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Slaad

Vintarian
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Everything posted by Slaad

  1. Thanks so much. You're breathtaking.
  2. @Killer-of-LawyersAh, thanks for the info. What was your solution?
  3. Tried logging in and the server started throwing an error at me: 15.3.2021 06:40:25 [Notification] Delayed join, need to load one spawn chunk first. 15.3.2021 06:40:25 [Notification] Placing player at 511951.9375 185 511782.78125 15.3.2021 06:40:28 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at XSkills.BarrelRecipePatch.Prefix(ItemSlot[] inputslots, ItemStack& __state) at Vintagestory.API.Common.BarrelRecipe.TryCraftNow_Patch2(BarrelRecipe this, ICoreAPI api, Double nowSealedHours, ItemSlot[] inputslots) at Vintagestory.GameContent.BlockEntityBarrel.OnEvery3Second(Single dt) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() It loops this error until I ctrl+c the server. Removing xskills_v0.5.0-PR1.zip from my mods folder ensures this error doesn't happen. I've been running the server for a week or two now without issues, so I'm not sure if this is related to another mod or an item someone placed while I was logged out.
  4. Thanks for the reply, your mod is excellent.
  5. @l33tmaanI installed your most recent version (upgrading from the previous one) and the recipe of knife and two veggies (for any veggies) is not making seeds, only chopped veggies. It worked in the previous version.
  6. How do you guys have Prox chat? Is that a mod?
  7. Is the App meant to connect to the VSMod DB in the future? It would be a great feature to be able to browse mods via the game mod manager.
  8. I just don't see the reason to remove the option, but I can see the appeal of adding more "functional" weapons to the game. This game is going to become just like moddable minecraft (in the fact that there will eventually be a ton of mods for it) and people will be turning the game into whatever they want. The sword should exist at least to have the base weapon template that people can base their own mods on.
  9. Just a few simple ideas, I know some of these have been brought up in the past. I just thought I would add a simplistic take on the idea. I think an integral and incremental part of survival is starting a family and eventually a tribe. Not to mention that in a post-apocalyptic world with sanity elements, restarting civilization and social aspects are not unusual in those settings. Firstly, inviting/luring an NPC (lone survivor) to live in your established home would be a good way to share a bit of the burden and restore sanity via social interaction. Second, having a child and starting a family would be a great method of "respawning" in ironman mode. Last, starting a tribe in an effort to restore civilization to a post-apocalyptic world could be a main goal of the "story". Dealing with the needs of fellow survivors and enlisting their aid with tasks would be a great way to extend the "end game". It shouldn't be easy. You should need a certain amount of progress before lone survivors would agree to join you. People in tribes might expect to get paid. Those who are attacked or go hungry might decide to leave the tribe. Competing tribes could lure your people away, or even kidnap or kill them. NPC enemy tribes would have to build up just like yours, so it's 100% fair. I think any implementation of this should be simple in game mechanic terms. Not turn into some kind of colony management game. Tribes should be small, need food, shelter and safety and can do simple tasks, such as chop firewood, tend crops, guard you/location, maybe build small structures. They should not function like automatons, but have some form of personality. And, it would be cool if they had quests to fulfill needs and desires. Such as a quest to have a certain piece of furniture in their home, certain tool given to them, certain type of food to be grown, etc. If you do not fulfill these needs, they will eventually leave. There could be another side to this. You could request or be asked to join an NPC tribe. To remain part of the tribe you would have to make contributions that the tribe needs, like being a farmer or artisan. If you do something they do not need, they will eventually ask you to leave the tribe. Being part of the tribe would mean you can use their resources (food, firewood, etc). Tribes and lone survivors rarity should be configurable. I think you could either find lone survivors in the wilderness or possibly living in caves or small simple huts.
  10. I'm not sure if it has to be. Wilderness survival sandbox can certainly include being part of a tribe. Tribes may be considered an incremental part to survival. Maybe not in a sense of forming anything akin to a city or large village, but a small family, caravan or a camp would be great. There is already a system in place for animal husbandry, so why can't there also be lone survivors you could find in the wilderness and convince to start a family or a tribe. There is already multiplayer in the game, so you can have player based tribes helping each other out (or even warring), so why not have NPCs that can also be part of that? I think they should be more than just automatons that complete tasks for you. They should have their own needs, wants and quirks. I know that trying to push something like what Dwarf Fortress has is overkill, but at least some remnant of that would be a cool addition and make you have a stronger goal. Part of many post-apocalyptic settings is re-establishing civilization. In addition to this, children of your tribe could be a way of "respawning" in ironman mode. Adding sort of a dynasty aspect to the game. Of course, if the devs don't add it, modders certainly will in the future.
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