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Thalius

Very Important Vintarian
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Posts posted by Thalius

  1. Am I the only one that finds it odd that clay, peat, all types of stone, as well as many other blocks always break as clumps that need to be reassembled into blocks using some other medium (if they can be reassembled at all); but soil, sand and gravel (which arguably should be the least likely to hold together when broken), all break as solid, place-able blocks? 

    I could wish that soil, sand, and gravel also broke as clumps that would need to be managed in some way to be usable as building blocks if so desired, just as with any other medium. 

    Trees breaking as blocks that can be placed and built with immediately is about the only one that makes logical sense, along with stone blocks that have been intentionally quarried out to keep them whole.

    No complaints here. Love the game, and I know it is developing. Just had some thoughts on soil that have been nagging me for a while. ;)

    ~TH~

    • Like 2
  2. My vote was also for the homesteading update to come with 1.15 for reasons that many have already stated.

    I'd vote for the Lovecraftian update to follow that (really wish there were more dangers and challenges in the world to deal with, ruins to explore, and really looking forward to seeing the story/lore to unfold in the game), followed closely by a combat update. 

    Any of the other options rank the same for me after these three.

    Might I offer that as part of the homesteading update, there is some form of fishing added to the game, and possibly some form of snare/traps for small animals? Even if it is fish traps or trot-lines/limb-lines?  We don't need to see fish in the lakes/ocean yet, but it would be nice to find value in bodies of water other than just for reed collecting.  I added the primitive survival mod just for these two thing mainly, and have thoroughly enjoyed it.  Some aspects of that mod are a little over powered for my taste, but still, it has added a small element to VS that I've felt has been missing for a long while.

  3. Game closes as soon as the customize character screen shows up. The world itself never loads in the background.  A box/notification appears saying a client thread has stopped working and the server will be shut down if in single player mode. I click OK, and the game goes back to the main menu.

     

    So, I guess the game is not exactly crashing, but it cannot successfully load a world.

  4. Spoiler

    28.12.2020 11:46:35 [Notification] Client logger started.
    28.12.2020 11:46:35 [Notification] Game Version: v1.14.2 (Stable)
    28.12.2020 11:46:35 [Notification] Screens:
    28.12.2020 11:46:35 [Notification] 0: {X=0,Y=0,Width=1366,Height=768}, \\.\DISPLAY1 (primary)
    28.12.2020 11:46:37 [Notification] Graphics Card Vendor: Intel
    28.12.2020 11:46:37 [Notification] Graphics Card Version: 3.3.0 - Build 10.18.10.4425
    28.12.2020 11:46:37 [Notification] Graphics Card Renderer: Intel(R) HD Graphics
    28.12.2020 11:46:37 [Notification] Graphics Card ShadingLanguageVersion: 3.30 - Build 10.18.10.4425
    28.12.2020 11:46:38 [Notification] Cairo Graphics Version: 1.17.3
    28.12.2020 11:46:38 [Notification] OpenAL Version: 1.1 ALSOFT 1.16.0
    28.12.2020 11:46:38 [Notification] C# Framework: .net Framework 4.0.30319.42000
    28.12.2020 11:46:38 [Notification] OpenTK Version: 3.1.0 (A set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL.)
    28.12.2020 11:46:38 [Notification] Start discovering assets
    28.12.2020 11:46:38 [Notification] Found 15 base assets in category lang
    28.12.2020 11:46:38 [Notification] Found 0 base assets in category patches
    28.12.2020 11:46:38 [Notification] Found 22 base assets in category config
    28.12.2020 11:46:38 [Notification] Found 0 base assets in category worldproperties
    28.12.2020 11:46:38 [Notification] Found 32 base assets in category sounds
    28.12.2020 11:46:38 [Notification] Found 96 base assets in category shapes
    28.12.2020 11:46:38 [Notification] Found 76 base assets in category shaders
    28.12.2020 11:46:38 [Notification] Found 15 base assets in category shaderincludes
    28.12.2020 11:46:38 [Notification] Found 124 base assets in category textures
    28.12.2020 11:46:38 [Notification] Found 3 base assets in category music
    28.12.2020 11:46:38 [Notification] Found 0 base assets in category dialog
    28.12.2020 11:46:38 [Notification] Found 383 base assets in total
    28.12.2020 11:46:38 [Notification] Loading sounds
    28.12.2020 11:46:38 [Notification] (Re-)loaded frame buffers
    28.12.2020 11:46:38 [Notification] Loaded Shaderprogramm for render pass .
    28.12.2020 11:46:38 [Notification] CPU Cores: 4
    28.12.2020 11:46:38 [Notification] Window was resized to 1366 768, rebuilding framebuffers...
    28.12.2020 11:46:38 [Notification] (Re-)loaded frame buffers
    28.12.2020 11:46:39 [Notification] Waiting for async sound loading...
    28.12.2020 11:46:39 [Notification] Waiting for async sound loading...
    28.12.2020 11:46:39 [Notification] Waiting for async sound loading...
    28.12.2020 11:46:39 [Notification] Sounds loaded
    28.12.2020 11:46:39 [Notification] Begin loading shaders
    28.12.2020 11:46:39 [Notification] Load shaders now
    28.12.2020 11:46:39 [Notification] Loading shaders...
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass standard.
    28.12.2020 11:46:40 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass particlescube.
    28.12.2020 11:46:40 [Notification] Shader particlescube: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, lightPosition, shadowMapNear not found (or not used).
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass particlesquad.
    28.12.2020 11:46:40 [Notification] Shader particlesquad: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, particleTex, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass sky.
    28.12.2020 11:46:40 [Notification] Shader sky: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, playerPos, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass nightsky.
    28.12.2020 11:46:40 [Notification] Shader nightsky: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, rgbaFog, horizonFog, playerToSealevelOffset, fogDensityIn, fogMinIn, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass woittest.
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass helditem.
    28.12.2020 11:46:40 [Notification] Shader helditem: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0 not found (or not used).
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
    28.12.2020 11:46:40 [Notification] Shader chunkopaque: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, shadowMapNear not found (or not used).
    28.12.2020 11:46:40 [Notification] Loaded Shaderprogramm for render pass multitexturetest.
    28.12.2020 11:46:41 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
    28.12.2020 11:46:41 [Notification] Shader chunkliquid: Uniform locations for variables playerViewVec, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, windWaveCounterHighFreq, windSpeed, globalWarpIntensity, lightPosition, shadowMapNear not found (or not used).
    28.12.2020 11:46:41 [Notification] Loaded Shaderprogramm for render pass decals.
    28.12.2020 11:46:41 [Notification] Shader decals: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0 not found (or not used).
    28.12.2020 11:46:41 [Notification] Loaded Shaderprogramm for render pass final.
    28.12.2020 11:46:41 [Notification] Shader final: Uniform locations for variables sunPosScreenIn, godrayParts not found (or not used).
    28.12.2020 11:46:41 [Notification] Loaded Shaderprogramm for render pass gui.
    28.12.2020 11:46:41 [Notification] Shader gui: Uniform locations for variables flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity not found (or not used).
    28.12.2020 11:46:41 [Notification] Loaded Shaderprogramm for render pass blur.
    28.12.2020 11:46:41 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
    28.12.2020 11:46:41 [Notification] Shader chunktransparent: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:46:41 [Notification] Loaded Shaderprogramm for render pass findbright.
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
    28.12.2020 11:46:42 [Notification] Shader chunktopsoil: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass godrays.
    28.12.2020 11:46:42 [Notification] Shader godrays: Uniform locations for variables invFrameSizeIn, directionIn not found (or not used).
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass autocamera.
    28.12.2020 11:46:42 [Notification] Shader autocamera: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0 not found (or not used).
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
    28.12.2020 11:46:42 [Notification] Shader blockhighlights: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, particleTex, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass wireframe.
    28.12.2020 11:46:42 [Notification] Shader wireframe: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity not found (or not used).
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass entityanimated.
    28.12.2020 11:46:42 [Notification] Shader entityanimated: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass luma.
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass blit.
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
    28.12.2020 11:46:42 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
    28.12.2020 11:46:42 [Notification] Shader shadowmapentityanimated: Uniform locations for variables addRenderFlags not found (or not used).
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass shadowmapgeneric.
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass texture2texture.
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass celestialobject.
    28.12.2020 11:46:43 [Notification] Shader celestialobject: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
    28.12.2020 11:46:43 [Notification] Shader guitopsoil: Uniform locations for variables noTexture, alphaTest not found (or not used).
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass entityanimatedtransparent.
    28.12.2020 11:46:43 [Notification] Shader entityanimatedtransparent: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, lightPosition, shadowMapNear not found (or not used).
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass colorgrade.
    28.12.2020 11:46:43 [Notification] Shader colorgrade: Uniform locations for variables brightnessLevel not found (or not used).
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass guigear.
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass ssao.
    28.12.2020 11:46:43 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
    28.12.2020 11:46:43 [Notification] Cached session key is valid, validating with server
    28.12.2020 11:46:48 [Notification] Server validation response: Good
    28.12.2020 11:46:48 [Notification] Will search the following paths for mods:
    28.12.2020 11:46:48 [Notification]     C:\Users\Mama and Daddy\AppData\Roaming\Vintagestory\Mods
    28.12.2020 11:46:48 [Notification]     C:\Users\Mama and Daddy\AppData\Roaming\VintagestoryData\Mods
    28.12.2020 11:47:08 [Notification] Initialized GUI Manager
    28.12.2020 11:47:08 [Notification] Initialized Server Connection
    28.12.2020 11:47:08 [Notification] Server args parsed
    28.12.2020 11:47:08 [Notification] GuiScreenConnectingToServer constructed
    28.12.2020 11:47:09 [Notification] Server main instantiated
    28.12.2020 11:49:02 [Notification] Server launched
    28.12.2020 11:49:04 [Notification] Loading and pre-starting client side mods...
    28.12.2020 11:49:04 [Notification] Will search the following paths for mods:
    28.12.2020 11:49:04 [Notification]     C:\Users\Mama and Daddy\AppData\Roaming\Vintagestory\Mods
    28.12.2020 11:49:04 [Notification]     C:\Users\Mama and Daddy\AppData\Roaming\VintagestoryData\Mods
    28.12.2020 11:49:04 [Notification] Found 3 mods (0 disabled)
    28.12.2020 11:49:04 [Notification] Mods, sorted by dependency: game, creative, survival
    28.12.2020 11:49:04 [Notification] Instantiated 64 mod systems from 3 enabled mods
    28.12.2020 11:49:04 [Notification] Done loading and pre-starting client side mods.
    28.12.2020 11:49:04 [Notification] External Origins in load order: modorigin@C:\Users\Mama and Daddy\AppData\Roaming\Vintagestory\assets\creative\, modorigin@C:\Users\Mama and Daddy\AppData\Roaming\Vintagestory\assets\survival\
    28.12.2020 11:49:04 [Notification] Found 0 external assets in category lang
    28.12.2020 11:49:04 [Notification] Found 11 external assets in category patches
    28.12.2020 11:49:04 [Notification] Found 31 external assets in category config
    28.12.2020 11:49:04 [Notification] Found 22 external assets in category worldproperties
    28.12.2020 11:49:04 [Notification] Found 299 external assets in category sounds
    28.12.2020 11:49:04 [Notification] Found 1350 external assets in category shapes
    28.12.2020 11:49:04 [Notification] Found 6 external assets in category shaders
    28.12.2020 11:49:04 [Notification] Found 0 external assets in category shaderincludes
    28.12.2020 11:49:05 [Notification] Found 3042 external assets in category textures
    28.12.2020 11:49:05 [Notification] Found 58 external assets in category music
    28.12.2020 11:49:05 [Notification] Found 17 external assets in category dialog
    28.12.2020 11:49:05 [Notification] Reloaded lang file now with mod assets
    28.12.2020 11:49:23 [Notification] Reloaded sounds now with mod assets
    28.12.2020 11:49:23 [Notification] Loaded Shaderprogramm for render pass anvilworkitem.
    28.12.2020 11:49:23 [Notification] Shader anvilworkitem: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:49:24 [Notification] JsonPatch Loader: 2 patches total, no errors
    28.12.2020 11:49:24 [Error] Link error in shader program for pass aurora: The fragment shader uses varying shadowCoordsFar, but previous shader does not write to it.
    28.12.2020 11:49:24 [Notification] Shader aurora: Uniform locations for variables color, rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaBlockIn, rgbaFogIn, fogMinIn, fogDensityIn, projectionMatrix, modelViewMatrix, auroraCounter, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, tex, extraGodray, alphaTest, zNear, zFar, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:49:24 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
    28.12.2020 11:49:24 [Notification] Started 36 systems on Client:
    28.12.2020 11:49:24 [Notification]     Mod 'VSEssentials.dll' (game):
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.Core
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.EntityPartitioning
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ErrorReporter
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.FallingBlockParticlesModSystem
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.EntityNameTagRendererRegistry
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ModSystemHandbook
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.RoomRegistry
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.WeatherSystemCommands
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.WeatherSystemClient
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.WorldMapManager
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.LoadColorMaps
    28.12.2020 11:49:24 [Notification]     Mod 'VSSurvivalMod.dll' (survival):
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.SaplingControl
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.SurvivalCoreSystem
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.GenFromHeightmap
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.GenMaps
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.DebugSystem
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.UpgradeTasks
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.CharacterSystem
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ModTemperature
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.SystemTemporalStability
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.MealMeshCache
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ModSystemWearableStats
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ModSystemBlockReinforcement
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ChiselBlockModelCache
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.GameEffects
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ModJournal
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ModLootRandomizer
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.ModSleeping
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.TeleporterManager
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.Mechanics.MechanicalPowerMod
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.GenStructures
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.GenStructuresPosPass
    28.12.2020 11:49:24 [Notification]         Vintagestory.GameContent.TraderOutfits
    28.12.2020 11:49:24 [Notification]     Mod 'VSCreativeMod.dll' (creative):
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.Core
    28.12.2020 11:49:24 [Notification]         Vintagestory.ServerMods.WorldEdit.WorldEdit
    28.12.2020 11:49:25 [Notification] Loading shaders...
    28.12.2020 11:49:25 [Notification] Loaded Shaderprogramm for render pass standard.
    28.12.2020 11:49:25 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass particlescube.
    28.12.2020 11:49:26 [Notification] Shader particlescube: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, lightPosition, shadowMapNear not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass particlesquad.
    28.12.2020 11:49:26 [Notification] Shader particlesquad: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, particleTex, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass sky.
    28.12.2020 11:49:26 [Notification] Shader sky: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, playerPos, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass nightsky.
    28.12.2020 11:49:26 [Notification] Shader nightsky: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, rgbaFog, horizonFog, playerToSealevelOffset, fogDensityIn, fogMinIn, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass woittest.
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass helditem.
    28.12.2020 11:49:26 [Notification] Shader helditem: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0 not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
    28.12.2020 11:49:26 [Notification] Shader chunkopaque: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, shadowMapNear not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass multitexturetest.
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
    28.12.2020 11:49:26 [Notification] Shader chunkliquid: Uniform locations for variables playerViewVec, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, windWaveCounterHighFreq, windSpeed, globalWarpIntensity, lightPosition, shadowMapNear not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass decals.
    28.12.2020 11:49:26 [Notification] Shader decals: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0 not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass final.
    28.12.2020 11:49:26 [Notification] Shader final: Uniform locations for variables sunPosScreenIn, godrayParts not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass gui.
    28.12.2020 11:49:26 [Notification] Shader gui: Uniform locations for variables flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity not found (or not used).
    28.12.2020 11:49:26 [Notification] Loaded Shaderprogramm for render pass blur.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
    28.12.2020 11:49:27 [Notification] Shader chunktransparent: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass findbright.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
    28.12.2020 11:49:27 [Notification] Shader chunktopsoil: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass godrays.
    28.12.2020 11:49:27 [Notification] Shader godrays: Uniform locations for variables invFrameSizeIn, directionIn not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass autocamera.
    28.12.2020 11:49:27 [Notification] Shader autocamera: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0 not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
    28.12.2020 11:49:27 [Notification] Shader blockhighlights: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, particleTex, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass wireframe.
    28.12.2020 11:49:27 [Notification] Shader wireframe: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass entityanimated.
    28.12.2020 11:49:27 [Notification] Shader entityanimated: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass luma.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass blit.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
    28.12.2020 11:49:27 [Notification] Shader shadowmapentityanimated: Uniform locations for variables addRenderFlags not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass shadowmapgeneric.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass texture2texture.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass celestialobject.
    28.12.2020 11:49:27 [Notification] Shader celestialobject: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
    28.12.2020 11:49:27 [Notification] Shader guitopsoil: Uniform locations for variables noTexture, alphaTest not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass entityanimatedtransparent.
    28.12.2020 11:49:27 [Notification] Shader entityanimatedtransparent: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, lightPosition, shadowMapNear not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass colorgrade.
    28.12.2020 11:49:27 [Notification] Shader colorgrade: Uniform locations for variables brightnessLevel not found (or not used).
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass guigear.
    28.12.2020 11:49:27 [Notification] Loaded Shaderprogramm for render pass ssao.
    28.12.2020 11:49:28 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
    28.12.2020 11:49:28 [Notification] Loaded Shaderprogramm for render pass anvilworkitem.
    28.12.2020 11:49:28 [Notification] Shader anvilworkitem: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:49:28 [Error] Link error in shader program for pass aurora: The fragment shader uses varying shadowCoordsFar, but previous shader does not write to it.
    28.12.2020 11:49:28 [Notification] Shader aurora: Uniform locations for variables color, rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaBlockIn, rgbaFogIn, fogMinIn, fogDensityIn, projectionMatrix, modelViewMatrix, auroraCounter, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, tex, extraGodray, alphaTest, zNear, zFar, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear not found (or not used).
    28.12.2020 11:49:28 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
    28.12.2020 11:49:28 [Notification] Reloaded shaders now with mod assets
    28.12.2020 11:49:28 [Notification] Processed server identification
    28.12.2020 11:49:28 [Notification] Map initialized
    28.12.2020 11:49:32 [Notification] Received server assets
    28.12.2020 11:49:34 [Notification] Loaded 1986 item types from server
    28.12.2020 11:49:56 [Notification] Collected 914 shapes to tesselate.
    28.12.2020 11:50:09 [Notification] Composed 1 4096x2048 blocks texture atlases from 2752 textures (last textureid = 219)
    28.12.2020 11:50:09 [Notification] Color maps loaded
    28.12.2020 11:50:21 [Notification] Composed 1 4096x2048 items texture atlases from 995 textures (last textureid = 220)
    28.12.2020 11:50:24 [Notification] Loaded 5299 block types from server
    28.12.2020 11:50:25 [Notification] Loading world map cache db...
    28.12.2020 11:50:25 [Notification] Loaded Shaderprogramm for render pass mechpower.
    28.12.2020 11:50:25 [Notification] Shader mechpower: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
    28.12.2020 11:50:25 [Notification] Initialized Music Engine
    28.12.2020 11:50:25 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
    28.12.2020 11:50:35 [Notification] Composed 1 4096x2048 entities texture atlases from 165 textures (last textureid = 246)
    28.12.2020 11:50:35 [Notification] Server assets loaded
    28.12.2020 11:50:36 [Notification] Received level init
    28.12.2020 11:50:36 [Notification] Wow, client daytime drifted off significantly from server daytime (51840 mins)
    28.12.2020 11:50:40 [Notification] Received level finalize
    28.12.2020 11:50:41 [Notification] Loaded Shaderprogramm for render pass clouds.
    28.12.2020 11:50:41 [Notification] Shader clouds: Uniform locations for variables sunColor, playerPos, cloudTileSize, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, lightPosition, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, sky not found (or not used).
    28.12.2020 11:50:42 [Fatal] Caught unhandled exception in thread 'tesselateterrain'. Exiting game.
    28.12.2020 11:50:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.Client.NoObf.ChunkTesselator.BuildBlockPolygons(Int32 chunkX, Int32 chunkY, Int32 chunkZ)
       at Vintagestory.Client.NoObf.ChunkTesselator.NowProcessChunks(Int32 chunkX, Int32 chunkY, Int32 chunkZ, IntRef retCount)
       at Vintagestory.Client.NoObf.ChunkTesselatorManager.TesselateChunk(Int32 chunkX, Int32 chunkY, Int32 chunkZ, Boolean priority, Boolean& requeue)
       at Vintagestory.Client.NoObf.ChunkTesselatorManager.OnSeperateThreadGameTick(Single dt)
       at Vintagestory.Client.NoObf.ClientThread.Update()
       at Vintagestory.Client.NoObf.ClientThread.Process()
    28.12.2020 11:50:46 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:47 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:47 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:47 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:47 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:47 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:48 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:48 [Notification] Track music/groove.ogg now started
    28.12.2020 11:50:48 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:48 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:48 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:48 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:49 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:49 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:49 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:49 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:49 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:49 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:49 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:50 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:50 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:50 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:50 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:50 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:50 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:51 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:51 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:51 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:51 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:51 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:51 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:51 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:52 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:52 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:52 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:52 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:52 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:52 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:53 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:53 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:53 [Error] after final compo   - OpenGL threw an error: InvalidOperationEnable Gl Debug Mode in the settings or clientsettings.json to track this error
    28.12.2020 11:50:54 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
    28.12.2020 11:50:55 [Notification] Stopping single player server
    28.12.2020 11:50:55 [Notification] Found 15 base assets in category lang
    28.12.2020 11:50:55 [Notification] Found 0 base assets in category patches
    28.12.2020 11:50:55 [Notification] Found 22 base assets in category config
    28.12.2020 11:50:55 [Notification] Found 0 base assets in category worldproperties
    28.12.2020 11:50:55 [Notification] Found 32 base assets in category sounds
    28.12.2020 11:50:55 [Notification] Found 96 base assets in category shapes
    28.12.2020 11:50:55 [Notification] Found 76 base assets in category shaders
    28.12.2020 11:50:55 [Notification] Found 15 base assets in category shaderincludes
    28.12.2020 11:50:55 [Notification] Found 124 base assets in category textures
    28.12.2020 11:50:55 [Notification] Found 3 base assets in category music
    28.12.2020 11:50:55 [Notification] Found 0 base assets in category dialog
    28.12.2020 11:50:57 [Notification] Found 15 base assets in category lang
    28.12.2020 11:50:57 [Notification] Found 0 base assets in category patches
    28.12.2020 11:50:57 [Notification] Found 22 base assets in category config
    28.12.2020 11:50:57 [Notification] Found 0 base assets in category worldproperties
    28.12.2020 11:50:57 [Notification] Found 32 base assets in category sounds
    28.12.2020 11:50:57 [Notification] Found 96 base assets in category shapes
    28.12.2020 11:50:57 [Notification] Found 76 base assets in category shaders
    28.12.2020 11:50:57 [Notification] Found 15 base assets in category shaderincludes
    28.12.2020 11:50:57 [Notification] Found 124 base assets in category textures
    28.12.2020 11:50:57 [Notification] Found 3 base assets in category music
    28.12.2020 11:50:57 [Notification] Found 0 base assets in category dialog
    28.12.2020 11:50:57 [Notification] Exiting current game to main menu
    28.12.2020 11:50:57 [Notification] GuiScreenConnectingToServer constructed
    28.12.2020 11:51:07 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed

     

  5. I like the idea of a temporal storm specific mob(s), but what you describe just sounds like a VS version of the enderman from Minecraft.  I'd like to see something original and challenging, and much less Minecrafty.

    As for painting- would love to see that make it into the game. Use the microchiseling feature with a paintbrush, but instead of chiseling microblocks, color them.

    • Like 1
  6. I read over the OP some time ago, and the general idea has been rolling around in the back of my mind for a while.  I too would like to see a more immersive mining mechanic, but not necessarily vastly more time consuming. Slowing things down some is fine by me. Grinding it to a snail's pace would be problematic.

    I agree with some of the comments that the original idea sounds good, but could use simplification.  After some thinking on it, I offer this. It is not really anything new, just what I hope comes across as a simplified idea based on previous suggestions.

    Mining out blocks:
    Instead of click/holding on a block with a pick-axe to mine it out, let us take swings at it.  Each strike has a chance of breaking off a chunk of the block.  As chunks are removed, the block we are swinging at loses a chunk out of it and it lands in our inventory if we have space for it.  Better quality material pick axes have an increased chance of breaking off a chunk of stone.  Pick axe material type would still determine what could be mined.  Swing speed of the pickaxe would be the same regardless of the metal the pick is made of, but mining out a block would become much faster as better pickaxes would yield chunks of stone more often.

    Add cave in mechanics:
    Single tile wide tunnels could have a very low chance of caving in, but the possibility is there.  Also, allow the chance that the stone you are cutting on could break free and "roll" out at your feet, breaking into pieces and possibly causing damage if you are standing too close to it.  When this happens, other blocks could collapse as well, resulting in a cave in that could be small or large, and do further damage if you do not retreat in time.  All collapsed blocks break into pieces, allowing you to gather them up for use or to discard.

    As a tunnel is made wider, chance of random cave in's increases significantly, even when you are not working in the area.  Active mining increases the chance of a cave in if there are no reinforced mine walls nearby  Mining upward into the ceiling would have high chances of cave-ins if not reinforced. Mining into the floor would have almost no increased chance of cave-ins.  Plan your work progression accordingly. 

    Support pillars would be needed to prevent caves-ins on wider tunnels and open mine areas. Not sure what they should be made of. Carve four large beams from a block of wood using an axe, and add large spike nails perhaps. Three beams and a few metal spikes craft a support beam.  Support beams could be applied directly to a stone block, turning the stone block into a reinforced stone block.  Reinforced stone blocks do not collapse, and protect ceiling tiles in a radius above it out to a certain point.  Three to five tiles perhaps, meaning you could have six to ten non reinforced tiles in between reinforced pillars in a mine system.  Another option would be to let support beams be actual beams that are placed on a tile, supporting any roof tiles above it in a 3 to 5 tile radius, or more, if deemed necessary.  If the latter option is deemed the better one, add wood beams cut from a wood block, and wedges also cut from a wood block. One large beam and a few wedges craft a support beam that can be placed one on top of the other as high as is needed, but must span from floor to ceiling to be effective.

    Personally I like the idea of both options being possible- a block of uncut stone could be reinforced, allowing for high, reinforced pillars in open mine areas, or the support beam could be placed in an open area to add support to a ceiling.  If both options were in the game, make support beams stand two tiles high at crafting, and prevent them from being able to place on on the other.  Reinforced stone pillars would have a wider radius of support, while support beams standing alone would have a much smaller area of effect.

    Just some thoughts after reading over this suggestion and comments.  However it plays out, I'd love to see a more realistic and immersive mining experience brought to the game without making it feel bogged down in "grindy" type mechanics.  Slower mining is fine if it is more interesting- I'd prefer slower, more dynamic mining over faster but ultimately more simplistic, "mine-crafty" type game play.

    Humbly submitted,
    ~TH~

     

  7. I'd like to request a simple mod that makes the game recognize chiseled blocks as "stable surfaces" allowing for things like lamps and such to be placed on them. 

    It is understood that blocks chiseled down to lower the surface of the block would make lamps and other items placed on them to appear as floating, and blocks that have had their base chiseled up would appear floating over the block below them, but the player would just have to keep in mind such things when chiseling out items intended for use in such a manner.

    As it is, I can't make cool looking lampstands that are functional...

    Humbly submitted...
    Th

  8. I wanted to recommend an option at world gen screen that would be akin to Minecraft’s starter chest, but without the chest and with fewer items.

     

    I would like to see an option I could choose to toggle that would allow a player to start their game with a few extra items in their inventory-  bread, a flint knife, and one temporal item that allows them to reset their default spawn location earlier in the game.  Maybe a flint spear as well.

     

    This would allow a player to choose a softer start to their game when desired, and would make exploring a bit to find a more satisfactory location to invest in early on much more enjoyable and practical.

    • Like 1
  9. I have been doing a little thinking on this topic and wanted to put some ideas on the board.  May I suggest three different options that would be tailored to three different levels of difficulty in the game?

    On easy mode, no items are dropped from hotbar or inventory when you die, including armor and equipped weapons.  Easy mode is supposed to be for those who want a less challenging, more laid-back game experience anyway.  Or perhaps inventory items are dropped in a bag that does not de-spawn, but you still have to return to pick them up.  Hotbar items remain in the hotbar.

     

    On normal mode, items in the hotbar are kept upon dying, as well as armor and equipped weapons, but inventory items are dropped and de-spawn within a few minutes.  Create a skill set to which players can allocate points acquired on level up that increase the amount of time before dropped items de-spawn.

     

    On hard mode, all items are dropped and de-spawn fairly quickly.  Allow use of same skill set available in normal mode to increase the time before item de-spawn.

     

    My main point in suggesting hotbar, armor and weapon items be allowed to remain with the player unless difficulty level is on hard is this:  I imagine the creation of good weapons and armor through forging and alchemy processes in the game will be both challenging and rewarding, and take time.  It will make exploration over long distances frustrating on certain levels if items that have large amounts of time and resources invested in them can be so easily lost.  Allowing hotbar and equipped items to remain while inventory items are dropped is a suggested compromise between keeping or losing everything.

     

    Just some thoughts... ;)

  10. Ugh...  "It's taken me like, not even half a game day to get back here!  Where did all my diamond armor go!!!  Diamonds last forever, right!?! ...Arrrrggg!!!"

    Can we link the de-spawning of gear to the hardest difficulty setting or something? ?

  11. I say you drop a bag or backpack containing items upon death, and it does not de-spawn.  If additional bags are carried to increase inventory, those are dropped as well.  Items in hot bar are strewn around on ground and do not de-spawn either, or perhaps are damaged from weathering over long periods of time laying out on the ground.  Damage would not occur to items held in bags.

  12. Foundations are important things, and the opening story would be a kind of cornerstone upon and against which all other "stones" in the story are placed to construct the whole. 

    SO...  Setting some perimeters in my thinking based on what you shared. Let me know if I am off on any of this.......

    -We are looking at our world emerging from the darkness in the time before our grandparent's age. 

    • Implication is that it is new, but enough people have come before us that there is knowledge that has been gained that we can seek out from our ancestors who were the first in this new world, ancestors that were the first to struggle against the darkness.
    • I assume these bits of wisdom will be found in "lore" hidden in the game.  Many games do books or scrolls-  I had the idea that perhaps there are pages scattered through the world; lore that was lost that can be collected and reassembled to an original manuscript?  Perhaps manuscripts can be found with pages missing?

    -A reference to a "protector light" that went dim.

    • Implication is that there was light at some point before the darkness, a light that was meant to protect.  What?  Who?  Mankind? Who put it there? And Bearfirth witnessed the failing of the light and the darkness that then consumed everything.

    -She survived the dark, and in spite of the despair and hopelessness around her she dared to dream of light and life, and her dreams sprang into reality around her as she slept. (A minor point- in your story at that point you say: "One day...", but there was only darkness.  Day implies light, but there was none. I envision one long, endless, merciless, all consuming night.)  But the darkness came for her at the end of that day, and she fled into the earth- and found a being with the power to give her, in the face of all hopelessness,  the strength to oppose the evil in the darkness.  A madness, you called it, and I think that was great. ;)

    I'm drawing a few conclusions in my next comments based on this part of the story-

    • There is a conflict between the light and the dark.  Conflict may be too strong a word, but there is a tension, at the least, and the darkness wants to consume the light.  (That is the nature of darkness, after all..)  The darkness may be simply a force of nature with no will of it's own, but evil has made it it's home, as evil always prefers to dwell in the dark, and those beings want into our world as well, our realm. (Dimension sounds to Mine-crafty).
    • There are beings that tried to keep the darkness from consuming our world, but they failed.  Their power failed, for one reason or another, and their protector light died, and the darkness came for us... and for them as well.  For them light was life, and they could no longer hold back the darkness.  Their time was coming to an end.
    • One of our ancestors persevered in the darkness, however: Bearfirth, the first of us.  The beings saw this, saw her heart and her stubborn courage and took compassion on her, and with the last of their power they made a decision- rather than trying to delay their inevitable passing, they took what remained of their power and merged it with her spirit, and in their dying gave up the last of their power to pushed back the dark one last time- and made her the keeper of the light, her and all of mankind who would listen to what she would be shown.
    • In her flight from the darkness that first night she encountered the last of the beings; I would guess not an accident, the being found her in her flight from the darkness. she called it a god, and she was given knowledge, and a gift, a madness that would give her the strength to oppose the darkness in the face of all odds.
    • And so she returned to the surface, and fought the darkness, and the evil in it, and called out across the land to the others that she knew were hiding in the hidden places of this world.  When they came to her she taught them, and in their fellowship together she passed onto them what she had been given.  They called her the Keeper of the Sun, and she was- but so were they all now.  In their striving against the darkness the day would always find them... as long as they persevered.

    ------

    What I feel is left from all of that is that our world is one where there is a tension between the light and the dark, almost as if there had been a great conflict between powerful forces that are gone now, and we find ourselves living in the midst of the consequences of their struggle.  The beings of light- the "gods" are gone, we hold the light now.  The darkness is a force of nature with no will of it's own, but creatures and beings who love the night thrive in the darkness as we thrive in the light.  They use the darkness to their advantage and shun the day.  If it had not been for the gift that Bearfirth had been given, then the evil and the darkness would have our world for themselves as well.  Instead they have us to contend with, and the darkness is held at bay. 

    In this story there never will be an end to the conflict, and so there is never really a conclusion to the game- and with a game like this one there should not be.  There is only the struggle against the dark, and the better we learn and develop our skills, the better we can oppose the darkness and the evil that lives in it.  If a way were to be found where one can enter into the realm of eternal shadow, who knows what knowledge could be found to better aid our struggle against the dark in our own world?

    And here is a crazy thought- If our will and our influence is strong enough in the realm of darkness, will we bring the light there as well...?  I could imagine a realm of unending shadow, with no day.  With enough time there, however, and after accomplishing some objectives, a new day begins to dawn.  Brief at first, but which lengthens as we begin to conquer parts of it- clear dungeons, defeat boss-type enemies, colonize a percentage of it, etc...  The larger our "footprint" the longer the day becomes...

    None of this would be known early on in the game.  The player would have to pursue the story- its implications, rumors of lore and lost knowledge and such and piece it all together.

    Just some thoughts....

    • Like 1
  13. Greetings...

    Luk- for what it is worth, I think it is a good beginning!  Not discounting what the others have offered, but I think what you have come up with so far is a good starting place.  Personally I like a good story that hides just out of sight in the background of the game.  Those who choose to search it out find a deeper side to the game, and (hopefully) find rewards as they seek out the deeper lore hiding out there somewhere... Treasure, dungeons, magic- nothing overpowered, but special little bonuses for those who choose to engage in that part of the game or for those who accidentally happen to come across some of those things while trying to ignore the story.  I imagine all of this lore will exist in small pieces found in books that show up in the game at random?

    Also, as I read over what you have written, it sounds like the nights are supposed to be fearsome things!  I envision the drifters already in game, wraiths, ghouls and other creepy crawlers that nightmares are made of, all slithering out of some other dimension held at bay only by the light of day.  Or perhaps the daytime and our world are the anomaly?  Light and life springing out of the darkness, and the darkness is always trying to reclaim it?  Begs a story of a way to enter into another dimension of shadow- a realm of constant darkness where the evil dwells, which seeps into our world during the dark of night.  One who is brave and fearsome enough to venture into that realm would face great challenges and death... and perhaps find great power as well??  A way even to hold the darkness at bay around his dwelling in our world??? 

    If one can come to understand the darkness, perhaps one can learn to control it as well...

     

    • Like 2
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