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MarcAFK

Very Important Vintarian
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Posts posted by MarcAFK

  1. Someone else had this problem recently, their issue was insufficient space in the drive containing teh data folder. I hate to necro such an old thread but people searching this issue may come across the thread and it seems like a likely solution.

  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. 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.

    lbdIPQd.jpg

    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.

    • Like 1
  4. 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.

    lbdIPQd.jpg

    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.

    EW1bricks.png.072dda86be360d88ab37eda6ae6915a3.png

    Theres hardened clay of course.
    Ew1Hardclay.png.235a223b839bd2337f40c883365f1e40.png

    And Mudbricks, light and dark.

    EW1mudbricks.png.9c8ceec867f405358dc80d06e35d4310.png
     

    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.

    ew1mbrecipe.png.47ef890240aaa522b028e0a36ae07bcc.png

    Shingles next:

    ew1shingle.png.37442911883e7f04078c3a5bc499ff24.png

    Created in much the same as bricks, the recipe yields 2 shingles for 6 clay, and requires baking.

    rawshingle.png.2d3282455007fd2992dbdff79ef3d748.png

    Next we have a splash of colour; vibrant coloured pots and planters thanks to Tony Liberatto and Novocain.

    pots.thumb.jpg.a071c06201892f14bc6649e5166ac461.jpg

    Bowls have been given a similar makeover, they even work for cooking, once again thanks to a little code by Novocain.
    ew1bowl.png.c33a4c9df22fca6c3269cbc08f2ea378.png

    Wateringcans also have colour, and are quite functional.

    ew1cans.png.ffb497ddf0b96c06da850b7dbc7f7ff8.png

    And finally all toolmolds have been given a dash of colour, why should industry be mundane?

    ew1mold.png.dc210cad6860004150664d86a1a0fc5c.png

    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.
     

    Spoiler

     

    MarcTehK

    As I play single player I come across a few things which just don't quite sit well with me, maybe something is unbalanced, or maybe a little more colour or variety might be nice. This mod entails my efforts to produce a somewhat more smooth single player experience. In future, higher difficulty survival mode is a goal, however I will probably put that stuff into a different mod, which uses this one as a base.

    New bag(s?) .

    The current bags don't offer a particularly balanced progression, you might spend a lot of time gathering reeds for a mere 8 slots, but not long after you start you'll probably have killed a ton of animals, either for food or just to protect yourself from wolves. The upgrade to 6 slot bags happens fairly fast as they only require 4 leather, it's likely you may have this before planting enough or even finding any flax seeds, making the linen sack not generally considered as an intermediate option.

    Slightly addressing this I have made higher tier bags all require linen, theres no sidestepping progression due to a lack of it. The linen sack now only only gives 3 slots while larger bags are based on the linen bag recipe with additional components, in future I'll change these to require properly processed leather, maybe even finer cloths for the bigger bags.

    New or changed bags are:

    aafbX4H.jpg

    I may add in colour variations later on, though theres really no functional or aesthetic reason for it.

    Add the mod by dropping the file into the mod folder , easiest way to find it is to rightclick the shortcut for vintage story, and click 'open file location".

    Now a teaser for future additions:

    O9xkJd5.png

     

     

    MarcTehk0.1.1.zip (for 1.5 )

     

     

    Spoiler

    Old versions
    Earthworks:
     

    Earthworks0.1.2.1.zip  for VS 1.5

     

     

    • Like 7
    • Amazing! 1
  5. 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.

     

    • Like 2
  6. 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.

    • Like 4
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