Jump to content

l33tmaan

Very supportive Vintarian
  • Posts

    2251
  • Joined

  • Last visited

  • Days Won

    113

Everything posted by l33tmaan

  1. Yeah but that's less cool. A small 3x3 tent that includes a bed inside would be awesome.
  2. I'm trying to do something silly and have a basic animation play very slowly over 4 hours, so precision is needed. I guess I can do some tests and report back for future lurkers.
  3. I didn't see this mentioned in the tutorial, but how do frames correspond to in-game time? Is a 60 frame long animation equivalent to exactly 1 second?
  4. It's more like I have to actually try to get things done in this game, unlike Minecraft where there's no real challenge or urgency whatsoever until you get to the Nether. The first week in VS is completely different from the first week in MC, and it's great.
  5. That's some funny mental gymnastics for a mod that adds items to modify the base game. Really though, it looks great.
  6. This is why you don't go throwing the shapeless function around all willy-nilly, he told other people multiple times... I'll fix it. EDIT: I fixed it and released it on the mod DB. Sorry about that.
  7. It also works in the handbook?
  8. Shields and dual-wielding spears when?
  9. 1. I shudder at the thought of how much chiseling that took. 2. That's amazing. 3. The picture is horribly overexposed and the lighting is weird.
  10. I don't like that only the hunter gets to make crude bows, but I also think the bow system in general is kind of a placeholder right now. I've seen recurve bows in the code, but they're clearly not in yet. Hopefully one day ranged weapons are as complicated to make as melee ones. You could give them quite a large damage buff or a bleed effect to compensate for the increased tedium.
  11. Yeah? Like this?
  12. Are there actually 64 sticks in there now?
  13. Thanks! If you think it's good now, just wait... What do you mean by survival categories, though?
  14. The only way I can think of that is that you search for the item and it displays outlines of the recipe in the crafting grid, like some kind of fusion between the handbook and the crafting grid. That's kind of neat.
  15. Are you talking about making flint arrow heads using the knapping system? That's completely different from grid crafting and it's impossible for grids to have something like that. Is this a feature in Minecraft or something?
  16. What kind of guide is there when you create flint heads, anyway? I thought flint heads were a knapped item?
  17. You say it's an accomplishment, but I mostly copied the way Primitive Survival does it. It was actually MUCH easier than I was expecting, otherwise I would have done it much sooner.
  18. Updated to 1.2.4! Added chopped veggies/pickled veggies/mushrooms & cooked variants! Chopped veggies can be used for dumplings & sushi. Added handbook guide! Added hammer & Acorns mallet recipes for smashed meat/fish & pemmican Hardtack spoil times significantly buffed Smashed/Nugget meat now boosts meat satiety and spoils faster, all food using these items have been buffed Dumpling satiety in meals overall buffed (up to 1695 satiety from a single dumpling!) Sushi using veggies buffed Removed infinite egg boiling exploit Cooked cabbage shape changed
  19. I'm curious, what advantage does Humble Bundle offer over buying it directly from here?
  20. Just tossing around the 'shapeless' function willy-nilly in the code destroys compatibility with mods and future items. It's generally asking for a bad time.
  21. I feel bad for Tyron and the gang, people are making way too many cool suggestions for them to ever really get around to implementing.
  22. A system for that would be great, we would certainly get modded custom gestures if that were the case.
  23. The thing is that there are unstable areas on the surface, though - typically around surface ruins or shallow underground ruins. Since there isn't anything the player can do to combat the instability besides go somewhere else, that implies to me that the area itself is a blight on nature. Why wouldn't the wolves and sheep near the ruin be affected by temporal stability? The only reason for that would be that stability only affects seraphs, but I just don't like that since it would limit possible game mechanics and mob types. It would be great if creatures had their own kind of temporal stability score, like the player. Those that stay too long in unstable areas can reach 0 stability, but instead of being mauled by drifters the animal turns into a corrupted version of itself permanently. I sometimes find animals in caves because they were stupid or running away from something on the surface and they have no way of getting out, so coming back a month later and finding a mutant bunny that attacks you and drops gears would be cool. Same thing for animals that nest near ruins, they would be a very organic enemy type for this kind of game. Terraria does it to great effect with the crimson and corruption changing the existing enemies of an area as it takes over, so a zombie becomes a big bloody screaming monster or a spiky plant-like humanoid. I think something similar would fit here.
  24. I could be wrong, but I was under the impression that
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.