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JAGIELSKI

Very supportive Vintarian
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Everything posted by JAGIELSKI

  1. Interesting. Have you considered asking the creator of World Painter to make an exporter to VS? I know he did for Wurm Unlimited, maybe he'll be willing to make one for VS?
  2. I think spawning in general should be removed (aside of the initial spawning during generation of a chunk). The animals should otherwise look for mates and breed on their own. It also would allow for stuff like extinction via overhunting (either purposeful or accidental) and with you leaving certain population alone it will eventually grow into a sustainable food supply without you having to do any real work..
  3. Or being able to get colored materials that are creative mode-exclusive legitimately in the game. Also, if you are into chiseling, I really recommend Chisel Tools mod, it gives a lot of QoL to the chiseling experience as well as it has a palette tools that let you use color blocks in your chisel builds in survival.
  4. I'd like to see following movement QoL added to the game: (as an option) sneak lock instead of hold to sneak. That way you wouldn't get carpal tunnel from holding down the sneak key. Ability to double tap W to sprint. It makes sprinting easier and, again, prevents carpal tunnel. Ledge grab for when you don't quite make the jump. Would save you from tumbling down to certain death if you get close enough to the top block in a column.
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  5. To make the house count as a room. And if you want more security, build better door. Also, door is easy to open and the dirt takes few seconds to break, even with a shovel. @LadyWYT I know about the snapping thing, but the chance is too low (I don't think I ever encountered it so the chance is either too low to matter realistically or the thing is bugged). Plus the suggestion is specifically about the drifters. Wildlife shouldn't be able to break crude doors and fences (maybe with the exception of bears).
  6. Would it be possible for you to build an appimage of the game for Linux that would contain every dependency the game needs (including .NET) so the end user would just have to execute it to play the game? Would make installation on Linux much less cumbersome, especially when your distribution of choice decided to not ship .NET in their repos either due to it being made by Microsoft or because they think that 7.0 is tad bit old and they ship only .NET 9 (I know several cases of either, thankfully my distro doesn't do that).
  7. I think the mod this feature is based on did it better.
  8. That way you can't be protected by a tiny mudhut with sticks for a door. The door or fence would drop as an item upon destruction by a drifter so it won't be too punishing, but the message would be clear - want protection from drifters? Build something actually sturdy.
  9. No, I meant each installation would have separate "mods" and "saves" folders next to the EXE instead of keeping them in user profile. Would also make the game fully portable and possible to put on a pen drive.
  10. What mods do you have? Are they all updated to 1.20.x? You can't use mod designed for 1.19.x with 1.20.x. Seems like a mod incompatibility to me.
  11. Note that I am aware of mods like Translocator Engineering or that teleporter network thing, however I think the former is too limited and the latter is too OP. What I propose are craftable translocators that don't require dismantling preexisting one and can be attuned to any place (by typing x/y/z coordinates). However you should not just type coordinates randomly - spawning inside a solid block would lead to instant death, akin to the telefrag of old FPS games such as Quake. And spawning too high in the air would incur fall damage and also end up in death. Ideally you would want to go to the place you want to teleport to via other means first to ensure it's safe. Also, if you want to get back, you would need to build a second translocator in the other place and set the coordinates appropriately. As to how it would be crafted (what materials, etc.) I leave it up to the devs.
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  12. You can make mobs passive, i.e. they will only attack if you attack first. Unfortunately this is a world setting so it will affect your character as well, but not to an extreme degree. I'm not aware of any mods that implements what you want, although in theory one could be made that would add an OP character class that has much higher HP and other stats without any downsides.
  13. Can you upload the crash log to some generic file hosting site like MEGA or MediaFire and then post the link?
  14. I wish this sort of guide wasn't needed and it was a simple option switch to keep all the data (mods, saves, etc.) in the "main" directory (i.e. the one where VS was installed/unpacked to). I mean, the other block game figured a way to do it a long time ago (at least for Java version) so why not VS?
  15. Sometimes you don't need (or can't, e.g. due to low availability of axes) cut an entire tree. What if the axes would get a second mode that will always only cut out a single block of wood, regardless if it's in a tree or user-placed. That way the player could have some control over how much of the tool is used. Obviously, as with other tool settings, it would be settable with F.
  16. The current water physics aren't that good and water spreads in unrealistic ways (as anyone who tried to dig in/around a lake or even a puddle can attest to). Why not ape the other block game's water mechanics until we can figure out something that's actually better? Because the other game's water mechanics are vastly better IMO and I'd say they're more realistic.
  17. You vastly underestimate how long stuff will take to do.
  18. Either you save all the chunks or only chunks modified in ANY way. Because with what you are suggesting, you'd have regenerating resources (ore, etc) because player decided to do some mining but didn't place anything (i.e. the only modified blocks were air). As for @7embre post, the chunks are only expensive to generate, because the chunk is 32x32x256 (or however high the world is) instead of 32x32x32, always. But again, this would require a major rewrite of the engine so it's a long way off if it will be done at all.
  19. I think any animal that makes sense to be tamed/had as a pet IRL should be able to be had as a pet in the game (provided relevant species is in the game), utility be damned.
  20. You might be interested in this mod, but I agree, the cooking in the base game needs to be expanded on. It's great, but many foods one could be reasonably able to create with the items that are in the game aren't there (and that's without introducing brand new ingredients).
  21. Can't you turn thatch roofing back into thatch? I've thought you can. Not sure if thatch item is burnable itself though.
  22. What if someone plays without ruins/lore locations? The only other recipe is literally expensive (and I don't think you're going to get 8 rusty gears with lore locations disabled either).
  23. It makes sense, so why isn't it a thing already?
  24. //edit nvm, being dumb here. Delete this post.
  25. Recently learned that QP Chisel Tools has an option to make custom doors from chiseled blocks, so you could always go that route to get what you want.
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