Cameron Textor
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Everything posted by Cameron Textor
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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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Since 1.15 is adding slanted roof blocks, here is some more matching parts they need inner (90 degree) and outer (270 degree) corner pieces for each for making mansard and hipped roofs which would automatically set when placed like minecraft steps do on a hipped roof when you turn a corner. Slabs for the top for the new ones like green copper etc for making mansard roofs A variant of slanted roof blocks that covers 1 x 2 blocks which is less steep which can be used to create a roof with a gentler slope along with corner variants of the same thing too.
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Some forms of hazardous flora should be added to the game examples there are many plants that are poisonous to ingest like deadly nightshade there are a few plants like potato that become poisonous if they grow too long there are some plants are poisonous to touch like poison ivy some plants mimic other plants such as poison hemlock mimics wild carrot and mushrooms are renowned for toxic mimics some plants can sting just by brushing against them like the stinging nettle or giant hogweed there are legends of some large carnivorous plants that are man eaters like the man eating tree. https://www.britannica.com/list/7-plants-you-cant-even-touch
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List of ALL Weather Patterns in the Game
Cameron Textor replied to Cameron Textor's topic in Discussion
Add it to the Wiki, the Wiki needs it! -
This is a list of all weather patterns in the game from the official files, these pattern names should be added to the official wiki. useful Commands /weather acp (Makes weather pattern auto cycle) Official WEATHER EVENTS Typing /weather setev [event] during a weather pattern toggles these events heavythunder largehail lightthunder noevent smallhail Rain FALL control command /weather setprecip [-1..1|auto] (-1 = no rain / 1 = heaviest rain / auto = game auto decides) Official Main cloud Weather Patterns typing /weather setir [pattern] using any of these will change the weather pattern. stratusl - Light long flat streaks of clouds and foggy stratusc - Light long flat streaks of clouds overcast - 100% clouds overcastundulating - Overcast with undulating clouds everywhere if you know of any other unlisted weather commands list them in your replies. stronghaze - Rare Strong haze mediumhaze - Medium haze everywhere cumulus - Cumulus clouds and clear sky scumulus - Small cumulus clouds and clear sky cumulonimbus - Cumulonimbus clouds / Towering clouds cumulonimbusr - Cumulonimbus clouds with rain cumulonimbusrf - Cumulonimbus clouds with rain and ceiling fog clearsky - Clear sky with SOME clouds cirrocumulus - Many small clouds cirrocumulusm - Cirrocumulus clouds with mist altocumulus - Many medium sized clouds WIND PATTERNS typing in /weather setw [pattern] will set the wind to one of these patterns lightbreeze - A light breeze mediumbreeze - A medium breeze still - No wind storm - Heavy thunderstorm like winds strongbreeze - A strong breeze
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A oil and natural gas age should be added where oil and natural gas could be extracted from the ground and used to power machines, burn for heat, burn to power a steam or combustion engine etc. Perhaps the best way to do this would be to use a pipe system for transporting fluids similar to buildcraft and to make multiblock engineering similar to immersive engineering and immersive petromium where a derrick would be built from a multi block assembly like the steel furnace over a high oil or gas bearing chunk like in immersive petroleum to make the oil derrick (the oil drilling tower, the pump jack is the thing that extracts the oil from a drilled well that looks like a up and down bobbing horse head) drill the hole and then a pump jack would be built from multiblocks to extract the oil itself from the newly drilled well. eventually the oil and gas age should reach the point where you could drill horizontally and frack the ground. the following videos explain how oil and gas wells are drilled and made In real life.
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@Tyron Add a Fahrenheit temperature display option to the game. Old topic on this was deleted by original poster because other users thought having a kelvin option with it would be useless.
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Since mod creation in VS is based on somewhat coding with JSON files, and most people suck at coding, what vintage story needs for modders is an Official GUI Based Coding/ Programming Free Mod Creation Tool. The tool should heavily be like Mcreator which is for minecraft (except the vintage story tool should be official and made by the dev team behind vintage story) and should have as many if not more features than Mcreator.The tool should have the ability to create any of the following (Without needing to do any coding) in a similar fashion to mcreator.- New Blocks- New Ores and Easily Configurable Ore Gen- Block Bases for certain types of blocks (Such as stairs, slabs, fence, ingots, stackable blocks etc)- New mechanical blocks- New items- New Item / Block recipes- New Armor types- New Food types- New Fuel Types- New Building Structures- New sounds and Music- New Tools- New storage containers / Chests- New Mobs / Animals- New Plants- New Tree types- New Biomes- New Liquids / Gases / Plasma's (Gases and Plasma's references have been found in VS Code)- New Weather Patterns- New Dimensions (If VS gets something like MC's nether, end etc)- New GUI's+ anymore that I can't think of that should be added onto the list, if you think of things i missed list them in your reply.The Tool should have the ability to do the following- Use drag and drop procedures like Mcreator does to replace having to do coding to make the logic etc of your mod.- Make new textures with a MS paint like tool with built in texture templates of every block / item / mob texture used in Vintage Story.- Create Ore packs that would generate everything associated with bringing a new ore into the game (ore block, ore itself, ingots of the ore, tools and armor made of the ore etc.)