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Everything posted by TJ Pepler
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Thanks for the feedback Broccoli Clock. I'm not too worried about the traffic or server though, I'm a very old man and I used to have to modify my config.sys and autoexec.bat to maximize use of my 640k of RAM we are pushing tiny little data around here, if you modify every variable, you still finish with a mod file that is ~40k..ish (for any kids reading, 40kb is so small that you can make and store more mods on your phone than you have time to make in your lifetime, LOL) But you remind me of one of the best engineers I know who thinks the same way, always safety first, big picture stuff so thank you
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I am going to keep adding more features until I cant adds no more but, I have decided for now anyways not to do mod support for other mods... I have read and seen some of the horror stories other mod authors have had to deal with over compatibility and honestly some of your favorite mod authors are killing themselves for countless brutal hours to keep your favorite mod updated and working with everyone else, I salute them but I don't have that in me Any core game modifications you'd like to see added however and I'm all ears.
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This is the start of a general utility mod I'm building. I'm just going to add stuff I think is cool and if people like it, that's great! https://mods.vintagestory.at/show/mod/36960 Right now there is an Ingot crafting calculator and a small selection of starter gear (single use only I'm afraid...) but, there are some really neat IMHO utilities coming soon!
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OK, we're updated with creatures and bosses... I decided to do specific attacks for better customization, then one can be very strong and another weak if someone wants??? now I didn't generate any errors but I have not tested the bosses, because I don't know how to get them in game Is there a CLI way of doing this? or a command to tp to the boss location? Prolly not that, they are prolly generated when required... Anyways, we're getting there... that was a good suggestion FaceThief. Anyone have anything else they would like to see added? Would anyone like any or all timers included as well? Seriously folks... I'm so so bored not being able to work this month, please give me suggestions
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Here is everything I have pulled from the files, I apologize but I have never beaten the game or seen these guys so I'm flying blind Do you just want to change damages? We could adjust [Boss #1] the 2 different attacks could be adjusted separate or we can do one big group "Damage" var? We can easily do health of course and it looks like the revival rate... I have no idea about the physics in this game, but I don't think changing weight would be a good idea, that might be whats keeping it immobilized, LOL
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I have never looked into the boss data ever so I will take a peek, but it can't be too much different than creatures, I'll add the rest of the regular mobs to the system and look into the bosses (BTW : there are soooooooooo many creature variables, I pulled some big base adjustments but you could really dive deep and adjust their speed in different situations and stuff, it drills down deep if you want it) Here's a demo
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I think you're right, I think most of this is pretty easy to access, I will put it on my list and put a star beside it
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I have added bulk changes to tools, weapons and armor for people who don't want to change each item by hand Also, I am having a bugger with lighting right now, there are a lot of different ways lighting is handled it seems Currently I support torches, oil lamps and paper lanterns, when I figure out the rest of them I'll add them. (Biggest issue is held vs placed lights) *in my working version I now have fire pit working as well, we're getting closer!!!* Otherwise it's running and still makes mods, Please try it out!
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Yes correct, this mod is only altering variables and creating the json and mod files to a zip. This doesn't add any content at all. But with that said, did you see the link to the application above? It is already fully functional and creates working mods right now, I am only adding more features at this point. You are welcome to create a mod and take a look, rip open the mod and see, it's very small, a complete change on a lot of variables still only produces a single 4-10 KB file.
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Here you go... This works for sure every time without fail. You will lose a few pieces of coal from the process but you will have plenty to get going. Come back the next day when there's no more smoke and bring a shovel
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oh, that would look so good with some random jagged holes in the broken plaster showing the underlying brick, right?
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A very quick solution while you wait is to rename directories. you have your current mods directory, rename it 'OldMods' or whatever you like and create a new empty mods folder named 'Mods' the game will use the folder named Mods, this can be handy for you too if you want several different 'mod packages' you can simply have different directories that you rename to Mods when you want to use that set of mods.
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Could you develop a trowel tool or similar, and then have your ?barrel? ?bucket? of plaster and then just code it to switch your stone block to a plaster block when the 'loaded' trowel is used on the stone?
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Thank you I really hope it can help people seriously trim their mod lists! Currently in development is armors : And there is lots more coming, I think I can probably do all the timers as well, I'm looking into it, and I will for sure be looking into supporting popular mods as well if there is enough interest in the application.
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I'm sorry for all the weird posting and re posting, I'm trying to figure out what I can and can't post here Anyways, here's the scoop, this application builds mods for you, well it builds ONE mod for you, but it lets you chooses from hundreds of options on what to put in your mod, for example, you want more storage, but only in reed baskets, no problem, add it. then if you want flint spears only, to do 10X damage, put that in too, don't want monsters or bears, drop em, add that to your mod... Once you've made all your selections hit generate and poof! you get your very own single mod that does everything exactly how you want. on a server, pass it out like candy to all your friends and you're golden Try it here!
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Here's a shameless plug, but I'm putting out a mod maker app, it's in the forums here, I just added the ability to alter each tool so if you wanted the iron axe to not break you could set just the durability to 10x , I may add a much larger multiplier to make it basically indestructible...
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Just going to poke my nose in and say that while the game does have options for ... 200%, 300% more durability, I think the point here is that I have had my firewood axe in real life for 25 years, it still works just fine and it will still be chopping 25 years from now... that's the point of inventing steel in the first place, better tools So I agree, no amount of grass cutting should ever break a good tool. (Although having the handle break and having the tool drop a head that needs a new stick would be realistic) Maybe a solution for mod makers could be adding a 'hardness' value to each material and if you are using a softer material on a harder material it breaks or degrades, but harder tool on softer material == no durability loss ... Just a suggestion
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Hello all, I have just switched my pc and server over to linux mint. Game installed and running great, server installed and (after a few little headaches) now running great. BUT, I don't know how to access the server terminal console screen that I had on my windows server. Is there one? If not where do I input server commands? Thanks so much!
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I wasn't so much thinking of applying a bleed to the player, just animals. When I hunt in real life this is how it works, I shoot the animal and if I am on the ball it dies right away, sometimes however the animal will run off into the bush but it is bleeding and will die eventually, I will go to where I shot the animal and start looking for those blood drips and I will follow them to where the animal died and then the real work begins.
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Hello, to begin, this is an incredible game and I am very excited to follow it and see where it goes. I am suggesting that when animals take a certain amount of damage they will begin to bleed and they will eventually die from the wound (somewhere) as the animal is wandering around bleeding it will occasionally leave blood on the ground that a hunter can follow to find their prey. Thanks