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l33tmaan

Very supportive Vintarian
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Everything posted by l33tmaan

  1. I thought 1.18 started showing you what mods things were from? I also thought Better Ruins released a booty-less config mod recently?
  2. Oh, maybe. People complain about the loot from that mod all the time.
  3. You have Expanded Foods, but do you have the VS NET 7.0 version? https://info.vintagestory.at/v118-net7
  4. A grave? Do you mean like someone's skeleton? Might be the Player Corpse mod.
  5. Interesting! No other mods should really conflict with ACA like that. Is anything else acting weird?
  6. Uhh... works on my machine?
  7. Saturation should never change when going from a cooking pot to a bowl.
  8. That's not how bowls should work.....
  9. Are you on the NET 7.0 version of 1.18.6?? https://info.vintagestory.at/v118-net7
  10. Aw, c'mon man, my 16 GB of RAM is enough to run XCOM 2 with 470 mods and Project Zomboid with 400+ mods without choking! Little old Vintage Story should be able to handle 50 mods without getting lagspikes every 15 seconds.
  11. I always suspected that the number of mods has more impact on your game performance than the mods themselves. Yes, some mods do cause more of a performance hit than others, but just by adding a bunch of tiny mods you can easily bloat your game into eating up 12 GB of RAM. I tried figuring out if a specific mod was the issue for me, but that never seemed to be the case.
  12. That's interesting. I broke some eggshells but I didn't try putting them in a trough in 1.18. That worked previously, though. Yes, I guess it's been re-introduced. Sorry it took so long to get that fixed (say thanks to Radfast the next time you see him).
  13. You are not the only person with this issue.
  14. I've released another RC version since it's been ages since the last update. There's a bit of new 1.18 content and a few bugs were fixed, but one visual issue with the expanded foods has popped up if you place them on shelves/ovens/display cases. If it wasn't for that, this would probably be a full release. Anyway, this latest version (and all future updates) will only work on .NET7 builds of the game. Sorry if this causes any inconvenience for now.
  15. I think I've got ACA mostly ready for the .NET7 releases. Just as a warning, any future updates will not be compatible with the current .Net releases - but that shouldn't matter after 1.19 anyway. Only problem keeping me from releasing it is a fun new visual bug. I'll get it sorted out!
  16. Aw, don't be like that. Everyone comes to Vintage Story with a different idea of what it should be. Some want uber-realism, some want a cozy homesteading 'experience'. Not to get too off-topic, but the discrepancy between most item stacks being a multiplier of 4 while interface items like barrels and ingots being a multiplier of 10 is odd. Probably not a huge deal, but it does get annoying to work with sometimes.
  17. Ain't that the truth!!!
  18. What I do is start my attack, move in during the strike, connect, then immediately start backpedalling. Or I just hold the sprint button and run right through things and hope for the best. I recommend making a spear and jumping into the nearest body of water.
  19. Ooh, I should put that into the handbook. Good catch! If you have a valid recipe in the mixing bowl, it should say so. Can you post a screenshot of what you're attempting to make?
  20. Ginseng is not one of the valid herbs for consumption in this way. If that's a new herb, I still need to update Expanded Foods with all the new Wildcraft stuff and I'll take care of it. Hello! This was working in 1.17, but the 1.18 update broke a patch that causes Expanded Pies to work. This will be corrected in the next update of A Culinary Artillery.
  21. Ah, yes. Sorry about that. It's a bit janky since the normal nutrition amount is added as extra nutrition, so the base nutrition value can be 0. I think only for flax bread, but I could be wrong since I'm not looking.
  22. Heh, maybe if you go around wiping out all life from around you by constantly destroying respawning dens, your area reacts to the loss of life by making the area more temporally unstable. Is this a good idea? Probably not, but there should definitely be some consequences for devouring all of the resources in an area without sustaining the ecosystem. What do you mean 'like Baritone'?
  23. Maybe it's something I need to update for fancy new builds!
  24. I would like it if none of the NPCs in this game just spawned out of nowhere. I remember posting about this years ago, but I'll bring it up again: Creatures should spawn in 'nests' (or animal dens or whatever) that are physical blocks that generate in logical areas for that specific creature - you can track variables in this block such as creature capacity, food storage, territory size, aggression level, and basically anything that can influence the creature's behavior. Ideally, this would be on top of the creature's normal AI package. For animals, as time goes on and they exhaust the available resources in an area (grass and berries for herbivores, prey animals for carnivores, everything for omnivores [AKA: bears]), the nest checks for nearby areas that would be suitable to respawn in, sends the creatures in that direction, then deactivates itself and respawns somewhere else, starting the cycle again. If the nest reaches capacity for an extended period of time, maybe that could cause new nests to spawn nearby as the creatures move away to deal with less resource competition. Most importantly, this gives the player something to track and react to. Too many wolves in the area? Just fight through them and destroy their nest. How would this work for drifters? I dunno, make rifts spawn less frequently but last longer and tie them to an area's temporal stability. That way they spawn underground, but also in unstable areas above ground, which would be logical.
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