Hal13
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Everything posted by Hal13
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but if the negative temporal phenomenons (storms/monsters) stay something only seraphs experience animals shouldn't be fazed at all.
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with how many soil/sand you need for crafting building blocks i think that could be a bit too much realism, i mean you can very much carry several metric tons of stone but only a few (worst case one when you used something similar to carry capacity) items of sand/soil/gravel?
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some increasing brown noice maybe? and if it's not a physical storm, having sound that indicates stormy weather while not a single leave moves, could actually be a bit creepy itself, before the surroundings get a sepia hue too and then hell breaks lose.
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Watching Ashantins videos, it seems default translocators are not too uncommon themself, but as they are underground they are harder to find. As there weren't code changes made, i guess maybe everywhere where a translocator could have been spawned, if there wasn't a cave to generate the room adjacent to, a translocator on the surface was generated instead?
- 11 replies
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- 1.14.0+
- translocator
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Depends on if the temporal storms are a physical phenomenon or an outer dimensional one. if it's the latter seraphs might only feel it's coming, as they themself are not entirely from that world. If it's the former it could just become part of the weather cycles.
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and maybe sand/gravel could break into parts that can be panned without partially using up the block, just by using the pan in your offhand with the sand/gravel items in your main hand?
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dang these look good. but i guess we won't be able to mix stuff in them, right? same as now where you only can use dry grass or grain.
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I think the problem might be sheep don't really eat everything, and pigs do eat even meat. It could be handled by introducing different large troughs, one for pigs that can be filled with about anything eatable but no dry grass and another that is like before for any animal that's not omnivore. 2 vegetables per feeding portion might be too low though, the nutrition values of a single vegetable and a portion of grain is about identical, maybe the portions could be reworked and depend on that value? Maybe 500 satiety could be a portion of animal food in the large pig trough? and you could put anything eatable in it, that way the game would only need to store the satiety value in the trough and instead of different textures it has only one mixed food texture?
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Seems to do the trick, thanks.
- 135 replies
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- 1.15.6
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Need to test that again, have just now found it ^_^.
- 135 replies
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Seems there are some incompabilities, Daurons Extra Chests (issue mentioned here) between the copper chests there and the freezer and L33tmaans More Roads & Paths where the problem is both use the same recipe for temporal dust. Would be nice if it'll be possible to use all three together. As far as i can see, you can't fix the problem with the extra chests mod on your side other than giving Dauron the freezer recipe to create an option to exclude that recipe in the copper chest recipe, that's normally shapeless. With the more roads mod both use the same dust recipe, maybe there is a way to make it interchangeable? Just stumbled across the Simple Elevator mod, that seems to use the same dust recipe too. I'd guess there will be more mods in the future using it, could be interesting to think about a solution while there are only a handful. There seems to be a compatibility library at least i found a (not working) link in the simple elevator topic? Found it, I think...
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There's an incompatibility with ZEEkea! Functional Furniture both of you use the same temporal dust recipe, maybe it could be made interchangeable?
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As long as moving animals around won't get much easier than in minecraft i don't think it would become an issue to have pens on airships. But like with minecraft flying machines restricting the size (in MC via piston push limit) can actually make designing one more impressive, and if it's only the restriction of it needs to always completely be loaded to work. maybe the bigger the airship the slower it gets? Let's say engines create thrust in distance/verhicleblock*second and need space like windmills and maybe you'd need something creating buoyancy with a similar unit, at some point, the ratio between number of engines/buoyancy bodies and size of the airship will return dropping benefits the further the ship gets expanded. especially if you'd need engines to the sides to maneuver too. You still could build big airship cities or something similar, but they'd be quite slow, maybe even stationary, while smaller airships will be relatively fast.
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could it be the area needs to be loaded for bees to swarm? or could it be temperature/rainfall preventing the timer from ticking further (similar to berry bushes not developping further when it's too cold)?
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shameless self plug to my list of ideas for some changes to metal working. https://github.com/anegostudios/VintageStory-Issues/issues/691 I think discussing them here might be a better way than bloating the issue on github. Would love to see some codders input on how difficult the changes would be. and to the mod that inspired some of the suggestions i made. https://www.vintagestory.at/forums/topic/1823-1140-metal-recovery-for-anvils-014/
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What is missing and what is too much (Only my opinion)
Hal13 replied to Skandarella's topic in Suggestions
As Ubu already posted many points of the critique are already adressed and will be changed later. And others (like Player characters skin color being more humanlike) were voted against by the community. With flat clouds you can't really see much difference between cloud types without using the weather command. Weather cycles and cloud formations are leaned on real life weather, therefore seeing a specific cloud formation gives the player the possibility of predicting the weather to come. Therefore the used way of implementing clouds is imo the right choice. I even think the way the tranparent textures are used is quite good in reflecting thickness of the cloud even from directly below (something you can even do in real life). Please don't call them MC clones (many have less in common with MC than VS), as MC itself is only a long developped infiniminer clone (even Notch did say it) saying any bloxel based game would be a Minecraft clone takes away from the creator of the original bloxel game idea. But you are right, most bloxel based games seem to look even more cartoonish than MC. Now to the trees I haven't seen that similar looking trees yet, but most of the time the trees i see are either standing that close you can't make out which one is which, basically larger bushes or easily discernable. I have seen oaks that are a single tree with stems up to at least 2x2 blocks big (not sure if there was one 3x3 oak, but i think there was) and about 200+ log blocks (i once chopped down an oak which filled over 24 slots with stacks of 32 logs each, in hind sight i should have used it in a build instead, but i needed oakwood and there were nearly no oaktrees around) plus leaves. But never have i seen birches, maples or pines generating that way, on the other hand i have seen pines about 50+ log blocks high. I don't think there isn't enough variance between trees that got generated together with the world. And i think making sapling spawned trees all similar is not the worst way to reflect that these worldgenerated trees are really old and you should think about chopping them down for the wood. Sapling growth rate can be changed, if you think 8 days is way too short a period, why not make it 30 in the world settings when creating the world or go all out and make it 999 days via /worldconfig saplingGrowthDays? Even the 8 days are 8 days longer than in Minecraft, where you can grow trees instantanously with the right setup (no other randomtickable blocks other than saplings in a 128 radius around the player) or fertilizer. Wood cutting is possibly not that easy to change, you'd need to differentiate not only between logs and leaves, but worst case make every tree an entity. Other than in Minecraft trees in VS don't grow (or better generate) always just straight, the wood cutting mechanic does have to take that in account, therefore you cut down any logs higher or same height and within 1 block of the other and all leaves that may have generated by them. Yes maybe you could relatively easy differenciate between log types and leave types, but it is relatively much coding for relatively little benefit, as you'd still have the same problem if the forest/plantation you cut down is of the same tree type. It's definitely more a polishing issue than a pressing matter and therefore should be adressed after all the planned basics are in, especially as there will be more tree types to come and it would have to be adressed again each time a new type is introduced. -
okay, i should be fine with 1.14.5 then
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you mean right after 1.14.5 got uploaded? (same here, just installed 1.14.4 opened it and got greeted by the message 1.14.5 is available) At least now i know what Tyron meant with the crash bug...
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which crafting stage is the cage? right after smithing? after combining with resin or after adding bait? 1.14.2+ or 1.14.2 only? I don't understand the "recompilation required".
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rust world monsters and temporal phenomenons seem to only affect seraphs which seem able to communicate more or less telepathically over the whole world (the chat), it might be some kind of collective madness seraphs share because of that. or some cosmic horror stuff, and as lovecraftian stuff is planned to be added, the latter is (only slightly) more likely... traders seem to have used temporal gears to create a respawn point, but other than seraphs they respawn only after days and they seem to have to go through quite some unpleasantries, else i'd guess they wouldn't hold a grudge indefinitely. therefore i think drifters were people at some point too... maybe they ARE still people holding a grudge and seraphs were responsible for the fall?
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shouldn't uninstalling the mod, loading the world, reinstalling the mod do the trick?
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afaik steam age (maybe a bit more steam fantasy or steam punk) is the intended end game technology for vanilla VS, combustion engines seem to be too advanced and might need modders to take them on.
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sorry i may have been a bit more defensive then originally intended. As said more options to customise keybinds are always good.
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according to the wiki the foraging bonus applies to: I'd really like to see some general classes (similar to Commoner) among all these specialists. Like a Hermit with no stat changes but access to all custom recipes (useful for singleplayer). Or a Peon who could get a tiny (up to 5%) bonus to anything not combat, maybe slightly better (maybe 10-20%) hungerrate, but a small (about 10%) malus to anything combat related (nice allrounder civilian). Would be interested in a Metalworker too, who might have a moderately higher (about 20%) hungerrate, but would get some buffs for casting (maybe you'd only need 90-95% of the units to fill a mold as you would spill less) and smithing (maybe tool durability of the hammer is only lost with a 67% chance or items losing heat less fast while in their inventory).
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[1.14.10] Metal Recovery (for Anvils) PLUS - {0.1.7}
Hal13 replied to Melchior's topic in Mod Releases
I love the mod so far. Can you tell me if something like i proposed in https://github.com/anegostudios/VintageStory-Issues/issues/691 could be doable? As you may be able to tell i was inspired partly from your mod.