-
Posts
20 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Captain Oats
-
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
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) -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
My apologies for not seeing this sooner (there was no notification at all) but yes it's compatible with everything inside 1.16 -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
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. -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
Thanks for the info have fixed that now with a small patch on the modDB page. -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
Update now out. Updated to 1.16.1 - Game and 3.0.0 - Mod Feedback would be appreciated -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
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. -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
Update now out. Updated to 1.16.1 - Game and 2.0.2 - Mod Feedback would be appreciated -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
Update now out. Updated to 1.15.7 - Game and 2.0.1 - Mod Feedback would be appreciated -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
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. -
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.
-
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
Revised Version now out. Updated to 1.15.5 - Game and 2.0.0 - Mod Feedback would be appreciated -
-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.
- 1430 replies
-
- 2
-
-
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
Update now out. Updated to 1.15.3 - Game and 1.0.2 - Mod Feedback would be appreciated -
1.16.0+ Collaborative Classes [version 3.0.4] {Retired}
Captain Oats replied to Captain Oats's topic in Mod Releases
Full release now out. Updated to 1.15.1 - Game and 1.0.0 - Mod Feedback would be appreciated -
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!
-
-Collaborative Classes- {Retired} PLEASE NOTE: Any version earlier than 3.0.0 will not be compatiable with versions after and including 3.0.0 This is my first mod so thank you for both your time and understanding. Collaborative Classes is a mod that aims to bring a stronger focus on classes in vintage story. This includes changing the postives and negatives of the classes to be more focused on collaborative gameplay. Many of the classes now specialize in only a few particular things, with a set of negatives to things they are not good at. With the aim of the mod to promote trading and collaboration on servers, I would recommend not playing in single player. Mod Includes: Revamps the classes to be more focused around collaboration and trading within a community. Adds reinforced tools (2x Durability) that require mulitple classes to craft. (Tools for All Classes) Mercenary can turn Gem Bits into sellable gems. Mercenary and Labourer can make smaller denominations of rusty and temporal gears (for player trading). Mercenary can craft superior copper and iron weapons. Mercenary can mend metal armor. Excavator can turn Crystalized Ores into Gem Bits for other classes to use in recipes. Excavator can craft a hybrid pick that both mines and can be used as a weapon. Labourer can craft dye which can be made into coloured chiselable blocks. Gatherer can craft seeds. (quite expensive) Forester gathers wood and charocoal with higher yeild. Hunter can make bone masks. Hunter can mend leather armor. Download: https://mods.vintagestory.at/show/mod/453 Classes: Features: Potential Issues: Any mod that adds/changes classes or traits WILL clash with this mod. BUT should work with xskills and xlib mods Reinforced tools won't use other mods crafting recipes. Loading up an old world and opening the traits tab WILL crash your game This mod will only work on fresh worlds Credits: Thanks to BluryFace for some great models - (https://www.twitch.tv/blury_rng) If anybody is looking to help or want to make a addon to this mod, absolutely, message me and I will be glad for the help/support ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog:
-
Need help understanding charactor class traits My request is simple. Is there a list/config of the ingame traits (or rather the modifers that make up the traits) that can be applyed to a charactor class? If i wanted to make a class do certain thing better or worse how would I find what modifers I would be able to change/modify? For example I want a farmer charactor class to be able to farm better or have better yeild how would I do so/what would be the modfier I would have to put into the 'traits' json file? Future thanks for the help.
-
Thanks for the the help Spear and Fang. I think I've gotten a little closer to making this mod a reality but sadly this method didn't work and I belive i will have to edit the files in C# to make it work. I have tikered around in C# but have yet to get it to work maybe someone (who is smarter than I) can work it out. I have left the two files that I currantly have, one i have messed around changeing things in c#, the other is a clean version of what i started with. Thanks again for the help. Oats Oddities 0.1 (modified).zip Oats Oddities 0.1 (un-modified).zip
-
-HELP! I'm in un-bee-lievable trouble- i've recently got into this game and there are some things that I would like to mod but have very little techinical skill/know-how. Over the last 8 hours I've been trying to add a new block into the game which is identical in function to the base Skep block but looks diffrent and is built with a diffrent crafting grid recipe. I have have achived the creation of said block and implemented it into the game as a 'static' block, not to mention I have manged to stumble through working out how to allow myself to craft the block. -I don’t hive a clue!- The real issue I have is the functionality of the block, long story short I just have no clue how to make it give honey or even change the block look after it's 'full'. I have played around with the .cs files for quite a number of hours now but I really have no clue what i'm actualy doing. -if you can help me work this out I would bee happy- Here is a working version of the 'static' block I have made: OatsOddities0.1.zip