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Jesse Caron

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Posts posted by Jesse Caron

  1. I'm sure someone has mentioned by now how the hunter having lower melee damage - even lower than other classes where you'd expect it more, just doesn't make sense.

    Is there any way to restrict them from, say, being able to smith or use the top three(or four, or five) tiers of armor, maybe?

    Perhaps I should be asking this of the devs themselves...

  2. "Herbs are added to world generation and can be harvested like berry bushes. They can be put into porridge, soup, and stews and give health upon eating. "

    I'm not finding this to be true. They'll go in and cook well enough, but the satiety ratings don't show up in the finished product mouse-over description like the other ingredients.

    A stew with two red meat and two mushrooms shows 840 satiety from meant and 240 from vegetables. Two red meat, one mushroom, and a marjoram shows 840 from meat and 120 from vegetable...

  3. 11 hours ago, Hal13 said:

    That depends heavily on the enclosure you use and therefore it would need more than only detection of captured animals but for example on block types around them too (maybe you just keep them in a 100x100 lit and fenced in grassy area). It would bloat up the issue massively and discourage going on exploration even only for a few days as you'd have to keep the animals fed (and therefore you'd end up with either exploration or animal husbandry). Tending to animals is time consuming af irl, as long as it's not the main focus of a game you wouldn't want to introduce an overly tedious mechanic as a dev, but at what point a mechanic becomes overly tedious is a difficult question for itself.

    Perhaps my lack of familiarity with the mechanics owes to my thinking here, but ideas like troughs with hoppers for continuous automatic feeding enter my mind.

    I can see what you mean vz. being on a leash to animal husbandry, otherwise.

  4. I'm getting this in my server-event logfile:

    [Error] Block with code necessaries : grindstone has defined a block class grindstone, no such class registered. Will ignore.

    And the recipe comes up blank - no grid with ingredients, just the handbook entry with the texture/pic and sprite. I'm going to try a re-install.

  5. On 2/19/2021 at 10:16 PM, l33tmaan said:

    Can the climbing rope go any further than 64 blocks?

    Physically, yes but the stack size of the rope would need to be increased.



    Where to find the stack size entry then, to change it?

  6. On 2/26/2021 at 12:48 AM, DArkHekRoMaNT said:

    Basically, the mod only adds recipes (or drops, as a way to get a block). The only exceptions are crates that have an inventory added. The quiver, mining bag and storage vessels have slots initially.

    A problem with plant torches is the lack of such mineral dyes ¯\_(ツ)_/¯

    I'm not sure what you mean about plant torches and lack of mineral dyes. I'm just talking about replacing the plants with mineral nuggets, again, as with the green torch using malachite. The only drawback - and perhaps this is what you meant, is that all colors may not have correlate minerals found in-game(I haven't researched them yet).

    That said, I've tried to make a green torch - with the torch in the bottom left corner, and the malachite next to it on the left(bottom center), but it's not crafting for some reason.

  7. Did I just miss it, or has no one mentioned that nails included in this mod which don't seem to correlate with any use in-game? I'm getting some ideas, and I don't quite know how to implement them - one of them being how to get 10 nails out of the mold rather than six(by modifying the recipe), though the texture doesn't reflect it, and I haven't actually tried casting them to see if it works.

    At any rate, there's at least one other recipe so far that I'd like to try to include nails in, but i'm brand new to modding VS, and I'm not entirely clear on the language. Going to experiment a bit to see if I can skip the coding lessons for now. 😎

  8. Granted, I'm spitballing, but a trough with a hopper - for continuous dispensing of feed, comes to mind. I know 2% of what it takes to mods, not to mention program, so it may be a pipe dream. I see where you're coming from though, vz. being on a leash to animal husbandry.

  9. I'd like to make some changes to other tool heads, but I don't know how. One of the main things would be to remove the working edge from each, since that's the main point of knapping: giving the materials a "business end".

    I noticed you could get two hoe heads from one flint/stone, going by the way they're shaped now. I'd even make the top narrow part nine squares big instead of three, and put a hole in the center for the handle(which would go more-or-less at 90 degrees to the head). And of course, knap the bottom edge.

    For the shovel, I'd let it be as wide as possible - no bothering with the sides, just the bottom edge and top corners, and maybe a center notch for the handle.

    Finally, I think the spear head is oversized. You should be able to get two from each go.

    Maybe these changes would merit an adjustment to generation parameters, too, to make flint just a bit less abundant, for balance.

  10. I'd like to know the answer to this question, too. Having a full pack just disappear when you're attacked in a mine is just insult to injury. Without the prospect of recovering my items, I don't want to go on very much.

    Just seems senselessly difficult.

  11. Is anyone having trouble making cordage? Three cattails in the craft window(center) doesn't yield anything for me.

    ----DISREGARD THIS REPLY----

    I realized you need to actually install the mod in order to enjoy its features. A named, but empty, folder with the other mods won't quite get it.

    • Haha 2
  12. I assume that vines simply propagate with transplanting like the tips, because I can't extract seeds with a knife like with other plants. Is this the case?

     

    Also since horsetail, for example, doesn't show any nutrient requirements, I assume that it grows just as well on un-tilled/-fertilized soil, though maybe this is a misunderstanding and is why others are having problems with plants maturing...

  13. I haven't seen any other rope climbing mods, though I'm VERY new to VS. I noticed no one is asking about the rope recipe. The handbook entry doesn't show how to make it.

    Are there any plans to make the anchors metal - perhaps correlating with a total weight limit, if possible? Perhaps different rope types also with weight limits, like vine rope, vine/flax, pure flax, flax/twine, and pure twine, progressively - to complement the strengths of copper-to-steel metal anchor strength stages? I ask because a wooden stake/anchor in anything but soil isn't realistic, and it won't have much weight capacity unless it's long and driven deep with a hammer, though it doesn't seem like the mod is set up that way. Just an aside, but strangely, the handbook calls the anchor material "Cloth", rather than wood.

    (Some of these mods have me thinking about ropes, pulleys, gears, swingarms, etc., even POWERED for heavyweight cranes and lifts for real quarrying...! Though they could also be smaller with differential torque-conversion hand-cranking. I might need to learn VS modding.)

  14. I'm not sold on the tent window(not that there is no such thing, it just doesn't jibe(no glass), but the tent itself is really cool. As is everything else you have so far. Also, I wonder at how things like vines aren't used more often, for instance as lashing - as might be on the tent door, but people just aren't using them in mods as much as they seemingly could - where it would be logical.

     

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