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Aledark

Very Important Vintarian
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Posts posted by Aledark

  1. 7 minutes ago, Davis said:

    I think world generation needs to advance a bit more before we even discuss these types of things. 

     

    However, I've got my fingers crossed and hope for the following modes of transportation; 

    1. Air travel (hot air balloon)

    2. Simple raft / boat. In the far future the multi-block boats. 

    3. Multiple mountable / tamable animals. Horses, camels, donkey etc. 

    4. Animal drawn carts for transporting large amounts of goods over distance. 

    5. Minecarts, although I don't really care about this one or feel it's necessary. 

     

    If i had to prioritize those and was in dev team i'd try to do :

    Mountable animals

    Raft/boat (altough that might be the easiest one to add)

    Hot airt baloon/the glider.

     

    • Like 1
  2. Thanks again @Rhonen

    Just tested with 1.16 stable which was released today. Guess few things changed here's the current errors i got:

    10.1.2022 22:58:48 [Notification] Exception thrown when trying to initialize a block entity @499956, 110, 500125: System.IndexOutOfRangeException: Index was outside the bounds of the array.
      at workbenchexpansion.src.inventory.InventoryWorkbenchExtended.get_Item (System.Int32 slotId) [0x0001d] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.API.Common.InventoryBase+<GetEnumerator>d__93.MoveNext () [0x00027] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.ResolveBlocksOrItems () [0x00037] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.AfterBlocksLoaded (Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.LateInitialize (System.String inventoryID, Vintagestory.API.Common.ICoreAPI api) [0x0005c] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.GameContent.BlockEntityContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00072] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at Vintagestory.GameContent.BlockEntityOpenableContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00000] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at workbenchexpansion.src.blockentity.BeWorkbenchExtended.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00001] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.Server.ServerSystemSupplyChunks+<>c__DisplayClass15_0.<loadOrGenerateChunkColumn>b__0 () [0x0019f] in <d16f4e016eef4b52a1d7221d4e54ddfc>:0
    10.1.2022 22:58:48 [Notification] Exception thrown when trying to initialize a block entity @499955, 110, 500125: System.IndexOutOfRangeException: Index was outside the bounds of the array.
      at workbenchexpansion.src.inventory.InventoryWorkbenchExtended.get_Item (System.Int32 slotId) [0x0001d] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.API.Common.InventoryBase+<GetEnumerator>d__93.MoveNext () [0x00027] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.ResolveBlocksOrItems () [0x00037] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.AfterBlocksLoaded (Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.LateInitialize (System.String inventoryID, Vintagestory.API.Common.ICoreAPI api) [0x0005c] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.GameContent.BlockEntityContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00072] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at Vintagestory.GameContent.BlockEntityOpenableContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00000] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at workbenchexpansion.src.blockentity.BeWorkbenchExtended.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00001] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.Server.ServerSystemSupplyChunks+<>c__DisplayClass15_0.<loadOrGenerateChunkColumn>b__0 () [0x0019f] in <d16f4e016eef4b52a1d7221d4e54ddfc>:0
    10.1.2022 22:58:48 [Notification] Exception thrown when trying to initialize a block entity @500030, 135, 499960: System.IndexOutOfRangeException: Index was outside the bounds of the array.
      at workbenchexpansion.src.inventory.InventoryWorkbenchExtended.get_Item (System.Int32 slotId) [0x0001d] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.API.Common.InventoryBase+<GetEnumerator>d__93.MoveNext () [0x00027] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.ResolveBlocksOrItems () [0x00037] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.AfterBlocksLoaded (Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.LateInitialize (System.String inventoryID, Vintagestory.API.Common.ICoreAPI api) [0x0005c] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.GameContent.BlockEntityContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00072] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at Vintagestory.GameContent.BlockEntityOpenableContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00000] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at workbenchexpansion.src.blockentity.BeWorkbenchExtended.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00001] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.Server.ServerSystemSupplyChunks+<>c__DisplayClass15_0.<loadOrGenerateChunkColumn>b__0 () [0x0019f] in <d16f4e016eef4b52a1d7221d4e54ddfc>:0
    10.1.2022 22:58:48 [Notification] Exception thrown when trying to initialize a block entity @500029, 135, 499960: System.IndexOutOfRangeException: Index was outside the bounds of the array.
      at workbenchexpansion.src.inventory.InventoryWorkbenchExtended.get_Item (System.Int32 slotId) [0x0001d] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.API.Common.InventoryBase+<GetEnumerator>d__93.MoveNext () [0x00027] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.ResolveBlocksOrItems () [0x00037] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.AfterBlocksLoaded (Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.API.Common.InventoryBase.LateInitialize (System.String inventoryID, Vintagestory.API.Common.ICoreAPI api) [0x0005c] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.GameContent.BlockEntityContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00072] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at Vintagestory.GameContent.BlockEntityOpenableContainer.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00000] in <864f6d52e13c4950b1aa2dda37105fc4>:0
      at workbenchexpansion.src.blockentity.BeWorkbenchExtended.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00001] in <58ad462146844f5d89da6f1f38b7d132>:0
      at Vintagestory.Server.ServerSystemSupplyChunks+<>c__DisplayClass15_0.<loadOrGenerateChunkColumn>b__0 () [0x0019f] in <d16f4e016eef4b52a1d7221d4e54ddfc>:0
    10.1.2022 22:58:48 [Event] Begin save game ticking...
    10.1.2022 22:58:48 [Notification] Entering runphase RunGame
    10.1.2022 22:58:48 [Notification] Successfully loaded 56218 waypoints
    10.1.2022 22:58:48 [Notification] Server Advertising enabled. Attempt to register at the master server.
    10.1.2022 22:58:48 [Notification] Registering to master server...
    10.1.2022 22:58:48 [Notification] Starting server threads

     

    For a client just looking at the workbench block was enough to crash it. We did a import of a copy of our 1.15.10 world to test it out.

  3. 1 hour ago, Sparkle Kitti said:

    On a new game I found a spot I liked and checked that there was calm rift activity in the whole area. Now it's medium. So it's definitely changing,

    Temporar stability is different from rift activity.

    Rift activity changes with time and his world wide while temporal stability is set in stone in a chunk basis to a certain degree of pos or negativitym more chance to be negative as you drive deeper in the world

  4. Use this method by doing the command found on wiki but linking it to macros.

     

    https://wiki.vintagestory.at/index.php?title=Worldmap

    /waypoint addati [icon] ~0 ~0 ~0 [pinned] [color] [title]

    Possible Waypoints icons are: Circle, Bee, Cave, Home, Ladder, Pick, Rocks, Ruins, Spiral, Star1, Star2, Trader and Vessel.

    1- do CTRL M

    Write a label for the macro then find which key you wanna press.

    Make sure the hotkey you choose isnt used by an other hotkey in the game.

    This down would be the command i Enter to get an orange pickaxe waypoint exactly where i stand.

    /waypoint addati pick ~0 ~0 ~0 false orange copper

  5. I mean multi-blocks boats will probably be added and Tyron stated said he'd like to add more ways to transport stuff or people around. He made it possible as per the steel furnace and now the double trunk(chest). I believe the challenge for a horse mounting system will be to redesign animations, tweak the physics at higher speed and balance. However yea, i personally voted for homestead update back because i tough more animals might mean a mount :)

    So boat(sail and or paddle to advance), a cart pulled by a player and or a mount and horse to ride would be soo cool!

     

    • Like 1
  6. On 1/4/2022 at 12:16 AM, Philtre said:

    The climates cycle between equatorial and arctic in the N-S direction, with the interval between cycles set by the options you selected at world gen (defaults to 50 thousand blocks, IIRC, so a looooong way). So if you spawn in a temperate region (the default) and head south, it will get warmer, then colder, then warmer again, then colder again, etc, until you hit the world border. Starting from a temperate spawn on standard settings, expect to walk for a couple of real-world hours before you hit an equatorial region.

     

    4 hours ago, Philtre said:

    Rift activity I knew about, but rainfall changes is new to me. Is that a new mechanic or am I just insufficiently observant?

    Rainfall is specific to chunks areas. Some are more arid, some rain all the time,etc. It will be always the same at X chunk. So if you hate rain dont establish yourself in an area it says it rains almost all the time ;)

  7. Equator would be basically half your interpolation. For example for us on AuraFury world was created in 1.13 in august 2020 and its 50k. Now in 1.14 or 1.15+ they switched pole-interpolation to 100k.

    We begin to enter the south hemisphere at 25k south of world spawn 0,x,0 until 50k south then you go back into a north hemisphere. So north hemisphere is technically 0,x,-25k...if you go further north...then suddenly your in south hemisphere again.

    when you do /wgen pos climate it also tells your which hemisphere your on (only avail for admins) since there's a / in front

    Basically if you have a 1 mill by 1 mill world. at -500k north and 500k south are the world borders(not exactly but close) and the N and South hemisphere repeat themselves over and over. When your in south hemisphere seasons are inverse from north hemisphere.

  8. Just now, Joseph Rust said:

    sorry i live in america and i was up all night trying to get all the mods i havve working and the only one was hud clock sadly. i am runnin 1.15 version of the game and 2.5.0 of the mod. 

    ESC- Settings-Controls...scroll down until you see the shortcut keys for the mod...check if you use those if the UI shows up or not and the options.

  9. 1.16 pre 7 Vanilla with standard settings.

    Got a 10 hours in pre-release so far made it back to bronze. Haven't fully tested whole thing but restarted vanilla with no mods in new world..

    I do have a big concern:

    Drifters throwing rocks needs tweaking and rebalancing.

    In my mind it was to alleviate farming them in drifter pit

    But collateral problems arises from current implementation :

    1-Takes durability off your armor fast as you get hit, no way to block with shield (unless it's planned) except hide or block placement.

    2-Damage source is gravity based not via what drifter tier throw them or via what you wear?(I'll need to test it further to make sure..will follow with more later on).

    3- Makes drifters a massive nuissance, makes cave exploration way more dangerous but also not fun. Their loot really sucks. Risks vs rewards in vs is really really really dry because of how the loot tables is % wise and what's in the loot tables. There isnt anything for the people who have gotten 1 temporal gear and have a flax field and know how to trade with traders to get rusty gears...

    So in single player and in MP, whats gonna happen? People will just log off(makes drifters despawn), avoid them but then what 50% of each 48 minutes... unless rift activity is calm...you hide afk in your base. People already log off whenever a storm occurs or even when it's night. What do people do in SP? They sleep. While you can modify this settings i dont feel like coordinating 15 people to go sleep whenever night and or a storm occurs is fun.

    4- The knockback is massive if you get hit from behind while moving ( can push you like 4 blocks ahead while you run) or on stone path. I think intent is to have you push off pillar when stationary which is fine in my book tough..

    5- Drifters keep shooting non stop (unlimited ammo).

    5b- Drifters recharge time is too fast might wanna add time for realism to pick up stones from ground to recharge.

    5c- Drifter range seems bit too far 

    6- Drifters got almost perfect direct aim, they switch from melee and or range like almost instantly depending on situation even before you notice them on surface you'll hear stones flying by or hit you.

     

    Suggestions:

    A) Modify throwing stats according to drifter tier introducting stats such as total of projectiles, accuracy, range, recharge time, aim time, type of dmg/projectiles used.

    • Surface drifter (low nb of rocks, low accuracy, low range, higher recharge time, long aim time, stone thrower)
    • Deep drifter (medium NB of rocks, medium accuracy, low range, higher recharge time, medium aim time, stone thrower)
    • Tainted drifter ( low NB of rocks and low NB of armor scraps, medium accuracy, medium recharge time, med range, medium aim time, stone thrower and rarely throws metal scrap (does more dmg)
    • Corrupted drifter (med nb of armor scraps, medium accuracy, medium recharge time, medium range, med-higher accuracy, throws armor scraps
    • Nightmare drifter (high NB of armor scraps, higher accuracy, low-medium recharge time, higher range, high accuracy, throws armor scraps
    • Double-headed drifter - similar to nightmare.

    B) Implement ways to block projectiles with shields

    C) Tweak dmg and or boost armor durability and or % protection depending on whom throws what projectile and what tier it is...

    Could also make throwing rocks disabled from surface drifters.

    Need to seriously think of a way to boost the drifter loot tables...right now theirs no point to kill drifters once you've repaired a few TLs in singleplayer and setted your spawn point. Cant we get some decent rare loot? Rusty gears/flax fibers worth NOTHING past 20-25 hours played in this game if you know what your doing as you'll already have a sustained amount from flax farming, rusty gears source is negligible with drops %. I feel there needs to be a rethinking on the risk vs rewards here. If only they were protecting something in ruins or caves at least...

    How long can someone with tier 4 armor last vs 5 drifters shooting at him or how long can a noob with nothing and 15 go withstand a barrage of 8 surface drifter throwing stones at him/her?

    • Like 7
    • Thanks 2
  10. Small UI bug.

    How to reproduce:

    1. Carry something in your hands (empty hands)
    2. Get damaged (fall damage, get hit by mob, loss hp due to hunger for example)
    3. The container you were carrying falls on the ground and the item slot on your toolbar you had now comes available.
    4. If i pick up an item, lets say a loose stick for example and it goes in that toolbar slot...it's now invisible, you dont loose it per say but gotta move it away from that slot to see the item icon again.

    Relogging fixes it tough.

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