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Miltius

Vintarian
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  1. Can someone explain to me what the "values": [ ] for the following means in the Farming skill? Having a bit of a time understanding 10,2,30,20,4,60. I am assuming the 10 is 10% and 2% is for every level while 30 is 30% being the max but if this is true, what are the rest for? If this is not true, I need a breakdown. Lol. "name": "orchardist", "id": 3, "maxTier": 2, "minLevel": 3, "enabled": true, "values": [ 10, 2, 30, 20, 4, 60 ] }, On another note, how does the Farming skill obtain EXP from Fruit Trees? I know Farming's skill level contributes to modifying the amount but what decides the amount of EXP gain (not fruit Yield) from Fruit Trees? If it does give EXP from Fruit Trees when picking apples and such, then can I be enlightened with how to target that value so I can increase the amount of EXP gained specifically from Fruit Baring fruit trees?
  2. Much like how you would go to shopping sites and "Add to List" and then select the list you wish to add your 'favorite' to. This would allow people to create their own Favorite Categories for certain types of gameplay. Example: If one is hosting their server and wants only a specific set of mods to be categories within a list so that it is easier to determine which mods they are using on their server. Another example: Labeling a favorites category for strict immersive play as a Listed Favorite to a Favorites Category one has defined as immersive gameplay. Last example: Ability to label mods that has been selectively chosen to fill a Favorites List named 'Hardcore'. When one wants to display a list, they can load the list from their Favorites List tab and it will show only those select mods within that list. Then the player can visit that list and individually check for updates/controls on those specific mods contained within the chosen Favorites List, etcetera.
  3. Whenever a person learns via xskills the Blacksmith skill, the rate of getting items that are above common drastically diminishes; however, whenever one does not have the skill, they get at what feels like a very significantly higher chance of getting items to roll greater than common. It's almost like it is not really compatible with xskills' Blacksmith skill. On top of this, when blasksmithing using the Blacksmith skill, the if the blacksmith crafted an item that has a higher quality with better durability, and then drops or uses the item, it is overwritten with RPG Item Rarity and rolls significantly lower stats and gravely lesser quality than what the blacksmith has crafted. Also posted this here: your mod page and here: your github issues tracker
  4. Any ETA on a server-client update to support 1.18.7 .NET 7? I think this is what is holding out a lot of people getting it and testing it for bugs and such, for you all.
  5. Its a bigger issue than you may think regarding performance -- especially when playing on an online server. I also noticed that there is a map database for each server which looks like a hashed naming structure that can be opened in SQL lite which defines the areas you've discovered. My file is approximately 500 MB and has 38k+ data rows spanning over 1,300+ pages. It needing to be accessed not only locally but updated to reflect new changes from an online server = a strain on the world map so performance additions to main map generation like I mentioned above are absolutely necessary. If it is local/offline play then its a lot different and much quicker to access.
  6. When looking at the mod ProspectorInfo, they have a way to show overlay. I would like to have something similar implemented natively into Vintage Story that does this for the map markers (waypoint icons). Utilize a checkbox and instead of showing text, have it show the icon of the market and if one select the marker then it shows only those icons on the World Map that the player can currently see even though the player has saved more markers than the one that was check-marked. This would allow quicker viewing of the markers we only want to see at that time on our World Map. With worldgens being so large, I find this is fundamentally essential to have as our marked waypoints grow as we explore the generated map we are on. Also, I think this may help reduce the overall performance drag that occurs when we open the world map while having tons of waypoints marked (well over 150). Please think about adding a way to filter the waypoints and manage them better by allowed players to pick and choose they want to see on their world map while hiding others or choosing to hide all only on the world map but not on the minimap. This way we can navigate better while still being directed from the minimap. What do you all think?
  7. Instead of having to type commands such as /land claim new, how about a stick we can drop on the ground that gets consumed when it is consumed once it is placed, drop 2 Stakes. Stake 1 will be issuing the command /land claim start while Stake 2 issues the command /land claim end. After both have been placed, it drops an Unsigned Land Deed that must be 'consumed' which issues the command /land claim add & then presents a prompt asking you what you would like to call your land. After you have typed in the land name, it performs the /land claim save (under the name you wanted to call your new land). This then presents a parchment showing the in-game date/time, the coordinates established for Start/End, and the deed number provided to the player. To delete the claim, one just needs to use a knife on the Signed Land Deed to issue the /land claim free command because the information stored within that deed should contain all one needs to discern what 'slot' the land claim was saved to which can be recalled by an array that contains each land claim information. This way, it is kind of more realistic and less command oriented on the surface. This could also give rise to players being able to sell land plots if the game's programmers want to add to this simple mechanic by allowing anyone with the deed in hand to effectively create a resigning stamp that can be combined and then allow anyone who purchases said deed to input their name and then gain the land -- this land would then be marked on the map. An additional feature could be interesting if one wants to further implement finding a deed by finding them on skeleton bodies or at graves sights -- make it into a treasure map and have one consume the treasure map at said location which could turn into a land deed... Either way, what do you all think of what I mentioned in my first paragraph? If you have better ideas, please do add them because we need to eliminate the player having to perform / commands for the land claim and instead make it item-oriented within the game so as not to distract from the game's immersion.
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