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Paul Beverage

Vintarian
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Everything posted by Paul Beverage

  1. So, you're angry this isn't Minecraft 2.0? Seriously, I am not seeing your point here. This game is all about the journey, as was TFC - hence the reason it is not just a Minecraft clone, like so many other modern crafting/survival games. If you do not like it, feel free to customize it, as someone to mod it, or even mod it yourself. But at least try to understand the reason this game is not simplistic, and why the vision has never been for a simplistic game. IMO, you bought or recieved this game either A) knowing it was a longer game with challenges and time investments, or B) saw a cool Minecraft-looking game, and thought "Oh boy, here's a new one!" Either way, the main problem seems to be your attitude and expectations, rather than the game itself. If you do not want a survival game first and foremost, then this game, as a vanilla product, is likely never going to be for you. You could, thought, always just play in Creative mode. With that said, it does not mean that you cannot spend some time making constructive suggestions, talking to folks in the modding forum and on Discord, and working towards your end goal. If you are not willing to do anything more than write a few blurbs of text about what you do not like, expect to see nothing change, either in the vanilla or in the offerings from the mod community. As a point, I'm currently browsing the forum looking for a way to fix a weird little bug I ran across while making a recipe to allow bushmeat (wild animals) to be cooked into a stew -- after all, it is a very real thing all around the world. Before that, I made some changes a month or two back to modify the behavior of wolves, as I am a Native American who is fascinated with wolves, and has worked towards educating others about wolves and how they are generally not as violent as our imaginations would make them. The point being this: I didn't like something, knew it was unlikely to change, and did something to see it changed, even if only in my own games. Also, as an afterthought, your "hours and hours" is plenty of time to already be past where you are saying you were stuck at -- what did you do with the time? Did you read any guides or watch anyone else play the game? Because you should be there or beyond after "hours and hours." Another afterthought, already mentioned above by a few folks: Why can't you do anything during the night? Do you still have no torches after the many hours you have played? Can you not farm, craft, plan for the day, mine, or do anything at all for the night? I am rather confused at what you expect; hell, you could even sleep through some of the night with a simple starter bed... With that said, you seem to be disinclined to work towards any goals in this game. The only real idea I have for you is to use Creative Mode.
  2. I agree with this; it makes a lot of sense, since being at rest reduces hunger. Perhaps never resting at all could also slowly decrease your "sanity-esque" mechanic. Honestly, I would absolutely hate this. Moreover, this game is for the more hardcore of survival gamers primarily [as was TerraFirma], and has some nice customization options and modding APIs for those who are so inclined to create this kind of behavior. Any version of the base game would feel wrong to include some "one seat to craft them all" mechanic that does not fit with the rest of the game. Seriously, this should be a mod, not a base game modification.
  3. EDIT: This appears to be an issue with the mouse, although there are no issues in other programs. I used a second trackball of the same model, and the issue has stopped occurring. I still think there might be something about the way VS polls for mouse actions that makes it very apparent in the game, while other games and programs were, to a user's POV, unaffected. Good Evening, OS Version: Windows 10 OS Build: 20226.1000 OS Type: 64-bit Game version: 1.13.4 (Stable) When I am doing anything that requires holding down the right mouse button (watering crops, eating, etc) it sometimes acts like I am repeatedly clicking the right mouse button, rather than holding it down. This shows itself as taking a very long time to eat, which watching the back/forth hand animations, or very slow watering of crops. Strangely enough, this seems to be seemingly infrequent when clay forming. I will try to capture video of this, but may not be able to. NOTE: I reviewed the log files, and cannot find anything helpful captured in any of the logs NOTE: My mouse is not having issues with any other programs NOTE: This was not occurring with the previous stable version (1.12.14)
  4. TL;DR - The entire reason for wanting to modify this, in case someone wants to take issue, is that I find the wolves unrealistically aggressive, and designed in a way that maligns creatures that rarely attack humans, yet are feared more than most wild animals due to misinformation. Good evening! In following the modding example for making wolves less aggressive/dangerous here, it seems like there is a disconnect between what it says should work, and what actually works. For example, even when turning the seek range down to 1, wolves will still come across a good 15+ blocks or more and attack. I have tried the Reload Mods option under the Mod Manager, thinking that perhaps it does not check upon load for modifications, but the wolves still behave the same. Does anyone have any experience getting this to work? As of v1.12.14, it seems to not work the way I would expect from the documentation. I literally have this: { code: "seekentity", entityCodes: ["player"], priority: 1.49, movespeed: 0.045, seekingRange: 1, animation: "Run", leapAtTarget: true, leapAnimation: null, animationSpeed: 2.2, leapChance: 0.01, sound: "creature/wolf/growl", whenInEmotionState: "aggressiveondamage" } And yet, the seekingRange seems to be far higher than a value of 1 would suggest. This edit is in both wolf-male.json and wolf-female.json, so I know it is not that I missed an edit somewhere between the two. Any insight is appreciated. NOTE: If there is a way to turn off player-based aggression unless attacked another way, I am all ears Thanks!
  5. The primary issue I have is that wolves do not automatically attack in real life; they are more likely to avoid humans, not engage them. I would like that to carry over into the game, honestly; yeah, sure, hard mode is one thing, let things be far more hostile. But the default Survival mode should have wolves who attack to attack solely when 1) protecting cubs, 2) defending against attack, 3) the last efforts to fend off starvation. The truth of the matter is that wolves, by their very nature, tend to leave humans alone, although they can have positive interactions and live alongside one another, if needed (see: Human History, Dog History). Just my suggestion.
  6. When using the clay-fired storage vessel, I noticed that if you insert a food, remove it, break and reposition the container, then re-insert the food, sometimes, the food fresh expiration date increases. This is not positional, as moving the container a few blocks away, then putting it back in the original position may still yield a net increase of up to ~4 days. For example, I have 4 onions that have 27.5 days in my inventory. Yet, after a few times moving around the container, I have preservation dates that have went up from 96 days (original placement) to 108.2 days (the fourth placement). In that same time, my inventory now shows 27.4 days when I remove them from the container.
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