Cameron Textor
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Cameron Textor last won the day on March 21 2022
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We need the ability to make mortar from ashes created by burning wood as a alternative to finding limestone, chalk, marble, bones, shells, etc. Here should be the basic steps to make mortar from wood ashes in game. Stage 1 - Burn Wood: the game needs to Make burning firewood produce ashes. Burn wood in a fire to produce ashes. I recommend making something similar to the charcoal pit, except have it uncovered so it burns firewood in mass to produce ash piles similar to charcoal piles with the charcoal pit. The game needs to make it so some woods are better to burn than others for ash production by making different firewood types make different amounts of ashes. A Image ChatGPT made me that shows recommended amount of ashes that should be produced from burning each type of wood. 1 Stack = 32 pieces of firewood Mahogany, Cherry, and Hickory trees should be added to the Game. Ashes should be able to be milled in the quern to make fine ash. Fine ash should double the amount of ash clay produced in stage 3. Milling ashes would make windmills very useful. Stage 2: Mix Ashes or Fine Ash with Water: Mixed cooled ashes or Fine Ash with water to create a ash clay like mixture from the ashes. Stage 3: Form Ash clay into balls Some crafting recipe is used to create balls of raw ash clay from the ash clay mixture Stage 4: Heat up the ash clay balls in fire Light a fire and bake the ash clay balls in it. Stage 4: Extract Ash clay balls from fire and mix with Water while hot Use tongs to Extract the ash balls from the fire and mix with water while their still hot. The ash clay balls immediately start reacting with the water when hot. Stage 3: Mix Ash ball water mixture with Sand In a barrel mix sand, along with the ash ball mixture > this will produce mortar. This video shows a basic idea of how mortar can be made from ashes.
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Some things that need to be done to overhaul eclipses. #1 - Add a menu to world creation settings menus that would allow setting the value of "/time hoursperday" in the world. The default value of this setting on a new world is 24. Eclipses only last a second on this setting when they happen. Setting /time hoursperday to a value of 1440 is exactly equal to a full real life day. This would allow creation of a world where the start to end duration of a total solar eclipse would last 3 - 4 real life hours and it would have 3 - 5 minutes of totality like in real life. #2 - Make the size of the sun the same exact size of the moon. #3 - Make the moon so it is not visible and it displays a BLACK CIRCLE texture like in real life as soon as it begins to get near and goes in front of the sun. #4 - Simulate lunar orbit so the moon gets closer and farther from the vintage story world like in real life. This is how ring of fire eclipses happen because the moon is in apogee (the farthest point of it's orbit) during a ring of fire eclipse. #5 - Create a texture for the corona of the sun that only shows up during totality during a total solar eclipse. #6 - Create some sparkly flashes or something like Baily's Beads that show up on the rim of the eclipse before totality like a real life solar eclipse. #7 - Add LUNAR Eclipses / Blood Moons that can happen at night. During a real life total lunar eclipse the moon turns blood red when it passes into the direct center of the shadow of the earth because the light that illuminates the moon comes from sunlight that passes through the earth's atmosphere, causing the moon to appear reddish because the atmosphere scatters shorter wavelengths of light like blue, while longer wavelengths like red are bent and reach the moon's surface. #8 - during solar eclipses unique things should happen in game such as the temperature drops several degrees, birds stop singing and return to their nests, Frogs and crickets start chirping, Bats and owls become active, and certain mobs should come out. #9 - similar to #8 during a lunar eclipse certain mobs should emerge The uploaded image shows the RLMoonSun mod in action and shows what a total solar eclipse in VS should look like. (except the wrong moon texture is displayed)
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I have another one... BEHOLD... The Cave of Keyless Lamp Holders!!! Over 1,000,000 of these lights in this massive cave, i think we can fit a few more in!!!
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1.17.x+ Meteoric Expansion v1.2.2 - New Content: Meteor Showers
Cameron Textor replied to Taska Raine's topic in Mod Releases
Ohhh -
On the https://wiki.vintagestory.at/index.php?title=List_of_server_commands/worldconfig page /worldconfig saplingGrowthDays [0-999] needs to be updated to /worldConfig saplingGrowthRate [0.1 - 20] controls sapling growth rate - defaults to 1 because the saplinggrowthdays command has been removed from the game code.
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1.17.x+ Meteoric Expansion v1.2.2 - New Content: Meteor Showers
Cameron Textor replied to Taska Raine's topic in Mod Releases
Port this mod into the official Game @Omega Haxors -
Some new features that windmills should be able to do - be able to rotate to face wind direction. - be able to stop it from spinning - be able to change and remove some of the sails to lower it's speed if the wind gets too fast. - be much more powerful so they can run more than 2 querns or pulverizers or helve hammers without slowing down too much. - a mechanized form of saw should be added to cut wood with. A little video showing just how powerful one of these things really is in Holland. youtube Video
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Happens without warning when placing blocks randomly. Running on 64 bit Windows with 32 GB RAM Version: v1.15.6-rc.2 (Unstable)9/19/2021 10:16:15 PM: Critical error occurred System.ArithmeticException: Function does not accept floating point Not-a-Number values. at System.Math.Sign(Double value) at Vintagestory.API.Client.ParticlePhysics.UpdateMotion(Vec3d pos, Vec3d motion, Single size) at Vintagestory.Client.NoObf.ParticleGeneric.TickNow(Single lifedt, Single pdt, ICoreClientAPI api, ParticlePhysics physicsSim) at Vintagestory.API.Common.ParticleBase.TickFixedStep(Single dt, ICoreClientAPI api, ParticlePhysics physicsSim) at Vintagestory.Client.NoObf.ParticlePoolQuads.OnNewFrame(Single dt, Vec3d cameraPos) at Vintagestory.Client.NoObf.SystemRenderParticles.Render(Int32 poolindex, Single dt) at Vintagestory.Client.NoObf.SystemRenderParticles.OnRenderFrame3DOIT(Single deltaTime) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _5PLCV9nT6lKYshnvhcLKYmPbSv2._SDEctPLMGfsOebRp3QVxVEQCiUh(Single ) at _DXJNEmwVJN2e1mVFBQ5fTNR95yc._aLrho8PYHXGJeKPDayUCeRClMEf(Single ) at _DXJNEmwVJN2e1mVFBQ5fTNR95yc._fFzUEjicM6tZAbcIuKZDCkHSfMJ(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _tWK3XnqdKwEz32DZgEFtVG3UU4k._ZGFqinpvIwFTz7F68DuIhzHOWm(_0yeWQ9WAjs9sBw2gtkuglYTlTmO , String[] ) at _O6YHJJOUkiLLqUHLpLxBur1CoDP._ZGFqinpvIwFTz7F68DuIhzHOWm(ThreadStart ) ------------------------------- Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 9/18/2021 8:03:36 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1252594047376895330, type 5 Event Name: RADAR_PRE_LEAK_64 Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.15.6.0 P3: 10.0.19043.2.0.0 P4: P5: P6: P7: P8: P9: P10: Attached files: \\?\C:\Users\Cam\AppData\Local\Temp\RDRA78F.tmp\empty.txt \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA79F.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA7B0.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA7ED.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA83C.tmp.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: aeb69b33-5e15-484b-b50c-e22acbfdf61b Report Status: 268435456 Hashed bucket: 901d26e650d1c197a1621ba649ab2d62 Cab Guid: 0 } -------------- { TimeGenerated = 8/7/2021 1:38:48 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1824111897652531381, type 5 Event Name: RADAR_PRE_LEAK_64 Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.15.4.0 P3: 10.0.19043.2.0.0 P4: P5: P6: P7: P8: P9: P10: Attached files: \\?\C:\Users\Cam\AppData\Local\Temp\RDRE03F.tmp\empty.txt \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE050.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE060.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE08A.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE0D9.tmp.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: 160ce2c0-5f24-4069-8923-811d4cd713ab Report Status: 268435456 Hashed bucket: e2624e5dd0eea15f29508c1b3a2490b5 Cab Guid: 0 }
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Game crashes when adjusting size of manual select tool. Running on 64 bit Windows with 32 GB RAM Version: v1.15.6-rc.2 (Unstable)9/18/2021 8:25:24 PM: Critical error occurred System.ArgumentException: Trying to render an empty VAO at Vintagestory.Client.NoObf.ClientPlatformWindows.RenderMesh(MeshRef modelRef) at Vintagestory.Client.NoObf.SystemHighlightBlocks.OnRenderFrame3DTransparent(Single deltaTime) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _5PLCV9nT6lKYshnvhcLKYmPbSv2._SDEctPLMGfsOebRp3QVxVEQCiUh(Single ) at _DXJNEmwVJN2e1mVFBQ5fTNR95yc._aLrho8PYHXGJeKPDayUCeRClMEf(Single ) at _DXJNEmwVJN2e1mVFBQ5fTNR95yc._fFzUEjicM6tZAbcIuKZDCkHSfMJ(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _tWK3XnqdKwEz32DZgEFtVG3UU4k._ZGFqinpvIwFTz7F68DuIhzHOWm(_0yeWQ9WAjs9sBw2gtkuglYTlTmO , String[] ) at _O6YHJJOUkiLLqUHLpLxBur1CoDP._ZGFqinpvIwFTz7F68DuIhzHOWm(ThreadStart ) ------------------------------- Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 9/18/2021 8:03:36 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1252594047376895330, type 5 Event Name: RADAR_PRE_LEAK_64 Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.15.6.0 P3: 10.0.19043.2.0.0 P4: P5: P6: P7: P8: P9: P10: Attached files: \\?\C:\Users\Cam\AppData\Local\Temp\RDRA78F.tmp\empty.txt \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA79F.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA7B0.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA7ED.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA83C.tmp.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: aeb69b33-5e15-484b-b50c-e22acbfdf61b Report Status: 268435456 Hashed bucket: 901d26e650d1c197a1621ba649ab2d62 Cab Guid: 0 } -------------- { TimeGenerated = 8/7/2021 1:38:48 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1824111897652531381, type 5 Event Name: RADAR_PRE_LEAK_64 Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.15.4.0 P3: 10.0.19043.2.0.0 P4: P5: P6: P7: P8: P9: P10: Attached files: \\?\C:\Users\Cam\AppData\Local\Temp\RDRE03F.tmp\empty.txt \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE050.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE060.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE08A.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE0D9.tmp.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: 160ce2c0-5f24-4069-8923-811d4cd713ab Report Status: 268435456 Hashed bucket: e2624e5dd0eea15f29508c1b3a2490b5 Cab Guid: 0 }
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We should have the Ability to make Charcoal Pits from more materials like sticks, and boards, etc. Sticks should be able to be stacked into piles like you stack them in the pit kiln. They use boards, sticks etc to make charcoal pits in real life. Why can't we do this like in the image yet?
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Add Tornado's in very flat area's to make storms destructive and even Hurricanes / tropical storms over oceans Try taking some inspiration from the minecraft weather mod.
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Brown and Red Clay itself is missing from World, Add it
Cameron Textor posted a topic in Suggestions
actual Brown and Red Clay itself is missing from World and even creative inventory while most items made from it can be crafted.-
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