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Phantom72

Vintarian
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Everything posted by Phantom72

  1. I'd upvote anything and everything to support our modders! With the limited player-base, and with that, limited income from mods, the last thing they need to struggle with is a limiting API.
  2. Absolutely brilliant mod from @Windows98 here - https://mods.vintagestory.at/show/mod/23223
  3. No disagreement here and I'd welcome an additional mechanic. What I would like to see eventually is wine-making being a bigger thing in the game. Possibly traders buying a certain wine, maybe even a certain vintage, discount/sell buff for providing their favorite wine, player buffs, endless possibilities. But, as it stands now, harvesting is boring, and I'd take a 2 pass(trim/harvest) over grr grr grr to harvest the berries. It's more exciting breaking them or just modding the scythe(below for those whom are interested). At the end of the day it's all about balance, harder to get berries, they might have to bump up the rot->compost process. [ { "op": "addmerge", "path": "/attributes/codePrefixes", "value": ["bigberrybush","smallberrybush"], "file": "game:itemtypes/tool/scythe.json" } ]
  4. Not sure how that is the opposite route but you can have your cuttings :). And I've have soo many bushes and it gets boring as hell harvesting them all.
  5. Some more ideas... when the plants are trimmed allows the berries to mature faster faster harvesting, or multi-harvest even they drop cuttings so LadyWYT can replant them. Just my 2c
  6. /agree - or the game can just stack them and average out the nutrient levels so you can pick them up at any stage. Until there's a vanilla way to pick up tilled blocks I'll be using this mod. https://mods.vintagestory.at/farmlanddropswithnutrients
  7. Plate armor at lower tiers seems to be an absolute waste of time and resources. In my first game I've created a bronze plate set and not only was the defense lackluster, but it also ended up being shredded in no time. From experience you'll encounter T4 enemies quite early on just via temporal storms or doing a deep dive in a cave. It would be nice having the option to do a more safe deep dive, albeit at the expense of armor being wrecked. As, from my understanding, durability loss depends on f(Tattack, Tdefense, ?), so a durability reduction will most likely be necessary. Might even be as simple as Steel x hits, Iron x/2 hits, Bronze x/4 hits, Copper x/5 hits at say max damage. This might also help in extending the bronze age most people seem to try and skip completely. Unless the lower tier plate armor gets and update, I honestly don't see any point in crafting it for defensive reasons. Just grabbed the table via AI.
  8. /hoping to see plenty of these suggestions being added to the base game Funny, these last couple of days I've been contemplating joining a server where they have different races; As some race interactions are forbidden, I'm still willing to feed the lost {insert race here} or two. For that reason, I was thinking it would be quite nice to have a bell outside my property, those stinky races could ring, so I can put some food out :D.
  9. I've given up on ropes
  10. First post, so welcome! I understand that for various reasons mods shouldn't be the answer. But, until the functionality is baked into the base game, you can use the highly recommended mod below which allows you to bind a "Clear Hand Slot" key. https://mods.vintagestory.at/show/mod/367#tab-description
  11. I've been there, and the GUIs move to really odd positions when you open containers at a later stage. Perhaps the devs can unlock the "open GUI above container" feature from "immersive mouse mode" allowing everyone to have the option of opening the GUI above the container. I am however still constantly amazed at what our little "minecraft clone"(NOT!) is capable of in terms of GUI interactions.
  12. Oops, thanks --- yep, still on 1.20, terrible seed, I think, year 5, discovered fireclay for the first time today so just want to ride out the version and seed. /apologies for the out of date suggestion
  13. [Implemented in 1.21] How about rather than having to play dress-up or burning through healing items we just make the time taken for healing scale by the armor class worn? Some points In VS, from an interaction perspective, removing armor, healing up, and re-equipping armor feels clumsy. Dress-up can be macro'ed it, however it will just be automated clumsiness. Healing is already "magic" in game, would love me some more realism, but it will only complicate matters. Just keeping it simple, avoiding any temptations(armor swap delays etc)
  14. Yep, you can mine forever even in a low stability area as long as you have space for the bowtorns to spawn.
  15. Actually moving my bighorns to my base and had a read through the wiki today and came across the above. Personally I hope we can milk them once a day, I'll soon find out.
  16. Thinking about it, maybe translocators could have it's own tab and automatically connect without us having to fiddle with a UI the devs have to create and maintain. Would be nice to filter, name, and color the routes but I'd settle for the bare minimum that shows me a line between two translocators. +1 for your suggestions
  17. I have discovered a massive and nasty cave system, which I have explored heaps of during the summer and littered with lanterns. Even with all the light sources, the size and number of passages allowed for t4 swarms to jump me on more than one occasion. I've put the cave system on pause for winter as I got busy with the summer tasks. It is winter now; I've gone down to the lowest depths over the course of multiple days, only to find darkness day after day. I dare not explore further as I can't see anything, and it's pretty much suicide. Initially, I thought it was tied to the rift activity, but the same story even at "calm". Thank you @grampipon, I'll be using the command as a temporary fix.
  18. Started some chiselling myself a couple of days ago and quickly realized how wasteful it can be in survival! I was thinking yesterday how nice it would be to have a nameable bag containing blocks, which would essentially present a "style". That way, you can create a bag, call it "kitchen floor", and have all the necessary blocks at hand. So rather than adding a block to the [+] interface, you can add the bag, and it can act as a shared resource across all linked blocks. Just dreaming here .
  19. Hi all, I'm trying to update the prospecting density icon and make it just a tiny bit smaller. I found, and updated ".\assets\survival\textures\icons\worldmap\0-circle.svg" via a mod. The smaller icon is reflected in the normal layer, but not on the prospecting layer. Is there perhaps a sneaky copy to another asset location where I should add the updated 0-circle.svg via the mod? Thanks for reading
  20. Suggestions don't inherently dictate guidance, and "guiding" someone versus "suggesting" to someone can lead to a completely different outcome, but let's leave it at that. It is however, obvious we're not on the same wavelength, but I'm sure we're both on the "Whatever makes Vintage Story better" team. Let's not get this thread locked with walls of text discussion over differences of opinion.
  21. Quick response to P1-4 Makes no difference and I don't think Anego needs our guidance, just our suggestions . No structure = No filter = No difference to quality? Hmmmmm....Nope Unrelated - No one said anything about dismissing anything True
  22. I seriously doubt that would be the case, as in a game dev doing the site development; BUT.. even if it was the case, I have 100% confidence that game would be prioritized over something as unimportant as an impact field on a submission form. BUT, again, if it's NOT the game dev doing the site and backend, then having the field will up the quality of the site. I've see junior and senior devs do really silly things all the time; everyone needs a hand holding once in a while, and everyone comes with and brings different expertise.
  23. I'm not really too sure about that. There are also a lot of younger and passionate modders out there that are so keen that they wouldn't even think of the flip side. So radio options or check boxes that they can tick, and of course, an option to fill in the notes if they feel the need to. It would take most modders 2 seconds to complete the section so I really don't see a downside as it will save everyone time. And structure > all.
  24. Whilst on the topic... I would absolutely love to see a section: "Impact on world when mod is removed" We just need the basics e.g. no impact major, crash major, need world restart major, chunk generation issues minor, missing blocks minor, missing items ... or something like that; And big thanks to all you modders!
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