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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. First, "Awesome work!" That's some fine customisation there. Second, I don't know. I'm not a modder, but I *suspect* that these files are outside the ones that modders typically handle, otherwise someone would have jumped on this question by now. There was an older question in the same vein which also is unanswered: If someone knows how to call a Dev. or "experienced person" in here to answer this once and for all, that would be grand. Otherwise, you might want to put this over in the "Suggestions" thread. Professor Dragon.
  2. In addition to the mod above, just know that there are a few "dead spots" in the game, particularly if you don't plan for them. These include early on for Temporal Storms, and if you reach night time without planning for "something to do." The solution is to either always have "something to do" - such as a pan and water source, or clay for pot making, or food for meal making - OR to use a command and/or bed to skip through time. A bed is probably best early on. Skips the storm completely.
  3. You're spot on. It's https://mods.vintagestory.at/accessibilitytweaks
  4. I like your suggestion, I like the thought that has gone into it. I love the image you've mocked up. Having said that, I think your opening line about prospecting having a learning curve to it hits the real main problem with mining - at least for me. And I'm guessing for a lot of other "new" players also. I'm several years into a world, have watched a few YouTube videos, and have yet to make prospecting work for me. I'm still firmly in the copper age, and have yet to find enough ores to progress further. I'd prefer to see a better in game "tutorial", or maybe "guide" might be a better word, for using prospecting. I wouldn't mind a grumpy old miner turning up at one of the Traders' camps (after you've leveled a bit), offering to take you into the hills and showing you how it's done. (For 80% of your first haul, of course.)
  5. I wouldn't mind having tea even if it had no buffs or effects at all. Just trying teas made from different ingredients would be reward enough. Floral tea, anyone? (Optionally we could have new crafting recipe for a teapot and cups. Pretty "one use" items, I'll admit.) Although getting a small warming benefit does make sense.
  6. I love this mod. Absolutely fantastic. This should be brought into base game, it is that good. I have a feature request. Could a "real clock" be an option to add to the display? Something that shows you the "real world" time (from your own system), so that you can keep track of the real world time while in-game in full-screen. I have this in other games (eg Star Trek Online), and it is a very helpful feature. It is so easy to lose track of time in games! Thanks. (Put in whatever font and position you wish - screenshot is to show the concept)
  7. See the first thread for background. The second thread has a mod."Simple HUD Clock" that I regard as pretty much "essential" anyway because of the clock, season and temporal storm warning functions. It has a Fahrenheit conversion in it.
  8. Yes, please. My use case is that I'll have items placed around my base, and I lose them instantly when placing other items. Place some planks on the ground under some vines you had for decoration on a wall - and the vine vanishes. Place a <whatever> on top of a stone you've placed on the ground, and the stone vanishes. I understand that if you're building with full blocks out in the world, that you might not want to have to manually clear each piece of grass before a block can be placed. But I think that some items - such as stones on the ground, or vines on a wall - should be protected from accidental deletion. As ColdSpiral suggested, either have the item drop or prompt the "harvesting" action if appropriate, or block placement. Picture of endangered items: The vine is at risk from the planks The stone on the ground is at risk from the watering can Thanks.
  9. I'd like to see a tidy up of the "Loading" screen. 1) Remove the date, time stamp and "type" flag. This is "log file" debug level information, it is not something that a player needs to see. Certainly not on each line. 2) Heavily tidy up the use of ellipses (". . ."). There are just way too many! For a start, as each line of the welcome poem is scrolled out to you slowly, that timing serves one of the purposes of an ellipsis, which is a "delay." Secondly, the run of the ellipsis into a second one seems overdone. If you imagine that as one line, then there are two sets of ellipses on one row. I'm thinking that this has been "on the list" but as a presentation item, has been pushed back behind bug fixes and new content. Still, it seems like an "easy win" to clean up, for the very first thing that a player sees on starting/re-entering a world. I'm not going to have a go at the text. I like the concept of the opening scroll as a scene setter, and I'm sure that word-smiths can contribute to future endeavors here. On a positive note, I love the backgrounds on the Loading screen. Given that I'm still struggling in a stone and earth huts, it is nice to see what a lovely world can be created, with more time and effort.
  10. Thanks for the response. Sorry - where are the chiselled blocks? On the floor? Do you know about "planks" on the ground in a two high room? I am thinking that there is not enough space for a drifter to spawn into that less than two high gap. Am I wrong about this? It seems to have worked in the past. Although I freely admit now that the rocks don't, which is a pity, because I guess planks burn near pit kilns.
  11. Yeah, I've stopped staying in a Trader's wagon after he mercilessly round-housed me to death for "no apparent reason." Anyway, although I love those guys, I'm a touch suspicious of them. I mean, out there all alone, drifters everywhere, even in temporally unstable areas, and restocked every few days even though I never see them move anywhere, and never see anyone else come near them. And what exactly is the motive power for these wagons, hmmmm? And HOW do they get into the locations that they do get to? And WHY do they NEVER MOVE from those locations? All questions that I'd appreciate putting to them at some point . . . if only they had a dialogue tree.
  12. It is indeed a very nice list of fixes. Apart from the liquids, I appreciate the fruit tree fixes. Looking forward to seeing some fruit!
  13. Where do you see "red bonnet" mushrooms? Is this a typo or a mod or a beta? In v1.16.5 I see "pink bonnet" mushrooms, but not red. See first row, second picture below. There are no red bonnet mushrooms listed either in Creative mode, nor on the Wiki https://wiki.vintagestory.at/index.php?title=Mushrooms I have tried eating pink bonnet mushrooms and making them into a stew, and both are fine.
  14. Answered by /u/Maelstrom, but a picture for those who want it. Press "c" to enter the character screen to see current rift activity, your player's stats, equipment and more. <EDIT: Resize to save space>
  15. In addition to what /u/rowwie said, if you forgot to specify it at worldgen, you could always "tp" to a more agreeable starting location. Or switch to creative move ("gamemode creative") and "fly" south, like a little birdie.
  16. Nice work.
  17. A nice idea. I like the mechanic. And thank you for giving it some thought. The only thing that I'd quibble about is the pricing. I was more thinking of something higher priced, but permanent once bought. In the range of repairing a teleport device that allows you to travel vast distances, say. At the very least, something that lasts for tens of days, not hours. One thing that I've noticed is that there are different ways to play the game. For me, acquiring gears is not akin to a bulk purchase of commodities, but something that happens very occasionally over a long time, such as the odd drop after clearing out Drifters in the base after a storm. I don't set out to deliberately farm them, like it seems some do. I don't think such a device should be allowed to mitigate the dangers of caving, at least, not entirely. The main purpose should primarily be to allow a player to potter about a base. So there should be a limit, such as "must be used within a seven by seven room" like a greenhouse or food storage check. Or "is most effective above ground level" so that houses are protected, but caving isn't.
  18. The patch notes essentially say "Don't do that." https://info.vintagestory.at/v1dot17 "Please note: This version is still quite buggy and unfinished. Not recommended for use on old savegames!" I'm guessing it should work for you as a new install. But wait for something more stable before trying to upgrade existing files. EDIT. But "Thank you!" for kind of bringing my attention to the new update. There is some AWESOME stuff in there, that I've been looking forward to for a while. (Pots with orientation - yes please!) Plus new stuff I had no idea that I wanted, but am delighted to see is in game.
  19. Ha ha. Very droll, VS Team. Although, have you looked closely at your existing developers - are you sure that one of them isn't a wolf in a coat and hat?
  20. I know where you're coming from, because I'm still living that journey. First some perspective - if you've only been playing for a few hours, then give it a bit longer. If you've only just started, then you don't have decent armour, weapons, gamesense or tactical skills, and these things will come with longer play time. Oh, and of course, don't build your house near a wolf spawn point. Second, some Real World Advice. Even after many "in game" years, wolves (and drifters) are still killing me in annoying, "unfair" (or is that "unfun"?) ways. I haven't yet got to the point of entirely knobbling the game, but at this point I've got to say "Options are your friend." Look at any or all of these: Increase your character health. (I'm a Malefactor - probably a bad choice) Use creative mode to give yourself some healing, linen armour and a copper sword or whatever you can rationalise Set respawn option to keep inventory and put you close to where you died On death, switch to creative mode, swoop up your stuff, get somewhere safe and go back into Survival mode In short, cheat as much as you feel is justified. I rationalise it as "If the wolves cheat, then I'm allowed to cheat." And I'm the type of player who really, really, really likes to play a game "straight." But in a game where you can die from picking a flower, you reach a breaking point . . .
  21. Hello There, After 3+ game years, I thought that this system created a "temporal storm proof" base for drifter spawns. This is NOT a drifter proof room (see image). It is essentially a small room (this one was 5 long x 4 wide x 2 high), with an additional "shelf" in a side wall), where EVERY floor space has either a chest, table or "placed stone" on it. Then a Nightmare Drifter spawned in, and that was that - and very quickly. It spawned right next to the table. The only difference between this bunker and previous bunkers I've built, was that I didn't have the floor covered with a single layer of planks, because I'd only just moved in. Was it the planks that worked? Or have I really just been "lucky" all of this time? Light was a copper lamp in my hand, and a small fat lamp on the wall. I know it is a recurring lament, but we really should be able to build a small drifter proof bunker at least and not get killed by such shenanigans. Because the only alternative is to sleep through the storm. At this point, I'm not even sure if walling yourself into a 1 x 1 x 2 box while standing on planks is sufficient. (Is it?) Or even, just think, a drifter proof house. A minimum "spawn proof circle" around the player the size of a 7 x 7 room would do. Or an "anti-spawn beacon" crafted out of gears that you can carry with you that does the same thing. A bigger gear investment would give a bigger range. One gear might let you secure a room this size, a bigger investment a 7 x 7 room or more. Thanks. EDIT Removed image to save space.
  22. I confirm a similar similar bug with honey and buckets. Have a bucket filled with 10L of honey in a chest. Partially fill an empty bucket with any amount of honey (eg squeezed from the block). Place this now partially filled bucket on top of the full 10L bucket and it will stack to be two buckets of 10L of honey.
  23. "TheDancingFox" requests Wiki edit rights. Thanks! Thanks @Stroam
  24. We have different definitions of "fun" I suspect. I'm 2 - 3 years into my first proper world, and yet to go caving or find tin.
  25. Even in my second/third year with linen armor, and not seeking them out, I'm dying to wolves. Ok, the last time I was running back to my base, after going out for an adventure, and ran within range of one. Still, and I haven't seen this before, this is what gets me - the teleportation. It is like the Minecraft dogs which teleport to you when you're out of range. I make a run for it into water, and "Blam!" the wolf is ahead of me! How? ? ? This "teleportation" has happened a few times. . . . I'm waiting for the response of "Lag."
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