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Thalius

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Thalius last won the day on January 29

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  1. Just to clarify: Using flint spawning in rock was a bad example. Instead, Rich Gravel would spawn in gravel much the same way as clay and peat spawn within soil.
  2. Greetings... Looking for someone willing to make a simple mod that disables panning everything except bony soil, and which also adds a new resource: Rich Gravel, which would spawn within gravel deposits much as flint does within rock layers, and which can be panned to obtain small amounts of nuggets of gold, silver, and more common ore types such as copper and tin. The aim is to turn off all surface deposits of copper and tin, and have bony soil and rich gravel deposits as the only pannable resources. Players in the early game would seek out ruins for resources and bony soil, and hunt for rich gravel deposits in gravel beds to pan for nuggets of ore. It should be a simple mod for someone who knows what they are doing. If anyone would be willing to take it up, it would be much appreciated! ~TH~
  3. Pretty sure they need to be carried in a bag slot. If that is not working, then you are seeing a bug. Works fine on our server.
  4. Greetings, @Taska Raine! A quick question/suggestion, if I may? Would you be willing to consider turning "brains" into a fluid, like resin? That would then allow you to set "brains" to be harvested at a set volume per animal type, rather than dropped as an item. This would allow you to set the volume of animal brains gathered from, let's say a rabbit for example, to be more realistic. A barrel of brain tanning fluid from five rabbits is feeling overpowered, making acquiring leather painfully simple right off. Making it a harvestable fluid that is not always a guaranteed thing, with volume varying by animal size/type would be a great modification to this feature in the mod, in my opinion.
  5. Also, if you are considering adding more classes in the future- really need a "potter" class.
  6. Compatible with 1.16.4?
  7. Greetings once again, fellow Vintarians! Just a quick update to let the community know that, after a long slog updating mods and getting things ready, The Wilderlands will be launching a new server world this Friday, February 25th, in the late afternoon/evening. The past few weeks have been busy updating some of our custom mods and even creating some new ones, while waiting for other mods from other authors to update. We have a pretty solid vision for the server, but getting it where we want it has required quite a bit of custom work. We did not want to launch the new world until we had everything in place. As it is, we will be launching with two important mods missing- Fields of Gold and From Golden Combs, but hope to add them in soon, once life allows the author to devote the time needed to updating them. If you have considered joining the Wilderlands, now would be a great time to join us on Discord as we prepare for the launch! https://discord.gg/DgwfgsSbr5 Wilderlands spawn village location in new server world, Hope to see some of you there! ~TH~
  8. Are you on a multiplayer server? I had an issue I found where the server config file allowed for a certain number of trade mats, but I kept getting an error that I'd placed my max number. Turns out the config file on my pc for single player worlds had a lower number, and the mod was flagging that lower number as my limit. Once I adjusted the config file on my pc to the same number as the server limit, the problem went away. It has been a while since I checked to see if that was still an issue though.
  9. Greetings Vintarians! Time for an overdue update as it has been quite some time since anything was said, and we do have news to share! The Wilderlands is in the process of moving to a new hosting service that should put us in a better position to maintain and manage the server with our growing community. This has been a need we have been aware of and discussing for some time. Also, with all the new features added to VS version 1.16, it seemed a good time to reset the Wilderlands to a new world. What better time to move to a new hosting platform as well then? So that is what we are doing. We have chosen CreeperHost as the new hosting platform, and are setting things up now. Along with the move and a server reset as we update to 1.16, we are going over our mods and making some changes, some of which include building some of our own. We have a talented group of modders in our community that have taken on a few projects, and are excited about what their work will bring to the Vintage Story world. If you are looking for a solid community of players to enjoy Vintage Story with, and like the idea of living in a challenging and dangerous world that, at the same time, offers diverse options for creativity in building and crafting, give the Wilderlands some thought. And if you decide you would like to be a part of the Wilderlands, now would be a great time to join us on Discord as we prepare to launch the new world. Hope to see some of you there... ~TH~
  10. My answer to this has been to simply give their fleeondamage ai a much larger search range than their standard fleeentity ai. With the Ethology mod, a player might be able to get within 30 blocks of a bighorn sheep without them fleeing, but once they take damage they start looking 45 blocks out or more for threats, and flee if you are within their wider search range after they are hurt. You might get one free spear or bow shot in, but unless you are outside their alerted seeking range and very good with ranged weapons, you are not going to get a second shot in easily before they take off. What I really wish we had was an ai like "alarmherdondamage" which made the whole herd flee when one of their members' fleeondamage ai activated.
  11. All sounds good to me- waiting for the fixes in with the update, that is. The Wilderlands server will be moving to a better hosting service and do a server reset for the 1.16 release in the process. Currently waiting on a few important mods to update before we make the move. Bullseye will be added to the server at that time, so we are not in a huge rush. Looking forward to it all though!
  12. I have been conversing with S.F. a bit, and am adding a smaller crab entity that will not conflict with the ones P.S. adds. Actually basing the crab off of the P.S. model, with some modifications. Same with the snake entities that will be included in the mod. Thank you for making sure I was aware of that though! I want to make a mod that is compatible with other wildlife adding mods, so I am being as careful as I can to pay attention to those sorts of things. The goal for the Ethology mod is to add varied wildlife to the game world, and I will do my best to make sure it does not conflict with other existing animal entities other mods may include. Thanks for the suggestion! Medieval mod adds aurochs already, so I do not want to conflict with those should both mods be used on the same server. If I add cows, mine will have be of a different type, though very likely something unusual. I have already come up with one decent looking waterbuffalo model (still needs some fine tuning), and am considering adding more varieties. Waterbuffalo show up in many different climates around the world, and so adding a few different climate-specific species with different behaviors would be doable. Some cultures even milk waterbuffalo, so it could be feasible to add a breed that can be more easily domesticated and milked like a cow, and just drop cows from the list altogether. All creatures in the Ethology update will show up in specific, well defined climate zones. You will have to do a good bit of traveling to encounter all of them, and each "biome" should have at least one unique creature that shows up there and usually not anywhere else. That is the plan, anyway.
  13. Greetings! We are looking at adding Bullseye to the Wilderlands server, but had one concern come up. I've been told that the penalty for wearing heavy armor has been significantly reduced, leaving using a bow or throwing spears in heavy armor not all that different from doing the same using lower armor tier types. Have others observed the same and, if so, is there a way to tweak the settings a bit to make adjustments?
  14. This is good to hear... We are looking at adding your Ranged Weapons mod to The Wilderlands server, and have a decent number of new critters that are about to be added via the Ethology mod.
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