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Everything posted by ifoz
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I keep seeing them spawn in caves and then pathfind to the surface. I've been jumpscared by one in broad daylight before. I'm assuming this behaviour is unintended though.
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I've seen glimpses and heard whispers of a new creature. Looked pretty big to me.
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I've now been shown screenshots of the new human NPCs in-game, so I can confirm it exists.
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I have confirmation from a couple people who datamined the new pre-release that it's gonna be a thing! I'm really excited to see how they handle it. Seems like it'll only be one singular settlement you can't break (story location) by the way, not multiple settlements that can generate randomly in the world.
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I know it's gonna exist because of the GUI code, but.. SPOILERS: Human settlement location.
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My clothing mod is now in a state where I'm happy to share it with the community! It adds quite a few things so far. There's wearable trader outfits, restored ruined/tattered outfits, and also a host of unique clothes designed by me (with some help from the vanilla textures) The latest update, 1.1, introduces some more varied winter wear in the form of warm overshirts and two new warm coats. 1.0 also added three new fur coat variations. You can check it out below. Enjoy! https://mods.vintagestory.at/ifozclothingadditions
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I was leading a trader around on a tour of my base today. They were quite surprisingly competent - climbing ladders, pathing over narrow beams, etc. That was until we made what would be our final stop at the balcony of my tower. They approached the edge, in what I thought was an attempt to get a better look at their wagon that they could see. The fool decides to walk straight off the edge, hit the top of the wall, and get mad with me about it. They were itching for any excuse for a fight. I decided to make a break for it and run away back to their wagon, hoping it would break their aggro. Apparently, my trader friend was also an Olympic sprinter, as they were already at their wagon before I was. Apparently though, seeing my shock, they decided that we were friends once more. Uhh, the moral of the story is that trader AI and pathing is pretty good, just needs to be fine-tuned to register damage sources correctly (I did not damage them) and not to walk off of cliffs.
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Thought I'd leave a fun update for you guys here, I've been busy adding lots of new stuff to my mod! So far I've got most trader clothes and quite a few "restored" clothing items - stuff like the tattered crimson tunic repaired or the torn riding pants repaired. There's also a couple of unique clothes, like a few shirts made from the clutter bed quilt textures.
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I mean really, anything is best. Whatever you wanna make! I'd personally strongly recommend against min-maxxing this game. If you do want an opinion about it though, I like making pies. They're very filling and look nice.
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Lead Armor (kinda asking due to Lead Scales and Chainmail existing)
ifoz replied to lml55's topic in Suggestions
Brass, tin and stainless steel scales/lamellar also exist in the game. Stainless steel isn't a properly implemented material, by the way. -
I was thinking about this the other day, and I have a theory. Arks, in real life legend, are probably most commonly associated with the story of Noah's Ark - wherein a man builds a boat that saves himself and his family from a global calamity. I believe that the Great Arks are much the same. The Hanseatic league, said to have "great navies" are mentioned to have sailed away from the land in an effort to evade the Rot, with their fate unknown. I think that some Hansa actually survived, allowing their descendants to eventually become the human traders we see today. Over the many, many years, the tale of the Hansa ships saving humanity has been turned into the tale of The Great Arks - massive boats that are worshipped religiously / viewed as holy as humanity's salvation.
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That's just a coincidence. Very rarely, you can find completely stable underground areas, too.
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Yeah, I'm uncertain about how easy it will be to make clothing mods when this switch happens. Since I've just been editing raw texture files and not using the VSmodelmaker. If it is affected, I guess I'll have to learn to use the model maker.
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Alright, I've messed around with it a little, I've gotten some help on the Discord, and I think I've got the basics figured out. Initially I used another clothing mod as a base for the files, but then modified all of them. I'll definitely have to try out Notepad++ though, that sounds really handy. I've used it before but haven't installed it on this computer yet. Here's what I've got so far. Tomorrow, I attempt adding new trousers.
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I'm extremely new to modding, so I thought that I would try my hand at making a simple clothing mod. I've got the texture for the coat I've made, and I've downloaded VSmodelmaker, but what do I need to do now? I don't know how to turn my texture into a clothing item and then export it as a mod. Advice would be much appreciated! Thank you!
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I like the way the game has you using "lesser" tool tiers even in the steel age because it can sometimes be more efficient dependant on situation. It makes progression feel much less linear, which in my eyes is a very good thing. I'll find myself sometimes even using bronze in the iron and steel ages, purely because it's cheap and I can cast it.
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I really love this idea. The Tailor filling the niche of the "socialite" class - fancy clothes and smooth words to win over any current and future NPC's. I'd love if the Tailor could even get some extra dialogue out of traders - or perhaps have a more verbose way of saying "damn it's good to see a friendly face!"
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I mean, yeah, this is the ultimate strategy. Still, sometimes it can't really be helped, such as when you're on a laggy server and drifters are more than happy to teleport you around so that you can be hit by a rock barrage. Another example might be getting knockback from starvation damage and being flung over a nearby cliff. Until combat gets an update, I'd say that there are indeed certain scenarios on laggy servers when you really cannot do anything but die. Back when I was new, I would have probably complained about the current death system, but since I don't really die much anymore, I think it's personally not an issue. I agree that the "sprint back to your corpse with no gear because otherwise it can despawn" isn't the best solution though, and I think we could seriously use a player corpse or something of the like so that you can log out and your stuff won't vanish.
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Looking at the game, there are many alchemical symbols hidden all over. Schematic D, Forlorn Hope Tunic, the altar block and cave art, just to name a couple that I've spotted. Considering three out of these four examples feature the alchemical symbol for the philosopher's stone, I'd say it's likely that's how our Seraphs gained their immortality!
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I could see this being implemented! Considering the elk have different types of bridle to allow for different control schemes, perhaps we could have different types of sails to allow for the "motorboat" controls and then another type for some more wind-based controls? Perhaps the wind sails go faster (if wind is strong) and do not need you to be holding W, but the motorboat sails are more reliable (since they can still sail in weak winds) but they require you to hold W.
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Could this perhaps be a hunter trait, then? Having two bowyer classes seems a little redundant, so perhaps this mount class could be reworked and meshed with the Hunter class? Ah, just as they'd say in Morrowind. Perhaps we need Jonas to invent a mechanical version of silt striders...?
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I've been hoping that we may see some new classes with 1.20. Specifically, I would love to see ones related to both mounts and boats. Some kind of reindeer herder type class for bonus mount speed, and some kind of sea captain class for bonus boat speed. I think that could be a really cool way to give mount and boat players some cool advantages. I imagine that the sea captain would get bonus boat speed, but also get mining speed debuffs, due to being at sea for most of their time. I think they could also get a 10% slower hunger rate, however, to make them a more viable class for those who do not play with oceans enabled. The mount rider class could have some bonus mount speed, but then maybe have some hunting debuffs due to being kind to animals, like how Tailor does. Of course, those are just some basic ideas for these hypothetical classes.
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I don't know if it would make them necessarily more valuable, but I think a way to clean their rust could be cool for a decorative piece. The same with metal scraps, except you could then use non-rusted scraps to make sturdier scrap weapons with a non-rusted iron texture.
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Sunfish and manta rays would be kind of crazy. Just trying to think of some more obscure and funky fish like you mentioned.