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DrEngine

Very Important Vintarian
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Everything posted by DrEngine

  1. It seems it is a problem of SQLite use of temporary folder. Do anybody know what TMP folder uses SQLite of VS?
  2. We'd like to add possibility to buy translocator start/end (so both) for players. For example to travel from base to summer camp in some beautifull valley far far away or other reasons). The price will be insane so something like 30 temp.gears...
  3. Great. I have found one such a wagon without trader.
  4. We do have experienced server crash last few mornings: - we have configured DB backup every morning; last three backups have the same size (thats weird: they should have different sizes - new backup more or less bigger); - server crashes every morning; reason: exception SQLite - database or disk full; there is no record concerning backup start before; - harddisk has sufficient space (circa 25 GB free); - game play (at least generated chunks) is intact and we do have all player builds etc made before crash; See printscreens... This seems like potentially very serious issue. Please help !!!
  5. Yes, I know it's outdated. Thats why I haven't voted. However I think some of the features weren't implemented yet so I can add some ideas....
  6. I'm a little bit late with my opinion (I've started VS in October 20) but better late than never. I think the game progress depends on three major premises: A) Remove serious problems or limitations B) Add principially NEW mechanic/processes that not only add something new but add something principially new (for example add new trees/flowers is fine from the diversity point of view but question is do they add something principially new to make game more interesting and not only more "color" full???) C) Keep the game balanced at the same time (no overkills, no nerfing) To point A) Remove serious problems or limitations: - double click run key is a must; using two keys to run is not ergonomic and it wastes one key that can be used for other function; - claim inside another claim is a must (lets say we do have city - big claim to protect public city places and we need to have individual claims inside this big one for individual houses of players); I don't see any major problems now. My comment to individual features with respect to B/C: IMPORTANT features: - Transport mechanics (Boats, Minecarts and/or Horses): YES, it adds new principles (boat = quicker than swimming and keep player dry; horse = quicker transport; but need taming/feeding/breeding) - More progression ages AND More Mechanical Power Mechanics: YES, I think these two belong together because more progressions means electricity/steam/elevators/conveyor belts/etc... and big challenge to keep game balanced - point B; - Seasons Part 1: YES, IF it adds something new (crops won't grow during winter - you need build greenhouse, heat it, etc...). - (new/my point): some support for groups of players - fully or partially shared map/waypoints and othr features; QUESTIONABLE features: - More craftable content: yes, if it brings something principially new (for example: alcohol makes you drunk - you feel unbalanced but probability to get RG or TG when killing drifter is higher; or herbalism: you can cook some ingeredience from herbs and eating ingredience makes you feel ores below surface... or something like that, only my ideas); - More Story elements: I think the story elements are only supplement to complete gameplay experience; I'd like to have them improved somehow to bring some benefit to player; for example: I complete some tapestry and revealed story has coordinates of treasure chest with valuable items (different coordinates for every individual player); - More RPG Elements: it's very questionable imho; will it add something new? NPCs, villagers and quests ? I don't know.... The only interesting feature would be some "experience player" - the more you do some activity the more experience at it you are (you dig quicker, you have bigger probability to get TG, you run quicker); but big challenge to keep game balanced; - Improved trading system: I think the traders system works ok now; maybe some support for players trading would be fine (e.g. "tradeomat"); absolutly no need for fast travel routes - one of the big miracle of VS is necessity to travel a lot/invest to translocators and find a way through series of traders with interesting offers; if you would add some fast-travel routes whole miracle will be spoiled; - Improved farming and animal husbandry: does it bring some principially new mechanics ? It would be fine to have more ways to for example produce food but why? We'll have 12 ways to produce food instead of 10 ways. Thats nice but nothing principially new. Does new food bring something new ? E.g. can new food be produced to oil and it burned in some new type of machine ? - Improved World Gen: I think the world gen is great and I'm still surprised to reveal new and new combinations of rock type, landscape, water lakes, etc etc... when traveling. The diversity of landscape is amazing and fantastic. If you can add some new "layer" of diversity (new rocks types, oceans, dungeons, flowing rivers, ...) and that way avoid more repeating of the same landscape again and again (like in Minecraft) it will be great; NOT IMPORTANT features at all: - Better combat: VS isn't PvP game in my opinion; the main accent is survival and cooperative playing; - Improved auxiliaries: I think purchase, docs, server setup etc work without problem, no need to improve anything; - Make it easier for new players: why? how can I make strong relationship with the game if it is easy? I definitely didn't feel anyhow uncomfortable when starting play VS; yes, it's complicated, you should do many primitive things and everything is progressing slowly but finally it's a game and this is the reason we play it cos it is difficult and challenging ! If you are not dumb, you can progress from game playing start to steel age in month or two. Thats absolutly ok. - Improved Graphics fidelity: VS is perfectly playable now with great graphic look (much better than Minecraft for example) and I say it playing on LOW and short visible distance; no need to improve anything IMO; - Improve the World map: I think the map is very usable now; I dont think the public map is something to have - I feel VS as personal survival game and I don't want other players to see my revealed map parts of the world and where I'm now etc.... it's much more realistic than e.g. Minecraft public map where I can see all other players; I cant comment on Improved mod support because I dont develop any.
  7. It seemed it work first but after relogging to game the chunk is black again.
  8. Is it possible to place translocator (both sides start & end) by admin command ?
  9. I think it's a bug sometimes. Coordinate 8000 is not so much far to have light like during day at 2 a.m. And as soon as I relog the day is gone and it's night. It happens frequetly after teleportation.
  10. The same problem here. Charsel after "allowcharselonce" doesn't work for non admins players.
  11. It seems thw nights are now very light during summer months after last upgrade (to 1.14). Is it normal? It happens at coordinates behind 8000 (the second coordinate i.e. north/south). I wonder if it is too much light !!!!
  12. It works. However If I as an admin type this command for other player: "/player <otherplayername> allowcharselonce" it forces all other players including me to select character and skin is resetted. Thuis is weird. Has anybody got such a behaviour ?
  13. Is it possible to change character class after 1st choice was made? I mean admin way ...
  14. I went through steel production process. It's not easy: you need to collect a lot of materials. Build a furnace, and if you want to minimalize repair of the furnace you should build new one as soon as you have got first steel ingot and you're able to mine Ilmenite (tier 4 pickaxe needed). Moreover the carbonisation process took a lot of time and consumes a lot of fuel (circa 3 stacks I think). That all would be perfectly fine if ..... Result (sword/pickaxe): Durability is about twice compared to iron - thats ok. Mining speed of pickaxe is 8,5x versus 7,5x of iron pickaxe. Attack power of steel sword is -4,3hp versus -4,0hp of iron sword. I really wonder if is it worth all the effort to get steel tools if raising of mining speed and attack power is about 10-15% ??? I'd expect something like that: - mining speed of steel pickaxe 10-11x versus 7,5x of iron pickaxe; - attack power of steel sword -6 to -8hp versus -4,0hp of iron sword; What do you think ?
  15. I have a big problem: game moves / kicks me back in position back (few to max circa 30 blocks) repeatedly. It happens every few minutes or so. If I for example dig some blocks they are "dropped" on the ground when I return to my last position before kick. I play multiplayer. When I play Minecraft on the same computer everything is fine and no lag, no any problem. So I assume it's not an internet connection problem.
  16. I've got first experience. Be careful, information on Wiki concerning needed materials for steel furnace build isn't exact at all !!! You'll need about half of materials only. If you get all material first, make powder (quartz, bauxit, olivine and later ilmentite ) and bulid furnace afterward you'll be dissappointed cos you pulverized twice as much materials. Moreover Tier3 furnace (build with Ilmenite) isn't 100% durable. It's 99% only. Its a question if it deserves so much work to find Ilmenite and find it again and again to keep Tier3 furnace in work.
  17. @voxhaul - yes, I understand your position. But this restore of stability is one moment case. No repeated one. However if you want to have stable base with house, animals, plants, etc. it is very questionable if you'd be wiiling to pay cyclically with your very rare temporal gears. If you should pay one gear every game week it'd be very very expensive and probably impossible. So I think Tyron should very responsible make desision about pylon temporal stability price. I'd definitely choose another beautiful but stable place for my base to avoid repeated paying for stability with rare gears.
  18. Hi I've got some "black" chunk near my house. New version 1.14. How to remove it ? I've got another one in previous version 1.13.x but it was far from my house so no problem. According to forum discussion this bug had to be fixed in 1.14.
  19. Interesting idea. However I think temporal gears are very rare and valuable. I think consuming temporal gears by pylon should be final process i.e. gears will be consumed (number of gears => radius of zone) and stable zone lasts forever without another gears.
  20. I started to produce steel. I had to fill new fuel under steel chamber twice. And carbonization process is only 14%. How long does it take usually to finish process? And how much coal fuel does it need ?
  21. 1.14 already. The first case appeared in 1.13, but the second one after upgrade to 1.14. Does exist a way to repair it? To remove "black" chunk?
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