coolAlias
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This just happened to me for the first time the other day. I even gave myself what I thought was an adequate head start, but alas.
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It's not just vines. I've noticed it happens sporadically but somewhat reliably with recipes that involve holding left-click to populate several of the crafting grid slots (e.g. flax -> linen, vines -> rope, etc.) and shift-click the output into my inventory, then try to use that output to craft something else, usually with a chest and my inventory both open. It completely breaks the crafting grid for me and the only fix is to quit the game and reload. That said, it usually only happens after having played the game for a bit, and not every time. Not really sure what is causing it.
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You need to cook it in a firepit, not a forge.
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My Resonance Archives were on top of a crazy tall and sheer icy plateau, in addition to the normal long distance from home. If you are not averse to a bit of time-saving via command, my recommendation is to note down the coordinates of the libary and your home, then use the /tp command in creative mode to move back and forth a few times while you pack everything up you want to take.
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The falx has a chance of forcing the mob to drop a piece of loot (if it has any). Most (all?) mobs have at least a small chance of having a temporal gear. I believe you just got really lucky.
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While I don't think I'd toggle it off myself, I am all for more options, be they vanilla or modded. If the offhand hunger penalty is indeed coded in a way that makes it difficult to modify or disable via mod, then perhaps some dev time could be spent remedying that, as I know from ye olde days of Minecraft modding that there are lots of reasons and ways one might want to interact with the offhand mechanics. A vanilla toggle on top of that (so mods can still choose to inflict a hunger penalty if they really want for their own items) shouldn't take more than 15-30 minutes to implement, so while yes it would take some time, which can and does add up, it's not really a huge ask, either.
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That's what I did as well, but if the serverconfig.json being mostly ignored isn't just a me problem, then it sounds like a proper bug. Seems someone reported it on their GitHub page back in 2023 and it is still open, so I've added some further context to hopefully bring it to the devs' attention again.
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I started up a local server, deleted the initial world save in /Saves, made some changes to serverconfig.json and then ran the server again to generate a new world. However, it seems only some of the world settings actually work. For example, we started in a warm climate as specified, but there was no grace timer, ore spawn rates and most everything else ended up as the defaults rather than what I specified in the config. Some such as lung capacity, tool durability, etc. I can change in the server console no problem, but world gen affecting settings like land cover % and ore spawn rates are problematic if they are getting ignored. Has anyone had success generating a server world with custom values? If so, any idea what I've missed? "WorldConfig": { "Seed": null, "SaveFileLocation": "C:\\Users\\Brian\\AppData\\Roaming\\VintageStoryServerData\\Saves\\default.vcdbs", "WorldName": "A new world", "AllowCreativeMode": true, "PlayStyle": "surviveandbuild", "PlayStyleLangCode": "surviveandbuild-bands", "WorldType": "standard", "WorldConfiguration": { "gameMode": "survival", "startingClimate": "warm", // worked "spawnRadius": 50, "graceTimer": 10, "deathPunishment": "keep", // worked (I believe, don't recall running the console command) "droppedItemsTimer": 600, "seasons": "enabled", "playerlives": -1, "lungCapacity": 60000, "daysPerMonth": 9, "harshWinters": true, "worldClimate": "realistic", "landcover": 0.7, // did not work, world still has default 0.975 "oceanscale": 1, "globalDepositSpawnRate": 1.15, // did not work "surfaceCopperDeposits": 0.2, // did not work "surfaceTinDeposits": 0.01, // did not work etc.
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I'd really like a way to toggle an "X" overlay on each marker, like in Valheim. For example, adding an "X" to a prospecting point that has been mined out or a wild fruit tree that has already been harvested this year.
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Came here to suggest #1 after getting into brewing. It would be so much nicer to not have to separate my flour stacks into groups of 50 each time, taking care to manually move them lest they recombine into 64. #2 would be icing on the cake, for sure.
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Am I forgetting something that makes monsters spawn immediately?
coolAlias replied to Apothecary's topic in Discussion
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I think that if animals became desensitized to your presence over time (faster with feeding), rather than only over generations, it would make both herding and animal husbandry more natural feeling. Bonus points if they can still get spooked occasionally.
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What embarrassing "noob" mistakes did you make starting out?
coolAlias replied to Vexxvididu's topic in Discussion
Starving to death for like a week straight before changing the hunger settings. I now know how to feed myself. Gathering up all the nearby metal bits on the surface without realizing they indicate subsurface deposits that can be mined, so they weren't marked on the map... -
Combat is too shallow for it to be so integral to the game.
coolAlias replied to Tabulius's topic in Suggestions
@The Lerf laid out most of my complaints with the system. I also feel like combat just isn't rewarding, neither in loot nor in the gameplay itself, so I feel highly discouraged from engaging in it. And I get it, that could be the point - VS leans into the horror aspect, so of course we should be discouraged from fighting, that's fine. But if that's the case, I'd rather the enemies were a bit more dangerous and much less common. But even then, when we are forced or choose to fight, it would be really nice if combat felt better. Improved hitboxes / hit detection. Improved telegraphing of enemy attacks. Improved enemy AI. Give some weight to the attacks (both player and enemy) so it feels like an impact. Step-Up mod or something so movement in a blocky world isn't so aggravating in tense combat situations on relatively "flat" ground. I'm not asking for Dark Souls combat. I'm not asking for crazy powerups. I just want combat to be a little less clunky feeling.