Jump to content

tony Liberatto

Very Important Vintarian
  • Posts

    498
  • Joined

  • Last visited

  • Days Won

    39

Posts posted by tony Liberatto

  1. BalduranneNew Update:
    Fix a few bugs and missing recipes.

    Included: 
                   Balduranne's  Build Mod, with Bamboo doors and Mudwall blocks.
                   Tony Liberatto's; Light Sources, with tallow candles and Glass Lantern.
                   Tony Liberatto's: The Clay Stamp, with an easier way to make clay bowls em masse.
                    Tony Liberatto's: Cracked Blocks, with cracked Stone Blocks, Brick Blocks, and Cracked Polished Blocks.
     

     

  2. Attention This mod is intended for experienced players. If you have not played the game until at least bronze age, do not install the mod.

    Total Conversion Mod. Requires a new World Creation.
    Attention, the new update will break all in game chests, if you are updating, move all items to  stationary baskets. 
    there was no way to avoid it. 

    This Mod extends the game play with the introduction of tools, item, and blocks.

    Within the constraints of a cube Universe or Dimension where the game takes place, we strive to add realism.
    The mod adds:

    1. 324 Construction Blocks
    2. 93 Decorative Blocks.
    3. 46 Items and resources.
    4. 216 Tools and Weapons Variants.
    5. 2 New Plants, The Sisal and The Giant Reeds.
    6. 95 Animal Variants.
    7. One unique animal, The Rabbit.
    8. 1 Smith recipe. For the chisel.
    9. 1 clay form recipe for the ClayStamp
    10. 12 Knapping Recipes.
    11. 313 Grid Recipes.

    As the name suggests many of the things added here are part of the game Stone Age.
    I try to add as much description on the blocks and items, so the player knows what to do with them and the recipes. If any item or Block could benefit from a better description or is lacking a description, please make a comment here, so we can improve the mod.
    This mod adds too many things to enumerate here.
    I strongly recommend on the first install, to switch to creative and explore the Neolithic Tabs. 

    New Animals: The Rabbit.
    A new way to harvest dead animals.
    New Plants: The Sisal, a source of Fiber. The Giant Reed, a source of Reeds
    New Primitive Tools, require animal bones and sinew but have double durability.

    New Blocks: Tree branches, can be used to make primitive fences.

    New Bows and arrows.

    Hand stone tools, the first tools humans create.

    Green Bamboo and Brown bamboo now drop their corresponding color stakes, that you can make into blocks.

    Animal Skull trophy, to decorate your hunter cabin.
    Animal Head Trophy, even better.
    Pelts and Rugs.
    Every animal drops specific meat and they have different properties.

    Now Includes: 
    The Clay Stamp:

    Spoiler

    The Clay Stamp

     

    Make Clay bowls and ingot molds really fast.

    The idea is that is Ok for the starting player to have to manually create bowls and molds, but once said player achieve some progress in the tech tree, he/she should be able to make it faster using Clay Stamps.

    The mod adds 2 Clay Stamps, One for creating bowls, and one for creating ingot molds. once you have the Stamps, just right click with clay and it will instantly create the item.

    To be immersive and not break gameplay the Stamps can only be made with Bronze and you first need to create a mold for the Stamp and pour melted bronze in it.

    Attention, there is a visual glitch that makes it look like the liquid metal is pouring all over the block, just ignore it. it will work once it says 100%.
    bowlstampclay.png.e69a46a09a10b17a1a0c1eaac0fed260.pngIngotStampClay.png.b087fc9064a987c3026f587dd068bb80.png

    bowlstamprawburned.thumb.png.7efe6fae8cd619b78a2ead017f8944e0.pngIngotStampRawBurned.thumb.png.232c72ce5fd363c40619906bae401bcd.png

    bronzebowlstamp.thumb.png.dacb136f8839a2d6a9fa0e8be0b7c7f5.pngBronzeIngotStamps.thumb.png.c69bd5a091879881173a2fca7b2b9f79.png

     

    casting.thumb.png.e22deb0e320eba68652a74d122b86f27.png

     
     

    The Light Sources:

    Spoiler

     

    My first mod. It adds Alternative Light Sources.

     

    The Tallow Candle:

    Spoiler

     

    Untitled.thumb.png.25e8d1ba90a4dd1bb6739867cac59491.png  This block behaves the same way as the regular candle, you can place one or up to 9, the main difference is that it uses Fat, and it cannot be used to make lanterns. In essence, a chip candle to be used as decoration or to light Up a path.

    1671514646_tallowrecipe.png.d67af6166fc555392d09a1686f5ff226.png  The recipe to make tallow, 3 fat makes 9 tallow.

     

    tallowcandlerecipe.png.b1897b597b2defe95f3627fa7c6ab8c1.pngThe recipe to make the Tallow Candle. A Flax twine on top of tallow.

     

     

    The Paper Lanter:
     

    Spoiler

     

    This is a stronger Light Source. The fact that it is a block provides for alternatives when building, The light level is 21.

    paperlantern.thumb.png.1110a2f41290e411883a081aab105574.png PaperLanterRecipe.png.ce4d695b4eeb0e12acd2af3e9f4c29eb.png

    The recipe uses sticks, linen and any Lantern, 

    Obs: using a Lining lantern will not result in more Light level, recommended to use the Base Copper lantern for this recipe.

     

     

     

     

    The Glass Lantern:

    Spoiler

     

    A brand new Block, the Glass Lantern is a Very powerful light Source. Light level 31, it is recommended for Towers or Light Houses.

     

    GlassLantern.thumb.png.9678030a8c41d99b7a7901e7ee5e33a0.pngGlass_Lantern.png.a0f7363fafd77c58b1516262fc44f546.png

    It requires a Lantern with a Silver or Gold lining. Glass Blocks and Iron Metal Plates.

    Thanks to Balduranne for the shape and  Texture.

    Cracked Blocks:

    Spoiler

     

    The idea for this mod is to be able to build old and decrepit structures. For that feeling of an abandoned building.

    It's a working in progress as we are still tweaking the textures, but I decided to make it available to see what the reception would be.

    2018-06-02_20-43-05.thumb.png.30d2eee9899e836e6040aabc9f9863be.png

     

    Chests+, Tables+
     

    Spoiler

    New Textures for Chests with one for each type of wood. 
    new Textures for Tables and chairs, again with one for each type of wood.
    FN6zCZJ.pngNpA9NdZ.png

    KsoWp8U.png

     

     

    Some pictures.

    Spoiler

     

    vuNwiqO.png                   3r7Tiaw.png

     

     

    teIdcez.png     aXmDtgk.pngiAparaD.png    6uaxTEl.jpg

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Tii7UKe.png 2018-09-28_22-21-25.thumb.png.4e1b42eeb6c11bb138d7c6e531b6852c.png

     
     
     
     
     

    Version 1.3.16 is out. Or the Sleeping Beast. All animals have a sleeping mode. predators are nocturnal, and so they sleep during the day. 
    Predators will seek and eat dead animals, even if it is daylight, so be careful when you hunt. 

     

     

    As always, many people help to make those mods possible including but not limited :
    @Balduranne , @Tyron@Stroam@Milo Christiansen , @copygirl , @Novocain, @MarkAFK.

    Download here:  https://github.com/TonyLiberatto/The-Neolithic-Mod/releases 
    here is the source code: https://github.com/TonyLiberatto/The-Neolithic-Mod

    The mod depends on CarryCapacity, get the latest version here:
    https://github.com/copygirl/CarryCapacity/releases

     

     

    • Like 3
    • Amazing! 2
  3. Making this Modpack available here to all players:
    It includes all the mods used in the Darkagecraft server. But you can download and use it in your single player:
    Mods Included in the Pack:
    CarryCapacity:  By copygirl. It adds the capability to carry Chests in your back.
    Clientplus: By Milo. It adds on the Chat commands when in Multiplayer and gives you an audible sound when someone messages in the server.

    BrickByBrick: By Stroam. It adds a lot of building blocks and decoration blocks, pay attention to his nice road building blocks and the Lamp Post blocks, they are really nice.
    Earthworks: By MarcAFK. It adds red and brown clay beautiful in the world.
    The Neolithic Mod: This is a collaborative effort: By Balduranne, Tyron, Stroam, Milo, copygirl, Elwood, Novocain, and Tony Liberatto. It adds a new dimension to how hunting and butchering animals work, also it adds new plants, animals blocks tools, and weapons.

    Download Here: https://github.com/TonyLiberatto/Darkagecraft-Modpack

    • Like 1
  4. 21 hours ago, Stroam said:

    Correct, drops where you were standing and can't pick up until it's repaired. Items stay inside. You apply a patch kit to the bag to give it back some durability back. Think outside the crafting grid like right click with the patch kit in hand. When an item would put a bag over the volume limit blocking the action and popping up a message saying there's no more room left should be sufficient. A warning each time an item is placed that puts it over weight should be fine. I would rather let the player have a choice even if it's a poor one than remove the possibility of making such a choice. Just as there's upgraded tools there can be reinforced bags for heavier loads. There's no reason you can't apply a patch before it breaks if you notice the durability getting low.

    If the carryable containers were to have durability, I would only ask that they had a clear and very visible warning system to alert the player of how damaged it is and how soon it needs to be repaired.
    I also would be in favour of leather items only be fixed in the player base, on a leatherworking table. 
    As long as I am able to open my inventory and quickly see if any of my bahs or containers need fixing before I go out exploring or mining, I am OK with durability. I do not think we need a portable repair kit in this situation. 
    Is the player responsibility to check all his equipment before going to venture into the wild world.

  5. On 6/22/2018 at 10:00 AM, redram said:

    In order to be picked up, it first must be created and placed, unless it's naturally occurring but that's a very limited set of items.   Then the question would be, are any crafted items going to be heavy enough to not be moved? I would propose yes.  If so, then they have to have an item form.  Unless they are 'in-world' crafted in place, which is an option certainly, though of course the most code-costly option, in terms of having to make such a process for each item.

    If we have the shape recognised by the game, and I think @Tyron was working or already has something like that, them once a block is created it does not need to go into the inventory ever. For example, the player places a stone block and uses a chisel to create the shape of a stone wheel to be used for the quern. Once it has the desired shape, the player hold shift right click to call the block create function. ( This is to avoid the situation of intermediary shapes, where the player is trying to create a simple chiselled block or another block altogether.)
    The same process could be used for the creation of heavy wood blocks, like the Log Mortar, or a canoe,  (Using an Adze for sure ).

  6. Love the idea, specific where it concerns to having specific type slots.
    I have been asking for inventory expandable containers that are made to carry only specific items or blocks.
    I.e. a straw basket for seeds and food items.
    A wood container, like a chest or barrel for ores.

     

  7. 6 hours ago, Stroam said:

    Nor will any game difficulty do so either.

    Let's take a look at similar games.

    https://subnautica.wikia.com/wiki/Game_Modes - survival, hardcore, creative, and survival with no food or water requirements

    https://staxel.wikia.com/wiki/Game_Modes - creative, regular

    https://stardewvalleywiki.com/Farm_Maps - different farm maps

    fortresscraft evolved - survival and creative

    https://planetexplorers.gamepedia.com/Game_Modes - story mode, adventure mode(open world), build mode(creative)

    My Time at Portia - just regular

    Stellar Overload - https://steamcommunity.com/app/397150/discussions/0/2592234299547613909/ - released with just story mode and creative mode

    Younder - https://steamcommunity.com/app/580200/discussions/0/1458455461475626977/ - no difficulty levels

    VS already has a creative mode and a normal gameplay mode. As far as I've seen, that's enough for "the majority of initial player experiences are positive".

     

    2

    I believe in the right to freedom of choice. I believe you have the right to your opinion. What I do not understand is "Why would you be against configurable difficulty settings?".

    No will be forced to use it. Games that offer this feature still have many mods. They are not exclusive. Mods will always be a welcome addition to most games.

    Let's make a deal, you and everyone else that agrees with your point of view are free to not use the config page, adjust the game using only mods, make the mods to adjust the game to the way you like. I and the others will use both. And still, benefit from your mods.

    I am not trying to fight you Stroam,  I really truly can not understand why would anyone be opposed to having the game more flexible to personal taste.

  8. Getting errors with VS 1.5.5:

    Lamp Post.:

    Spoiler

    4.6.2018 20:44:12 [Error] [LampPosts(1.0).zip] An exception was thrown when trying to load assembly:
    System.Exception: Contains no .cs or .dll files
       at _laoFVIWmMesWzdQoxks1HFKWb9b._dbkS7t0hdPoFBaTJc5vSvm5nu3f(_YNngeriaH8LNbehRHTcHRRNQX43b , _MttHEqswsr0dfV2DAqIj6ryYz1A )
    4.6.2018 20:44:12 [Error] [LampPosts(1.0).zip] An exception was thrown trying to to load the ModInfo:
    System.ArgumentNullException: Value cannot be null.
    Parameter name: element
       at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
       at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
       at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
       at _laoFVIWmMesWzdQoxks1HFKWb9b._MdaAUcSVl0fK39hfUGAmxgNLsuP(Assembly , EnumAppSide )
       at _laoFVIWmMesWzdQoxks1HFKWb9b._rsLzkgnt77WwVw5J4hXtysCjlHE(_YNngeriaH8LNbehRHTcHRRNQX43b , _MttHEqswsr0dfV2DAqIj6ryYz1A , EnumAppSide )

    Primitive Construction:

    Spoiler

    4.6.2018 20:52:52 [Error] [PrimitiveConstruction(2.0).zip] An exception was thrown when trying to load assembly:
    System.Exception: Contains no .cs or .dll files
       at _laoFVIWmMesWzdQoxks1HFKWb9b._dbkS7t0hdPoFBaTJc5vSvm5nu3f(_YNngeriaH8LNbehRHTcHRRNQX43b , _MttHEqswsr0dfV2DAqIj6ryYz1A )
    4.6.2018 20:52:52 [Error] [PrimitiveConstruction(2.0).zip] An exception was thrown trying to to load the ModInfo:
    System.ArgumentNullException: Value cannot be null.
    Parameter name: element
       at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
       at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
       at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
       at _laoFVIWmMesWzdQoxks1HFKWb9b._MdaAUcSVl0fK39hfUGAmxgNLsuP(Assembly , EnumAppSide )
       at _laoFVIWmMesWzdQoxks1HFKWb9b._rsLzkgnt77WwVw5J4hXtysCjlHE(_YNngeriaH8LNbehRHTcHRRNQX43b , _MttHEqswsr0dfV2DAqIj6ryYz1A , EnumAppSide )

    Roads:

    Spoiler

    4.6.2018 20:55:51 [Error] [Roads.zip] An exception was thrown when trying to load assembly:
    System.Exception: Contains no .cs or .dll files
       at _laoFVIWmMesWzdQoxks1HFKWb9b._dbkS7t0hdPoFBaTJc5vSvm5nu3f(_YNngeriaH8LNbehRHTcHRRNQX43b , _MttHEqswsr0dfV2DAqIj6ryYz1A )
    4.6.2018 20:55:51 [Error] [Roads.zip] An exception was thrown trying to to load the ModInfo:
    System.ArgumentNullException: Value cannot be null.
    Parameter name: element
       at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
       at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
       at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
       at _laoFVIWmMesWzdQoxks1HFKWb9b._MdaAUcSVl0fK39hfUGAmxgNLsuP(Assembly , EnumAppSide )
       at _laoFVIWmMesWzdQoxks1HFKWb9b._rsLzkgnt77WwVw5J4hXtysCjlHE(_YNngeriaH8LNbehRHTcHRRNQX43b , _MttHEqswsr0dfV2DAqIj6ryYz1A , EnumAppSide )

     

  9. 5 hours ago, Stroam said:
    • Configurable difficulty level
      • No. Since modding is a selling point configurable difficulty level is not needed at the start.
    •  
     

    I strongly disagree with this statement. The player should not be at the mercy of mod makes to make the game enjoyable. 

    Mod makers have a function in modern games, but the game should always be playable by itself. We already had this discussion in the forums, there is no way that modders will make mods to accommodate every single player wish. They make mods depending on what they like. At least that is the truth for me.  I can't imagine making a mod for something that in my opinion is irrelevant.   A difficult slider improves the success of any game, as every player can choose its own settings. It is a common feature of almost all successful games nowadays.

    Just open Ark Survival Evolved and go through all the options you have. 

    • Like 3
  10. 5 hours ago, Stroam said:

     

    • Do more to make it look and feel less like minecraft
      • I watched a video of a person playing VS and they first thing they said upon loading into a world is, "This is minecraft." They then dug up a dirt block and said it sounded and felt like minecraft. Now I know it doesn't sound like minecraft but there are quite a few block games on steam and they are not mistaken as minecraft. Many of them have a distinctly different visual style and incorporate a mix of blocky and non-blocky things. VS doesn't have those things. What VS does have is seraphs. So when entering a world for the first time the clothing menu pops up which is great and you see a representation of you but you don't see you in the world so while you know that's your character you don't associate it with you yet. This reinforces you are not Steve or Alex. Start the person in 3rd person mode with a notification somewhere on the screen. Upon clicking the notification, a box pops up quickly explaining the controls, another one on explaining the HUD, and a third one how to knap and where you can find the in-game tutorials. This tells you this is different than minecraft. Next change the feel of breaking blocks. One of minecrafts distinct features is the sound of rapidly hitting a block, well hitting blocks in general to collect them. Make VS resource collection seem slower and more deliberate. For dirt collection it could be a longer scooping sound along with some form of animation instead of a rapid punch sound. All resource collection sounds should make the action feel less like punching it. Not only does this make it sound and feel more distinctly different than minecraft, it makes it feel more adult. Make the collection of dirt from grass need a shovel. This ties in with needing an axe to collect wood from a tree. Another thing that is one of the first things I notice about minecraft is the sharp corners to the leaf blocks. If you could somehow soften those corners or do something similar to the better foliage mod it'd also help visually separate VS from vanilla minecraft. Proper bushes would help as well.

     

     

    I would go so far as to completely remove the punching feature. For me, it is one of the most unbelievable and no immersive features of the game. Also, it is one of the trademarks of Minecraft. Everyone knows about the "Punching a tree" feature.

    So, I would require every block to be broken with a tool, but only if it is being actually broken. If the player needs dirt he/she needs to use a shovel, not his fists. What sense does that make anyway?

    If it is an item or appliance, like a lamp, or a chest the player could shift right click, but again, no punching. No breaking of something that I do not want to be broken.

    • Like 3
  11. I agree with most of the points you made, with one huge exception.

    The knapping/pottery system is a great innovation, it feels immersive, believable and realistic. 

    Most people really like the idea and love the first time that they play the game.

    I will agree that after you make the 20th bowl you are tired of the system and wish for a faster way to do it.

    Hence why I created the Mod, Bowl Stamp. But it is intended not as a substitute for the clay working system, just as a faster way for players that have already advanced in the tech tree.

    As for knapping, the player advances to copper age so fast that there is no time to get tired of it.

    There should be a reason to advance in the technology.

    Why do you think caveman started using metal tools? Maybe one big reason is that he was tired of stone knapping. 

    • Like 1
  12. Even though the game can be played in Single Player, the majority of players expect the game to be played in a Multiplayer safe environment. 
    The success of servers hosting the game is the same as a success for the game.

    Anything and everything that can help server admins will, in the end, help the game to be successful. 

    For that I see things like:

    Web server map, like Dynmap. It is a huge help for server admins to know at a glance what is going on on the server. It also helps players to situate themselves in relation to other players and the server spawn.

    Chunk protection is another huge must have, maybe even bigger than the map. Right now we are playing in a trust mode. The same will not hold long once the game is actually sold in Steam.

    Some log tool that works in a similar way as Prism, would also be very useful. Prism uses MySQL to keep a log of all player actions and interactions. If you open a chest and remove an item it logs that. In a server all players have access to it, so they can know who took their items.

    There are many other server tools that could also be used, but I believe these 3 are the most important. 

    The only other thing that I believe is a must is something akin to NEI, after a while it gets really annoying to have to go looking for a mod thread in the forum just to find out how to craft that one block or item. There needs to be a way in game to find how to craft all the items and blocks, including those added by mods, and including those that are crafted outside the grid.

     

    • Like 4
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.