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MarcAFK

Vintarian
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Everything posted by MarcAFK

  1. I havent looked at it for a long time but I would like to get something out soon after 14 becomes stable. It may be missing much of the old features though but at minimum I want to get colours working. Then see about that cooking pot bug.
  2. I need to test this out, how advanced is the fishing right now, does it take into account seasons, time of day, temperature, lattitude etc? Perhaps this could be used for balance, harder to obtain fish in winter, or smaller specimens, perhaps even your coordinates could help determine the type of fish, lots of room for variety anyway.
  3. You could probably throw the anvil on the forge till its glowing, then break it up with an axe and a hammer.
  4. Oh I like this. I need to add big clay pots and things to earthworks now.
  5. Its been a very long time since the last update, but we finally have all the colours of the rainbow .. At least 4 of them anyway.
  6. I'll take a look. At a glance I might assume it's because my version contains 4 decimal places, the new versioning might expect at most 3 and then a -. I'll do some testing. Also, I want to redo my bags to using the Fauna mod in future.
  7. I like the pictographs. Personally, I think just a single colour coded icon would be fine, if anyone wants really fine grained detail either have a numerical 00/100% mouseover, or perhaps mods could give differen readings. But I really think keeping the UI uncluttered, and only providing the minimal information necessary, while keeping the look at the correct aesthetic is the major goal. To clarify: I think at least air, and exhaustion icons should only show up when theres a need. But maybe food, water, and health should also only show up when they get below a certain range, maybe 80%? Perhaps also a very fine coloured bar could be used as well.
  8. Andesite tends to be a big more rougher textured, larger inclusion chunks, but still a fairly even distribution. Though both types are pretty similar in makeup, sometimes with veins.
  9. Whitelist me Please. MarcAFK , 30+, I make simple content mods and like blockman.
  10. I plan on adding different colours to clay items. I hadn't thought about the clay molding texture, that should definately be the right colour. I'll take a look at it.
  11. Bug fixed. Version 0.1.1 released (check OP) Heres a screenshot showing how the new claystone looks.
  12. MarcAFK

    Town House

    I'm not so sure about the multi tone cobble, but it's a fairly interesting build.
  13. These are great, I love the idea of upgrading your old bags, and would love to add something that allows converting 4 reed baskets into a floor basket.
  14. Kudos for putting in the work to make this a reality, my halfassed version of this was fine for me but having hardcoded transition bricks on every block looked bad on many occasions.
  15. My next release is significant enough that I'm releasing it by itself before integrating it into the main mod. Earthworks 0.1 adds additional types of clay, red and brown, allowing the extra models that are already in the assets to finally be used. I have made minor edits to the clay deposits them self to differentiate them more . Theres no need to show the new brick types since they're already available in creative, and the recipe is the same, so heres a screenshot showing how they look. Red clay is as common as blue, brown is a little rarer, it should show in similar places as peat. You need to generate new chunks to find the new clay types, how far you'll have to walk will depend on your view distance and how much exploring you've done already. or you could generate a new world ( I don't recommend it). Next I hope to introduce similar variation into claystone.
  16. Note: There is currenly a bug with the cooking pot, the game will crash when mousing over a cooked pot in the firepit. I'm working on a fix. Also Theres a bug n the toolmold which has been fixed, the updated version will be uploaded shortly. Earthworks Is about enhancing the opportunities you have for crafting with the materials that already exist in the game, adding recipes for items that only exist in creative, or giving more colour variants for existing items. Red and brown clays join the existing blue and fireclays, both are a little rarer like fireclay, red clay shows in drier hotter climates, whereas brown clay is more likely in colder climates. Red and brown bricks are also added, allowing 4 variants of existing brick blocks. Theres hardened clay of course. And Mudbricks, light and dark. Making mudbrick is simple. Dark is the same as cob, but with the middle grass replaced with clay, while light additionally has one dirt replaced with sand. Shingles next: Created in much the same as bricks, the recipe yields 2 shingles for 6 clay, and requires baking. Next we have a splash of colour; vibrant coloured pots and planters thanks to Tony Liberatto and Novocain. Bowls have been given a similar makeover, they even work for cooking, once again thanks to a little code by Novocain. Wateringcans also have colour, and are quite functional. And finally all toolmolds have been given a dash of colour, why should industry be mundane? A future update will add working coloured cooking pots, most of these blocks can also be found in the neolithic mod. Earthworks-1.0.1.zip Finally the details of my earlier MarcTehk mod, which is depreciated and not updated for 1.9, but will be left here for reference, as well as the older versions of earthworks.
  17. I love this, it's more immersive than shoving furniture into your pocket. That said, how hard is it I wonder to further integrate this into the UI so that you only have a single slot of inventory for heavy stuff so that it must be carried around or placed onto pack animals, powered transport etc.
  18. Animals should be nerfed significantly untill armour comes into effect. My own thoughts is that more survival features should be added, something that gives you more to do. Though the current survival game is already quite good, but what's the point? Well in multiplayer at least there's always contributing to a community, major construction projects etc, but what more is there to do in single player after reaching the end of the tech tree? Minecraft has more exploration potential, finding strongholds, nether forts, then the end cities. Ruins serve a similar purpose, but maybe there could be something a little more connected between them, rather than just some rocks and a chance at getting some loot, even if it's just a little plot.
  19. yeah. beams could tie in with better tree felling. if you fell a tall tree and it lands on flat ground you get a long beam that could be dressed or made into a canoe.
  20. Lanterns shouldn't use more than a single bar, consider then a hammer or pick or whatever takes a single bar, how heavy would a lantern made of 4 hammers be? I've been thinking about the relation between ingot-plate- and sheet. Just looking at the dimention of the actual block an ingot is 2 voxels high, 3 wide, and 7 long, a plate is 9x9 but one voxel high. Just by volume a plate should be 2 ingots. Now a sheet is 16x16 voxels and also 1 voxel high. So it should be 2 plates joined together..... However theres a problem with this. Thinking mechanically a sheet should be very thin, a plate somewhat thicker and an ingot is literally a big chunk of material simply for transporting. For the sake of being a game I'm willing to accept that our ingots which would actually weigh 50 kilos (100 pounds) only provide a kilo, maybe half that. A steel sheet a meter square thats 1.5 mm thick (close to an oil drum) would weigh 12 kg. Lets say 8 kilos. A plate is close to half the size of a sheet, say 4 plates make a sheet, 2 bars to a plate? I'm seriously over thinking all this.
  21. Chests and doors arguably should be gated as being more advanced carpentry, requiring a saw. Fences and general construction planks would be one use for rough hewn wood. Giving you more material per log in exchange for more effort. Also a different look, the more important thing would be asthetic rather than simply getting more material out of your logs.
  22. I would love more involving lumbering mechanics, just a simple "cut tree down, logs end up on the ground facing away from where the stump was (is?), then you have to individually cut up each log to collect it. There was also mention of other lumbering tools such as an adze for making canoes, it could also be used for making more primitive roughly hewn planks, perhaps you only get 1-2 per log and the recipes you can make with them is more restricted than normal logs.
  23. Making them take longer to produce would also help. Then maybe adding an extra time needed for the plant to recover from being moved. Perhaps when you replant it gets a few extra growth stages which double or triple the recovery time compared to just picking.
  24. I was going to suggest that lanterns cost too much, but stopped myself thinking they shouldn't be too easy to make. Gating them behind bronze rather than simple copper is probably a good idea, while reducing the currently absurd ingot cost. Maybe the recipe should be Clear glass(or just clear quartz) Torch Bronze Bar Glass itself should be a rather more difficult thing to aquire, there has been mention of glass blowing so I'm sure later the recipe for things involving glass can be a bit more complex. Historically lead has been useful for tons of stuff, pewter specifically, but roof shingles, pipes, practically anything we currently make out of plastic might be made out of lead because of it's low casting temperature and malleability.
  25. At this early stage theres an argument it should be worth $15-20, I've paid more for early access games that are less engrossing either due to bugs, or unworking but promised multiplayer features. Some have better graphics, most have far more 'stuff' or 'features'. But don't hold particularly much longevity due to either new features being a long time apart or just because there just isn't really much to do. Certain types of survival sandbox like minecraft have longevity because of the alterable environment, and communal features. That said most of Vintage Story's value right now is the as yet virtually unexplored modding and multiplayer potential. I don't know if the game price tag is even funding development right now, many small independent games don't pay the bills untill they're at least 90% towards release, so raising the price considerably might not make economic sense anyway. That said small indie open world sandboxes I tend to by when on sale for around 10 bucks, play for a day or 2 then ignore while waiting for actually engrossing features. VS is a superbly atmospheric experience and I eagerly await a time when it's ready for hosting a large persistent online community.
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