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Hulkmaster

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Everything posted by Hulkmaster

  1. Some items mapping issue is still not fixed :c old (1.19.x) molds/backpacks/leather are still not mapped properly command gives error: 25.1.2025 19:34:02 [Server Notification] Handling Console Command /fixmapping applyall 25.1.2025 19:34:02 [Server Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Common.ChatCommandApi.Execute(String commandName, IServerPlayer player, Int32 groupId, String args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 137 at Vintagestory.Server.ServerMain.HandleChatMessage(IServerPlayer player, Int32 groupid, String message) in VintagestoryLib\Server\ServerGeneralPacketHandler.cs:line 475 at Vintagestory.Server.ServerSystemRemapperAssistant.OnCmdApplyall(TextCommandCallingArgs args) in VintagestoryLib\Server\Systems\World\RemapperAssistant.cs:line 60 at Vintagestory.Common.ChatCommandImpl.CallHandler(TextCommandCallingArgs callargs, Action`1 onCommandComplete, Dictionary`2 asyncParseResults) in VintagestoryLib\Common\API\Command\ChatCommandImpl.cs:line 311 at Vintagestory.Common.ChatCommandImpl.Execute(TextCommandCallingArgs callargs, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandImpl.cs:line 236 at Vintagestory.Common.ChatCommandImpl.CallHandler(TextCommandCallingArgs callargs, Action`1 onCommandComplete, Dictionary`2 asyncParseResults) in VintagestoryLib\Common\API\Command\ChatCommandImpl.cs:line 263 at Vintagestory.Common.ChatCommandImpl.Execute(TextCommandCallingArgs callargs, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandImpl.cs:line 236 at Vintagestory.Common.ChatCommandApi.Execute(String commandName, TextCommandCallingArgs args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 99 at Vintagestory.Server.ServerMain.ReceiveServerConsole(String message) in VintagestoryLib\Server\ServerMain.cs:line 1240 at Vintagestory.Server.ServerConsole.<>c__DisplayClass8_0.<readAsync>b__0() in VintagestoryLib\Server\Systems\ServerConsole.cs:line 71 at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2819 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 904 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 897
  2. broken items mapping from 1.19 is still a thing :c
  3. "hudclock" mod is reason for error
  4. on our server our backpacks also bugged :cccc
  5. here i guess: https://github.com/anegostudios/VintageStory-Issues/issues
  6. might be related:
  7. our backpacks along with inventories got lost :c https://github.com/anegostudios/VintageStory-Issues/issues/4976
  8. for next person searching google after updating to 1.20 do in server console: /serverconfig whitelistmode off
  9. i was incredibly wrong brown coal - 1100 charcoal 1300
  10. not sure if "impatient" me and my friends are playing right now and most likely we'll not return until release, after we'll finish all available content i think its fair and reasonable for us to wish to have all/most QoL things we wish for and if its available only via mods - thanks for everyone who linked a "mod for it"! It is no issue for us to install the mod in order to get what we wish for And yes, different people wish for different ways to have "fun" and it is really nice when there is a way to configure it
  11. not sure about 5 ways, but limewater is not an issue for me oil lamp is a good choice, true
  12. thanks why i'm asking for "opt-out" rather than "changing" different people would love different kind of "fun" again, "opt-out"
  13. Thanks! But still feels like "help window" needs to adjust for that thanks yet again! would be nice if that info would be available in-game though i'm primarily talking about FOMO in my point i love stuff being locked behind a challenge (you cannot craft iron without fire clay; for fir clay you have to adventure etc) but i hate stuff being locked behind some obscure stuff, for example classes, and i strongly think it can be drastically improved just my thoughts, not critical i ask at least being able to turn them off as separate sound option. there are mods which modify them, but annoying, seriously. If Tyron wishes to stick to them - no problem, but give me ability to turn them off then. looking forward to try it out! but for new spawning rules to apply i'll have to re-create my server from scratch? it would not be an option for us thanks for a mod link, would be nice to have it in base options without mods I'll just leave it here for all future points: thanks (x20) Still would be nice to have that info in the game true, true and true still would be nice to have server option for bed respawn or something yet again thanks correct me if i'm wrong, but charcoal max temp is 1300; brown coal max temp is 1300 you can load charcoal, but not brown coal doesn't make sense? i really which that would have been written anywhere in the game yep
  14. oh my, so many responses, thank you all! i'll try to answer all the comments, but it will take a while
  15. Love this game, i especially love depth of all the mechanics - makes it so much fun to play. Decided i'll gather my list of complains/suggestions in one post (will be updated) I'm currently late bronze/start iron age (1.19.*) [H]elp window The good: - Ability to find any block/recipe existing in the game The bad: Some recipes cannot be found by material, for example [Aqua Vitae] - recipes require "bowl of aqua vitae", but there is no such item. In the end it looks like there is no usage for it. Potential "smithed" "grinded" etc recipes should be listed. For example some items are possible only starting with bronze age and not available in copper age. Would be nice if it would be listed. Also for grinded items: you kinda can most of the time get which item comes from which item after grinding, but its not always explicit. Would be nice to have them listed. I think items (some?) require "a tag" and be able to be searched by that "tag". For example: "light sources". I'm still wondering what kind of light sources can be crafted/used. Some items really require more description Classes Classes do not feel like "expanded gameplay", but rather "limiting gameplay" for other classes. For example: class exclusive recipes (yes i know you can turn them off). It feels like i'm "missing something" if i don't have "all the classes" on the server. In that regard i like "Project zomboid" system: Classes are, basically, presets of "traits" Classes are "modifications" to gameplay according to your liking I think modification of class system would be nice, to be able to "adjust" character gameplay to your liking, for example I want for melee weapons to be my primary weapon: i trade "+30% melee damage" for "-30% ranged damage" I want to focus on craft: i trade "+30% non-combat tools durability" for "-30% melee damage"; AND "+10% running speed" for "-30% ranged damage" Nothing which could trigger FOMO (for example class-exclusive recipes/events/quests) Ability to re-create your character class (not sure how to change character for server right now) Skill progression I really love skill progression system in games. I think adding something like that would be nice (but again, it should be in extending, not limiting manner) example: by doing farming, you gain: lower chance of planted by you crops being damaged higher chance of higher yield "Useless" items I was so disappointed when i got graphite and found out there is no use for it. Would be nice to have some kind of "mark" in wiki, like "WIP or something" Character sound Please add any kind of sounds, but not musical instruments, or at least give ability to turn it off. It was fun for first 30min, but then just became annoying Clay I've seen that in 1.20 there will be a way to batch-bake clay, but i think it requires "fire-clay" which is hard to encounter early in the game. Ignore if i'm wrong Server config rates Would be nice to have server-configurable rates for everything. I don't always have much time to play and would love to configure "burning rate", "leather rate" etc (for example 9 in-game days for leather making is too much for me, same as 24h of burning clay/coal), "growing rate" Enemies spawning I do not get this system. I have a house, they spawn in the house (NOT temporal storm). I do not understand how it works and it is not written anywhere. Re-spawn system I know there is a mod "spawn at bed" (comments say it is broken right now), but i think it should be server option. It is just frustrating: there is no way early in the game (and later it is also not easy) to change your spawning point. Me and my friends like to make separate "bases" on fair distance from each other, but when first X (typically 10-20+) real-time hours there is no way to do that, it is just annoying to be forced to run from "default spawn" each time. I also don't get when spawn point "just changes" (to merchant, for example) I think there is a lot to adjust in that system. Being forced to run to your "base" from "default spawn" each time is not "hard" - it is frustrating. Smithing It is fun to smith something once, maybe twice, maybe three times, but re-smithing something over and over again (hello chain armor) is not only real-time consuming, but eventually becomes boring, would be nice to have server setting or something in order to simplify/speed-up that process For example "auto-craft", but depending on "how much manual crafts you did before" the durability of "auto-crafted" item would change For example i would not mind something like this: 1 manual craft = 10% durability 2 manual crafts = 20% durability 3 manual crafts = 30% durability ...etc QoL I think several critical QoL features are missing: "Stack to nearby" for storage. Annoying to do it manually Chests sorting (for example it is not that easy to notice different types of bricks within one chest) "Replace when used" - when i place 32 firewood in hotbar and have 32*8 in inventory, then when i use "hotbar" firewood - i want it to automatically be replaced with "inventory" firewood - very handy when doing piles for coal Really would love early-game "infinite light source", which would not rely on "chance of finding these torch holders" Bugs? Brown coal cannot be used for fire-clay furnace. So when i burn quartz, for example, i have to use charcoal, even though they have same burning temp There is something wrong with ladders - if you place in 1x1x1 block a ladder, then it is very tricky to use it, sometimes its pretty hard to find "that sweet point" when "shift" starts to work "Goals" Currently it is fun to explore game mechanics, and that is what makes it "fun", i've seen that supposedly currently there is "first story arc" but i'm yet to figure out what that means and what to do in order to "achieve" it Would be nice to have our good ol' stanley parable's "arrow" of some kind - at least something that would say "hey, you still did not 'achieve' this in the game!" Steam I read the FAQ I understand that currently it makes zero sense (except of "more sales", i randomly found out about this game like a week ago in random reddit post) to pay 30% to steam, but i'm now concerned - i've bought 60-euro 4-key bundle in order to play with friends, when game will release on steam i'll have to pay yet again in order to receive better quality service (auto updates and stuff) I'll update this post when i'll find more stuff to complain
  16. thanks!
  17. So, basically, title. So far i found several "useless" blocks (spider web for example) and graphite seems like it should be used for something, but there are no recipes for it
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