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Fireztonez

Vintarian
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Everything posted by Fireztonez

  1. I just found a Dupe Bug with only Stackable mods installed (And for sure the 3 vanilla mods). When already have an Helve Hammer on your inventory and break another one from the same type on the world you get 2 or 3 Helve Hammer instead of only one when you pickup the one from the world. It seam to only happen if you already have one in your inventory, when they stack. Seriously I try to find the logic with that bug, it seam to be little random and not always when I already have one helve hammer on my inventory. I think the easiest fix would probably be to just remove the possibility of stacking Helve Hammers to avoid that easy dupe bug. Game Version: 1.16.4 QOL Tweaks Stackable Version installed: 2.0.5 Tested in Single Player only
  2. Wolves are annoying and really hard, especially in early game. When I played in 1.14.10 wolves where hard and was killing me fast frequently, but with a pond of water it was pretty easy to kill them. But right now in my new game in 1.16.4 wolves seam to spawn a lot more frequently and in bigger group. Killing one wolf is possible, but when you have 2 or 3 attacking you at the same time it is totally impossible to do anything, and good luck if you want to get back your stuff after that, because wolf will still be around. The trick of water pond doesn't seam to work as it did when I play in 1.14, since now wolves manage to jump on you even when they are on water, if it is only 1 block of water deep, but on your side you can't run and or jump really. Also, with the new sword animation, melee attack are lot slower so, attacking them in melee frequently finished by you taking a lot of damage. I personally always prefer melee attack than range attack, but In 1.16 the best way to deal with those is clearly to pillar up and using a lot of spears. or the sword if he is close enough for you to attack them with the sword. I agree that some changes on the wolves AI would be nice to make them less annoying and maybe more realistic too. Like it is already said in the original post, just making the wolves fear the fire or maybe to be neutral on the night, so they not try to attack you in the middle of the night can help a little too.
  3. This mod look interesting, but I kind of agreed with the idea of being able to attract existing traders directly to your home and not just having a block like a carpet question to spawn a travelling trader is not really the same. I think bringing traders to our house can add some's challenge question to make sure that trader survive in the road, still ask to explore the world, question to find the traders you would like and everything. I would like to being able to create somes kind of store with multiples traders on a village, I think this can be nice.
  4. Yeah, seeds, flowers, sappling or reads will be nice addition on thing able to make compost. And like Entity say, the compost should be used to increase the soil fertility and not just for create a new fertile soil block. Other possible thing will be to have different nutrition value depending of what food or organic thing have been added to that compost (After this will request to have different Rot depending of what type of food it was). I think a full barrel of compost should give a good amount of that compost item (Possibly a stack or something like that), for the amount of time it take to collect all the items and make the compost once sealed.
  5. I would really like to being able to see directly on the handbook how mutch a recipe will produce, before doing that recipe. One of the example, and probably one of the worse, when you look how to make a windmill the handbook say you will need at least 4 Sails, so I look the recipe to make a Sail and I saw it cost a total of 4 linen and 6 sticks (Nothing says anywhere that this recipe makes directly 4 sail at once), like you can see on that screenshot: So before trying to make a sail, I wait untill I have 16 linen (So a total of 256 of flax) question to being able to craft 4 sails, and when I placed the ingredient in the crafting table I saw the output of 4 sail for 1 craft, so I waste a Lot of time for nothing.... I think the handbook should say clearly the output quantity for all recipes, like you can see by example when you select the knife knapping or clay forming recipes list. If I look by example a cooking recipe on the fire pit (By example the Bowl recipe), I can saw the output number there have an output quantity shown at least on the raw material page, on the finish product it is not as clear, and again, I think this will need a bit of revemp to be more clear. Here's the current page for the Bowl (On the 1.14.10 version) If you want to see all the informations, you absolutely need to mouse-over... I don't really enjoy the fact of hide the important information on the finish product and having to mouse-over to see the information, but at least the information is available. What I think it would be nice, is to simply make recipe shown little like in Just Enough Items for minecraft (Inputs on the left and on the right side the output (With the quantity number shown on the icon right corner). I would really like to see something more visual for recipes on the handbook, question to show correctly what it should do. I make some's little examples of what I would imagine on the recipes lists:
  6. I kind of agree with that suggestion or doing something like I saw on multiples minecraft mod adding the feature of torch extinction and unlit torch and being able to simply right click with an unlit torch on a lit torch in the world to lite the torch. I think it is a lot more logical to being able to lite a torch you have in your hand by interacting with an already lite torch in world, than have to place in the wall, and holding a lite torch on it and breaking that torch and take it back... having to do that for a whole stack of torch is a complete pain. Having possibility to do the other way will bring possibility to lite a whole stack in 1 action or simply holding right-click until all torch is lite... Doing it in the inventory is possible but is not as nice I think than having a real interaction with the animation and everything...
  7. Just report on the Github with all informations; https://github.com/anegostudios/VintageStory-Issues/issues/1071
  8. Hello, in my current game I have change the mount duration from 9 days to 40 days. When I left my game, it was June 3, 1386. The next day when I reopened the game, we had reached February 8, 1386, so we were back in the past until the winter. I fixed my issue on my side by adding back 3624h to the time, but I think this is probably a problem who should be report here, because that's clearly not normal to travel back in the time when you change that config . If needed I have a backup of the before adding the time, so I can provide you that save. Game Version: 1.14.10
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