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Alatyr

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Posts posted by Alatyr

  1. 2 hours ago, Dra6o0n said:

    Maybe Class synergy? As in if a item is created by a specific class that's good at it, it gains a trait that indicates it's unique and a different class that's good at working with it will amplify the results.

    So if a Carpenter makes good handles, and a Blacksmith makes use of said Handles to make tools, it gets a bonus durability and other effects.

    It sounds good. This is what we should strive for in multiplayer. Class synergy. But this will require almost all recipes to be reworked.

  2. The current class system doesn't bring any particular experience to the game. One person can actually do everything, which is generally a normal situation for a solo playthrough, but for multiplayer I would like to have more emphasis on cooperation.
    It is necessary to rework current classes towards unique recipes or greatly enhanced abilities. For example, the current Tailor class is needed to craft almost any clothing without any alternatives. The new "blacksmith" class would have the ability to forge objects, while casting would be enough for ordinary people. And this is exactly what you need for an immersive game on the server. There are many people, and they must choose what activities they want to engage in, and allow cooperation between players to grow naturally so that communities can progress.
    Getting food can also be made somewhat more difficult. There may well be enough natural resources to support a few people through gathering, but when it comes to farming... It might be worth having a farmer class that can efficiently harvest and multiply crops, while ordinary people will most likely lose their total seed supply every season (seed self-reproduction coefficient 1 or lower). This way, ordinary people will still be able to tend to their small gardens, but will not be able to maintain huge fields alone.
    There are a lot of aspects to think about here, so you can help me think through them here.

  3. I suggest adding water to the clay sculpting process. This will make the sculpting process more believable. Dry clay cannot be sculpted, so to create clay fakes you need wet clay. We can throw pieces of clay into water to turn it into wet clay, or combine the clay with a filled vessel (bucket, glass, etc.) in the crafting grid. Things created with wet clay would require time to dry before they could be moved for further firing or processed back into dry clay. Crafting multiple items in one craft will now be beneficial for saving space.
    Wooden molds for roofing and bricks could be introduced as an alternative to the current manual labor, so that mass production of building materials would not be as tedious as it is now. We simply place the shape on the surface, click on it with wet clay and get the shape back. Bricks or tiles are left to dry on the ground.
    By creating a simple pottery wheel, we can provide an alternative to creating pots and other vessels, making their crafting on a wheel less resource-intensive. But I would like to rework some of the recipes and make the bowls, glasses and pots physically rounder so that creating them on the potter's wheel makes sense and is perhaps faster than now.

    To sum it up: I wish the game had ways to mass produce bricks and roof tiles. And also a hand-made pottery wheel, which will allow you to create more elegant dishes and vessels with low clay consumption and probably faster than with your bare hands.

    • Like 2
  4. The average quality of tools that are forged with the maximum metalworking skill barely reaches 8. It is very disappointing to sometimes receive tools like a chisel with a quality of 5.5. What about to make the progression of quality more stable? At the maximum level, I would like to get results in the range of 8-10, and not 5-10.

  5. Is it possible to slow down the spoilage of meat (all protein products) on hooks? Just like grains and vegetables spoil more slowly in pots. On the hook, the meat is ventilated, and the less moisture, the slower the spoilage of the product, this is a fact. It will make sense to hang meat and sausages on hooks for storage, instead of a chest.
    I would also like to suggest changing the effect of salt on foods. A small bonus to healing is not very useful in most cases. It is better to add 20-50% to the shelf life of the product if salt is involved in its recipe. It takes up a whole slot that could be taken up by another useful ingredient, so I think it's justified. Server players will appreciate these changes.

  6. Spoiler

    Running on 64 bit Windows with 32583 MB RAM
    Game Version: v1.18.8-rc.1 (Unstable)
    10.08.2023 14:41:23: Critical error occurred in the following mod: aculinaryartillery@1.0.12
    Loaded Mods: aculinaryartillery@1.0.12, backpackpack@1.0.3, blacksmithname@1.1.0, bratspatches@1.2.0, cavecontent@1.0.1, cwmodular@1.0.9, cwtall@1.0.9, cwwide@1.0.9, emotemenu@1.0.4, extrainfo@1.4.0, fixroads@1.3.1, capreolinae@1.0.2, pantherinae@1.0.5, furniturelibrary@1.0.9, HangingOilLamps@1.0.1, haybales@1.1.0, immersivecorpsedrop@1.0.1, palisademod@1.1.0, playerlist@1.5.1, pondfrogsi@1.1.1, rope-bridges@1.1.0, sfaws@1.0.0, spyglass@0.4.5, sticksfromfirewood@1.0.0, ssppvv@1.0.5, truesunfishes@1.0.0, vgaas@1.0.1, game@1.18.8-rc.1, wildcrafttrees@1.2.3, alloycalculator@1.0.0, beehivekiln@1.2.2, canbeignited@1.1.0, cooperativecombat@1.1.0, grassiergrass@1.0.0, hudclock@3.2.1, lc@1.0.0, moreanimals@1.2.4, moredoor@1.0.0, morepiles@1.4.1, mcrate@1.1.1, ovenfuel@1.0.0, postsandbeams@1.1.0, claywheel@1.1.0, prospectorinfo@4.3.0, prospecttogether@1.0.0, stonebakeoven@1.0.3, useplanksinpitkiln@1.0.0, vanvar@3.2.0, creative@1.18.8-rc.1, survival@1.18.8-rc.1, waypointtogether@1.0.1, woodbarrels@1.0.4, woodchests@1.0.5, workbenchexpansion@1.6.3, xlib@0.7.4, metalrecovery@0.1.19-pre.1, accessibilitytweaks@3.3.3, cats@1.7.0, feverstonehorses@1.5.0, foxtaming@1.2.0, mcbpicks@1.1.1, wolftaming@1.7.3
    System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. (Parameter 'Cannot get item of id 8606, item list count is only until 8579!')
       at Vintagestory.Client.NoObf.ClientMain.GetItem(Int32 itemId) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 2125
       at Vintagestory.API.Common.ItemStack..ctor(BinaryReader reader, IWorldAccessor resolver) in C:\Users\User\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\ItemStack.cs:line 189
       at Vintagestory.API.Common.CraftingRecipeIngredient.FromBytes(BinaryReader reader, IWorldAccessor resolver) in C:\Users\User\Documents\vintagestory\game\VintagestoryApi\Common\Crafting\CraftingRecipeIngredient.cs:line 264
       at ACulinaryArtillery.DoughIngredient.FromBytes(BinaryReader reader, IWorldAccessor resolver)
       at ACulinaryArtillery.DoughRecipe.FromBytes(BinaryReader reader, IWorldAccessor resolver)
       at ACulinaryArtillery.RecipeUploadSystem.OnServerMessage(RecipeUpload networkMessage)
       at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\API\NetworkChannel.cs:line 74
       at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\API\NetworkAPI.cs:line 96
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 757
       at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
       at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 668
       at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 643
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
       at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
       at OpenTK.Windowing.Desktop.GameWindow.Run()
       at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 312
       at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 129
       at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\User\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

     

  7. @Xandu Afforestation skill affect normal tree chopping? Or do you need to manually cut the foliage? It is extremely inconvenient to engage in cutting foliage manually for this perk to work. When it comes to sequoia for example. Is it also possible to have some kind of perk that saves the durability of an ax when producing firewood?

  8. 9 hours ago, l33tmaan said:

    I have fixed it! I also made it so lard hardens more quickly. Sorry for any fat wastage.

    Can you check the fresh resin that comes from pine? There is also a strange conversion of 10 to 1.

  9. 7 hours ago, l33tmaan said:

    Well, then I must have messed up my decimals again and it's 1 L. 😛

    You made me feel confused. I'm talking about the fact that in the game in all recipes 1 piece of animal fat is equivalent to 0.1 L of solid lard.
    I'm talking about the fact that in the game in all recipes 1 piece of animal fat is equivalent to 0.1 L of solid lard. At the same time, to get 0.1 L of solid lard, we need to dry 1 L of liquid lard. It turns out 10 pieces of fat turn into 1 without any reason, the fat cannot evaporate in this ratio. This is an obvious mistake. When crafting, 1 liter of liquid Lard should be produced from 1 piece of fat and 0.2 liters of water. This is even written in the recepy, but the output is 0.1 L.
    In addition, the process of drying fat for some reason occurs twice. At first, the drying period is indicated in days, and at the end it starts to dry again, but already somewhere around 10 times longer and shows only percentages. I don’t understand why this is necessary, the bacon fat in my frying pan hardens in the worst case in a day.
    In general, I ask you to correct this mistake, since now crafting Lard is just a waste of Fat.

    Spoiler

    2023-07-22_16-19-15.thumb.png.0480b8efc731ce67b1071c59f5240cd5.png2023-07-22_16-19-56.thumb.png.df670abd536848c2ab5fc2ff1b0c3ada.png2023-07-22_16-20-55.thumb.png.e9f721b8ea10c9b67a00dd2a251afba3.png2023-07-22_16-25-13.thumb.png.62deb4b9059db0917b6fa93869ced7fa.png2023-07-22_16-25-39.thumb.png.7fd656be5787b8811d0048567b1b3d38.png

     

  10. 3 hours ago, l33tmaan said:

    Sorry, I think I messed up my decimals. 1 piece of fat should make 0.1 L of lard, which converts into 1 hardened lard brick. That's also just how the Dry function works.

    In this case, there is some kind of bug. Nothing is obtained from 0.1 liters of lard. To get 1 piece of hardened lard, you need a whole liter of liquid.

  11. 11 hours ago, l33tmaan said:

    I believe 1 L of lard should convert into 1 block of hardened lard, yes.

    Does it mean that to get 0.1 liter of solid lard, I need to spend 10 pieces of fat to make 1.0L of lard? It seems that the same story with fresh resin. When it hardens, it transforms into a ratio of 10 to 1. I also noticed that the lard dries out twice. First, a very short drying time of about 5-10 days, and then a very long drying time, indicating percentages.
    Not sure but it looks like some kind of bug. I can't be sure, because the player's book does not specify the exact recipe and does not comment on these processes.

  12. When I put the ingredients in the cauldron, for some reason, with some recipes, I do not see the result and process of cooking. That is, for example, putting lard and 0.2 liters of water, the recipe is not displayed in the interface, but the result eventually appears.

  13. 7 minutes ago, EreticKB said:

    Sausages may be, but aged meat no. It even more susceptible to spoiling, due to it's nature.

    https://en.wikipedia.org/wiki/Beef_aging
     

    The problem is that the aging of meat is a long process and at least a month it will last hanging on a drying hook. But in the game, it's literally a couple of days for the drying process and then very fast spoilage, like fresh meat. Drying of any kind should contribute to the conservation of the product, as it loses the moisture necessary for microbes to multiply.

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