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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  1. The hunger draw is the biggest dealbreaker. Once you get to the point where it stops mattering, you no longer need to sleep anyway, except when you need your molds to cool.
  2. Yeah the armor system needs a serious rework if stuff like this is going to be happening. You shouldn't go out of your way make armor only to be instantly killed anyway. The problem isn't the high damage of the enemy, but the fact that most armor is slightly more protective than aluminum foil.
  3. This. I plan on using a ton of oil lamps but with how long they take to make, it's not even remotely reasonable.
  4. You can buy them from the Treasure Hunter then resell them to Commodities for a huge profit. Malefactor can pick them up but it's such a low chance it may as well never happen. Still, if you manage to get one, you'll be able to sell it for a healthy 10 gears. EDIT: It's the same deal with wolf pups and other unobtainables: Find the shop that sells them then resell for a profit. The wiki has all the trades documented. Clothing is especially good for reselling, though pretty risky. Colored Glass is slow but safe.
  5. It's a false decision. You're forced to do it if you want to play effectively. Exactly the kind of design I'm trying to stay away from.
  6. Might have a tiny bit of fluid in there.
  7. I want there to be a way to pull from the ore map directly through some kind of mechanic. Being able to extract trace minerals from the ground would go a long way in preventing the probability-based system of actually looking for a deposit, and remove those annoying situations when an ore has a high chance to spawn, but doesn't.
  8. Omega Haxors

    Class survey

    People will just mod in a "classless" class. Pull don't push. Forcing people to pick a class is just going to piss them off. It's been made abundantly clear by both how people vote and how they play that people simply aren't interested in playing the game any other way than the way it was intended to be played from the beginning. The takeaway here isn't commoner is too good but that the allure of the other classes just isn't enough to make up for the shortcomings.
  9. It's actually really easy, run ModMaker.exe and it will take every file that's different in your install and packs it into a ZIP file for you.
  10. Just a simple patch which makes a majority of crafted blocks gain the speed bonus effect of dirt paths. No longer do you need to cover your base with paths in order to benefit from a speed boost! Some lesser blocks such as wood and cob give a weaker speed bonus, while Metal Blocks give a whopping 1.5x increase. This patch also reduces your speed slightly on wild Clay and Peat, discouraging you from building on them and giving you a little bit of a subtle notification when you're running over some. https://mods.vintagestory.at/speedboostblocks
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  11. That was it! Well the issue is still prevalent, it's nice that there's a way to get around it. Anyway, here's it is:
  12. ModMaker.exe consistently detects changes that simply aren't there on fresh installs.
  13. I made a mod to give almost all crafted blocks speed bonuses. The exception are 'cheap' blocks like dirt get a lesser bonus and the metal blocks get a bigger speed bonus. Just waiting on a fix for the ModMaker.exe since it's glitching out making the update impossible to publish, will let you know when it's fixed.
  14. Sure, that shouldn't be too hard.
  15. My base looks like a joke because the floor is pathing. Support.
  16. I can help here, I had to master the lighting system essentially to get my mod to work. There are 3 types of light: Sunlight - This casts down from the sky to the ground. A rating from 0-22 is defined by the JSON in your world file. Every light level blocked reduces this. Unlike what you might expect, light level produced by time of day is not affected by this, that's done on its own separate thing during rendering or something. This means that anything that checks light, unless it also checks time, won't care if it's day or night. It will treat the block as fully lit if it's exposed to the sky. Block Light - Same thing as sunlight, though the 'brightness' of block light is 1/3rd or put another way: a sunlight of 6 overpowers a block light of 18. This reduces by 1 per distance from the block emitting the light. By far the simplest light source type in the game. Entity Light - This light value works like block light except it has half the range: With each block reducing 2 levels of light. This isn't actually tracked by game itself but it can easily be inferred by simply reading the "V" of its HSV level and doing some simple math. Entity Light sources include players holding light sources (fun fact: you can put colored glass in lamps to color it) entities that are on fire, dropped light sources and spider mechanicals attacking you. If it's an entity casing a light, it's Entity light. All lights have an HSV value, yes, even sunlight. (This can be defined in the world JSON) Hue determines the color, Saturation determines how much color, and Value determines the brightness of the color. In the case of Entity Light (and potentially all light), V determines the strength.
  17. Huh seems that the chisel recipe for lamellae gives half as much bits as it should. That's probably a bug. EDIT: Yeah it is. Scales are supposed to be the ones that give half material. The clear solution here is to make lamellae cost half as much to make in the casting process, maybe then people would actually use it.
  18. New update which adds clothing/armor handing, buffs energy gain, and adds a new command /exposure
  19. It takes like 30 hits to kill them with the torch and they deal like an 8th of your health if they hit you. Even if you do kill them, another one will spawn in its place. Notice how I have half my health missing? That's from when I thought it was a good idea to try and fight back, yeah it didn't work. Even if I did have a proper weapon, it's going to break in like 4 kills anyway which is going to require I stay put for a bit to, oh wait there's 2 more now I have to deal with.
  20. Perfectly sums up the design flaws of the game. I'd like to add another that I recently discovered: Drifters are overpowered in the early game: Look at this and tell me if you think this is acceptable in the early game. It's like, no matter where you go you're constantly harassed by boatloads of enemies that you can't reasonably deal with. Don't think you can escape up a mountain because not only will you be surrounded by enemies, but you'll also have nowhere to go and will be trapped forced to either run past them or take massive amounts of fall damage.
  21. Wait, what do you have to do to get your entire game account banned??
  22. The only purpose of wolf pups is to resell them. You can place them, but the instant they grow up they'll attack you.
  23. Thanks for making the new player experience better, spawning in the pitch black was always awful. Also super appreciate opening up the API some more, as there were some things private that didn't need to be.
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