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Shion

Vintarian
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Everything posted by Shion

  1. Previously added bookmarks aren't visible on a new game sessions. Newly added ones are listed only until you leave the game. bookmarks.###########.JSON file exists and lists all the items I have added previously, but none are shown in bookmarks list after game restart.
  2. Well, sure. Here are details: Can't put on tool rack and doesn't work (RMB on rubble storage does nothing): Can't put on tool rack, there are animation and particles on RMB on slab, but it never ends and thus results in nothing: Same happens for this one: This is the only bismuth bronze tool that works: Tried all chisels on Small peridotite slab (contains: x4 Peridotite).
  3. Unable to put hammer and two chisels (finishing and wedge) on the tool rack. Those two chisels also don't have the "Result" in their description and don't work.
  4. Already using that. The part I'd like an "upgrade" for is auto-selection of waypoint name, icon and its color that would be done by the mod universally for every block or item (without prior setup) via dedicated button, as even with macro it is still a pain to edit the waypoint info afterwards: you have to snipe the tiny icon with a mouse first, you can't save or select icon with keyboard alone and you have to remember available colors. If mod were to add more icons - that would also be great. Doesn't seem like Taylor is planning to make waypoint creation more convenient or user friendly in the nearest future... Waypoints icons can get easy to miss on the map if you were to select a color that blends with the area too.
  5. Can you instead make a button that would add a marker to whatever you are looking at?
  6. Found a hollow maple. Took out of it: two different seeds, mushroom, a stack of 3 eggs (creative item) and a snake. Isn't that a bug with eggs and snake?
  7. Here's another idea: to be able to carry small animals around for farming purposes (chickens, rabbits, piglets, pups). Would be nice for baby' parents to somehow react to that too.
  8. I'd say improve in-game controls first: toggleable sneak and mouse release; rebindable mouse release key; allow mouse scroll when mouse pointer is over GUI window (it is blocked now in 1.12.14); shift+click on items with storage and firepit open should prioritise moving to storage container when not adding more of the same items to cook or fuel slots. Also this UI and shortcut related bug; some actions can be done by right click with no regard of what is being held in hand right now. So once the action completes - the item is instantly used right after. Some kind of pause after such actions is in order; Storage and transport system suggestions: 6x6 slot pushable carts, maybe 8x8 for horses? there must be only one backpack slot (actually 2 is also plausible, if you're ok with wearing 2nd one on your front); any backpack type of item should be placeable in the world and act as storage container that you can carry and put on with sneak+use (like in carry capacity mod); while inventory is open, the backpack should become selected, so no interactions with the world is possible during that; going down from 4 to 1 (or two) backpack slot calls for adjustments in number of slots they give and crafting recepies; this would require for beehives to become normally carriable items though (maybe use left hand for that?), don't know what to do with miner's sack though. World Map asks for few little improvements too: dropdown list for colors; more icons for plants, animals, caves and mineable stuff (from periodic table of elements maybe?); more visually distinctive style for icons, as they really like to blend in with the map. A thicker outline and bigger icon size should suffice; pinned icons tend to pack in corners. Daresso in discord described how to "fix" that; Items durability upgrade (using approximate numbers here): add term "Sharpness" and drain it instead of durability for tools and weapons; once sharpness goes down to zero - tool becomes dull and almost useless (x10 use time), or use some kind of formula based on sharpness; sharpening a dull tool or weapon would exchange % of durability to sharpness in proportions of 1/10 leaving at least 1 durability point so tools with sharpness less than 5-25% drain durability on use, what would eventually break the tool; dull weapons would change damage type from piercing to blunt, or have it proportional (ex.: sharpness at 80% means damage is 80% piercing and 20% blunt, that is also decreased by durability value); bows and other shooting weapons are of course an exception to all this XD But they can have a "Condition" parameter, that would act similar to what I've described. World generation concerning landslides and avalanches (they are so freakin awesome!): falling blocks should crush leaves and plants under them; falling block sometimes keep shaking in one place without settling; major lags and memory consumption spikes happen while landslides are in progress; AVALANCHES! Full snow blocks generated inwinter, should have the same logic as sand and soil, also should have a speed decrease debuff when walking over them; during rain, soil should have higher chances of "taking off". Make snow and soil as dangerous as they should be! non-full blocks should have a parameter of "being under", like water: so plants won't be able to stop the flow; snow: level 1-8, and when over 4 the snow must be dug out first to interact with the block; and maybe even soil: so you'd have to dig stuff up first before interacting with it, making search for treasures and post avalanche/landslide works a little bit harder; New blocks for construction works: scaffolding block, to replace hay stacks while mining/building; wooden and stone "retaining walls" block: would prevent the landslide/avalance and accidents during mining (saw them in other games, but they were purely decorative, but here thay will have meaning). Writing with ink mechanics: grind pigment material; mix it with water in a barrel; use bowl/bucket to take out some and place in the world; use feather on a vessel with ink to set "this feather can write once" flag and use it when writing stuff, without wasting the feather. Most of those require major reworking, so I don't have much hope here.. But one thing you can do without much problem and I'd prefer you chose that as top priority: fix bugs, polish what you've got and improve modding tools. That way you'd get an actually stable releases while modders improve the game even more or add new features (like with carrying capacity mod).
  9. Just an idea how to give even more awesomeness to this mod and problems to the developer: ability for other players to access the storage being carried on the back (for teamplay or thievery actions).
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