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Dirty_Wizard

Vintarian
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Everything posted by Dirty_Wizard

  1. Sure, but in the real world, large stockpiles of foodstuffs create plagues of rodents. If you stockpile tons and tons of food, you can expect massive numbers of pest animals to move in and start eating the food, so major stockpiling should come with major pest control measures... If we want realism
  2. I think this already exists, I saw a mod with a feature of picking up fish instead of having to "harvest" them, but hell if I can remember which one it was
  3. This is actually a great idea, the loss could be increased the more food you stockpile, as when you hit a certain amount the game becomes kind of too easy. Punish the player for stockpiling too much. Would need to place traps and poison to mitigate it. Maybe a cat mob or something.
  4. Would be cool to have a mod that prevents the player from crafting any weapons/armor except vanilla ones, and instead adds all weapons from all mods (or if that's unfeasible, a set list of weapon & armor mods) into containers out in the world. Maybe with some kind of radius system where the weapons and armor get better, further away from the initial spawn point. You can still craft the things you need, but for the really fancy stuff you'll have to explore and get lucky enough to find it. Would add a level of RPG gameplay, and would work very nicely with exploration playstyles and other exploration mods like Better Ruins and the various dungeon mods, giving players a solid reason to seek out the ruins and map out the world. Would be even better with the item rarity mod when the creator gets around to updating it
  5. This is a good idea. Also a section for "known incompatibilities" would be good too, and would probably help mod authors with making their mods compatible with others.
  6. I agree. The Minecraft-style combat in this game is not complex enough to justify enemies that are basically just huge damage sponges. It would be better to have enemies in the late game spawn tons of alts or something, or have crazy abilities like cloaking or teleporting, rather than have stupid amounts of hp.
  7. I used to be able to run this game fairly stably with no crashes with a list of over 200 mods, but ever since the stable patch it's been crashing a LOT. I purged my entire mod list, all the config files, did a fresh install, and only installed essential mods like Decaying Creatures and Better Ruins but even with a massively pared down list of only 20-30 mods I still got tons of crashes due to conflicts and slight version incompatibility. Had to spend a LOT of time starting and restarting the game with different mods installed, it seems like a lot of my essential mods no longer play nicely with each other. Do you guys think this is going to get better? This game used to be so great to mod, I don't want it to become like Minecraft for which modding is a truly miserable experience.
  8. 1.20, as in, the stable version of the current build?
  9. There has to be somewhere for all these traders to be travelling between, right? Does that mean there will also be a quest system?
  10. https://mods.vintagestory.at/mycodiversity This mod adds 20 more types of poisonous and edible mushrooms, it seems compatible with v1.20
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