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Dark Thoughts

Vintarian
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Everything posted by Dark Thoughts

  1. Good. The elytra in MC destroyed so many travel & exploration aspects, including horses.
  2. At the moment, when you die you spawn X blocks around world spawn, assuming you did not use a temporal gear, based on the respawn radius set in the world gen settings, with options of very high ones like 5000 blocks. My mod request would be a mod that changes this mechanic, where you instead respawn in a radius around your death location instead - again, assuming you did not use a gear, or ran out of respawns. So on default settings, you'd respawn 50 blocks around the location you died. On more hardcore settings like the 5000 blocks example, you'd respawn 5000 blocks around the location you died. The reasoning behind this is to enable a more nomadic playstyle as an option. If you were to happen to travel from a cold spawn towards the south, you could go for many thousands of blocks just for slight climate changes. If you were to die 10000 blocks south of spawn, it would spawn you all the way back in the north, completely erasing your progress. However, even with more hardcore settings you could instead spawn just 5000 blocks around the location you died instead, being not quite as big of a setback, even if you'd technically have to more or less restart your gear progression at that point (or risk a very long walk back, if you play with an enabled map).
  3. Is verbose logging in the client-debug.log & server-debug.log supposed to be enabled? I could've sworn it previously was very small with usually only rift weather spam inside of it, but now it's like over 1 MB at world load with a lot of [VerboseDebug] spam.
  4. Pretty sure it's just a percentage range, so larger piles may look worse at the end but efficiency wise there's no real difference. I guess you do save a bit of firewood on the firepits though. But if you really want to know, you can check the code.
  5. We don't even have flying birdies yet.
  6. Might want to edit that? Welp, but that nerf was to be expected.
  7. TerraFirmaCraft had wool & weaving, and IIRC weaving is on the roadmap for VS too so it's quite possible that we'll get wool from animals in the future. That being said, our sheep today are heavily bred to have abnormally large coats and would likely go extinct in an event of where human civilization falls, as they need human care to survive - similar things can be said about our milk cows today. So I think the game should focus more on species that are resilient enough to survive on their own. Bighorn sheep don't have a lot of fur though, which isn't impossible to process but I'd wager we'd use something with fluffier coats.
  8. So it's one way only? That seems like a bug then.
  9. Don't get me wrong, I still do use some outdated error throwing mods as well (Wildcraft Trees, mostly). But if a mod throws literally 2.6 million lines of error spam into my log, bloating it up to almost 55 MB in size, then I'd sure as hell would remove that mod. Because at that point you could not even reasonably find any other issues that you may be looking for inside of it.
  10. No idea what the first one was. I'm pretty sure when I decided to use mods I added several already, and now I'm at about ~150.
  11. It doesn't. They're saying you can put it in the floor or ceiling since it can be powered by both sides, and consequently still accessed from within a sealed room that way. In vanilla there's no way to seal a room with mechanical power at the moment.
  12. That option is experimental for various reasons, this being one. What I generally don't like is how we seem to be left handed bow users for some reason.
  13. Doesn't solve the thatch roof balance, but the mod MoreRope gives a recipe that gives you 2 rope for 3 thatch, which is pretty nice if you play with the Tools Require Rope mod.
  14. I see a lot of issues with finding blue clay and surface ore bits which may be related to world height settings, along with a lot of other smaller issues - and bowtorns are also still a complete pain, so I think some bug fixing & polishing / balancing should have focus for at least the intermediate time right now, before diving into new stuff. I think we all like new features and content, but it should not happen at the cost of what's already there.
  15. https://github.com/anegostudios/VintageStory-Issues/issues Edit: Fixed in the next update. https://github.com/anegostudios/VintageStory-Issues/issues/5308
  16. Since whatever maintenance happened today, no comments seem to get through. Edit: Seems to be working again, but the comments made at that time are lost.
  17. No, it loads all the enabled mods, but only when you actually create / load a world. And then it loads them again if you load / create a world after that, doubling the ram usage, and then again and again until you restart the whole game. Frustrating enough having to wait 5 minutes to enter a world...
  18. The mods in my mods folder are just 131MB in total with currently 78 mods, but I don't know how exactly the game handles them when loaded. I heard the ones that add recipes are notoriously ram heavy. Still, when you close a world it should properly unload them without having to constantly restart the game.
  19. Yes. In 1.20.3 the game still behaves like in the previous versions. Load a world, all mods get loaded. Return to main menu, mods don't get unloaded. Load the world again, mods get loaded twice. Rinse & repeat until your ram is full and the game or other applications eventually crash. I've had that issue in 1.19 as well, but have not had enough time to long term playtest this in 1.20 yet.
  20. When is this going to be patched in? I only have 32GB of ram... https://github.com/anegostudios/VintageStory-Issues/issues/3038
  21. Right now you get a notification for every single update, even if it is the same mod. I did not play since 1.19 and am already at around 450 notifications, even though I have less than 100 mods installed & followed. This makes updating mods an absolute chore and impossible to keep track of, making me stay away from the game entirely, even though I really want to play. I'd suggest that each mod only gets one single notification, with new ones just replacing the existing one, so that it only displays the latest one, instead of every single notification since you last checked.
  22. I was really hoping 1.20 would adjust this, because this statement is not true. Tule is much rarer to find, appears in lower quantities and takes much longer to regrow. You can also cut grass much faster in comparison. I know because I seriously tried to use it in 1.19. By the time it had regrown I had long finished my roof on my starter house already, which still took a lot of grass cutting since you need hundreds of it. Thatch roofing is simply one of the hardest roofing types to acquire at the moment. If they want to make tule an actual alternative they need to increase the yield of tule by quite a lot, especially if they want to remove the grass recipe. Otherwise they're effectively going to kill the use of thatch roofing, which is already comparatively low because of the high effort involved to make them.
  23. Title. Edit: Updated 4 hours ago. So I guess to answer my own question: it took 13 hours.
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