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Thalius

Very Important Vintarian
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Everything posted by Thalius

  1. Enjoying the mod, and had a random thought concerning the throwing spears. Reduce the number that can be made from an ingot to 8. Make them prone to breaking but re-usable. Give them very weak damage when used for thrusting. Require the use of an atlatl for throwing them, which can be carved from a hardwood. High damage and great range, but make them slow to throw to take into account the time required to position a spear for the throwing. Just some thoughts. Fun and useful to have the various weapons to work with and choose from, but the 72 throwing spears from a single ingot feels awkward, even if they do break every time. ~TH~
  2. These three alone would be enough to give us the balance we are looking for. Loving the way they look, but they are making lanterns obsolete on our server. Lanterns cost two ingots and are a lighting device that is covered and enclosed, and thus protected from wind and rain. Lanterns also require glass/clear quartz and a candle. Braziers are more open and vulnerable to the elements, and by the look of them they should require more metal than a lantern would. Braziers do not use any resources to make them comparable in resource costs except metal strips hammered out from ingots. If you have a pile of metal, that is pretty much all you need to make several. The other items are easy to come by with little effort. Increasing the material cost from one ingot to three along with the firewood, torch, and fat sounds, to us at least, like a fair and comparable resource cost. Thank you for taking this into consideration and being willing to work it into the mod. It is much appreciated! ~TH~
  3. Check your temp files folder and delete the ones related to Vintage Story. When you run the ModMaker.exe program, it stores some files there when first run and then detects those files stored there whenever you again run the program and builds the mod off those files, which look different somehow to the modmaker program than the vanilla files do. Not sure if that is your problem, but I'd start there if you have not already.
  4. It did not happen to everyone, and it seemed pretty random. It grew worse over time. We did not have this problem till we installed three mods recently- Weapons Pack, Workbench, and the Yabba Glass chapter mod. We tried removing those first, but that did not fix the issue. We have a few other mods installed as well, but xskills ran just fine with those for several weeks with no issues. A complete list of the mods we have been running, though xskills and xlib have been removed for the time being till we figure out what is going on: Better-Drifters-Wilderlands-Version_1.3.1 Braziers CarryCapacity Compass Mod Lands of Chaos Player Corpse Primitive Survival Tradeomat Weapons Pack Workbench Expansion xlib xskills YABBA
  5. Good morning, Xandu! We have been experiencing some issues with clients crashing or not being able to join our server. Resetting the server fixed it for a time, but the problem kept coming back. We figured it had to be one of the mods. We could not tell which one from the crash reports, but all the reports looked about the same. We started removing the mods one by one until we found the problem, and once xsklls and xlib were removed, everyone was able to log in without issue. I am including two of the crash reports. Everyone really enjoys having the mod. I honestly did not realize just how much depth it was going to bring to the community and to the server, being able to build skills that customized your character and lent to actual roles emerging in our little Wilderlands society. If there is anything else we can do to help figure out and solve the issue, just let us know. ~TH~
  6. I am baffled, again- personally, by the conflict between those that want a challenge, and those that don't like to be challenged and want an easy, nonthreatening way to deal with monsters and storms. This seems to come up a LOT when these kinds of topics arise for discussion. The game already gives you every tool you need to make it as easy as you want. There is zero reason to not make it more challenging, like many would also like. As it is, you can turn the settings up as high as you want for making mobs as difficult as the settings allow, then climb up on a two block pillar and kill them without any risk to yourself. That feels very odd, and unfinished, and boring, and, well... odd. The Lovecraftian side of the game inspiration and description communicates a certain severe danger that can't be avoided and that you will have to face. Vintage Story is a sandbox game, but one that has a solid and very clearly communicated horror theme running through it. Many are looking forward to even more challenging mobs and combat that reflect that side of the game. If a player does not like combat and unavoidable challenges, storms can be shortened or turned off altogether. Player's hp can be bumped up very high and mobs made very, very weak. Temporal stability can be turned off as well.... The list could go on. Suggesting that certain mechanics in the game be made more challenging than they currently are when all the options are currently implemented in the game to turn off or greatly weaken any challenges does not mean the game is going to be harder for those that don't want it so, it just means that those of us looking for a greater challenge and more dynamic enemies are hungry for something that can't be "cheesed".. something we can't simply escape or hide from, but something that must be dealt with in dynamic, and challenging ways. One significant element of Lovecraftian horror is the fact that no matter what you do, you can't avoid or escape it. Just when you think you are safe, something else comes for you. It is going to get you, eventually, one way or another, whatever "it" is. The challenge is building a home or a community in this haunted sandbox world and seeing how far you can get and how long you can survive before it does get you. And maybe, if you are very, very good, you might just be able to keep it at bay... most of the time. ~TH~
  7. Personally not sure how I feel about drifters themselves getting ranged attacks. I do want to see some form of entity that is specific to the Rust world, meaning it only shows up in storms or when you are crossing over to the Rust world due to temporal instability. Give this entity the ability to do ranged attacks of some kind, so that it sort of keeps you moving and unable to just stand in a "safe" spot like on a pillar or behind a wall and a kill hole or similar thing. Maybe some form of temporal wraith-like creature that can phase out of form and re-appear near you if you stand still for too long, and phase through walls and such. I've managed to modify drifters to render nerd poles pointless, unless you depend purely on range attacks. With enough arrows and spears you can kill anything from any number of safe vantage points. To do that though, you need to be able to see them coming- Not so easy to do when exploring a cave or running around in the woods at night. With regard to storms however, we get a notice they are coming. One just needs to build an appropriate safe place to hunt from and be there when the storm lands, and you can kill drifters safely and harvest the rewards with little risk. Until we have some forms of creatures that have ranged attacks and/or can physically get to where you are, farming baddies from a safe spot will always be an abusable feature of the game, and during storms especially. Just my opinion. ~TH~
  8. Well, no issues for us at the moment. We are considering adding it to our server, but we are checking with the community first to see if there are any known conflicts with xskills and xlib. Loving your skill system, but are concerned about adding the new weapons and possible conflicts with skills.
  9. Is anyone aware of any issues with this mod on a server were Mr1k3s weapons pack mod is installed? I tried asking on that mod's forum page, but no response. Thought I might try asking here.
  10. This will only work if something is done to make it harder to farm drifters. We need better seeking ai and more dynamic combat ai from drifters. We had to disable storms on our server because players figured out how to farm them with traps they would fall into, and they could harvest large amounts of resources at almost no risk. Bumping up the drop rate on gears would only make the problem worse. Our solution was to bump the default drop rates up a bit, make drifters more dangerous over-all, and disable storms to prevent farming them. I love the idea of temporal storms, but the concept needs more work and greater depth. Being that the game is in early stages and we have not gotten a good combat update yet, I'm sure they have plans for storms that we don't know about. There have also been a lot of great suggestions and ideas shared on the topic in this and in other forum threads on the subject. I'm personally very much looking forward to seeing what they come up with, and re-enabling storms in the Wilderlands server.
  11. Starting to look like real vines, there. Nice work!!
  12. Appreciate the feedback and the pointers. We have a few pretty experienced players in our crowd and have discussed these things and how much they may be playing a role in the problem. It just seems like it is happening a LOT more than it usually did on our previous server and on other servers our folks have played on in the past. We were wondering if we are the only ones that have seen an increase in this happening.
  13. We are seeing a LOT of our sheep and pigs escape from fenced in and even walled in enclosures. We have tried double high fences and have had players set a second ring of fencing around their main corral (with several tiles of space in between the inner and outer fence perimeters), and pigs are found outside the main enclosure but within the second outer fence line, clearly showing that they are somehow "phasing" through fencing and escaping their pens. Our server reset with the release of client version 1.15.5, and we are just, within the last few weeks, getting to significant populations of domesticated animals. We saw a few go strangely missing all along from time to time, but now that populations are higher we are more able to tell what is going on, and we are seeing it a lot. Trying to discern if a mod might be causing this, but we have no mods enabled that mess with fencing or collision mechanics or other such things. No clue what is allowing this "phase" glitch to happen. Are we alone in seeing this? If so, it is likely related to some mod or other server specific issue. Thanks in advance... ~TH~
  14. I have been seeing the same, as have some others on our online server. I attributed it to connection issues perhaps until others said they were seeing the same things going on and thought maybe a mod was part of the issue. After reading this post though, I'm not so sure. Also seeing a lot of "rubber-banding", seemingly when these lag spikes occur.
  15. How well does this mod mesh with Xandu's xskills mod?
  16. I personally agree with pretty much all that is expressed in this comment, and understand why it is necessary and helpful for tool and weapon durability to work the way it does. I do, however, like the idea of being able to keep a tool or weapon indefinitely for the sake of history, or sentiment, or whatever you want to call it. I think there is some value to allowing for such things in a game world such as Vintage Story. I'd like to see a mechanic where, when a tool or weapon wears out it's durability, it becomes "damaged". It can still be used at that point but has a fairly good chance of shattering to bits and being lost. To fix it and restore it to like new condition, one needs to take it to a smith and repair it, basically taking an ingot of metal and repairing it. Metal resources consumed, favorite tool or weapon retained. A win on both sides of the discussion, in my book. I know this was not a suggestion post. The author asked what we like about the system while they also expressed some things they wished were different. I like the system as it works and understand the reasons for it, but would like to see that one extra dynamic added that allows for some nostalgia with regard to tools and weapons we have used and acquired over time. ~TH~
  17. I was in process of editing my previous post to add the suggestions. Got a little too quick with clicking the buttons and posted before I was finished writing out the response.
  18. Right. This won't surprise you probably, but I'd like to tweak it a bit, if it is abandoned. If the author is still around I'd like to make some suggestions. Easy enough changes to make, but I don't want to mess with it if the author is still around. Feedback on our server has some balancing requests coming in. Suggested edits: Triple the amount of metal required. Require a lit torch in place of oil lamp in recipe. Brazier extinguishes after a certain time in the rain, and can be re-lit with a torch or fire-starter. Fueling mechanic requiring firewood, with an added modifier that greatly extends burn times.
  19. Sorry for the double post. Not sure how I did that...
  20. Is the author still around, making sure it stays working?
  21. Is the author still around, making sure it stays working?
  22. Anyone know if this mod is still being supported?
  23. The mod seems to be working fine on 1.15.5. No issues so far, in a single player world at least.
  24. No. No it is not fine, even if they look "cool" (...whatever a "cool" nerd pole looks like anyway)..
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