no longer between worlds- they have crossed over. Breaking the corrupted gear set a spawn location in this new world for that player. Acquiring and breaking a new corrupted gear while in the Rust world sets a new re-spawn point in the Rust world. Players can move about and explore this new world at will, but it would be a dangerous place. Resources in the world would include all the normal-world resources as well as the new Rust-world content, and appropriate new recipes for new items craft-able with the new content. All drifters would still spawn in the Rust world and drop normal temporal gears. To leave the Rust world, acquire and break a normal temporal gear. When this is done, you leave the Rust world and re-spawn in the normal world at your normal world's set spawn point. All items acquired in the Rust world that are in your inventory transfer to the new world with you. Some items from the Rust world, such as Rust-world building blocks and other Rust-world items/resources, would carry with them some residual corruption and instability. Placing and/or building with too many of these corrupted items leads to temporal instability over a wide area in the normal world. Having stability devices in place would mitigate some of that, but placing too many corrupted blocks or items would eventually bleed into the world in spite of the devices. One can return to the Rust world only by breaking a corrupted gear during a temporal storm, or by breaking a corrupted gear when the player is crossing over into the Rust world due to high instability. If you already have a spawn point set in the Rust world, breaking a corrupted gear during a storm or times of low personal stability places you in the Rust world at your previously set Rust world spawn point. I'm glad to see this topic raised. I'm personally of the opinion that the next major update needed for the game should be a combat update, of which I think addressing this issue should be a major part. Humbly but enthusiastically submitted for consideration... ~TH~
    1 point
  19. Hello everyone here is the big update I have been teasing about on Discord in all of its very buggy glory. Unfortunately due to a crash I do not understand it is not compatible with 1.15 as of now. Please read the mod frontpage carefully, not only have a lot of new things been added but some things have gotten some much needed nerfs including: The sluice will now have 100% efficiency BUT it can only sluice one item from a block unlike regular panning which can pan a block 8 times. This means significantly less items and hopefully makes it more balanced in comparison to the washer machine in QPTech. The glider can no longer be used in caves Shields only offer a chance of blocking damage depending on how long you crouch with them and using the left/right mouse button will stop it from protecting you Special thanks to @Novocain for the air bar, @goxmeor for the status effect system, @Quixjote for the updraft idea, and @WesCookie for his design ideas on the support beam and cave in feature!
    1 point
  20. Please improve water placing mechanics to allow easier flooding of deep areas. Would allow players to make nice artificial lakes, flood exhausted mines, etc. Currently is it possible kinda layer by layer, but is quite tedious.
    1 point
  21. Merci! Je me demandais aussi s'il y avait un seveur/salon francophone sur discord, je vais essayer de proposer les traductions les plus cohérentes possibles et de communiquer mes idées aux autres
    1 point
  22. I usually play Vintage Story in English, but I am french and I would like to correct some translations I have seen while testing french language, even if I think the french translation is already pretty good. How can we submit translations for the game? I would really like to help. Also I don't really, understand how to translate the wiki. For example, I think "rôdeur" would be better than "vagabond" as a "drifter" translation, and dialogs or GUI are sometimes a bit weird. Thanks for answering. (and sorry if I don't speak English well)
    1 point
  23. I've been giving some thought to map mechanics after reading over a suggestion posing the idea that the player map should reveal much less as we travel, and only record and reveal those areas within a much narrower radius of where we actually have set foot. Sort of a "fog of war" effect on our player map. I am not too fond of the idea, but it did get me thinking what sort of a map mechanics might be more challenging and rewarding to those of us that like challenging exploration and want a map to use, but don't want a map that spoon feeds us data for areas we've never actually set foot near. I personally like using a map, but it does feel overpowered to have an entire mountain range given to me on my map when I've never actually been on top of it or on the other side of it, and yet I know there are half a dozen ruins scattered around it, several deposits each of blue and fire clay in the area, maple trees and a few oak stands, a few lakes on the other side of the range that likely have reeds, and two traders on the map as well- one at the top of a 500 block high mountain range I can't even climb yet, much less see the top of. It got me thinking about what it might look like to have something in between the current map and no map at all. So I offer the following for discussion... Offer a cartography map setting. Cartography car•tog•ra•phy kär-tŏg′rə-fē Def: The study and practice of making and using maps. Rather than the current map with all the details on it, give us a map setting that shows only the following: Topographical info- elevation and such with crosshatching and dots and such for forests and grasslands/treeless areas. Only the topographical info is given for terrain we have been within a certain distance of, and only for terrain that is visible to us. We can see the height of a mountain side for instance, but we cannot see anything rendered for the top of it or for the other side. This would require some sort of line-of-sight topo map rendering mechanic. Player added icons would be used to mark terrain type, trees that make up a forest area, locations for ruins discovered, clay patches, roads, buildings, etc. None of those details would render on the map. The player would effectively build their own map as they went and as they chose. Map coordinates and way points would be separate options that can be enabled or disabled on a server. I slept on the idea over night and like the thought even more after thinking on it. Ironically, earlier today, a new member on my Wilderlands server departed (on good terms) because they felt the map and coordinates/waypoints was too overpowered and took away from the challenge of exploration and discovery. Turning off the coordinates and mini map does not remove the larger "m" key map from being used, and to my knowledge there is no other setting to remove it, so all of the detailed info over a very large area is still given to a player even with the mini map and coordinates turned off. I do not like the idea of playing without any map at all, but I also think the exploration and discovery aspect of the game would be a lot more enjoyable if I constructed my map as I went along- discovering things on my own and making notes of my findings along the way as I desired, rather than being given everything on the surface within a loaded chunk as the current map does. Humbly but hopefully submitted for consideration and discussion... ~TH~
    1 point
  24. Why oh why does this game make us find a temporal gear to bind spawn point??? It is really just not cool. That is my biggest gripe with this game. SOOO much frustration.
    0 points
  25. I have several other mods but this one is the latest added into my 1.15 batch lol; here's my list: as you can see, the 'latest' or most recently updated in there are xskills, useful stuff, starterpack, hudclock, extrachestsCC, chaoslands, CarryCapacity, bettercratesCC and PolsServerUtil; hmm...I only grabbed chaoslands because he moved his locustnests to it; that mod does have alot of combat related stuff so it could be the culprit. I'll make a note on his mod as well. (sorry was thinking out loud while identifying the most recently downloaded ones )
    0 points
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