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Scout

Very Important Vintarian
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Posts posted by Scout

  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. 1 hour ago, CoB said:
    • IMPORTANT NOTICE FOR MODDERS: If you override Block.OnBlockExploded() and don't call the base method you now must manually delete the block with "world.BulkBlockAccessor.SetBlock(0, pos);" or your block will become a source of infinite drops @Xandu

    This! There's a really bad source for exploits.

  5. 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.

    2022-02-07_15-32-48.png

    2022-02-07_15-43-14.png

    2022-02-07_15-44-20.png

  6. 17 hours ago, Rhonen said:

    Can not confirm your reported problem.
    Workbench dropped with all items inside.

    grafik.png.95b4f6f5795e60ada79a12b9dd3e4aa1.png

     

    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.

  7. 10 hours ago, Mr1k3 said:

    The only issue with the implementation of a cooking class Is that its pretty easy to get carried away with new cooking stuff, I'd be afraid of going overboard and making an expanded foods 2, and that's a lot of content to keep updated for just one class. The added stuff would likely be tied to either new cooking vessels, new preservation storage options, or new grid cooking recipes. I know cooking is a big part of the game for a lot of people, but I'd still need to make the class have a little more depth than just those additions, which I may of may not be able to do with something like the mason or carpenter perk.

    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?

    10 hours ago, Mr1k3 said:

    As for the blacksmith getting more ore drops, I've wanted to have classes be playable and fun in single player. The extra drop rate really is not that high, and I've wanted to spread some of the perks that were only used once around to keep things interesting. With the addition of the copper pan, the miner still has their place and I don't feel like their overshadowed by the blacksmith. But as always the stats are subject to changes/tweaks/balances and I'll be keeping an eye on it.

    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.

  8. 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.

  9. 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
     

    2022-01-11_15-29-20.png

    • Haha 2
    • Thanks 1
  10. 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 :)

  11. I have found to things i think that are a bit weird the way they are right now:

    1. Chickens have a maximum saturation of 12. I think it must be a bug that chicks need 20 saturation to grow up.
    2. Any animal needs full saturation to grow up. Once it does so its saturations seems to drop down to 0 again. I dont know if this is intented, but in my opinion saturation should stay high.

     

  12. On 4/22/2021 at 4:31 PM, l33tmaan said:

    As for the bowl/cooking pot issue... I can't replicate it. I just made a salad with 6 items in every slot and I was able to place the bowl/pot on the ground without issue. What are the exact steps you're following?

      

    2021-04-22_07-30-44.jpg

    For me it is reproducable. I made these steps:
    - Mix together 2*6 chopped onion, 2*6 chopped turnip, 6 cranberries, 6 blueberries to make salad
    - place cooking pot on floor with shift+rmb
    -crash

    heres the log, i hope it may help:

    Running on 64 bit Windows with 8 GB RAM 
    Version: v1.14.10 (Stable)23.04.2021 16:55:50: Critical error occurred
    System.ArgumentOutOfRangeException: Das angegebene Argument liegt außerhalb des gültigen Wertebereichs.
    Parametername: slotId
       bei Vintagestory.API.Common.InventoryGeneric.get_Item(Int32 slotId)
       bei Vintagestory.GameContent.BlockEntityCookedContainer.OnBlockPlaced(ItemStack byItemStack)
       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 Vintagestory.API.Common.Block.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 _vKnDSS3ZW5fZhqcIJSzL9xbAUttA._ZHf5IMlYChPlSKBWZX1ph2DB6EP(Single )
       bei _w1hCRzQiukKlSxBw6hggDUXQ0jC._3HP2xkrryy8Ktr1q1yqHHv9s1kb(Single )
       bei _w1hCRzQiukKlSxBw6hggDUXQ0jC._JbXJA0SA6LQOS6diuqtXAjMb8Fo(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)
       bei OpenTK.GameWindow.DispatchRenderFrame()
       bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       bei _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl , String[] )
       bei _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(ThreadStart )
    -------------------------------
    
    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 22.04.2021 19:31:57, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe
    Frameworkversion: v4.0.30319
    Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet.
    Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FFBCA864B59
    Stapel:
     }
    --------------
    { TimeGenerated = 21.04.2021 22:32:17, Site = , Source = Application Hang, Message = Das Programm Vintagestory.exe Version 1.14.10.0 hat die Interaktion mit Windows beendet und wurde geschlossen. Überprüfen Sie den Problemverlauf in der Systemsteuerung "Sicherheit und Wartung", um nach weiteren Informationen zum Problem zu suchen.
    
    Prozess-ID: 14f4
    
    Startzeit: 01d736cb00292739
    
    Beendigungszeit: 32
    
    Anwendungspfad: C:\Users\danie\AppData\Roaming\Vintagestory\Vintagestory.exe
    
    Bericht-ID: 60a797a7-2579-4dd7-a98f-14cd1c31ad21
    
    Vollständiger Name des fehlerhaften Pakets: 
    
    Relative Anwendungs-ID des fehlerhaften Pakets: 
    
    Absturztyp: Unknown
     }
    --------------
    { TimeGenerated = 21.04.2021 17:00:28, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.14.10.0, Zeitstempel: 0x6079b344
    Name des fehlerhaften Moduls: unknown, Version: 0.0.0.0, Zeitstempel: 0x00000000
    Ausnahmecode: 0xc0000005
    Fehleroffset: 0x0000000000000000
    ID des fehlerhaften Prozesses: 0x3154
    Startzeit der fehlerhaften Anwendung: 0x01d736bee4744b0b
    Pfad der fehlerhaften Anwendung: C:\Users\danie\AppData\Roaming\Vintagestory\Vintagestory.exe
    Pfad des fehlerhaften Moduls: unknown
    Berichtskennung: 7299f150-dd72-47b6-b46e-32828089f2d3
    Vollständiger Name des fehlerhaften Pakets: 
    Anwendungs-ID, die relativ zum fehlerhaften Paket ist:  }

     

  13. 4 hours ago, CosmonautYuri said:

    If you place a filled bowl or cooking pot on the ground with 6 items (not 6 servings) in it, it crashes the game

    Got the same problem. Newest game and mod version.

  14. Need to ask you another question: How do i make sausage? I cant find any information in the handbook besides: Combine one fat with one meat nugget. But if i do so in the crafting grid nothing happens.

    What am i doing wrong?

     

    Also: How do i get the liquid from the screw press? Rightclicking with an empty bottle does not work for me.

  15. There seems to be an Compatibilityproblem with the primitive Survival mod.

    I wanted to make some meat nuggets but am using the other mod too. Primitive survival adds Meat jerky which got the same crafting recipe (Combining knive with meat). No matter how i arrange  the knive and the meat i always get jerky but am not able to make meat nuggets.

  16. Wenn du ein Lagerfeuer nutzt: garnichts.
    Deshalb gibts den Hochofen (Bloomery). Damit erreichst du die notwendigen Temperaturen um Quarz zu Glas zu schmelzen.
    Einfach 24 Quarz und 6 Kohlestücke deiner Wahl einfüllen und anzünden -> 12 Glasblöcke. Dauert dann ne Weile und wenn es nicht mehr brennt (kein Rauch) kannst du den Hochofen abbaun und bekommst dein Glas.

    Hoffe ich konnte dir weiterhelfen

    • Like 2
  17. Hi Andre,

    freut mich, dass du überlegst dem Server beizutreten.
    Eigentlich ist alles ganz ungezwungen, wir freuen uns über jeden der Spaß am Spiel hat und mit dabei ist. Klar ist es schön, wenn man dich hin und wieder auf dem Server sieht aber es gibt keine Regeln wie oft du in der Woche Online sein musst. Jeder von uns ist mal mehr und mal weniger da.

    Formalitäten gibt es soweit ich weiß keine besonderen. Gibt ein paar Regeln (findest du auf der Website) und du musst die Mods runter laden (Modpack ebenfalls auf der Website). Das Skillsystem ist einer von den Mods, aktuell sind auf dem Server folgende installiert:
    - Grave Mod
    - Carry Capacity
    - Leveling and Skills
    - Temporal Mirror

    Du findest alle Infos zu den Mods hier im Forum unter "Mod releases".

    Was das bauen angeht fängt jeder mal klein an. es gibt genug freies Land wo du dich ausprobieren kannst. Wenn du Lust hast kannst du auch eins der vielen leerstehenden Häuser in unserer kleinen Stadt haben für den Anfang.

    Ich hoffe ich konnte alle deine Fragen beantworten (@Kai Effelsberg Solltest du irgendwelche Einwände haben korrigier mich bitte)
    Liebe Grüße
    Scout

  18. Hi there!

    I really do like this game and i think there are lots of other players that do so too. At least i saw lots of people join the offical discord lately :D
    Vintagestory.online is a great server and i really want to invite everyone who reads this to join us! At the moment we are two very active players and some that join from time to time.
    And we got plenty of space left for new players! So if someone is searching for a nice multiplayer server this is the place you should go ;D We will be very happy to welcome you on the server.

    I am going to add some photos of the Town right next to spawn, called West Kings Land. If you want to, we will be more than happy if you join the town. If not you can head south (or any other directions, but south is easiest) and you will find plenty of unclaimed land.


    2020-06-17_21-56-08.thumb.png.cf5d4d58284213346babfc338e2d3146.png2020-06-17_22-01-48.thumb.png.a120b47bce9594d202fc9e62e183e3a1.png2020-06-17_22-02-54.thumb.png.fa302cc907400b3fb73e9e591da78bb6.png

    See you ingame! :D

    • Amazing! 1
  19. To pin a waypoint does exactly that. It will show up even if you are too far away for it to be on the loaded part of the map. But you won‘t see it outside the map. You‘ll need to have the minimap shown to follow the pinned waypoint. 

    On the minimap it will be displayed in the direction you need to go to reach your pinned waypoint. 

     

    I really hope i was able to help you

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