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redram

VS Team
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Everything posted by redram

  1. The game should auto-save like, every 5 minutes or so. If you're talking about items despawning while on the ground, yes, they despawn after 10 minutes.
  2. Steel is not implemented yet. Even the iron age still needs some things to be completed.
  3. I think corpses despawn at the same rate regardless of loot. Drifters respawn fairly fast I think - a few minutes maybe? Animals perhaps less so. Not entirely sure.
  4. No mobs can jump over a fence, much less a 2 high wall. Locusts are the only one that can climb. So there must be a lighting issue somewhere, I'd guess. A screenshot of base would help more.
  5. Yes, in normal conditions there is a limit to how close they can spawn (I don't know what it is)
  6. That could be due to them taking fall damage. Right now if an animal takes any damage at all, from falling, or from bees, or whatever, they assume it was you and attack.
  7. Are you using a mac? iirc this may be a known bug.
  8. Also be aware that when you find animals dead, and you did not kill them, they likely were killed by either another animal (fox, wolf) or from a fall. In both cases, the drops get nerfed. This is in order to dis-incentivize things like deadfall traps for production.
  9. It's a known bug. Tyron can't reproduce it on his machines, so it's hard for him to track down. Could you give some details on your machine/OS?
  10. 1. 10 minutes 2. Not yet, in the vanilla game. But the VSHUD mod has an auto-waypoint-on-death feature. 3. Not yet. But in the future this will be the case. The way it is now, is simply because there was not time to implement a 'remembered map' functionality.
  11. Currently no, unfortunately. You'd have to replace the seraph texture in the game files, so it'll show up in the backdrop. There is also unfortunately no way to test for clipping issues with the animations of the backdrop, which would also be useful. VSMC will get an update at some point, so cross your fingers.
  12. First you want to make sure you're getting your file from the 'shapes' directory. There's generally 3 files of a given name - one item/block/etctype, one shape file, and a texture or two. It has to be under shapes. The seraph shape file will be under the 'assets/game/shapes/entity/humanoid' directory (not assets/creative or assets/survival). It will NOT be with the various animals and such, which are under survival. Now, when making armor, you don't want to build it on the actual seraph model. You want the armor to have it's own file, and you will set the seraph model as your 'backdrop' (under the 'project' menu), which puts a sort of ghosted version in the file. You can then make actual shapes, and 'stepparent' them to a shape from the seraph file. This probably is not a great explanation, but I don't have time to go more in-depth right now.
  13. Sounds like a bug then. May want to report it.
  14. Did you try any setting other than 100? I'm not familiar with the code behind this setting, but I wonder if it's a percent, rather than an absolute number? If you choose 100, and it was a percent, and 15 is the default setting, then it would have stayed the same. Maybe try 200, and see if that changes it? If it's indeed a percent, you would end up with 30, I guess.
  15. It would be neat indeed, however the focus is likely to be on new content for a long time, rather than visual variations of existing stuff. This is especially true of complex assets like armor.
  16. It can be a steep-ish curve when you're new. Part of it is recognizing what to expect where you spawn. If you spawn in certain areas, like lush green forest, you can expect lots of mushrooms and blueberries. Green grassy plains, or low marshalnds, potentially a lot of berries. And it also helps to know that cooked cattail roots are food, in a pinch. Hunting also helps. Meat fills a lot of hunger, even bushmeat. Rabbits and racoons are easiest to hunt (they don't fight back). you'll need to get good at throwing your spear to get rabbits, unless you make pit traps. Sheep and boar give tons of meat, but are pretty dangerous. So you gotta be ready for them. Another key thing is the cooking pot. Make it early and use it to make meals such as porridge (grain & berries) and stews (meat & vegetables). You get a satiation bonus from meals. And yet another good thing to use is the large clay vessel (which makes food spoil slower). You can also put them in a cellar, to reduce the spoilage even more. But once you learn how the world gen works, that will help a lot. being able to immediately recognize if you're likely to find food in your current biome or not is important, because if it's a sparse food biome, you'll want to move out of it.
  17. They don't open, they're essentially decorative. Except you can also sell them to traders.
  18. You may have to start a support ticket with Tyron. Unfortunately I'm not knowledgeable enough technically to help much beyond 'look in the spam folder'. But Tyron will get it sorted for ya.
  19. Check spam folder. It's a common problem.
  20. I think portugese, polish, french, maybe? I'm not really sure off the top of my head. There's a website we use, for translators to help out. Unfortunately also forgotten by me. Translations is not my strong area of knowledge clearly...but if you pop on discord and ask there, I'm sure someone can answer. Discord is where most of the community hangs out.
  21. Basically when your stability gets too low, The world will start to be distorted, and more powerful drifters will start to appear due to the time distortion. They're powerful, even if you're on the surface (unlike 'normal' drifters). And they can appear very close, even in light, again unlike normal situation. It's basically a time to watch your back. If it's a temporal storm, it'll pass eventually. But if your personal temporal stability got low, I think you need to kill drifters to raise your stability, or if you have a temporal gear and I think a knife(?) you can use that to instantly gain some stability. You personal stability goes down when you're in areas of low stability. Patches of low stability can happen randomly on the surface (not like, dynamically, but they generate at world gen), but stability is also generally lower the deeper underground you go.
  22. I can't speak for the devs, but based on the other translations we have, I'd say that it's not dependent on a 'plan', but on volunteers to help do it. This is how the other translations got done. They don't have the money to hire translators for the job. I'm sure they'd love to have it.
  23. It's definitely a way to solve the bronze problem some people have. And Tyron has, in the past, confirmed that he'd like for traders to sell maps to some of the hidden loot chests and isolated ruins that exist underground. Traders are pretty unrealiable though, especially if it's just one trader that has the goods. I think we're going to get more and more traders as time goes on. So I think we don't want to rely on them for mainline ores necessarily. But something optional like halite does seem like it should be ok.
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