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hjvtdev

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Everything posted by hjvtdev

  1. I think you people are feeding a fat greasy troll here. The guy is obviously just repeating the same non-argument, hoping someone will snap and provide a gratifying reaction.
  2. It literally has a perfectly functional "open to LAN" button in the pause menu, and a dedicated server executable in the game folder.
  3. I think quite the opposite. Want to build? Just plop down your adventuring backpack, pick up your building backpack, and go on building.
  4. And that's why the four backpacks need to get lost! Add baseline "pockets", steal non-storage hotbar idea from Factorio to compensate, add belt pouch slot and a back slot, categorize items into two sizes: small and large. Small items can be placed in any inventory, large items can only be carried in the back slot, either a single stack directly, or however many fit into a carryable container. Boom, a much more immersive inventory system without the annoyance of having both the slot and the weight limit, or having to come up with weight ratings for everything.
  5. Now for some real unpopular opinions I think that the lore is bad and that the player models are hella ugly.
  6. That is entirely besides my point. Installing that mod is a massive undertaking. Out of a hundred people who could be into the idea of items having weight likely no more than one would be invested enough to craft a config for every item, which is what that mod requires. Edit: actually, nevermind that, I checked the source and at least at this point in time this mod does have default values for vanilla items and a bunch of popular mods.
  7. I don't actually mind the temporal storms. On the other hand, the god damn world temporal stability is a completely pointless nuisance. Oh, that nice meadow by the lake? Rifts spawn there all the time for no apparent reason. And it is not a thing you can disable without disabling sanity mechanics entirely, which makes caving a breeze.
  8. Looks like that mod completely outsourced the filling out of weight data to the users of the mod, so twelve thousand downloads actually seems very high.
  9. I have, and this game isn't all that bad. Plus, I have literally prototyped an inventory weight system for my mod, before remembering that I do not get paid to go write hundreds of json patches for every item in the game, and that the aforementioned mod compatibility dilemma would prevent me from enjoying the fruits of my labour either way. If the devs are prepared to scare every Minecraft veteran by removing the crafting grid, I do not see that much of a jump to adding a weight system and ditching the four backpacks for one back slot.
  10. I get a feeling we are not talking about the same thing. Adding a system, that is, the code that handles weight, is not very hard, nor that time consuming. The "numbers in a text file" I'm talking about refer to actual weight values, assigning which would be tedious and time consuming due to the sheer number of items in the game.
  11. It's not a *hard*, *technical*, difficulty, though, it's just playing around with numbers in a text file until people stop pointing out inconsistencies. It only becomes a Sisyphean task if implemented by a mod, because you either become incompatible with every mod, or you have to spend infinite time adding support patches. The core game has the authority to force everyone to adapt.
  12. A weight mechanic by itself wouldn't even be hard to introduce. The primary barrier is that you need to go through every item and come up with a weight for each. Given that the devs proclaimed intent to completely get rid of the crafting grid, it's not much of a leap to assume that the devs could be potentially open to overhauling the inventory mechanics.
  13. I dont know if you've ever played The Forest, but that game had what I think is a perfect solution for large items: you could only carry 2 or 3 logs in your hands, but there was a fairly easy to build sled that you could use to move like 12 logs at a time. Another form of this that I've seen in some TerraFirmaCraft servers before, is: severe weight limit for inventory. Unless you put items into a chest or a barrel, and then strapped that container to your back, you could only carry like a stack or two of ore.
  14. I agree with this one. A weight or volume based system would better fit the immersive nature of the game, rather than this idea of "stack" inherited from Minecraft..
  15. I largely dislike those mods. Instead of extending the mechanical automation already in the game, they just jump directly to electricity. About the only extension to the mechanical automation I've found is the Helve Axe addon for InDappledGroves.
  16. I do not believe it is technically feasible to "properly" fix this, not without co-operation from the engine. However, there is a possible alternative: just make the strings a bit sparser, a bit wider. IMHO, that would even closer fit the art style of the game.
  17. According to the screenshot you've only forwarded TCP traffic, you also need to forward UDP on the same port.
  18. You can select the the game window normally, if it's running windowed of in borderless fullscreen.
  19. Inventories on boats/mounts are kinda broken in multiplayer, cause lots of inventory desyncs if multiple people are interacting, for example, when trying to load a boat together.
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