Nedrakus
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Everything posted by Nedrakus
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@Bumber You're right! I never thought of trying it before, but you can still drink water whilst hydration is full, which in turns decreases sasiety. It seems it's possible to deliberately drink water to gain nutrition. I'll inform the mod dev. @dakko In the "hydrate or diedrate" mod, eatign grains or salted meat decreases hydration. Warm clothes increases hydration depletion. Clothes have an hydration protection rating (for instance a straw hat or sandals are better than a wool hat or boots in summer).
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Forgive me for the semantic. Akin to a bug in some ways, un-intended behaviour that could have been thought of during coding time. Whatever we want to call it, the devs need to be aware of it if we want the code to be amended to prevent this from happening again.
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I am using the "hydrate or diedrate" mod at the moment, which I found very good. It adds the drinking requirement in a smart way imo because you receive negative sasiety from drinking water, hence directing you towards using fruits and grains for your hydration needs. In the standard non-modded game I found dealing with bread / tart making a bit tedious at times, and having too many berries and tree fruits to know what to do with. The hydration mod solves these 2 issues for me whilst making the juice/beer/alcohol gameplay something useful. It's also a bit less stressful to keep your nutrition levels up because drinking increases your fruit nutrition in summer (fruit juice or wine) and grain nutrition in winter (beer). One minor drawback is you need to carry from 1 to 6 jugs (= 18 L of liquid) with you. They occupy one inventory slot in total even if you carry 6 jugs as long as the liquid is identical. You can drink a bit from each jug in one motion, keeping the jugs stacked together at all times. I highly recommend that mod if you want to check hydration requirements.
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Should be reported as a bug (if not already done) as it may happen again to other players. Github bug report page here: Github VS bug reports
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Hi Rhonen and thank you for this great mod! I am posting here about an issue I faced - a crash to desktop when crossing a translocator. After posting the bug report on the Vintage Story github I have been told to contact you as it seems the bug happened on a line of a file which has most likely been modified by the Simple HUD Clock mod. Here is the link to the bug report, hope it makes sense to you and helps. If it happens the bug is not linked to your mod, could you please update the VS developers on the bug report page directly to keep the ball rolling? Cheers. github link to bug report
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That's for recipe improvement and I personally agree it is a good idea. On the topic of path improvement - since it's this thread's title - may I add the fact that a diagonal path made 1 or 2 orthogonally connected path blocks wide is currently an issue in winter. Essentially snow layers from the surrounding non-path blocks slows down the player if by poor luck we hit those pesky 'snow corners' instead of staying bang in the middle of the diagonal path. It forces us to deliberately increase the width of the diagonal. The game should understand we're touching or at least are mainly located on a path block and not make us jump on the snow layers surrounding the path.
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In multi-player it could be used to delimitate areas bound to each player, in this case sharing this info of the map only would prove useful
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A clay mold for say 6 regular small candles (1 light level each), plus another clay mold for say 2 wider candles (act like 3 light levels). Having to melt the wax in a crucible (3 waxes per small candle like it is right now, 9 waxes per wider candle), mix a dye if needed (1 L per candle). Cutting a "rope" into several wicks (3-10 ?). Adding 1 wick per small candle directly to the small candle mold (3 wicks per wide candle), then pouring the melted warm dyed wax to the candle mold and letting it cool down. Could later be further expanded with diversifying shaped molds in the form of animal shapes for decoration only (no light) such as a swan, a bee, whatever, eventually with coloured variants too. I am sure a mod could handle that later expansion before why not being added to the game a few game versions later.
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Aqua vitae could be use for flower tinctures, a way to craft new dyes?
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I agree with you all, although not a must have right now, including mulching to the game could provide many advantages to the player on top of refining the gardening experience. Let's also not forget some of the other added benefits of straw mulching : 1. Helps retain heat in the winter and protects from overheating in the summer (through less evaporation). It is a soil temperature regulator. Straw mulch can decrease the rate of evaporation by 35% (Russell JC (1939) The effect of surface cover on soil moisture losses by evaporation). This could be simulated in-game with a better water retention after rainfall, going from 100% to standard soil humidity a third slower; also frost and overheating protection by a few degrees. 2. Increase harvest output up to almost 50% in some cases. The following table provides various data. The improvement in the economic yield of various crops due to mulching With so many advantages I feel it would be necessary to ensure the mulching process is not something straight forward to do as a player. Maybe ensuring the hay is properly dried before applying so it doesn't turn into rot on the crop; Maybe making the receipe for hay much harder (9 grass instead of 4?); Any other idea?
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Long range attacks should make animals flee or aggro
Nedrakus replied to kingdrasker's topic in Suggestions
The way it is currently desgined, it is extremely easy to kill animals at a distance without being noticed and thus doesn't offer much of a challenge. I play a hunter which makes things even worse I guess, but the same is true for the commoner class. I personally feel any improvement that makes this behavious less obvious one way or another would be welcome. Whether the game is 100 % realistic or not shouldn't be the point of this conversation; I feel the focus should be on the gameplay experience. I don't open a crafting grid whenever I need to sharpen a pencil at home after all and everybody accepts there's an in-game crafting grid ... -
Currently only mushrooms that grow in the soil can be displayed to flower pots or planters. Mushrooms that grow on tree trunks cannot. I am proposing the simple idea that mushrooms that grow on tree trunks (shiitake, chicken of the woods, tinder hoof, ...) are allowed to be displayed on wood logs after being harvested. Useful to decorate one's home. A simple right-click could be used as it is the case for soil mushrooms and planters. Additionally, quality of life improvement: we need a better way to remove mushrooms from planters and flower pots. Breaking the countainer is tedious when you need to try several mushrooms in a row to check which would look better here or there in your house. I am aware this is not a ground breaking game change and some will consider it a waste of dev time, but here it goes. It's what the suggestions thread is for after all.
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Hi, the first thing I do when I open a saved game in v1.19 is to open the map and toggle the Prospecting information off because the game save doesn't remember my last setting, it keeps turning it back on. It would be great if the prospecting button could be a toggle which state is remembered inbetween game sessions. Cheers for all your great work and for considering this improvement to VS!