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Ambulate In Somnis

Vintarian
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Ambulate In Somnis last won the day on March 20 2023

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  1. If api would allow me to do this, I would write myself and not sit and listen to narrow-minded couch critics without imagination. I finished
  2. Well, you don’t see, I can’t help you, I have already described all the solutions 3 times. I am not a parrot
  3. Firstly, you must first create several slots in which you define your instruments, and secondly, place hotkeys on each slot of the instrument. There should be a quick option to leave hands empty, there should be a function to hand the item directly to the player. There should be a function to get the right tool immediately. Second, iteration is a handy addition. You can simply scroll through your inventory with the mouse wheel. If there are several subtypes of instruments and slots for them - iterate with several single keystrokes.
  4. So small amount of creatures in mods depends on heavy implementing into game. Vintage model creator is very hard to use. Please add support for custom 3d meshes with key animations.
  5. I understand that it is so difficult to convey my idea that it is necessary to separate some things so that they are convenient, but not to notice an inconvenient interface that does not correlate with the main vector of the game's development and argue that an erroneous interface is the norm - well, if you please. I explain again - to place the main shortcut keys for the main types of tools. The player should only iterate over collectable items that require attention in privacy or when crafting. The rest of the things should be accessible by one key. Some elements can be matched as a 2 - 3 element selection sub-element
  6. tool break system, some visual. In this game, swords bend to the maximum. But most likely they will be stabbed or something, so that they can be restored later, but the health bar system will disappear, as will the dissolution of weapons into oblivion. I mean vector of vs so no need to take gigapaks of swords in backpack
  7. I think the slot menu abstraction can be extended in this direction. But it seems to me that the vintage story will in the future be similar to Kingom Come Deliverance
  8. Well, let's go. A separate slot for weapons can be assigned in the interface where the clothes are currently located. Why a separate key? Well, for example, when you click, you can see the animation of getting the blade, a separate weapon model on the character. In case of immediate danger, while you are busy moving garbage from the inventory in the mine, you can immediately get a weapon, for example, repel the attack (For example, the F key). Tool slot - repetition like a weapon - a separate animation and possible effects for the character, since such things are easier to control and load the computer less, since you do not have to check each item in your hand each time (for example, the R key). The rest of the inventory - if you want to use the treatment, or you want to share an important item (transfer from character to character without throwing it on the ground) - press a separate button. If you want to look into the inventory - spin the mouse wheel, mini-icons with translucent textures will prompt you on the screen what you want to take from the inventory. If you want to see the whole old-fashioned way - press E (you can add an animation of opening or taking out your backpack with a stylized menu, for example, small cubes of objects placed on mini-shelves inside a three-dimensional backpack, while the character looks inside the backpack (cubic version, like in the sons of the forest) and click one time to place in hands). Player wants to know what in inventory in more useful view what depends on humans association type of memory. At least player hadnt octopus hands to fast switch by keyboard on last slots. Wheel in case of hotbar useless to fast pick what you want and sometimes you scroll twice or triple cause you do it too fast. This will also be compatible with realistic interfaces (settings - interface tab). Every time I turn on this handy switch, my fingers start to ache from having to CONSTANTLY PRESS THE CONTROL SHIFT. CONSTANTLY CONFUSING ITEMS WHEN YOU WANT TO TRANSFER THEM TO HOTBAR IN A PACK by pressing shift + lkm. Painful
  9. It's a mistake to think like that. the hotbar was copied from minecraft, although the constant shifting of items from the inventory to the slots was an interface error, and remains. We need a more logical division of the available items, otherwise why mix realism and complexity with the arcade of minecraft? It is much more convenient to place items in their slots so that your hands are free to manipulate the item outside the inventory or crafting. I also want to note that it is more pleasant for a person to manipulate tools as a selected action. It's nicer to have instant access to a weapon if you've stuffed your hotbar with junk when you're being pounded on the back by a drifter or a tool when you need to refocus. Attention is lost when you constantly switch to inventory and back, trying to get out of the uncomfortable interface. Stored items MUST also have their own convenient section. In minecraft, the minus of the interface is easily balanced by the convenience and speed of working with the outside world. And in a vintage story, the world works differently.
  10. 1 - add warm area around geyzers 2 - add particle spawner in hot water 3 - add lava under geyzers
  11. Rifts can be distortions that devour the world, gradually spoil the world. This can be stopped either by using cleansing mechanisms (energy stabilizer, capacitor, rift energy adapter for some other generators) or by using the world fusion stabilization storyline
  12. Metablock that creates random block instead. Additional info: - 1st level - just random block in selected range - 2nd level - user's select random loot if 1st level is container - 3rd level - random metadata (block.meta_data[rand()]). Ex.: vessel -> color (text)
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