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Scout

Very Important Vintarian
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Scout last won the day on June 18 2020

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  1. I do absolutly agree with caves beeing quite boring atm. I am not sure if i agree with your conclusion though. First of all i'd like to say that i feel like the dungeons we can find (not miners leftovers but full living quarters) are there for a reason (see the games lore). And there is actually another way to restore your stability besides temp. gears -> by killing drifters. I do totally 100% support your idea of making caves look nicer by adding more small stones and gravel. I think 1.18 also does a good job by adding cracked stone to the plain stone we had so far. I would love to see some more stuff in caves like underwater rivers, siphons and also cave vegetation like moss and small plants at the entrances of caves where sunlight and water get. Fitting to the lore i'd also love some rusty/corrpted parts of caves deeper down. I personally am not a fan of the cave-in idea cause i think it just adds annoyences for the player without benefit gameplay-wise.
  2. Hi ZigTheHedge, i just want to place a small suggestion here: Would it be possible to add a config to adjust the spoilage multiplier for trade'o'mats / trade'o'rugs? It would make selling foods on servers way easier cause as it is right now there is almost no point in trying that, cause even in a cellar food will spoil faster than enyone can buy it. This would be very much appreciated!
  3. As i am slowly dicovering what this great mod offers i have a question: What is the benefit of making lard? I can use it instead of fat in sausages but i need 5 fat to make 0.5 l lard which i can use in 5 sausages. thats the same as if i had used the fat directly. What am i missing? Also in the Handbook it says "boil fat" to make lard. You need to add 0.2 l water per fat though. Maybe this information should be added. I found out by trying :D
  4. Got a question concerning the aurochs food mix. Is it better than just feeding them grass or hay? If yes, how much better is it? Thanks!
  5. This! There's a really bad source for exploits.
  6. sry, was wrong about that. ignore what i said i should go to sleep...
  7. Great update for the mod! Self propagating trees are awesome I have done some testing and want to give a little feedback. After a while (like several years) forests get extremly overgrown (Like in the picture of this redwood forest). I'd suggest to make it so that even after some time there are empty spaces left. not sure if thats possible though. Maybe add some grass to the things spawning so it does not get crammed with ferns that much. Also it seems the type of ferns and mushrooms spawned depend on the tree planted, which is perfect. Atm trees like Kapok, Acacia, and other southern types would spawn things that should not grow naturally in the jungle though. I'd remove the horsetail and eagle ferns there and add crotons, tall ferns and other jungle plants. maybe even some bamboo and fern trees if possible. Edit: after having a look at the mod json it seems for now the plants spawning are the same for all types of trees? Planned to change in the future? Also i observed several trees that after some time had 3-5 different types of mushrooms on them. That seems to much to me. Maybe you can adjust it so that one tree can only have 1-2 different types and they dont spawn that often. The amount of termite mounds spawing also seems a little to high. I added some pictures to this post for reference. Thanks for that awesome mod Jake! I am looking forward to more content and adjustments.
  8. Thats weird. I will test again in singleplayer. Might be an issue with an other mod then. Thanks for testing! Edit: ok, i dont get this. I tested again with just your mod, vanilla game and some clientside mods and have been able to reproduce it. Then i disabled all client side mods, tested again and the workbench dropped the chisel as intended. After that i enabled all other mods again and the issue did not reappear... I dont understand this. Edit: tried with all mods that are on the server. Disabling and then enabling all again solved the issue. No idea why, but it seems to work now. Sorry to bother you.
  9. Bug: If you put materials and/or a chisel into the crafting grid of the workbench, close the grid and break the workbench the materials wont get dropped but will be deleted. Game Version 1.16.1
  10. There's a bug with how the grindstone on the assembly is displayed in 1.16.1.
  11. Is it really necesary to introduce new items and crafting mechanics for a cook? In my opinion buffs like they are added by xSkills like less cooking time, higher shelf life for food would be nice. If you feel like the farmer or lumberjack lack depth, maybe you can add such perks to one of them? i get your point on that. Still there are several classes that don't get more ore drops and i feel like its out of place for a blacksmith to get them. In my opinion if you wanted to spread out some of the perks the clockmaker would be the better choice for having the higher ore drop rate in my opinion, as its a class meant for underground exploring and dealing with translocators and locust. I love the addition of the copper pan to miners! sounds like a really good idea. Also have you tought about adding higher temp. gear droprate to one of the classes? would suit one of the fighter classes or the clockmaker in my opinion.
  12. Hello! I really do like the idea you had with this mod. Will leave some thoughts on it here: - I really think too it lacks a class with buffs for cooking. - why does a blacksmith have higher ore drop rate? In my opinion this should be removed as there is a miner class for that. In my opinion the blacksmith should be a class suited for staying at the base smithing and building. No need for higher ore drop rate there. - dont know if thats possible but i would like to see have the classes have mining speed buffs for different types of material. The miner should have that high mining speed on ores and stones, the Lumberjack on wood.
  13. Scout

    Alchemy

    Some bugs in 1.16: - Potion flasks on shelves display like you can see in the image. - Recipe for potion tea missing in the handbook - searching for potion tea in the handbook outputs the recipe for wooden bucket
  14. When trying to place a trade-o-rug in 1.16 this error occurs: Version: v1.16.0 (Stable)11.01.2022 13:30:21: Critical error occurred System.TypeLoadException: Der Typ "Vintagestory.API.Common.Action`1" in der Assembly "VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" konnte nicht geladen werden. bei tradeomat.src.TradeomatBlock.Rug.BERug.Initialize(ICoreAPI api) bei Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) bei Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) bei Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) bei Vintagestory.API.Common.Block.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) bei tradeomat.src.TradeomatBlock.Rug.Rug.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) bei Vintagestory.GameContent.BlockBehaviorHorizontalOrientable.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) bei Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) bei tradeomat.src.TradeomatBlock.Rug.Rug.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel,String& failureCode) bei Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) bei Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) bei Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) bei Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) bei _lb8GGBWOchQLOU3RFFw58Ijkh1D._1NlBQQ8qS5idQptIBQaAbARuOfxA(Single ) bei _vFhcDU5n6Z0hUte90jdaxlrDjR5._HuDdfzha8ZKZvU2y0RbH58r7VzR(Single ) bei _vFhcDU5n6Z0hUte90jdaxlrDjR5._XZOFA2JA54yZjH15yys9W7vL9hj(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 479. bei OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 454. bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 375. bei _FKpOpQGqqf3cJWdQyWh1ysxsDBb._pYad7oBcQ5qtzQkYGDu4NFHQxhK(_5x3PJgrln4IBXPDNSNN0fecxKFb , String[] ) bei _sejP0Tcz8wTg70ptIdRr3CwQmrE._pYad7oBcQ5qtzQkYGDu4NFHQxhK(ThreadStart ) ------------------------------- I really like your mod. Hope it can get updated to 1.16 soon
  15. Hi there, Is there any active Server right now? I am looking for an small but active community to play VS together. Your server seems to be what i am looking for, so i really hope to be able to join you. Scout
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