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Stroam

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Everything posted by Stroam

  1. I'm seeing something in the logs about can't find file path. Did you move the install location? I'd advise uninstalling. Then reinstalling. Or maybe it's a permissions thing
  2. This is why setting spawns points may only last X number of spawns.
  3. Many do not like temporal storms. This leads to it being turned off or people logging off servers when it happens. What changes would make players change their minds? *Edit* Keep in mind that the storms are global so anything that is storm related is going to happen across an entire server, not just at a local area.
  4. That might be possible, however currently just running around during a temporal storm makes so you're not in much danger. Having that happen while moving around on something ridable wouldn't be much of threat. Reducing the players stability rapidly would mean every time you got off you'd be fighting powerful drifters. It does make it dangerous but also so unfun as to be useless. A balance must be struck between useful and danger that would suit the average player. Unpredictability is a good way to make something more dangerous. If you lose temporal stability at a constant rate it is predictable and therefore not as dangerous. If instead you lose a ton of temporal stability at a random but long interval, then it becomes much more dangerous even if the average works out to be less than you'd have lost at a constant rate. With enough customization of the segments you could also reduce the negatives at the sacrifice of benefits that allow all players to customize how much risk they want to take.
  5. The developers have expressed an interest in making advanced technologies more risky to use and the same could apply to the clockwork centipede. For instance perhaps riding it amplifies the temporal instability in an area or makes it so your stability is unable to recover while riding it. And I think we all can agree things dropping from the ceiling is an awesome idea but I have yet to see too many places that could support something like that.
  6. I love the different view points. It is true in the lovecraftian lore, insanity and forbidden knowledge often go hand in hand. That showed up a lot in thaumcraft and it was one of the reasons I liked it so much. Vintage Story currently doesn't have a sanity mechanic and comments from Tyron in the past suggest such a mechanic would only ever show up in the most difficult of settings. Considering that I wouldn't consider this off theme for what is currently in the game. Also in such lore you often find people using objects of power. If you consider the centipede as an object of power and you are building mechanisms(segments) that focus the object to do as you wish then it fits in such style of lore very nicely. I would say such a thing is not overpowered but filling a need that many have expressed is currently lacking in the game. Resources are really spread out to encourage exploration and no resource lasts very long. That makes gather the resource quicker than building a road to the resource. Currently the answer to this has been to give players larger bags. Many have wanted minecarts and trains which actually have the same issue as roads. A clockwork centipede can essentially be a late game off road train allowing a player to explore and carry the goods they find with them back to their at that point very established base.
  7. I expect to see some news posted about this update on Discord #spotlight
  8. It all depends if you spawn somewhere berries can grow. If not food is difficult to come by.
  9. It use to be kept up to date in the neolithic mod so you can also look there for clues. Tony, the person who kept the neolithic mod up to day hasn't been seen in over a year. You can still find his old modpack in the modpack part of this forum.
  10. as you can see it's been a few year at this point so I don't remember. Ohh I forgot the moss.
  11. roads.zip I gift you these textures that I used for my old roads mod.
  12. Resource flow is important. I was thinking you'd have to leave something in a temporal unstable area to charge it. The more unstable the area the faster it charges.
  13. I was thinking just for identification of average temperature and rainfall.
  14. It is quite plentiful and has very little use despite it being available almost from the start. Truly All great ideas
  15. Adding more grass variants. There's plants covering the ground almost every where in the real world that just add variety. In game perhaps more grass variants can be added for different environmental conditions. The "grass" would be different depending on location. In the desert you'd get little tuffs here and there. In a rainy area it could be clovers. In a forest patches of moss. In a cold area it can sometimes be red. Around tilled soil it can be cheat grass. Underwater it can be algea.
  16. Eventually. Right now the focus is on game development but once the focus comes back to the DB there will definitely be a review of suggested features.
  17. Some have been asking for a review system. Here's some of the issues with current review systems in use. "Too Much of a Good Thing—Overly Positive Online Ratings—Makes for Difficult Decisions - By Evan Nesterak - Behavioral Scientist" https://behavioralscientist.org/too-much-of-a-good-thing-overly-positive-online-ratings-makes-for-difficult-decisions/
  18. The idea is that the mod db is going to replace the functionality that the forums once provided for mod releases.
  19. A clockwork centipede that segments can be added to. The head segment is a rideable. The segments after can be storage compartments or a grill. Great for roaming travelers, miners, etc. The compartments are made with gears and smithed metal pieces. The head can only be found underground and must be tamed. Runs on temporal steam or some other made up end game energy source. Not coal or charcoal. The smithing already requires two forests to fuel. Based on feedback Energy source could be temporal energized quartz to give quartz more of a use. Working with parts should have effects like occasional loss of temporal stability. Parts should have cool names like temporal resonance chamber. There should be a focus on customization that changes the performance attributes (Think car parts) of the centipede head and the functions of it's segments. A limit to the amount of sections for balance and game performance considerations. Stations for modification and servicing of the centipede. (like large equipment in workshops) https://www.da-files.com/artnetwork/collections/the-steampunk-menagerie/51-img-20.jpg https://cdna.artstation.com/p/assets/images/images/000/344/322/large/terry-maranda-centi.jpg?1418070382 https://i.pinimg.com/originals/ce/47/01/ce470182e671ca542519b5a83641c088.jpg
  20. No immediate plans. It could be a few month to over a year before a use pops up other than for mods.
  21. You could find an underground ruin and the cave can stretch for a very long distance but I don't.
  22. There's a brown get support button on the top right. Please select that to get help with account stuff.
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