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Wahazar

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Everything posted by Wahazar

  1. Currently, leaves turn white in winter, instead of fall down (except for most of coniferous trees). This is due to simply in-game recoloring system - leaves texture is white with transparency, opaque color is recolored according to season/temperature. My proposal is to 1. convert opaque color to transparent, after temperature reached some negative threshold 2. add some delicate branch texture (thinner that branchy leaves, to be distinctive), to have some visibility of leaves blocks in winter. Second point can be achieved either by adding additional branch texture (not FPS wise), swapping leaves to branch texture, or maybe painting branches on leaves and using selective recolor (only white)? see sketch in attachment. By the way, non-branchy leaves should also drop stick sometimes (1:10?), I often observe new players wasting time for breaking plain leaves.
  2. Currently, physics setting is either very easy (only gravel and sand fall down) or very hard and annoying (gravel, sand and dirt fall sideways). Dirt falling sideways causes frequent avalanches, caused by players and other entities, it is not only annoying, but also may cause lags on servers. As an result, this option is rarely used. There are some mods trying to settle down this problem, but are not satisfactory. I have 2 propositions to change falling dirt behavior: 1. make sand and gravel fall sideways, but dirt fall only vertically. 2. make sand, gravel and dirt sideways, but dirt with grass on top doesn't fall.
  3. "This is too hot to put my hand here" when trying to insert any block into lava. Sound fair, but why it is not possible even when using tongs?
  4. I propose to add mechanism to break block, if collided/stomped on by entity which have high enough momentum (product of speed and mass), and entity speed is reduced. For example, branchy leaves blocks would be broken by galloping elk or running bear, or by player falling from above. Another examples: glass, spider webs or ice blocks.
  5. Due to game code, probability of spawning surface nuggets drops 10% with each block, thus if vein is buried more than 10 block deep (including soil), no nuggets at all. Therefore most deep ores doesn't spawn nuggets even if allowed. I spotted one iron nugget deep in cavern, because ore vein was close to. I'm not familiar with code modding, therefore not sure if it possible to alter decay of surface spawn due to distance between surface and ore block. without this, my idea of geobotanical prospecting will be ruined (I wanted to have plants which can be spawn if there is ore nearby, but also can be spawn randomly, giving false positives).
  6. Tries per chunk are scaled with deposit radius. For example, original malachite has 10 tries per chunk with avg radius 7, while limonite only 0.8, but with radius 26. It means 14x larger surface of hematite disc, with 12.5x less tries per chunk probability - quotient is similar, I mean digging straight down gives similar probability of hitting ore disc or close to it. Of course if neglecting rock type issues. Problems with searching iron ores can be related with limited rock layers spawning these ores. But even with decreased tries per chunk, there are still few ore disc when propick readings yield few percent, see 2 pictures at my mod page.
  7. I created my first mod (hope that everything is ok, but not officially published yet, just in case): https://mods.vintagestory.at/show/mod/13960 This mod alters generation of limonite, hematite, sphalerite, galena and pentalandite: tries per chunk are much smaller, but deposit radius and thickness are substantially larger. the same with graphite and sulfur. Intention of this mod is to make ore slightly harder to find, but once found, rich deposit can be used longer. Copper ores are unaffected (yet). My future plans are to add chalcopyrite and chalcocite ores as replacement for deep native ores in metamorphic and sedimentary rocks, also roasting process for any non-native metal ores (you can't melt metal oxide and get metal in crucible, innit?). Maybe some metallophyte plants as ore prospecting indicators, however current surface spawn algorithm doesn't allow deep prospecting...
  8. Is Greenspire cypress from wiki the same as Fern Tree from the game? I can't get seeds from Fern tree, because hitbox is for trunk only, not leaves.
  9. If density readings are high, switch to node mode and start digging vertical shaft like 2x1, checking each 6 blocks down if there are any readings. You need lot of dirt or/and rope ladders. Most of ores are very deep, near mantle. However bismuth can be found even above sea level, if there are huge mountains.
  10. Are you sure that villages mod offer possibility of NPC's doing some tasks ordered by player? I didn't fund anything like this mentioned. VS Quest mod works opposite, if I understad it well, player need to do something (a taks) to get reward. OP probably wanted is opposite, like to tell NPC "fell down these trees, you will get food".
  11. I was thinking about 108 days, 100 days normal light, 8 last days red light as a warning. Why trader item, not a temporal gear? To limit amount of such items and avoid making huge claims.
  12. I know that there are claims implemented by using some commands. I have alternative idea, maybe it is doable by mod - to use special lanterns (which may be purchased from some traders), which placed, are granting claim in certain area as long, as they glow (for example 100 ingame days). Extinguished lanterns can be sold to trader for less price than new ones. Such approach is more immersive, also grant free claim if player abandoned server.
  13. Maybe whole area is just unstable?
  14. Try exploring caves when rift activity is calm.
  15. Issue with trees not growing is maybe similar to minecraft ones, where, AFAIK, trees were not growing in presence of player, while immediately grows when player is traveling to another chunks and returning.
  16. If I understand correctly, only growth of fruits tree is affected by temperature, while normal trees, if seeds are acquired, can grow in any climate? Currently it makes sense, because traveling far south for few stack of exotic wood is pointless, but with improved transportation means (beasts of burden, ships) situation would be quite different. Tropical trees should not grow in cold climate (or probability of growth should be very small), therefore struggle with building ship etc would be profitable, especially in multiplayer worlds with some kind of economy. Of course there should be an option to switch off/on tree growth affected by temperature.
  17. Lead tools? It doesn't lead to anywhere. But tin+lead+copper can be used as pewter alloy, to make some tablewares or artisan creations. I also hope, that in future there will be more items to be soldered, thus lead will be much more in use.
  18. I tried to change code to this: surfaceBlock: { code: "flower-orangemallow-free", climate: {minTemp: 20, maxTemp: 28} }, but still no effect, it is always generated for surface ores (regardless of climate), and never for deep ores (I added similar block to deep native copper deposits). EDIT: I think I found issue, it is described here: so for each block below dirt, surfaceBlockChance is decreased by 11% of its initial value, that means, no matter how initial surfaceBlockChance is (even 100 instead of default 1), maximal depth for surface indicators is about 10 blocks.
  19. I'm trying to made mod, which generate large, but rare deep ore deposits. To help finding ones, I want to add special kind of flowers, which would have larger probability to spawn in presence of the ore (giving both false positive and false negative reading, but anyway helpful if combined with propick readings). For testing purposes, I replaced surface ore nuggets with such code: surfaceBlock: { code: "flower-orangemallow-free", minTemp: 20, maxTemp: 39 }, but regardless of temperature range, flowers are spawning. Is there way to fix it?
  20. The best climate is polar one. No food decaying. No food. No.
  21. Not sure if it is related, but serverconfig.json is being rewritten to the default values when new world is created. BTW it is rather annoying functionality in case of dedicated servers.
  22. The longer you stare, the more wolfs appear.
  23. About hydration: in TFC, open barrels were slowly filling with water when it was raining. Would be nice to have similar feature if hydration is introduced by mod or game.
  24. Not in all food, additional water in fruits (maybe a little in vegetables), net negative in raw grain. Also depletion of water nutrition depend on temperature, so there is no point to drink water in cold climate, while you can eat less and drink more in hot climate (which is good balance according to faster decay rate).
  25. rather opposite, I mean it would be easier to gain more HP points at the beginning of the game, just eat fruits and have 2/6 nutrition filled (33%), instead of 1/4 (25%)
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