Jump to content

coolAlias

Members
  • Posts

    125
  • Joined

  • Last visited

Everything posted by coolAlias

  1. You are not the only one: https://github.com/anegostudios/VintageStory-Issues/issues/8731
  2. That's really great work. I don't know how feasible it is without making the proportions look silly, but if there was anyway to make that clock big enough so it's still readable at icon size, this would be absolutely perfect.
  3. What I'm choosing to interpret from your comment instead is we need to be able to attach runners to our small ships and turn it into a wind-driven sled to traverse those large ice flats. And if we go there, we should also have tameable wolves and a dog sled.
  4. I'd suggest reporting it to the official issue tracker, then. Best if you can include screenshots and any of the server logs from your game session.
  5. Could be a bug, perhaps a multiplayer scaling issue? How many of you were playing together when this happened? When I did this location in single player, I remember some spawning but nothing overwhelming like this.
  6. @DarkGold Agreed, I prefer the earthy tones. I do think the hands could be a bit thicker so the clock is more apparent, especially if shrunk down to icon size. In any case, solid work you've put in - thanks for sharing!
  7. Agreed. A transparency layer instead of the white could potentially work too, imo. Might look neat on a desktop background, or maybe it'd be a total flop lol. Either way, something other than pure white.
  8. I like this idea. Yes, it could be cheesed by digging a pit right in front of the den, but that seems to be what a lot of people advocate for as the smart way to hunt anyway. For those of us that don't hunt via pit, however, I think it'd add a lot to the game.
  9. That's such a cool idea! I love the last one with the darker roots.
  10. I agree with a lot of the criticisms already mentioned, especially that simpler is better. The old logo could use a rework, sure, but the new candidate is far too cluttered, has a weird mix of blocky and not blocky art styles, and the VS title overlaying the dark gears makes it harder to read.
  11. Regardless of how the devs decide to tackle these issues in the end, I'd very much like them to review this entire thread (original suggestion and all the various feedback) and see if they can't come up with a bit more consistency and a bit less reliance on modifier keys for the game's controls.
  12. Agreed. However, I wouldn't mind if things like fat, candles, etc. required more intentional placement as fuel, but perhaps that would be less of a problem if shift-clicking from outside the inventory/hot-bar prioritized sending to the inventory/hot-bar.
  13. This is a great point and is probably why it is so common in these types of games to use RMB for both take and place, leaving LMB explicitly for attack and destroy.
  14. These are both good points, and leads me to consider using RMB as a general action key for non-block items to both place AND take - i.e. ground storage, shelves, mounts, etc. I feel like that's a fairly common control scheme in games with this type of interaction. Of course, that wouldn't work for piles (e.g. stones), which brings us right back to the original issue, but I for one wouldn't mind too much if to place more into a pile after the first required a modifier key. So first RMB places a stone down, then RMB again would pick it up, but e.g. CTRL+RMB would place more. But then we're back to SHIFT+CTRL+RMB to place many. I don't know the answer, but I will say that while I use piles frequently, I do not use them as much as I do placing and taking individual items from ground storage, so if one must use an awkward interaction, I'd prefer the awkward one to be piles.
  15. I like that. It could potentially apply to mushrooms, too, but I think the hold-to-harvest for mushrooms is intended as a balancing factor (i.e. time spent per calorie gained) so probably doesn't make as much sense to change.
  16. Palm leaves are also used to make primitive cordage - they can be dried, split into strips, then soaked and braided together. These are also used for weaving mats, baskets, hats, etc. This is common in e.g. sub-Saharan Africa.
  17. Excellent write-up. I hope the devs see this. There is one other edge case I can see if we change harvesting berries to hold LMB, as that conflicts with breaking the block itself. Given the new berry system, I'd be fine relegating breaking the block to require a modifier when not empty-handed. In other words, if I'm not holding anything or holding the same berry I'm harvesting, hold LMB will harvest; otherwise, hold LMB does the default break block action. It breaks the internal consistency somewhat, but I don't have a better solution at the moment.
  18. Perhaps I am misunderstanding, but it sounds like your argument is realism for adrenaline-fueled flight speed, but game mechanics / design choice for our weapons doing very little damage (I would even say unrealistically little)? In any case, my and I believe several others point is that while yes, we can work around the current hunting mechanics by burning everything down and digging long trenches, but we do not find that fun. What I do think would be fun is stalking an animal through the woods, lining up a good shot, and then following it to where it collapses from its wounds. I am not proposing we remove trenches and wildfires, because some people find that fun. I'd just like to see support for what I and many others imagine when we think of subsistence hunting.
  19. For sure, but a status system and/or blood trails might take a lot of work to implement, whereas my suggestion is a simple fix that could be implemented in as little as a few minutes to a few hours at most depending on how entity movement speeds are coded. As for clearing areas of brush to improve visibility, yes, that is doable if time-consuming, but I'd much prefer if hunting were more approachable without having to destroy the environment.
  20. My biggest hunting annoyance is all the brush etc. making it very difficult to keep track of a fleeing animal. It's also really hard to see animals that are laying down. A simple fix for the first would be to reduce the movement speed of injured animals. A status effect system would be great but isn't necessary for my proposal at all - the code could be as simple as "movementSpeed = movementSpeed * (currentHealth / maxHealth)", probably with some lower threshold so they can always move at at least e.g. 50% speed.
  21. Not a Linux expert, but if you have a firewall running at all try disabling it; if that fixes the issue, you need to add inbound and/or outbound rules to allow the port.
  22. Mine was fully overland, so I noped right out and just teleported back and forth via console commands to bring the loot home. I don't have time or patience for that kind of tedium any more.
  23. Report bugs on their Github issue tracker: https://github.com/anegostudios/VintageStory-Issues/issues
  24. Props for the detailed writeup. I think it sounds fun, although single player might be a bit rough with such a system.
  25. Yeah no problem filling the coffin with charcoal, that's no big deal. But firing the cavity underneath and seeing progress creep along was draining all my motivation to play, perhaps because I incorrectly assumed a week would scale with the month rather than be a fixed 7 day term.
×
×
  • 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.