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FizzyB

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Everything posted by FizzyB

  1. Ya know, a more robust medical system would be pretty cool... Like painkillers that give you a temporary HP or bleeding and hemostatic powders and dressings, or some old folk remedies like poison oak for pain and swelling and willowbark for aspirin. Could be a lot of fun for servers to have a "doctor" who took the time to make medicine and cultivate the right plants to make em.
  2. Now what, pray tell, would you need a catapult for, my good man?
  3. That's honestly a wicked good suggestion, and I'm surprised it isn't done yet, if the devs that be see this, please consider my beloved kookaburra for the savannah biome, if you consider any bird calls at all.
  4. Works on mine too, and yeah L33t, it looks exactly like a type of temporal stabilizer
  5. I feel like we are on the cusp of a really unique and fun idea here, like make there be some kinda stability beacon that the player builds to keep drifters away, and the storms out. Maybe make storms much much more dangerous, and the only safe place is the places where you have the beacons, or I dunno something more on theme like a clocktower or something. It would make a need for maybe multiple bases in case you get caught out in a storm and are too far away from your base. Or be forced to shack up with a trader for a night or two. I feel like you could explain drifters, what happened to the seraphim and everything with that, at least more than it is now, while making a whole unique feeling of survival in an alien and hostile world.
  6. You know, byproducts and secondary resources in general would be pretty great. You craft something and get something that automatically drops when you craft it, like peanut shells or something. Just yesterday I was thinking about how cool it would be to have a carving grid like the napping and pottery too, to make various things you might carve out of wood, even if they are just cosmetic...
  7. Temporal gears are rare for a reason, and even if they did make some kind of spawn changing craft, it would either require temp. Gears or would be the wooden bed, which takes about as long or longer to get, nature of the beast unfortunately. Almost all the mods that allow you to teleport or change your spawn or create nexus of fast travel all require the temp. gears since they ARE that hard to get. I'm usually for streamlined gameplay, but it makes sense that they are how they are.
  8. Don't forget to have the world set to snowball earth with no trees max humidity, you might have a easy time otherwise
  9. My sentiments exactly, you don't HAVE to keep what you spawn with, clothes included. Most of us do, because the bonus is negligible and wears off basically as soon as we notice it was even there in the first place, and unless you are playing in a cold or hot biome, you never even notice it in the first place. If you decide that your particular seraph is the commando you always knew they could be, that's up to you to do, I'd wager most players wouldn't mind the quicker start to the newer updates, to reach the new content faster, and new players wouldn't mind the early crutch to lean on without making the entire world easier for the rest of that playthrough. Besides, like I said before, it ultimately wouldn't change much at all if you DID spawn with a tool of your choice, since you would still need other tools and work areas to really use it effectively. The only tool I think would really unbalance the start would be a saw. As you would instantly have storage, building materials, doors and whatnot. A pick would still need a hammer to progress faster, and a crucible and fuel to be utilized at a fuller use. I'll double down on this too. I think starting with a steel knife would not be impactful enough to lesson the playtime to get to your desired level by more than just grind time, and starting with flint or equal equipment would literally save minutes at the beginning, and nothing more.
  10. I mean, I agree with you, but you don't necessarily start completely naked. You DO have the clothes on your back, and that is worth something. Now starting with a copper knife or axe wouldn't really bootstrap the game more than like, 15 minutes since the biggest difference between copper and flint is a negligible speed and it's hit points... Hell even a copper pick wouldn't make that big of a change since most players can get to copper in like, 2 in game days. As currently sits, starting with food, even if it was a "large" amount like a wheel of cheese or a pie, it wouldn't really put you any farther ahead, since regardless you are gonna look for more anyways. I dunno! I think the class bonuses are fun, but starting gear would still be even better if you had a point buy system, including clothes for the fashonistas in the valley. You could make it as difficult as you want too by starting ACTUALLY naked and having to actually keep track of if you are wet or overheating. Could be fun.
  11. Right there with ya boss, cept, there isn't much to use guns on, asides from nightmare drifters, and most of the time you don't really have the luxury of ranged engagement with em since you only really see em in the caves. Having a one shot musket that deals tonnes of damage and requires a lot of work to fire sounds awesome, but really would only make sense in PvP uses, unfortunately. Would be fun to make and try and use though!
  12. That's a great idea, honestly not a hard one to implement either. Maybe even make the poison oak into medicines like it is in real life! Poison oak was used in medicines to treat pain and arthritis and some skin conditions, and as a contraceptive funny enough. Honestly that seems like a gimmi feature, making torches slightly repel non-aggro wolves and campfires keeping them from walking into an area. Could be used to keep foxes and raccoons out your berry patches too!
  13. Glad we all agree that gravel is being done dirty, Honestly yeah, all of you guys make good points, I wish we could at least have big piles of gravel just for decoration or in ruins, makes the prospect of possibly finding arm bands and stuff in it more appealing, ya know? But roads and paths would be dopeski.
  14. How do Y'all feel about opening Pandora's box and discussing ((slopes))?
  15. Couldn't agree more! Love the idea, but the fact that they never miss, and will fake you out first makes them really, really annoying. Kinda like how you jump down a drop shaft and suddenly hear a bell ring, love that.
  16. Fossils, tapestry, ruins, bones, charms, gems, trinkets and baubles would be wonderful to see scattered about. I'm right there with ya boss!
  17. Look no further than the "Temporal Prospector" mod by "AlexTheGr8r" It is a life-savor, provided you can find the gears to upkeep it. i agree that other forms of mechanical power is needed though, like nuclear reactors.
  18. So while im still not sure what caused the error, unloading all the mods, entering repair mode (Which i was not aware existed) and slowly re-adding the mods resolved the error. i have a sneaking suspicion it was caused by something falling in lava and the game not being able to handle it, although im just guessing.
  19. Sorry in advance for a duplicate thread, but I really love this game and just lost another 20+ hours of progress to the same error again, and really am considering not playing again for a couple of versions. eventually, I get in error in my logs that rapidly and infinitely repeats and crashes the singleplayer server, making the world unplayable as nothing responds. even if you save and quit you ge the same error about spammed infinitely. here is the log; 24.4.2022 23:21:58 [Event] Saved player world data... 24.4.2022 23:21:58 [Event] Saved map regions... 24.4.2022 23:21:58 [Event] Saved map chunks... 24.4.2022 23:21:58 [Event] World saved! Saved 0 chunks, 0 mapchunks, 5 mapregions. 24.4.2022 23:21:58 [Event] Offthread save of savegame done. 24.4.2022 23:21:58 [Event] Offthread save of 1 chunks done. 24.4.2022 23:21:58 [Event] Offthread save of 0 map chunks done. 24.4.2022 23:22:24 [Event] FizzyB 127.0.0.1 joins. 24.4.2022 23:22:25 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.EntityBehaviorEmotionStates.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) at Vintagestory.GameContent.BlockLava.OnEntityInside(IWorldAccessor world, Entity entity, BlockPos pos) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.DisplaceWithBlockCollision(EntityPos pos, EntityControls controls, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysicsPre(Entity entity, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnGameTick(Single deltaTime) at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) at Vintagestory.Server.ServerMain.Process() Please if anyone knows what mod may be causing this, or what is causing this error or even where to start troubleshooting I would greatly appreciate it.
  20. There is a mod that adds foundry to make large groups of ingots at once, without having to clear out a small plot of land for the molds. It seems like the next logical step in smithing to have a larger scale for ingot production, always bothered me that I could fit 24 ingots in a single crucible. Maybe some larger scale iron works too?
  21. Yeah storage is kinda needed, especially since there is just so much to carry around. Honestly surprised fishing and smoking hasn't been done yet, its as neolithic as it gets. Honestly I use so many mods because I love the game, and my only gripe is that there are so many great parts of it that could use fleshing out. I just wish there were more, ya know?
  22. Yeah Chief, I hear ya, with the temperature system currently in play, I figured the clothing would be a little more fleshy in features, like there being higher tiers of clothes that offer better bonuses than insulation, like armor that requires work, but for things like healing rate, hunger rate, or even heat insulation like a poncho or sombrero or something. And the chisel stuff is awesome, but it IS a little cumbersome to move things around.
  23. So I'm new to the forum, Hello, but I was genuinely curious what some of you peeps want to see more of in the game, stuff you think would be purely beneficial to the base game. This includes mods that could probably be integrated just fine. Now I've probably got about 100 hours in VS, and I know that wolves do infact hunt in packs, but I think that the game could really benefit from some different flavors of, well, everything. Maybe some wolverines and badgers, cougar and puma, hell I mean dinosaur aren't off the table, but something to add a touch of fear to the landscape is kinda needed. Perhaps some NPC Malefactors that roam about with scavenged goodies and a sharp knife? On the subject of flavor, food and cooking definitely could use an expansion. Food perishing is horrible on multiplayer, and food varieties are kinda limited. Now I know the tech level is supposed to be like, pre-induatrial and Renaissance era, but that was the golden era of food preservation and culinary breakthroughs. Smoking, pickling, alcohol soaking, and salting foods would really help the preservation aspect of things, and maybe adding a reason to make more complex dishes, or adding some benefits to "high tier" foods like the vintage beef or pies, like possibly time based stat boost? Maybe something to make the effort worth it vs just eating charred meat and foraged grains and veggies. The classic expanded foods from the legendary l33tmaan, jakecool19, SpearAndFang, and Mister_Andy_Dandy is a staple in my playthroughs, and adds SO MUCH to each game as I eventually have a good amount of food and get goofy with it making aged beef Wellington with a honey drizzle that took like 5 in game hours just to eat it for +5 life. It's fun! But adding more value to it would be even more fun. Course I'm kinda a weirdo who ALWAYS ends up being a chef in games where you can cook, and really love this one. What do you guys wanna see in the future?
  24. Been playing a mod that removed surface drifters and added various types of thugs, bandits, bowmen and brigands while keeping the underground drifters and locust, well, underground. it keeps theme with the malefactor lore, which has always intrigued me. although the mod is rough, it really really changed how the game felt, and shifted early priorities around quick. shelter was suddenly paramount, and exploring was now actually dangerous, and armor was actually more of a reasonable idea than before. Now I'm not knocking the drifters, but now that they all throw rocks with sniper precision, I don't really think they are even as ominous as they used to be, when they would slogg around, then just sprint at you. now they are just obnoxious. But as far as iconic? I think that there could easily be some sort of floating ball of rot and jagged rusted metal that would spit some kinda vile rot that would spread, and if left unchecked, would consume blocks. Matches the lore, keeps the theme, has a ranged attack so the drifters don't need one (I really think the rock throwing is simply not fun at all), and could be in different tiers like the drifters. the rot would have some tangible lasting impact after temporal storms as you circle your property cleaning the rot, and sorting matters out, rather than storms just coming with a visual effect, increased spawns, and leaving a mob of rock-throwing nuisances. course, I'm just spitballin' here from the coffee table, maybe I don't see the whole picture of the game's scope.
  25. So I play pretty heavy mods on single player, and multiple times with multiple playthroughs with different or no mods installed at all, I get a single player "Server crash" where the world stops responding, nothing populates, items stop interacting and NPCs just infinitely wander into the sunset. Here is the error that rapidly pops up in the chat. 22.4.2022 14:34:56 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.EntityBehaviorEmotionStates.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) at Vintagestory.GameContent.BlockLava.OnEntityInside(IWorldAccessor world, Entity entity, BlockPos pos) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.DisplaceWithBlockCollision(EntityPos pos, EntityControls controls, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysicsPre(Entity entity, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnGameTick(Single deltaTime) at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) at Vintagestory.Server.ServerMain.Process() Ive had multiple game worlds ruined by this, because after this error appears, i can no longer play in the world, as i spawn back in dead, and cannot respawn. it seems to trigger randomly, like when I am just in the woods or at my base. it happens seemingly randomly, this time 5 hours into a playthrough, and the last time 56 hours in. last time i chalked it up to the price of playing with mods, but i cant seem to pinpoint what mod exactly might be causing it. Really love the game, but it hard to return to it when this can happen.
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