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Captain Oats

Vintarian
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Captain Oats last won the day on June 29 2021

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  1. Update now out. Updated to 1.16.* - Game and 3.0.4 - Mod Feedback would be appreciated (forgot to update this page for the 3.0.3 mod release, my apologies)
  2. My apologies for not seeing this sooner (there was no notification at all) but yes it's compatible with everything inside 1.16
  3. Thanks for the question. The coloured blocks my mod uses are custom made and are not the vanilla coloured blocks, They use a very basic crafting recipe to make 'crude dye' (this was before real dyes were added to the game). The labourer class is the only class that can make these custom blocks, if the server your playing on has some way of making the in-game vanilla coloured blocks then my mod does no touch that and you should still be able to make them. Also I need to update the pictures (I forgot to update them when updating the mod). Thanks for the heads up.
  4. Thanks for the info have fixed that now with a small patch on the modDB page.
  5. Update now out. Updated to 1.16.1 - Game and 3.0.0 - Mod Feedback would be appreciated
  6. Thanks for the feedback, the damage was reduced for melee weapons to 'balance' out the increase in ranged weapons but I do understand your point. Your second point would be nice but I don't believe there is a way to restrict smithing on a per class basis other than just removing the entire thing for all classes. I'm currantly working on a big update which will be coming out soonTM.
  7. Update now out. Updated to 1.16.1 - Game and 2.0.2 - Mod Feedback would be appreciated
  8. Update now out. Updated to 1.15.7 - Game and 2.0.1 - Mod Feedback would be appreciated
  9. Thanks for the info but I think that may be a bug with the base game that I can't do much about. Does reloging in to the world you are playing on re-open the character screen? If you are playing on a single player world you can type .charsel (BUT keep in mind this won't give the clothes of the class you chose, it will only change you class). You could also if you are playing on a single player world delete your charactor files and join the single player world anew (PLEASE DO NOT do this with stuff in your inventory as it will also be deleted). Applogies for not getting back sooner I have been quite busy, also it didn't seem to ping me for the message.
  10. I'm having a bug or issue with the newest 1.0.7 patch. I have the Lichen mod installed and the deer seem to be breeding alittle too much, This is about 25 days into the game with 10 of those days not in this area. Also Rabbits are super breeding too. Not sure your patch has worked or something on my end is messing with it, posted my mod list too.
  11. Revised Version now out. Updated to 1.15.5 - Game and 2.0.0 - Mod Feedback would be appreciated
  12. -BUGGED- Cooking Skill Point Add Xandu, love your mod but I have run into a problem with you mod on a server that I play on. Played on 1.15.3 game and lastest mod version. I noticed or rather ran into a issue when cooking with your mod. If you apply any points into the cooking skills at all while you have an item cooking in the background then it will cause a a bug where you are no longer able to cook anything more it just shows the fuel burning and no green arrow or temp going up on the food. Thing's I've tried to fix it: Reloging Changing cooking pots Changing cooking spots (with diffrent pots) Using diffrent fuel Now two of us on the server we play on are unable to cook anything due to this bug so I believe it's replicatable or at least has happened when we both put points into the cooking skill while cooking something. NOTE: I went onto a single player world and tried to creative test this theory out but giving myself levels to then spend on a cooking skill didn't seem to work. As in I got the levels and put them into canteen cook but I could not put more than 6 pieces of food in each slot. So maybe there is somthing strange going on with the cooking skill? Thanks for reading, hope this can be fixed soon.
  13. Update now out. Updated to 1.15.3 - Game and 1.0.2 - Mod Feedback would be appreciated
  14. Full release now out. Updated to 1.15.1 - Game and 1.0.0 - Mod Feedback would be appreciated
  15. Hello Vintage Story community (and hopfully a few eyes of the vintage story team). In the game there are listed in the survial guide several 'ages' that you go through in the game but these are just words on a page that only loosey equate to the mechanics of the game. I do understand that this is mostly there to act as a guide or tutorial but I believe that adding in age mechanics could be a intresting way to help pace the game. Without waffling on too much I will get into what I prepose: A set of modifers/special effects with each age that only change to the next era after you hold a certain item in your main slot. This would be on a player by player basis, so each player would a have a fair chance on server to experence all the ages These modifers would be in addtion to other modfiers such as classes. Nomadic/Stone Age: Pottery age: Copper Age: Bronze Age: Iron Age: Steel Age: I think if the devs stick with the idea of progression of ages they should put more into defineing each age as a more clear thing. This I believe will bring more focus and direction for the game in general and for the players. With each age having clear bonus/negative and goal it will provide a 'narrative' that I think the game is going for (which I believe is a progression of civilisation). Also the game while has ability to go further than the steel age I believe it would be key to focus on what we already have to provide a stable bedrock for future updates/implementations of things. Expansion of this idea could include: Exclusive crafting recipes for each age OR unlock as you progress through the ages meaning you can still craft bronze age armor in the steel age. e.g bronze age armor. Different bonuses/debuffs for each age. The bonues/debuffes could be set by difficulty. (Easier for the new players but could be set to be harder for those seeking a harder experience) These could be made to be easily moddable just like classes. (So people can add there own twist on things) Story elements that are still to be added could be hidden behind Age progression Thanks for taking the time to read my suggestion!
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