Jump to content

Thalius

Very Important Vintarian
  • Posts

    376
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by Thalius

  1. I came across a photo of some very old windmills, the design of which has apparently been in use for nearly 1000 years in Iran. Made entirely of natural materials such as wood, straw, and clay, and used for grinding grain into flour, I immediately pictured them fitting right into the VS world and wanted to mention them here. I suggest a new windmill model be added- one that cannot be made too large or provide too much power, and is best suited for running a single quern. It would serve as a simpler windmill option one might place somewhere above a room that functions as a mill, and only provides enough power to dependably grind grain on a small scale, or possibly run a single helve hammer at a more measured pace- one or the other at a time, not both. Humbly offered for consideration... ~TH~
  2. Sorry to ask this, as it may already be answered somewhere in this forum. I did not read over most of it... Is there a config file that allows the player to customize which of these features can be used on a server? Some of them would be fantastic to have, but some others I'd rather disable.
  3. "NoiseCavesEnabled": true, "LocustHordeEnabled": true, "CaveInsEnabled": true, "GasesEnabled": true, "BreathingEnabled": true, "BossBattlesEnabled": true, "FireLocustEnabled": true, The ones you listed will adjust the details of how cave-ins occurr, but if you keep going down the list you will see where cave-ins can be completely disabled. I copied and pasted the lines around which that option is located. Change "CaveInsEnabled": true, to "CaveInsEnabled": false, and you won't have to deal with them anymore.
  4. There is a setting in the mod config file to reduce or increase the radius where cave ins (and compromised blocks that lead to them) can occur, and an option to disable cave ins altogether.
  5. Odd. Nothing I have added via the mod should make them spawn there exclusively, and the mod also expands on what they should attack, adding piglets as a meal option. It sounds like a mod conflict of some kind, to me.
  6. Ok. I've not tested the mod with that version, only 1.15.7, which we are running on our server. Let me know if you confirm a mod conflict. Otherwise I'll have to load up 1.15.9 and see if any changes to hyenas were made in a recent release. The Ethology mod consists solely of patches to vanilla entities, and was made using the modmaker program after I edited the creatures to obtain the behavior I was looking for. The modmaker is sometimes buggy, it seems, but usually gets things right. It could be an issue with the way the mod was compiled by the program, but that is unlikely. My guess is either it is a conflict involving another mod on your server, or hyenas were edited recently. I'll try to eliminate the latter possibility later today.
  7. Gotcha. Let me know what you find out. Players on my server have reported seeing a lot of hyenas, but nothing concerning to them. They have shared reports a crash that occurs sometimes when hyenas are attacked by a player, so I'm looking into that.
  8. What client version are you running on your server?
  9. Or perhaps are you saying that your players are reporting that vanilla spawn mechanics have them too frequently and you are suggesting I address that? I often see LOTS of hyenas when exploring hotter savanna like regions and boarder line desert areas.
  10. Odd.. I made no adjustments to spawn frequency or group sizes for hyenas. Only thing I could think is, I did alter spawn conditions so that they would only spawn in less forested areas and be slightly more tolerant to spawning in hotter areas. Perhaps that pushed the server population to spawn them more often in the areas you are seeing them since effectively the "space" they have to spread that population over has been reduced a bit. But still, I'm surprised it would be an issue or even noticeable. I'll load up a world and test it, and get back to you.
  11. Many thanks! Looking forward to both.
  12. Awaiting the Langstroth update before we add the mod to The Wilderlands server.
  13. The summons ability this mod adds quickly proved to be too strong once added to a multiplayer server. This release addresses some needed balancing issues as well as an error. Tweak: Added a min/max cool-down as well as a min/max duration to the event that summons other drifters.when activated. This along with the chance that the execution of the ai task will fail seems to have created a much more balanced pace to combat. Reduced group spawn size of tainted drifters from 2-3 to 1-2. Tainted drifters now only summon one other drifter at a time rather than two. Fixed: Nightmare drifters were accidentally set to spawn from mantle to surface. This has been corrected. Nightmare drifters now spawn within the same limits as deep drifters. The original release of the mod works just fine but could be considered pretty hard core, even by my standards. ~TH~
  14. If you could make them place-able as well, that would be fantastic!
  15. Great to hear! Anything new, or just a stability update along with the new client release?
  16. Greetings once again! Server mods have been updated. We also added a few new ones to shape the Wilderlands experience: Dynamic Foes Expanded Foods Fields of Gold Wild Farming Wilderlands Ethology We are also in the process of working our way to a new village area to the north. Hogsfoot, our spawn village, stays pretty warm and does not see snow in the winter time. Temps there only fall to just above freezing. If you don't like snow, it is a great place to settle. A good portion of the community long for snowy winters though, and the northern village will provide all four season. Roads, both above and below ground, are providing easy travel between communities, and lots of access to new terrain and caves in between. If you have been thinking about giving The Wilderlands a try, it is a great time to join the community! Hope to see you there... ~TH~
  17. A new Wilderlands Ethology version has been released! Sorry it took so long.. life has been busy, and I had quite a few things to try and figure out with the mod. BIG thanks to EmiyaS in the Wilderlands server for helping slog through the code with me to come to resolution on some issues! W.Ethology Version 2.2.0 details: The problem with taming out aggressive behavior in sheep and pigs has been patched. Current game mechanics do not currently work for taming out seeking and melee ai tasks. Tyron confirmed this, so those ai tasks have been removed. It may be fixed in version 1.16 and the behavior reinstated once taming seeking and melee ai is possible. The 2.2.0 release does have fleeing ai for sheep and wild pigs enabled. This behavior can be tamed out at gen one. I did make pigs a bit testy and likely to take a bite out of you if you stay too close to them for long, but they will not seek you unless you provoke them. This behavior in pigs might tame out at very high generations. I'm not sure and did not test for that. The intent is that you always need to have care around pigs, period. Both sheep and pigs will seek you if you have attacked them, but only if you are in very close proximity to them while they are in an aggressive state. All other modified animal interactions remain largely unchanged in this release. Link to download from mod database: Wilderlands Ethology Happy hunting! ~TH~
  18. Greetings, Vintarians! I have a mod to offer, for those seeking some added challenge and danger in their Vintage Story world: Dynamic Foes! The aim of the mod is to tweak the ai and stats of hostile vanilla mobs such as drifters and locusts in order to make them more challenging and, as the mod name states, more dynamic in their behavior and combat. Dynamic Foes is, at it's root, an offshoot of Mr1k3's Better Drifters mod. I have for some time been using a Wilderland's version of Better Drifters with permission, for which I and the Wilderlands' members have been grateful. I have since modified their behavior and stats quite a bit to achieve the feel we have been looking for, and am wanting to expand the scope of the mod to also begin modifying the behavior of locusts as well as other possible entities that will find their way into the game world. For that I felt it was time to release a stand-alone mod that I could work on, maintain, and develop at my leisure. I did not want to lose the look of our drifters though. Mr1k3 did a fantastic job on them, and I could not envision making them look any better. I sought Mr1k3's blessing to launch the mod while continuing to use the Better Drifters drifter media files, and permission was given to do so. For that I cannot say thank you enough! SO, for what it might prove to be worth to some, I am happy to give you Dynamic Foes! Click the spoiler if you want the details, or just download the mod and figured the new drifters out as you go. I promise, there will be some surprises! Link to download from mod database: Dynamic Foes Feedback, including any glitches, bugs, or balancing suggestions, are always welcomed! Humbly and happily submitted for your enjoyment... ~TH~
  19. I'm assuming at some point they will address this. I'd think that player activity in the area (player presence, building, etc) should interfere with wolf spawning, but it does not at this time. On our last server world we had wolves spawning right near our spawn location. A server member accidentally happened to build their house right where the wolf spawn point was. They had wolves spawning inside their main living room regularly. It was sort of comical, and I'm sure not intended. We left it there and let them run around inside and had some fun with it. Unfortunately the only solution(s) I can think of at the moment is either figure out about where they are spawning at and fence the area in and/or put up lights there, fence/wall in your village with fenced in areas around homes as well, move your server spawn location to a new area, or just be prepared to deal with them via traps or hunting/killing them whenever you log in. Those are the only ways we have found for dealing with wolves spawning in an area that players have settled in. ~TH~
  20. Greetings! We have been in a discussion on the Wilderlands server concerning adding Fields of Gold along with Wild Farming and Expanded Foods. Together they look like a great combination for what we want on our server. Really like the way Fields of Gold makes growing a crop feel a lot more like actually farming a crop over the course of a season. If someone does not tend to it properly, they (and maybe the whole community), will have to go without till the next growing season comes around in some cases. In looking at the mods though, I wanted to make a request, if you have the time and are willing. Wild Farming adds a number of crops to the game, including herbs. Would it be possible to have a patch made that would mod the growing season of crops included in the Wild Farming mod, and stretch their growing seasons out appropriately? If so, that would be fantastic, and we would be grateful!! ~TH~
  21. What @l33tmaansaid. Some places have wolves spawning very, very often. Other places you will rarely, if ever, see them. Sounds like you have made base in the midst of a wolf area.
  22. A rare cavern to stumble across with a layer of bony soil would make sense. Something much larger than the usual handful of blocks you might find in a ruin, but still MUCH smaller than what was shown in the video. The video showed a very large dead cavern area with lots and lots of bony soil that seemed to go on for quite a while- hundreds of blocks worth of bony soil. When I read the description of the dead cavern layer, I was picturing something with bones scattered around, some new moldy looking layer of dirt that might be rich in nutrients with mushrooms growing here and there in the soil and on the walls and ceilings, and occasional but rare pockets of bony soil in some old underground ruin in the area. Almost like someone tried to settle there when they fled from the surface and tried to do some underground farming or something, but eventually died out as the cavern died around them. I'm sure whatever Jake comes up with in the end will work fine and be balanced. He does good work. I just thought I'd offer some thoughts on my initial impression from the video, and that one concern I had.
  23. All that bony soil is too much though, honestly. Way overpowered. I know it is still in development, so I am assuming that would not be the final product. Just had to comment on that one impression from the video. Love the idea of appropriate cave biomes though. From your post it sounds like you have some other mobs in mind to add, which would be cave-biome specific?
  24. Love all of that, and hope you get it working smoothly!! Performance on a multiplayer server is key, as we all know, regardless of how cool it all might be to otherwise play with. Excited about the possibility though. Honestly think that your cave gen system should be part of the core game, even if it is nothing more than it is at the moment. It has been a fantastic addition to the Wilderlands' world.
  25. Greetings, @jakecool19! Just wanted to check in and see how progress was going, and if you had any idea when the mod will be updated next? We are waiting on and looking forward to seeing gasses added back in. Currently we have them disabled due to their needing work, but disabling them also turned off the new locust types and the snail and other water critter. Eager to seem them all added back into the world environment, along with having lower world gas issues to deal with and work around or take advantage of down in the mines. Loving the mod. It has certainly shaped a core part of the Wilderlands server experience. Looking forward to the full experience once you have it ready to go! ~TH~
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.