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Hal13

Vintarian
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Everything posted by Hal13

  1. Hal13

    Hunger

    /worldconfig playerHungerSpeed 0 Should do the trick, but with a constantly full hunger bar you can't eat and therefore can't get nutrition values up for the bonus health. You may want to keep the hunger rate slightly above 0.
  2. You need to take a portion from it with a bowl to eat from crocks. I think you can't get the rot out without washing the crock.
  3. They only allow a single installation, you can't have different versions parallel, even when you can use another version (which does seem to be the case nearly never, even in case of indie devs, found 1 game in my library of over 300 games on Steam with such a longer list with stable versions) it will uninstall one version to install the new selected version. Every time they will convert your save files and delete any mods not on steam (because only those you subscribed to will be reinstalled), making corruption near unavoidable over time, at least as long as the game isn't built around that problem, but with blocks being added to and/or removed from the game every version and in many mods, one is just asking for it. No they are not, but they were asked for: The installation we already have isn't complicated. And one could argue the simplest and most convenient "launcher", meeting the criteria I've set, would be the windows start menu... Tbh the way VS does things, I suspect players who want to not hassle at all, won't like it. And players who are overwhelmed by a simple installer, will likely suggest every mod and option they want to use should be preset in the vanilla game, instead of customizing the game themselves. I don't want to sound elitist or something but customizing world settings is way more complicated than double-click and select a folder. As a PC user (though I do plan to change to Linux, as it becomes more accessible with about every new distribution) I feel a bit called out. It's used by many small Devs because their games have a chance to be shown to many additional potential players and for a game with near 0 player base that can kick start their sales to a level where further development becomes doable. But it's a coin flip, either you're game gets good reviews, is celebrated and therefore gets recommended and showcased more often or you're game gets bad reviews at first or none at all and it will become a failure marked as such forever, reviews usually won't be changed later after addressing some issue, reviews do not expire either. Additionally you need to follow trends when releasing on Steam. If it's not fitting the current trend when you release it there, then it will be drowned by the hundreds of games and updates releasing at the same time that follow the trend.
  4. I meant, maybe you've put your friend on the wrong list accidentially (though i have no idea how the interface looks like and if that'd be even possible), or the ip your friend tries to connect from is blocked by the datacenter the server is located in. I assume you did already check for typos? If that's not helping you might want to open a ticket with the support for the server.
  5. The only thing, coming to mind right now, would be blacklisted instead of whitelisted... Or it could be that the server itself (not the game but the hardware in the data centre) has blacklisted your friend's ip...
  6. Tyron mentioned that it is planned to implement thirst and we have milk, juices, wine, ... additionally potions are on the roadmap and implemented through mods... adding a nutrition value to water in a jug or water in a bowl isn't that much work. And that didn't even take into account stews, fruits and vegetables with high water content. The water meter should be relatively easy to maintain... Not really but at the same time yes. I used calories as a substitute for fats and sugars, things that basically are only fuels with no other use for the body. Both have massive detrimental if one eats too little or too much of them. But you can go on for quite long without them. The hunger bar and its satiety would limit how much you could eat, kinda like foods high in fiber or even just plain water in huge quantities do satisfy your hunger but may have little to no actual nutritional value. That's not what I suggested though. For one I suggest to give negative effects if you overindulge on any one nutritional value, meaning you'd need to fine tune your meals, if you'd spam the same foods over and over you will reach the negative side of at least one nutrition type, additionally you can limit that problem as you can only eat (or rather get benefits from it) if your hunger bar is low enough, else you are full to the point of not being able to stuff anything more into your stomach. Furthermore husbandry would still be the easiest source of especially proteins, as you might have to explore quite much to find peas or beans. Additionally cooked ingredients would be easier digestable and as such the ratio of nutrion value per satiety would be significantly higher. Really? In the vanilla game you'll find so many wild crops, I usually do not need to have an efficient farming setup for grain and vegetable nutrition, berry bushes are everywhere and provide easy fruit nutrition, while killing wild animals is a fast way to raise the protein bar to the max. Salt isn't needed too much with a good cellar, baking I never even dabbled into because raw grains are easier sources for grain nutrition. Again, really? If you'd wanted to do a vegan play through, finding protein rich crops would be a big reason for lengthy exploration (still haven't found soybeans without modding until now), if not than you'd need the same amount of farming, husbandry, etc. You wouldn't lose anything, quite the contrary as raw grain and vegetable could be made quasi realistic and being filling but of (relatively) little nutritional value on their own, you would motivate the player to cook meals, bake bread maybe even bake pies as those forms of food would be significantly more efficient food sources, and by lightly punishing overeating . The suggestion does not touch your game loop for the most part only add the option to replace husbandry as a means for getting meat and milk somewhere in mid to late game (earlier if you're really lucky or start in warmer climate), you'd still may need feathers and leather and wool, hence it wouldn't replace husbandry as a whole. Furthermore without that part of basically milk industry propaganda, which is the dairy slider, and a more (but not too) realistic nutrition system there'd be another reason for marketing the game as partially educational. At last I'll put out a few more ideas and elaborate on the concept a bit more: The hunger bar is kinda only a how-full-is-my-stomach gauge, when it's empty you get a slow poisoning effect eating away on your health (though not on your max health and without the I-have-been-hit-sound), when it's full you can't eat anything, though still drink. Like now there'd be no effects other than for completely filled and completely empty stomach. Every time you eat you stop it from dropping for 30minutes ingame, but after that the bar drops continuously but the speed it does it is anti proportional to how full you are, I'd say from completely filled to completely empty in 2/3 of a day? The nutrition bars will deplete significantly faster than right now (where they basically do not drop once maxed out), but not at the same rate, too low levels would mean less than 25%, while with overindulgence I mean the top 25% of the bar, everything else is considered healthy levels with the ideal being slightly above 50%. Water/Hydration is a necessary value and hydration changes fast, from healthy to too low in just a day, but basically any food or drink will provide at least some, with the exception of raw grain maybe. When it reaches unhealthy low levels you'd get a poisoning effect similar to empty hunger bar, but becoming more severe the more dehydrated you are (and still without audio effect). Overindulgence should only be possible by drinking several liters at once, giving you a debuff on movement speed and a heightened water loss until you reach healthy levels (for simplicity's sake we should ignore rupturing once stomach and lethal doses of hydration). The best sources for hydration would be drinks and stews, but water would be fine too, just wouldn't have much more nutritional value than that. Calories are basically the bodies fuel, they build up slowly but you lose them slowly too. Too little of them and you'd get overall debuffs: movement speed, damage output, max health, ... Same is true for overindulging in them. Similar to the hunger bar now, it depletes mostly by doing stuff, but doing nothing would deplete it from ideal levels to low in about 2 months (we could ignore that completely). The best sources for calories would be cooked fatty or sugary foods: cooked meat & grain, as well as honey and processed fruit (juices and pies for example)... Proteins are responsible for cell regeneration, as well as a fuel source (but we'll ignore that mostly). Proteins do mostly deplete by regenerating health (that includes the damage done by an empty stomach or low hydration for example, potentially reducing or even balancing out those effects), low levels would result in slower regeneration, overindulgence will use up proteins instead of calories for activity until in the healthy levels again. Best sources of protein are meats, dairy, cooked beans, peas and certain mushrooms. Vitamins are a nutritional value that you can only overindulge on through supplements (the body usually just doesn't absorb more than it can handle, if not totally overwhelmed by supply), gets partly destroyed by cooking the ingredient and which the body needs a regular supply of, the bar could deplete rather fast over the course of a week or something, overindulgence might be gone after a day and actually cause some light poisoning effect (several vitamins become toxic or are suspected to cause cancer if their levels stay too high for long, though they tend to partially counteract and regulate each other if the body is not constantly overwhelmed though supplements), too low levels would reduce max health (or you get a bonus to max health by keeping the bar in the healthy region). Best sources for vitamins would be: uncooked fruits and vegetables. Minerals are an essential part of nutrition, but I'd simplify them to being mostly for structural support of the body and water retention, they fluctuate at a quarter the rate as hydration, as losing hydration usually comes with losing minerals. As that low levels would negatively impact taking in hydration and damage reduction (brittle bones etc.), overindulgence would lead to binding and excreting water and hence increase the rate in which hydration and minerals are lost. Most foods provide decent amounts of minerals, though nuts, dairy products, salted and/or pickled foods provide more. Recapitulatory (rates below are meant as percentage of the full bar): Hungerbar depletes from 100% to 0% over 2/3 of a day, depletion is faster when more full and slower when low after eating something does not drop for 30minutes empty: light slow poisoning effect eating away on health full: no eating possible everything is at least somewhat filling, most filling are raw foods, least filling are liquid foods Hydration depletes with a rate of 60% per 1 day below 25%: poisoning effect eating away on health, more severe the lower the bar over 75%: debuff to movement speed and increase in depletion rate for hydration, both effects stop when bar goes under 75% mark liquids are the obviously best source of hydration Calories deplete through activity additionally to the rate of 25% over 14 days not between 25% and 75%: debuff to movement & mining speeds, max health, damage output cooked/baked meals from meat and/or grains as well as juices do provide calories the best Proteins deplete through regenerating health, with exception below 25%: health regeneration is slowed down above 75%: depletion of proteins instead of calories until below 75% best early game sources are meat and some mushrooms, later dairy products and cooked beans/peas are good alternatives Vitamins deplete with a rate of about 10% per day, higher (up to 25% per day) as long as above 75% below 25%: debuff to max health above 75%: light slow poisoning effect eating away on health best sources are raw fruits/vegetables Minerals deplete with a rate of 15% per day below 25%: debuff to damage reduction, decreases the amount of hydration you get above 75%: increases depletion of hydration and minerals best sources are salted/pickled foods, dairy products and nuts Other than now just making stews, or eating raw whatever can be harvested on the way when travelling wouldn't suffice for best performance. A trip over weeks into completely unknown territory would require at least some preparation. We could have another type of bars that only have negative impacts too. Heavy metals are toxic and will build up over time, especially when casting metals (an additional incentive for progressing to smithing, bloomeries and more durable tools) and mining ores. Low levels do not impact the character, while higher levels will increasingly more severely poison the body. The bar basically doesn't drop on itself, but with implementation of basically magical potions there might be a way. Fish and some plants take up heavy metals and when eaten add to this bar additionally. Radiation is bad for you, teleportation would expose a being to huge amounts of radiation. Assuming seraphs are somewhat resistant I would ignore other sources for now and potentially most of those ionizing effects would create isotopes with short half lifes hence depleting the bar should be relatively quickly. Maybe each translocation adds 20% of the bar, the bar depletes linearly with about 50% per day and above low levels you get a slight luminessence effect as well as poisoning? Maybe someone would like to have it for uranium based tech in mods later. Germs cause diseases, you can't protect yourself from them. Getting hurt and eating raw and/or spoiled foods increases the bar, but it depletes relatives fast (thinking 100% per week). If you get into the high levels you'll get random debuffs for as long as the bar doesn't drops into the low levels. Alcohols, honey and several other food stuffs could deplete some of the bar, same with bandages if those help regenerating health (you can't just use them to lower the bar). Toxins do accumulate but are broken down by the body, eating poisonous foods and drinking alcohol would be the most prominent sources, but maybe we get venomous animals at some point? The toxin bar would deplete completely over the course of 1-2 days, low levels would induce the same effect we already have for drinking alcohol, above that we could get an additional poison effect and at high levels we could lose all hunger and somewhat significant amounts of hydration for a quick drop one-off of the toxin bar (by idk 10%) and a deadly severe poisoning effect if that's not sufficient.
  7. I mean it should be possible to instead of having food types having nutrition types like "vitamins", "proteins", "minerals", "water", "calories" or something like that. Why? because the sliders at this moment implicate you'd need milk products and you'd need grains in your diet. Both are not true, you can (theoretically) eat perfectly healthy by just eating vegetables and fruit. Though I still prefer to have cheese, eggs and bread, it's not actually necessary. And as soft realism (and possibly a certain educational worth) is a goal for VS I very much would like the option to go fully vegan in it without my character not able to reach peak performance. I mean I wouldn't oppose to see some detrimental effects for each of those to be either too high or too low. idk, too low minerals and you lose water faster, too high (or too low) calories and you become slower, too much water you lose water faster and are slower, too little and you lose max health...
  8. And it did not appear in your task bar / inventory either, instead of going into the container? Than you might have encountered a bug, but it might be difficult to replicate (and without that fixing isn't likely)... Local play or on a multiplayer server? If playing over the internet it could be lost data packages, but I couldn't think of anything else right now.
  9. We could have different glues for different purposes, with resin just working for nearly every purpose... Casein glue isn't too easy to handle, a bit too warm and it's too thin a bit too cold and it's too thick. But it is highly resistant to water, provides a strong bond for a long time, doesn't dry too fast and can be used to glue a widely range of materials. I'd petition for the additional implementation of tar pits, tar would serve a similar purpose (and have similar properties), but shouldn't be used for things in contact with foods. Tar could be used to make a layer over roads providing a slight additional movement speed boost on it... Additionally pitch could be cooked from wood and behave like tar for glueing purposes. Pitch burns well, hence pitch filled pits could give us nice eternal fires... Bone glue is water soluble (and biodegradable) though. And you can extract that collagen use to make it from leather and meat too. From what I gathered quickly it's easy to handle but mostly used for wood (and tapestry, paper,...). Or maybe we spawning wild pigs, wild sheep or wild cats (of some bigger sort) a random pine tree near them gets a resin node added to it at ground level or one above. It would give incentive to not light up all your tree farm, even though that does pose the risk of getting wolves (if a wolf spawn was set there at world gen). I always ask myself is it easier to maintain a single mod with many things or several mods with fewer changes each? You mod is huge, though it looks like there shouldn't be too many mods that could interfere negatively... Yes and no? If I'm not running through the game half a dozen resin nodes are sufficient to provide one with enough resin over time, if one is really unlucky one can make do with a single node close to ones base, harvested each day there is new resin on it. Tbh the devs try to make the stuff not already covered by mods, as that way there is more code for the buck to have. They might implement some mechanics of certain mods at some point, but their focus seems to lie on getting everything that's on the roadmap done in some functional way and adding suggestions not already covered by well functioning mods. That is just rude. Creative mode is not easy mode, easy mode is requesting features to get resources in other ways in vanilla because one is too proud to use other mods (btw the vanilla game content all is mods, try deleting those three mods that come with the installation). One could argue they stated something similar, when asked about the future of crafting... That should not happen, I mean if you searched for iron, you likely needed some resin before, if you were so stupid to fell all the trees that you were able to get resin from, you deserve to search for new nodes, else mark them on your map (you still can fell the parts that are further up) and make your rounds every few days, you can get a decent supply just by that. No, it's not necessarily a contradiction. Long term play can mean every single item has to be hard earned (which seems to be the direction they want the crafting to go in the long run), creativity can mean making the best from what one has. Additionally you are being rude too, which does not help your arguement. Yes and no, only because your tool is more durable it does not really make it less tedious to carve out a cellar or anything, you just need fewer repairs. Theoretically those repairs would become harder the harder the metal though. As long as you do not have different tools better suited for the task, you'll mostly only trade the points of tedium at best reduce the sum of tedium slightly. people have different definitions for leisure play, I find it really relaxing to just mine and haul every ounce of ore i can find and every other resource from the pit, leaving a huge hollow or an actual strip mine. I like optimizing my mechanism setups and do not see creativity in purely recreating something. You do have some misunderstanding here: Canonically seraphs are no cavemen, they do not "discover" alloying and metal bloomeries, they always knew that and only needed the materials. And it may be that they themselves are not even that intelligent, one of the lore pieces even states that they seem to replicate things they've seen build and they seem to be under control of something else, that might indicate as long as they do not see something scratching a tree and that leading to resin flowing out that they aren't able to make that connection, no matter how obvious it is to you, you are a human Seraphs are explicitly not.
  10. Yes, it is a kind of DRM, but it's, at this point, the least invasive kind of DRM, and as you can have a fully portable installation, I'm totally okay with that (even though I usually do prefer no DRM). It does it's job and it doesn't inconvenient any players who bought the license. I assure you: You won't... I'd bet to find at least one pirated software copy in about any home with a pc. Tbh without a pirated copy I may not have bought a VS account, I mean maybe if I'd stumbled across the game after getting locked out of MC because I won't migrate. And just to be clear, I would never distribute pirated software (outside of it being a private copy or offsite backup at most), though I'd do use it to determine how much I'd be willing to pay for the software, though in some cases that might be nothing for the state it is in or the use cases I have for it.
  11. thanks, that keeps the discussion on topic. That would mean we'd have to become able to keep more things in our off hand, which would be nice. Though I would be okay with just being able to {crt]+[rightclick] with a stick in my hand and get a small container window with a single slot to put a tool head (or dry gras for torches) into. Though I'm not a fan of that, even with a tool head you'd have to fixate it, if one wanted to be realistic, but too much realism quickly becomes tedious, additionally depending on your spawn you might not be able to craft ropes at all. Already there are players who regenerate several worlds for a somewhat forgiving spawn each time they start anew, if you'd basically needed to be able to craft ropes additionally to the obstacles already there that percentage might increase drastically. That would prevent you from progressing beyond stone age though, as you'd need handles for a saw but a saw to make boards which you'd need for handles... Though tbh the sticks in VS are more like the sturdiest branches of trees, hence not quite flimsy, carving handles from sticks would be totally viable and potentially even faster than carving it from boards as you'd need to carve away less material. tbh that's not what results from using not a branch as handle, it just would make aligning the tool easier, resulting in fewer hits to fell a tree for example, exhaustion wise swinging both tools would be the same (that depends more on the tool's overall weight than on alignment), but with better alignment you need fewer swings to do the work (for which it would have to affect the damage/mining speed). Maybe you could use sticks as handles, but (apart of knives and other really short tools) if affected damage/mining speed in a negative way?
  12. Hal13

    Pit Kiln

    I just use a room adjacent to my cellar for 24 pitkilns (I do use the ceramic cellar door, not sure if a wooden door wouldn't burn), sometimes it melts all that snow in my front yard and I do not have to shovel my way out of the door...
  13. Those were actually outdated versions additionally to the limited content. Or are you speaking about the time minecraft was still in alpha (now known as inDev)? Because at that point they had no DRM at all and you could just pass along the full version. Devs using patreon or similar usually make versions publically available that are several versions behind, but those games usually get at least one new version every 1-3 months. Hence I think 1-2 versions behind the recent one might work for that purpose, maybe limited to not being able to play on servers. I agree, but those things can be done with significantly outdated versions too. And you can get a refund relatively easy too, hence there is no harm in buying to try.
  14. That would open up a completely different can of DRM worms... Those timed trial software practices have widely gone away because of the issues coming with them. More often than not they had to be bundled with limited capabilities and developed aside the original to effectively work the way it was intended. VS does not need a constant internet connection, the game does cache the successful login and that way is convenient for people to use even offline, one way to make sure it won't be used longer than the trial period would be: make the user log in at each start of the game, requiring a internet connection to start it at each start, might be only mildly inconvenient for most playing at home, but it still would be some inconvenience to players who bought the game. Additionally something similar is used by Steam for games that can be played for free for a limited time, Steam patches the game not working at the startup if you're out of the time frame, but you can just not close the game, et voila you can play indefinitely. Another way would be some registry key or hidden file telling the game when to stop working or since when it was running or for how long it ran,... But that makes pirating the game really easy, just delete that entry/file or replace it with the one used by the full version, or constantly change the system clock back, et voila you can play indefinitely. These trial periods are always easily circumvented, which is why software developer quickly began to switch to reduced functionality of trial versions instead, before internet was widely available at most places they just added restrictions to the full version while no correct key was added (and as the software needed to be able to see if the key is correct without internet, one key could be used by several different persons), nowadays they remove those features and the possibility for offline key activation from the trial versions completely and you need to activate the full version over the internet to get the missing parts. Tbh. nowadays it's easiest for a dev to just not actively prosecute the use of the pirated version of the game (or to make outdated versions free for the public, which many devs do who produce their games through donations on patreon or similar platforms) and not provide any demo / trial version, just restricting support to people with activated game account and/or making sure servers can only accept active game accounts for multiplayer games (crashing the server instance if people with the same license are online on it and enabling a way to ban a specific license from joining would be a way) for example. Usually it is (way too) easy to find a slightly outdated pirated version and fighting the distribution of all the pirated versions is way too costly for the usually little benefit it brings.
  15. Did you have any other container open? If there is a not-full stack somewhere the game first adds the items to that stack, and if there are several containers open they seem prioritized according to their position.
  16. Okay it seems, what we got in VS are technically not shingles but ceramic roof tiles. And those simple flat tiles, I'm sure (though can't find the source on the fly), were formed by pressing clay into wooden frames, removing the frame, letting the clay dry and burn the tiles afterwards. Maybe we could get a craftable frame like that? O X O X O X O X O Could take 4 boards in a kinda plus shape to craft and afterwards would function like your first variant. I mean theoretically that's how they made bricks too, hence I could argue for a crafting grid recipe for raw ceramic shingles. But I don't think a ceramic mould would work as well, the clay likely would stick to it, making it unfit for mass producing tiles, sure a ceramic frame might work but that'd be a fragile thing . Adding actual shingles (wood, slate, metal) would be nice too. Though idk how many players would knapp slate shingles or smith/cast metal ones, but wooden shingles are easy board+saw=several shingles...
  17. That too depends on server settings, I know of several servers where you'll get 1-2 harvests per ingame year because growth is set to a realistic level. It is you can set the spoilrate to 0 if you want, sure natively it's only a slider for the general spoilrate, but xskills does have a skill that changes the spoilrate for the inventory, therefore it should be possible to implement something like that to only reduce the spoilrate in the inventory to 0. Then you may want to look for a server that better suits your needs. The game can be set from ingame days per minute to a few ingame days per reallife day (I do not recommend going too overboard though, theoretically you can set it to an endless day, but 12-real-life-hour-long ingame days do break the game balance significantly already, though 4 hour ingame days should be fine), the spoilrate can be set from 0 to ridiculously fast. Drifter spawns can be modded, a freezer type container can be taken from several mods (like ZEEkea or Preservation Mod- Long-term food storage) to include on the server... At last the player base could be centered around regular activity schedules. I haven't seen any game as (easily) customizable as VS yet (and I've game tested hundreds, it's what I do, testing games and writing reports for 1-24 hours a workday). The options are there, if the server doesn't implement them it's not a game problem but a server problem. You are looking for a compromise that, in theory, already exists, there are mods like xskills with options for changed spoilrates for items in one's inventory, there are mods adding long term storage containers, there are server settings that can be set, ... And there might be someone willing to make a modded food bag (if there isn't already, worst case one could use a longterm storage solution and carry capacity for the same effect) with idk 1-3 slots with a multiplier of (near) zero to spoilrate (if not zero could be set to zero by changing a number in the mod files). something like that might be implemented easier than potentially rewriting the whole spoilage system (it seems dependent on timestamps like other game mechanics else unloading the area would suffice to stop it). Maybe @Xanducan help you out with that? Haven't found another modder tackling spoiling of stuff in one's inventory with one of their mods just now. That's a whole lot (I usually keep 1 parent pair of the newest generation, though it does happen that I have a few pregnant females for some time), the limits I've seen on servers, when actually written in the rules, are a steady population of somewhere between 5 and 10 per animal type per player, though on a small server those numbers may still be fine, it really depends on how many players play on the server, and how much wilderness is lit up (preventing wildlife from dying, aka being culled, via darkness). That spoiling still happens when offline has lore implications (and as such shouldn't be fully removed in vanilla, if it's intended to happen), the items are part of and bound to the world they are from and behave as if still present in it, even if taken into the limbo of the player character not being in that world. There are several ways to tweak the game into what you ask from it, as that addressing it as a suggestion for changing the vanilla game does not help, the vanilla game can already be tweaked that way but the server's player population need to want those changes (with many seemingly rather going in the opposite direction). Btw there are other not spoiling food sources I forgot: walnut seeds and "Vintage Beef", the latter normally rare ruin loot but there are mods which add a way to make it yourself, for example by aging red meat with honey in a barrel.
  18. You mean like the forum polls for the next update? Only you have to pay extra to get a vote? I'm sure you could send Tyron money via paypal, but idk how much you would have to pay to overturn the forum poll on what to concentrate development on in the next updates. As it takes time out of developing the actual game it would be paid for by everyone (mostly in time waiting for the next update, but time is money), there are no extra people to work on such projects in the team and I highly doubt Tyron will do the extra effort to hire freelancers for several thousand €/$ to work on a side project that's clearly not intended for the vanilla game, as he'd be stuck with keeping it up-to-date or paying for that service as it would be an official VS mod. Maybe after vanilla VS is finalized, as then the costs for constantly updating the mod would be calculable and such projects might keep the team in work. A more reasonable approach would be to request a mod in Mods & Mod Development and look if someone would be willing to make it. As I see it, you could put a bounty on developing your firearms mod too, though I'm not sure how well that'll work. After all, if someone took you up on that offer, it would be a legally binding contract even if it's only posts on a forum.
  19. Of course! A few weeks is, even on a less active server, several years ingame, on an active 24/7 server that's decades (over 9 years per 14 days) with default time settings. Even with minimum spoilrate that's long enough for everything to rot. Servers are made to be able to host a set number of players, you are taking a slot that could be filled with a more active player. A mechanic that enforces either to pool resources with other players (stockpiling food together so that there is always some fresh food in storage) or to make sure one goes online regularly is in favour of multiplayer servers. Without some force people will come online, play for a bit and hog server resources afterwards partially without ever coming back, a big problem of smaller MC servers. The exact balancing is partially off but that's more an issue of server settings (or too far disconnected activity schedules) and it is possible that the server does not intend for players to take weeks off, without preparations for the food situation after coming back. And that doesn't mean more animals! Animals (or rather their pathfinding) are one of the main causes for lag. For exploring you could make camps, with an apiary and crops (seems the server settings are quite lenient with letting crops on the fields for years), on your way instead of taking who knows how much sealed food with you. Of course you could use animal fat and honey as exploration food sources as those do not rot. Then why are you suggesting a way to do it? Even more than that, you suggested unlimited slots to fill with food stuff which would be prevented from rotting. The way you described not having to breed your animals before slaughtering several of them, that wouldn't be griefing it would be lagbusting. Many servers have rules about the allowed number of animals to keep and if you are inactive for weeks at a time, there is no reason for anyone to let them live for you to butcher them later. Then you might want to consider playing an adventure game not a survival game. A survival game is all about not dying from hunger and other problems. It already does: temporal stability, which seems to break down around Seraphs. It is canon that monsters do not exist in the world before the first Seraph arrives in it and it is canon that the temporal stability of areas only affect Seraphs and their surroundings. Lore is to be found not only in things that are clearly written but in nature's laws of the world you have to survive in too. The only thing not explained is: why. Which might never be explained to ease people into making their own explanations for it. There are mods changing difficulty of combating drifters, spawning behaviour of drifters and their loot, but if the server you're playing on doesn't use them then obviously that server's community doesn't want them, else something like this, this, this, this or this ... would be installed. I have to partially disagree, mob variety yes, but bosses aren't necessary for a game without any story plot. If we'd get some story to play through, okay, but I very much prefer a game where story is what I make of it, which is a sandbox game which VS is advertised to be. I wouldn't mind ways to trigger boss fights for those who want them, but imo fights in nearly every game are an annoying obstacle to either the story or relaxed gameplay. In a survival game fights should happen when you made a mistake, came between cubs and their mother for example or hunted the predators' prey to the brink of extinction, keeping the predators hungry, ...
  20. Have to look into how the command works as I never used it, but if it teleported you to the coords you provided it would have teleported you into the mantle, y1 is a coord the player character isn't supposed to ever be. The way you describe it, it's possible /tp uses relative coords, meaning from the point you teleported away from you were moved -930 on the x axis, -125 on the z axis and 1 block up. And spectator mode is vanilla. but as spectator you can a) use your mousewheel to change flight speed and b) just fly through everything. For that small distance I'd recommend to not teleport but just go into spectator mode (/gamemode spectator) move to your death site and go into survival mode (/gamemode survival) again. Just looked into /tp and if you wanted to tp to specific coords you'd have to use "=", respectably "~" if you'd want to tp relative to your position, the way you used it you teleported to coords relative to your worlds center (which means the center of the generated terrain).
  21. I don't mind a convenient launcher, that I can just add games to, even those not bought through its mother company. But for me convenient means, I'm able to have several installations of different versions of a game and the launcher will not force me to update every goddamn time I need one of the older versions to confirm a bug, review a game mechanical change or play a certain configuration of mods. I don't mind a message about there being a new update either. Sadly the library in GOG Galaxy is a bit cumbersome but apart of that it does what I want and doesn't restrict usage of the games you own. I really would love a useful itch.io library too.
  22. I see three in that screenshot... there may be even more in other directions to add to the hassle...
  23. Haven't heard of it being broken yet. May I ask which coordinates you do use and how you got them? I somehow expect you to use the map for the x and z coords and guess y coords, am I right? If so change your gamemode into spectator, teleport and change it back safely on the surface. The map does not show heights and guessing the y coord can easily be off dozens of blocks.
  24. It's an illegal intrusion into ones IT infrastructure to delete or add files without the infrastructure's owners explicit permission/involvement. Steam does indeed have more tricks, they don't care for most laws for example, providing porn games to minors, not paying their taxes correctly... Copyright works totally different: A private copy is allowed and the use of it is too. A copyrights claim cannot be made for anything that isn't distributed, meaning as long as the content sits on your computer and you don't provide uncountable copies to others (depending on the laws on private copies, a rule of thumb is: do you know everyone personally you provide copies to? if not, it's not a private copy anymore) it cannot be claimed. Even if claimed, the owner of the computer it's on has to delete it and that's the person the claim has to be addressed at too, which is often the problem if you find some of your works provided illegally somewhere. If you got the music legally correct, the copy is yours to keep, copyrights aren't touched by that. And the music itself has no copyrights, it only is protected by copyright laws against illegal distribution.
  25. I think you may have to be connected to the internet once at the first start to log in, but I am able to play VS without problems even when completely offline. Nowadays MC does require you to be connected to the internet on each startup, else I'd be able to still play it after that damn forced migration thing.
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