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l33tmaan

Very Important Vintarian
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Everything posted by l33tmaan

  1. Combat is not really okay where it's at. I prefer the term "functional". It technically works. Drifter attack ranges and hitboxes are already bizarre enough to make combat unwieldy, combine that with the fact that 'combat' is just 'Alternate between W & S and press LMB' and you have a system that leads a lot to be desired. I'm not asking for i-frames and attack cancelling, but SOMETHING more would be nice, preferably something that can be informed by the resources you've acquired from survival/exploration.
  2. Yeah, this. https://dotnet.microsoft.com/en-us/download/dotnet-framework
  3. So far so good, yeah!
  4. I just have to wrap up the new crab & snake meat in Primitive Survival and update the handbook before 1.5.0 will be out. It won't be much longer.
  5. The survival argument kind of goes out the window with the way temporal storms work. They're currently incompatible with the """combat system""" we have now.
  6. I haven't had any mixing bowl crashes in my testing since making a small code change, so I think it's fixed now. 1.5.0 should resolve the crashing. The slowdown, though... that's going to take some digging.
  7. Welp, that was easier to fix than I thought. I'll get an update out with some more stuff soon.
  8. No, I did make them. Here's one, for example: { ingredientPattern: "B,C,L", ingredients: { "L": { type: "item", code: "game:stone-*", name: "rock", quantity: 2 }, "C": { type: "item", code: "concrete" }, "B": { type: "item", code: "game:stonebrick-*", name: "brick"}, }, width: 1, height: 3, output: { type: "block", code: "stoneroad2-{brick}-free", quantity: 1 } } As you can see, there's nothing limiting what types of stones go with what kind of bricks. I honestly have no idea why the recipe only accepts certain combinations of stone types. I'll see if anyone knows why it might be doing this. I might need to make a bug report.
  9. Yes, the recipe just does that for some reason and I'm not really sure why. I have it set to where any stones should be usable, it seems like hard roads require soft stone and vice versa. Maybe I should report it as a bug or something.
  10. Sounds perfect! I can't wait to find some...
  11. We're sitting at over 5000 recipes added now, and that's just for the mixing bowl. I shudder to think of how many combinations this actually entails, since a lot of the recipes use wildcards...
  12. I haven't been getting the error in my testing lately, so I think it may be fixed...
  13. Updated to 1.4.1! Hopefully that fixes a few minor issues and the handbook spam. I think I still need to take care of that issue Kai brought up, but I plan on coming back to this soon to make concrete into a liquid for 1.4.2.
  14. Try slipping this to someone and hoping they don't look too closely at it...
  15. Not that I'm aware of, since Jakecool's the one who tackled that. Of course, I am open to suggestions and/or direct assistance.
  16. I actually wouldn't mind hunger going down quicker if food gave more saturation, especially if that would make cooking a little more... skill-based? That doesn't sounds totally accurate, but that's the best I've got right now. The starvation mechanics could use some tweaking anyway.
  17. Oh yeah, let's add in the ability to REALLY burn your food. Sounds fun. Perhaps, yes... maybe even the fried variety...
  18. Man, if we're being totally off-topic, I got an office chair recently and it stopped rolling around very well. Imagine my surprise when I flip it over and there are FULL HAIRBALLS in each wheel. I spent half an hour tearing them apart with a knife. I guess that'd be a good way to pass a couple nights in VS!
  19. Expanded Foods had a similar crash error recently, the user bazilshep seemed able to identify what the issue was here: I'm not sure if that helps, but I hope it does!
  20. I just started testing it on 1.15.9 today, but I haven't played much with the mixing bowl yet. That post just meant nothing crashed when I started the game. Sorry for any confusion.
  21. It'll still be a while until EF updates, but here's a teaser...
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