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Kaelty

Vintarian
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Kaelty last won the day on March 14 2020

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About Kaelty

  • Birthday 07/06/1992

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  1. hmmm Feels pretty hot and stuffy, the wind gives you hope for a short while until you realize that it's just another source of heat. The high humidity does the rest to make you feel like you entered a sauna, when taking a deep breath the smell of damp vegitation enters your head, the stale water in the pond slightly smelly, nothing you would want to drink without boiling it for quite a while. The only saving grace is that it's not actually THAT hot. A good description would be early summer in a jungle in south east asia
  2. Since Servers seem to be getting more Attention lately (given that you host some yourself now) i think now is the time to speak about some problems i have with my own server and features that would be an awesome addition. First of all, the Claim-system seems really Buggy right now. Sometimes the "allowuseeveryone" doesn't work, granting rights to a group also hardly ever seems to work, sometimes a server restart gets stuff working but that is not always an option for me unfortunatly. Giving a Claim to others doesn't seem to Work, at least i can't figure out how. I'm also told that i have no rights for a claim when checking with "/land info" although it's a claim i created myself, the claim itself also tells me that i am the creator and not only can i work on it anyway (although the game tells me i shouldn't be able to) i have adminstatus anyway so i superseed the claimrights while in "/gamemode creativ", which is actually a bad thing in my eyes, since claims should be protected and that protecction should take an extra step to deactivate. Creating Roles for the Server such as a "guest" role is oddly difficult and sometimes people can/can't do stuff that they should/shouldn't. SUGGESTION PART: I Suggest putting all those Systems into a Simple Interface for Management by Admins. Creating a Claim can stay the way it is, although modification like granting rights and such should also be doable with the interface. Claim rights should also be transferable PREDICTED RESULTS: Beeing able to easily creat and modify Roles on a Server would make Community-Management far easier. Guests could walk around without worrying about hunger or wildlife-danger, but in turn wouldn't be able to modify the world around them in any way except opening doors. (the allowuseeveryone rule let's you take stuff out of chests as well as take stuff from Shelfs, this needs an extra rule since it's either "Take all my stuff" or "Sorry you can't visit me when i'm not here to open doors for you") Handling Claims more easily and Having the Information better viewable alone would already be a big Plus in my book, but beeing able to actually transfer the rights to another Player would bring about many posssibilitys, from making a City and selling plots in it to selling whole houses or mining-rights. I would suggest that the Transfer would be done with an item, let's say, you type in "/land claim contract" while standing in your own claim would creat a "contract" and another Player using said contract would Transfer the rights to him. This would also work even better once Player-to-Player Trading-windows make it into the game to simulate bartering (simply throwing stuff out on the ground in good fate that the other person does the same is a bit scary once we Trade the really rare or time-consuming stuff) A thing to keep in mind though, is that only one contract of a claim should be able to exist at any time, else people make second one and use it after the ownership changed to get the claim back. AFTERWORD: Thank you for Reading, and i'd appreciate Feedback
  3. Since my Question on Discord goes unanswered and the search function yields nothing (although i might just be using the wrong search words)... How do i remove a Trader, including his Cart and the Claim? I am Building a rather... big project and a Trader is in the way. Moving the Project is not possible (first of all, i'm doing it in Survival and i have already invested a few hundred hours but there are more reasons) I hope the question catches the eyes of some knowledgeable Person who may enlighten me. And by all means, do treat me like an Idiot while explaining. That would probably safe a lot of sidequestioning. (since my world-edit experience is non-existent)
  4. "TRAIN, SUSTAIN ... OR DRAIN" While i agree that muscles drain if not used and the brain gets a bit slower, the same can't be said about skills. I haven't ridden a Bike in quite some time, at the very least 5 years but i'm pretty sure i would be just as good as to my best time after a few minutes of getting back into it. would i be able to ride it for a long time without getting tired? no, but that doesn't mean that my proficiency droped, just that my stamina did. Cooking is the same, once you properly learned it you will not forget it. Cooking for a whole army is tiring sure but a fancy dinner? no problem. So if your system says "train or lose proficiency" then i think thats not a good idea. you should make muscles their own system taht gives you a buff for certain actions (mining chopping, wood and so on) but proficience itself should not be affected, or at least very minor to the point that a bit of practise can counteract it with low effort. If constant usage of skills is required then i fear at least on multiplayer some people will feel forced into a role. "ohh you have high cooking skill so you should cook", "If somebody else mines this then it would be a waste, you do it you have that rare perk and high skill level" This is my take on your system for now. A small recommendation for "LEVELLESSNESS" you could just use the "exponential function" from the point below and simply remove a skillcap. once you reach a certain point, progression simply takes so long that people will never reach a higher level, and thats without the feeling of "I reached the top now i don't need to improve anymore". Just to make sure, i don't dislike the idea, it's close to what i thought would work nicely, i just have some missgivings that i wrote down in the hope that it would be constructive critic, and i hope you can look at it that way. I hope this idea gets some more work done on it and then maybe implemented.
  5. are you on a server or Singleplayer? If singleplayer you can forget ".commands", here you use "/commands" Try /weather set clearsky
  6. I very much like this idea, Hunting right now is... not really worth the time honestly but if those creatures can only be encountered that way, i think this would be a very fun experience. I would like to supplement to the idea that those creatures should yield Trophys sometimes, maybe even rare ingredients for Potions once the "Herbalism / Brewing System and Potion Effects" System on the roadmap gets implemented. At least concerning the Trophys, there is already a mod that makes pelts placeable i think, so that could be incorporated at that time, getting some horns and crafting a wall-trophy would also be nice. Another possible mechanic could be training an hunting dog. At first he would bark sometimes leading to a failed hunt, but with more experience he would help finding clues, maybe even find some that the player alone wouldn't have found. Another point from the Roadmap: "Player Progression System (Leveling, Gear Attributes, Skills)" is something that could work very well with this idea. I've always been more a friend of "learning by doing" systems like in TES games instead of distributing skillpoints like in 7d2d, and the way you described the progression system would mesh very well with an proficiency system. Afterthought: a trapping system could also be enabled once the proficiency is advanced enough, lures for smaller prey, a pitfall for bigger prey and so on.
  7. you're right just found ya, didn't see you writing although you're pretty active here so i made an assumption. mea culpa
  8. There are some other forms of payment yes, but it is a bit questionable if they are available for you. From your question it sounds like you didn't try it out yet? There is SOFORT for one and i think there are other ways. If it doesn't work here you could try at humblebundle, but thats a bit more expensiv. Your best bet is to find someone who has a credit card and buys the game for you, although that takes some trust.
  9. you're missing out on a whole lotta nice screenshots and stuff then The Official Discord Server is full with veterans of the chisel.
  10. Is it now? I don't see you on the Discord Server though guess i gotta fill that role there.
  11. Kaelty

    cellars

    .26? that sounds like best possible? This is a Vessel in my Cellar, i'm rather sure that it's about the best possible as long as you have a door. Grains last for almost 5 years inside. are you sure your cellar isn't recogniced as one? The only thing left would be that nonsolid blocks might make problems same as in a charcoalpit. So doors, slabs and stairs would reduce the effekt of a cellar. but that should only concern the walls the cellar is made out of.
  12. Kaelty

    cellars

    Hey Kitty! can you tell me whats the decay-rates are for the pots? also is the roof just those bricks or is there another layer above? Doors are not solid blocks as such they are detrimental to preservation. Optimal would be an airtight room. The position of the Vessel could matter depending how close to the door they are. I build my cellars allways inside mountains/hills and a good way into it and it works fine for me that way.
  13. no worrys, i had that problem with the wrong name too on my first day^^ you actually got really lucky there, i know people who run around in full armor and still no bees.
  14. nothing stopping you from doing so, it's just gathering material for now.
  15. I kinda doubt that it makes the game unusable unless you are missing all but one finger on your keyboard hand. ...if you do then never mind, my bad.
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