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Thalius

Very Important Vintarian
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Posts posted by Thalius

  1. 9 minutes ago, Draaven1 said:

    This mod looks very interesting, unfortunetly it doesn't work for me. I can't put Langstroth base or box into the inventory. I can only drop them. In fact I can put into the inventory only brood top and frame rack. Any others - I can make them, but I can't use them - just throw them away.

    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.

  2. 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.

  3. WForumHeader.png.8e35c2551617b8c521a971f034d7cbd4.png

    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,
    1579507022_WilderlandsHome.png.60bf7361794a9fbd0a710a831064d141.png

     

    Hope to see some of you there!

    ~TH~

    WilderlandsLogoA.png.caa041418acb699085e98e5a847ddeae.png

    • Like 1
  4. 25 minutes ago, Loco said:

    Playing 16.4 trade o mat says I have placed max allowed mats when I haven't. 

    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.

  5. WForumHeader.png.bd26409b7d6c1591820afe8a314e4802.png

     

    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~

    WilderlandsLogoA.png.d2c966ab34946f4481b1624d6e6c6f4c.png

  6. On 1/15/2022 at 9:59 PM, Lich said:

    Yeah, I agree with this. I was having the same thoughts recently while testing them. I need to fiddle with their AI. I'll see what I can do about making them more responsive to being hunted.

    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.

    • Like 1
  7. 12 minutes ago, Rahjital said:

    I've got an update for you! The armor penalties all work, if perhaps not in an ideal way. The ranged attack speed penalty is all good, though there is a bug that means the visual indicators don't get adjusted properly and show the bow is ready to shoot even though the accuracy is still poor. The accuracy penalty also works fine and increases aiming difficulty as intended, but since the simple bow is already not very difficult to aim with, the difficulty increase from armor is fairly small.

    I plan to fix the bug and rework the accuracy penalty. I can release a small update to do it if it's important to you, but I'm currently working on the next big update for the mod and would prefer to roll this into the big update if you have nothing against it :)

    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! ;)

    • Like 1
  8. 6 hours ago, Peter Sanderson said:

    I suspect some of your new smaller creatures like snakes and crabs may conflict with existing mobs in Primitive Survival. 

    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.

    5 hours ago, Stephan Jerde said:

    Depending on how big, pleistocene aurochs were well over 8' at the shoulder, weighing in at over a ton and a half. By the time they went extinct in the 1600s, they had shrunk to the point an average adult male was a "mere" 6' at the shoulder.

    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.

  9. 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?

    • Like 1
  10. Greetings all!

    Posting a bit of a teaser on a upcoming update to the Ethology mod:

    2021-12-31_15-33-33.thumb.png.001d3feed706a82d409ac412066be584.png 2022-01-06_12-00-39.thumb.png.f35c13d70c9c991825eb8e97602adae5.png

    Once a stable version of 1.16 drops, or soon afterwards, I'll be releasing a major Ethology mod update that brings a number of new entities to the Vintage Story world.
    Among the larger "game" animals that will be included:

    Mule deer
    Water Buffalo
    Antelope
    A large species of cow (not sure what I'll call them yet)
    Musk-ox
    Capybara

    Other possible "game" animals that will make an appearance, sooner or later:
    Elk
    Caribou
    Red Deer
    Caimans

    Also to be included:
    Various other small creatures such as lizards, snakes, turtles, and crabs. Maybe even fish, if I can work the bugs out of their ai to keep them in the water.

    I'm looking into making all larger game animals breed-able and tamable, and of course each will have some pretty well defined spawn parameters, making them show up in species specific environments.  Some will also be quite dangerous in their wild state.

    Ahead of that release, if anyone has any issues with the current mod version that I should be aware of, or suggestions, feel free to share. Feedback would be helpful, especially if anyone has encountered anything odd.

    Looking forward...
    ~TH~
     

    • Like 1
  11. Greetings...

    Currently having trouble loading a 1.16 world when LoC is loaded. I've confirmed this running only LoC when trying to start a new world on recent releases.  The client starts to load the world, but never completes doing so, it just sits in an endless loop of errors on the world loading screen. So, LoC does not work with current game release. Any word on a pending update for the mod?

    Thanks in advance!  Love the caves gen system this mod adds.  On my server we are looking to launch a new world with all the updates that 1.16 brings to world generation. Waiting on this mod to update before we do so, if it is not going to take too long.

  12. 26 minutes ago, Minnigin said:

    can't wait for some deer back in my game, someone pick this up and update it, I'm too noob at it still 😣

    I could not begin to think about taking on updating or up-keeping this fantastic work Lich has started here, but I am working on incorporating the deer and antelope into my ethology mod, along with a few other critters from elsewhere.

    Hope to have it working and available soon-ish.

    • Cookie time 1
  13. 1 hour ago, Maelstrom said:

    I was born in Ecuador, so South America has a special place in my heart (specifically Ecuador), thus my love for alpacas as an in game animal.  😄

    I believe that chickens, pigs and goats are the globally most used farm animals.  Cows are a distant 4th (iirc).  Glad to see the VS team has some understanding of global farming

    Lol.. small world. I am living in Ecuador with my family (wife and five kiddos). Moved here from the U.S. almost seven years ago. Beautiful and wildly diverse little piece of the world, here. ;)

    • Like 1
    • Amazing! 1
  14. On 11/9/2021 at 10:17 PM, Maelstrom said:

    Perhaps wool could be sheared from a pack animal, such as an alpaca or llama and kill 2 birds with one stone.  Introduce an animal that provides a different benefit than food, in this case increasing capacity of long journeys for rare material, while creating a source of wool as well.

    Literally scrolling down into suggest the same after reading the OP. Would enjoy seeing these animals make an appearance in the VS world at some point.  I live on the western side of South America. These animals are all over the place in the highlands, and are very useful in multiple ways... and just fun to have around.

    And on another note-

    I personally hope that Vintage Story, when it comes to adding new creatures into the game world for functionality and such, does not use the same old animals we have seen in so many other games; sheep, cows, horses, etc, etc...

    The world is full of diverse animals that serve the same function as those main "western" stereotypical farm/ranch animals.  I'd love to see the devs go the route of using some of the more rare and exotic animals.   Make them available in, and preferring to be in, their own preferred climate zone, and thus create a different vibe and culture in the game world.

    • Like 3
  15. This issue that the video shows is, I think, almost entirely a matter of timing that is slightly off between the time the drifter actually swings, the time the swing animation shows, and the time the drifter makes contact (and the damage animation triggers).


    The way it works now, the swing occurs and the hit actually lands on you before the swing and damage animations show, and so you have actually been hit by the drifter before you move away but the delayed damage animation shows after you have stepped away from the drifter. It makes it look like they are able to reach you even after you have retreated and their attack swing is done.

    I fixed in a mod by adjusting the timing of several things. The attack and contact are now almost simultaneous with the attack swing animation of the mob and looks much less wonky.

    • Like 2
    • Thanks 1
  16. @Hal13 Thanks for sharing all of that info.  I do not know much about these windmills; just thought they looked interesting, and they sparked a few thoughts leading to the suggestion I offered.

     

    I would not want a new windmill type that replaced the current ones we have.  My suggestion would be to add a simpler, small scale windmill of a different aesthetic design for us to play around with.

  17. 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.

    258758781_4437066409675996_1174169420243988254_n.png.e567947f4243fd57870905c8cc16d004.png

     

    Humbly offered for consideration...
    ~TH~

    • Like 5
    • Amazing! 1
  18. 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.

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