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ApacheTech

Vintarian
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Everything posted by ApacheTech

  1. Multiple other voxel and block based games manage this with no problem. Also, chiselling makes the effect even worse.
  2. You can find decorative bookcases in ruins, or buy them from traders, but functional bookcases that act as chests for books would be good. Expanding on this idea, you could easily include: Quill Ink Lectern to display written books for easy reading.
  3. Chiselling blocks to be 4, 2, or even 1 voxel high staircases also causes horrendous and nauseating jittering. It would be good if the animation only kicked in at 0.51 block height difference between the current step and the next step. Below that threshold, the animation and "jump" routines don't happen, so it causes a smooth transition between steps if walking between slabs/stairs/chiselled blocks.
  4. Sound Effects Bug: When stood in the third story of a full enclosed building, over 20 blocks above ground level, the noise from the drifters spawning in the caves 30+ blocks below the building is still plainly audible, and as loud as it would be if the Drifters were in the same room. This causes an incessant white-noise when playing which is nigh-on impossible to get away from while in the vicinity of the build. I believe this to be a bug, or at the least, an oversight. There is currently no efficient way to light up caves, or surrounding area to stop the spawning, so means even during daytime hours, drifters still spawn, and are insanely loud, considering they are over 50 blocks away, in a sealed cave, through multiple layers of rock, gravel, grass, and wood. I shouldn't be able to hear them at all. Steps to reproduce: 1. Find an underground cave. 2. Light up the surrounding surface area (in my case, a building), to dissuade spawning in the immediate area. 3. Stay in the area through a few day cycles. Expected Results: • Groaning during the night from surface drifters that spawn and wander into the lit up area, but then leave in the morning. • Other than that, silence. Actual results: • Groaning during the night from surface drifters that spawn and wander into the lit up area, but then leave in the morning. • Loud, incessant, relentless groaning from the caves below ground. Potential Fixes: • When in an enclosed area, such as a building, with the doors closed, drifter noises from outside should be muted. • Drifters within underground caves should be muted when players are on the surface above. Preferred Additional Fix to the wider problem: • Include an ability to adjust/mute the volume of hostile mobs within the Sound Options of the game (bringing in the option to adjust/mute passive mobs, neutral mobs, weather, echo chambers, and block interaction sfx). Why this is a bug/oversight: • There is currently no possible way to get away from the constant white-noise of these drifters. It's insufferable, and destroys the playability of the game. There is no way that the sound should penetrate through the ground like this, and there is no way to stop it short of overwriting the drifter sound effect files of the game with silent OGG files.
  5. I supply a multiplayer server full of builders with all the different wood types.
  6. It's ridiculously easy to make an entire chest full of ladders, and store that chest by his wagon. One, maybe two ingots of copper for the shears, and you're set. A single sustainable tree grove will give chest after cheat after chest full of ladders.
  7. I see it as a potential slippery slope. If we start adding config options to "ban" players from performing actions like that, I could see a need to remove the ability to enter creative mode, or enter most of the chat commands. If it feels like cheating even to have the option of sleeping through a storm, does it not also feel like cheating if you have the option of going into God Mode, speeding up time, or just skipping the night entirely? On a multi-player server, should logging out of the server be disabled during a storm? There is no difference between not sleeping through a storm, and not entering Creative Mode or not speeding up the time via chat commands. There is a massive difference between sleeping through a storm, and entering Creative Mode or speeding up the time via chat commands. What I would support, is a full-on, hardcore, "Deathwish" game mode, that disables beds entirely, and has perma-death that deletes the save file and gameworld upon death so you can't save-scum. In that mode, you wouldn't have access to any of the /time, /weather, /gamemode, /giveitem commands, so you'd be forced to stay in Survival mode. But that would be chosen at world-gen, and single-player only, of course, and it would definitely not be by default.
  8. What would be the benefit? What would it add to the play-ability of the game? In a single-player game, if you don't want to sleep through a storm, you just don't sleep. In a multi-player game, if any single player doesn't want to sleep through a storm, they can force everyone else online to suffer through it as well by just not sleeping. If you're online on a multiplayer world, and someone refuses to sleep, you can just log off until it's over. If you're on a multiplayer world on your own, it follows the same as a single-player world. There's no benefit to removing the ability to choose.
  9. I think first, it would be nice to be able to sleep through the night, in general. The sleep mechanics in the game need a massive overhaul, since a night is about 12 - 14 hours long, and you can only sleep for a maximum of 8 hours. I'd want "Sleep until dawn" to be implemented before anything like this. All this would really encourage is people slabbing a room, muting the game, and alt-tabbing for 20 minutes. It would just add yet more unplayable time to the game. Sleeping through a Temporal Storm is already optional. Just, don't sleep.
  10. +1, and same for knapping. The experience is fun for the first couple of hours of gameplay, but when you have to knap three chestfuls of flint axes every time you want to harvest your tree farm, it's just soul sapping. A few hundred hours playtime should be enough to unlock an automatic mode.
  11. I did try that, and it worked. I'm not willing to use all lower-case assembly names though, because it breaks .NET coding conventions. The wizard seems to be completely redundant anyway. It just dumps you out into a completely empty project, with no boilerplate at all. Add -> New Project to Solution would have done exactly the same thing, but without the three hours of troubleshooting a badly written third party tool.
  12. As a builder, I'd like the ability to use leaf blocks within my builds. They add so much when landscaping, terraforming, and dressing builds. I'd like the ability to harvest leaf blocks from trees, or have some other way of collecting them.
  13. Essentially, there's already an option for people that enjoy the pitch black. The game can be fun for them. For others, it completely saps the fun out of the game to only be able to play for 20 mins at a time, and then have to alt-tab out for 20 mins. There comes a point where immersion, and playability clash, and this game crosses that line in many ways. I've already had to replace the weather sound files with silent OGG files to stop the white noise wind and rain, and the horrendously loud thunder. I've turned my gamma up as far as the game will currently allow, and I still find the nights to be unplayable. That's my reality, so no, it's not an overstatement.
  14. Even with a lantern in hand, it's not fun playing at nighttime in this game. I don't like having to squint at the screen, and it's nigh-on impossible to record anything. If I'm in the middle of building something then "unable to play" is definitely not an understatement. I run a blacksmithing shop, but it only takes a couple of minutes to smith a few scythes and chisels to restock the shelves. Other than that, I usually just stand still, and alt-tab out of the game if other people are online, or spam right-click then shift on a bed if I'm on my own. Take it to 1AM, and then sleep until it's light.
  15. Temporal gears can also be dropped via panning. I've only got one in four stacks of shale sand, but it's an option. The drops from panning are far better than the drops from skinning the same number of drifters.
  16. Some way of making the game playable for more than 20 minutes at a time would be massively beneficial. Especially on multiplayer servers where there is no option to sleep. Double especially when even if you're on your own on the server, and you go to sleep once it's too dark to play anymore, you wake up, and it's even darker, and you're still unable to play.
  17. I get the following errors: After the first command failed, I asked on Discord, and received the advice that the <modid> needed to be in quotations, so tried single and double quotation marks, and neither worked. There is no information at all, on the wiki, about what a "modid" is, apart from noting that it will be the assembly name. I want OptiZoom to be my assembly name.
  18. The solution to this would be to allocate the recipes in terms of units of metal, rather than in ingots. If each ingot is 20 voxels, each voxel is 5 units of metal. A plate, for example, uses 2 ingots, minus three voxels, so when re-smelted, would return 185 units of molten metal.
  19. ApacheTech

    Sleep Q?

    +1, and if someone does have a mod for this, can it please include an option to sleep until dawn, or at the least, remove the "Too tired to sleep" limit, so we can skip the fourteen hours of unplayable time per gameday.
  20. I'd prefer that compost just adds temporary fertility to a farmland block, when broken down from block form into handfuls of compost. Then it's useful in all scenarios. The only thing fertility saves on is time, so deliberately removing naturally generating items from the game, purely to add more grind is a bad idea. Terra Preta gives the ability to make functional rolling farmlands that look really good. But that takes hundreds of stacks of Terra Preta. If you can only make one block of Terra Preta every 20 days, in the immortal words of Sl1pg8r, it would "un-fun" the game.
  21. Then the Wiki is wrong, and needs to be updated. Considering there is no information in game about any of this, the wiki should be kept accurate at all times.
  22. According to the Wiki (https://wiki.vintagestory.at/index.php?title=List_of_server_commands), the default chance of surface Tin spawning is 0.07, compared to 0.10 for Copper. Effectively, for every three Copper deposits found, you should find two Tin deposits. This is obviously not the case, so should this be considered as a fairly major bug in the game?
  23. I don't really see the point in compost at the moment. One long expedition a couple of thousand blocks around your base can yield an entire inventory full of Terra Preta, and you can be back before a single compost block has been formed. In order for it to have any use in the game, it would have to be better than Terra Preta by a significant margin.
  24. One other really nice feature would be: • .cam follow <player> <distance> <front|back|dynamic> <noclip> - The camera will follow a specific <player>, at a minimal safe <distance>. The behaviour of the camera can either be static, staying at the <front> or <back> of the player, or <dynamic>, which means the camera will move around the player, in a cinematic fashion, with pans, and sweeps, in a pseudo-random pattern. The camera will collide with solid objects, and do it's best to follow the specified ruleset, unless the <noclip> option is set.
  25. The range is a 5 block radius from the firepit. If you place the firepit at the top then the maximum size is 11x11x6. To make the absolute maximum size charcoal pit of 11x11x11, you'd have to set the firepit in the direct centre of the pile, in position 6,6,6, so that the 5 radius hits every Firewood pile, light the fire, and then quickly stack more wood on top, until it forms the full amount, and then place a solid block on top.
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