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Wahazar

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Everything posted by Wahazar

  1. I found solution for depleted stick/flint: spawn range +=5k block, eventually with some mod like th3essentials with tp home command (with cooldown/some cost to avoid abuse)
  2. It is not true - I often observed wolf or bear getting hit and doing nothing. Probably it is related either with distance larger than animal aggro range, or with no path found due to player standing on block column. Therefore my proposal, to increase animal aggro/awareness, if hurt. About animal fleeing due to miss hit - it can and should be balanced by probability of animal speed debuff, if getting hurt. Currently hunting is unrealistic and annoying, with animals fleeing at max speed, no effects of getting hit until HP<0. No blood traits, no speed debuff.
  3. There is wide room for mob AI improvement, I propose simply patch to make hunting more immersive - make animals more aware about attack. - if animal was hit, it should be alerted - either trying to flee, or if aggressive, start searching for aggro - if animal is hit an is not domesticated, it should alert other animals nearby in certain radius - if projectile landed, nearby animals (in radius depend on projectile type, small for arrow, larger for spear/stone) should be alerted.
  4. There are many custom mods created fro specific server, usually some recipe tweaks - not sure why such mods are uploaded, cluttering on Mod DB page, while they can works on server side, no need to be download by client. Is it due to negligence of authors or maybe server hosting policy?
  5. Seems that 1.21 update adresses most of issues discussed above.
  6. Any game stage is low on stick game stage
  7. Can empty mobs go "poof" immediately, instead of showing empty window - which need to be closed - tedious thing when many of them.
  8. It is not cool, when drifter or bowtorn inventory is completly empty. I propose to add 1...2 stones for drifters and 1...2 sticks for bowtorns as a reward for fighting with them. They are throwing such projectiles, thus should have some...
  9. Seems this is rather kind of bug, (unstable block hoover on top of 3D grass) which is just not easily observed in case of high probability of falling sideways.
  10. I propose to add crafting mechanism performed by removing voxels from block of stone or wood. For example, by clicking with chisel on raw stone, crafting recipes menu would appear (with option to continue free chiseling), if given recipe is chosen, voxel grid appear indicating which voxel need to be removed to achieve given item (for example quern handstone, or stone anchor). Alternatively, knife can be used to chisel in wood block, for opportunity to carve wooden pan or club. In future, some other detailed items may also use such crafting mechanism, much more immerse than plain chisel grid crafting.
  11. I made simply mod, which add gravity to the block, it works fine except when block is sticked to the wall and there is tall grass underneath - this grass seems to support block above, which will not fall (until grass is broken) - is thre any way to override such glitch? My json code:
  12. I don't understand one thing: fallingblocks.json add UnstableFalling behavior when blockGravity is sandgravelsoil - but such behavior is already defined for sand and gravel, why it is added and why not replaced?
  13. That's a thing I do not understand - if I would like, for example, add sideway probability to the soil, should I patch soil.json or rather file in patch directory?
  14. I analyzed json code and found, that fallSidewaysChance for sand is 0.75, while unspecified for soil (assume 1 as default) - it does make sense, soil should have much less chance for falling sideways, especially forest floor.
  15. M134 Minigun is a must have, to balance firepower of the bowtorns army besieging player's hut.
  16. You need to search for meltingPoint - for example in assets/survival/resources/...
  17. Is it possible to, for example, add recipe to the bloomery, using json files? To get, for example, nickel bloom, with nickel ingot produced by smithing slag, similar to iron one?
  18. Is there any documentation similar to the VS wiki table, which ore is generated in which rock type?
  19. Well, there is cheaty compass if you press F3, even in Wilderness Survival mode. but honestly, ingame compass, without mods, would be welcome - magnetite nugget in bowl?
  20. I'm playing with option "fire from lighting" and I observed way too many wildfires, lot of peat fields gone, forest gone. Many players, AFAIK, are turning this option off, due to its annoyance. The main issue is, that there is lot of "dry" lighting, without rain, not sure if it is intended, but in my opinion lighting should strike only if there is thick rainy cloud. Maybe with exception for temporal storm, or in case of very dry biome?
  21. If water block can't be moved, any removed block (for example due to falling dirt block from the shore) will be removed forever, creating ugly "falling nowhere" water blocks around it. I suggest, that if water transport is disabled, water block regeneration should be easier, I mean, less number of standing water blocks are required to change flowing water into standing water. Like, if two adjacent block are solid (adjacent from sides or below), flowing water will become solid too. Such feature may also help creating channels for ships, now it is usually impossible.
  22. Would be nice to have blank map, where you can put waypoints (manually, not by propick), but there is no player "GPS" position, and coordinates are arbitraly (not related with the world).
  23. 2% is so small, that I never noticed such drop 5-10% would be more reasonable and also decrease demand of "more sticks" or "craftable sticks" mods. On the other side, shears will be less important, but hope that shears will be also used to get wool, in future releases...
  24. I'm not sure, how transition is related to temperature and season. I don't recall red leaves and grass during spring, so maybe it is doable to have proper transition from leaf-less state to green leafs, without reverting back?
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