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1
Thank you for your suggestions again, some are really on point and we've added it to our todo list and will do in one of the next versions soon.
While a few other have already been implemented in the version we are releasing next.

Now, there's one thing I would like to stress again, and that is the fact that the game is still in EARLY ALPHA state currently, so some of the things are in our todo list anyway, we simply haven't yet gotten to them and it's common sense for us to do them eventually, for example creatures A.I. - we haven't even started working on it. Current A.I. system is just a placeholder.

Roaming creatures.
I’m sure it is not considerable feature for now, but roaming together and attacking together as one pride Pig and Wolf – looks strange. I think those should spawn on some distance from each other.
This and other related changes will be implemented when we get to working on A.I.

Melee attack/defense position.
This is hard thing to explain, but attacking from south position in melee is much profitable than doing from sides, and extremely better then attacking from north position.
This is a good point actually and you are right. I will change the creature hitboxes and physical colliders to address it.

Lamps and lights
It is a great feature when we can set auto light in floor lamps. But, please, make it stop doing auto light when player is offline.
Good news :)
It is already implemented in the upcoming version! In automatic mode now it will only enable lights at night if there are any players nearby and disable in other cases to save fuel. Basically the ideal implementation.

Extremely needed light source to use with tools. Helmet with candle, helmet with flashlight or whatever – there is need in light when player mine ore, chop trees or melee fighting.
Currently working on it! :)
There will be miners hat as well as night vision goggles that you can put on your head and use independently of whatever you are holding in your hands.

List of resources
I’m not sure if it is possible somehow, but it would be great to have some info list about resources I have in my chests.
Sometimes I have to run far just to check – what I have and how much, to make any further plans. And I feel that in future there will be much more resources, so that info will be demanded even more.
This is on our todo list. We are considering adding a separate statistics page to the land claim where you will be able to see detailed info about your base, as well as information about resources. But it is low priority, so it will be added much later.

List of known receipts
Just the same thing about known receipts – need to be able to see known researched receipts. It is annoying to run and check on workbench - how much resources needed for crafting thing.
Yup, already in our todo list.

Dropping things off inventory
Please, ass special button + mouse click, or trash slot to be able to drop things without closing it. Now if we need to drop down 2 or more items – we have to take it, close inventory and drop one after one.
This is a good point. It is quite annoying discarding several items one by one as you described. We will add ability to just discard them right from inventory and they will be automatically dropped on the ground.

Simple closing chest’s and bench’s windows/menus and other
It will be great if you make possible to exit chest/workbench or any other window by clicking 1 button on mouse (may be – right button). It will be more easy and comfortable than searching for ESC button everytime.
As ai_enabled replied in discord regarding this - you can just click anywhere outside the window to close it. And you can also press open inventory button (it's right next to WASD so you don't have to reach far) two times to close it. But clicking outside the windows is really the easiest way.

Stacks of different resources
I think that some stacks sizes should be changed. Like berries – 250 (!!!), plums and peaches – 100, chemicals – 250, stone and ore – 100, salt – 250, clay and sand – 100.
I completely disagree :)
Current system is very simple, logical and balanced. General idea:
- resources are 250
- items are 100
- food is 10 (since it spoils)

Specials for workers
Work suit with no armor but good buff to gaining
Next update that we are releasing soon now has "strength boost" medicine which you can use to significantly boost effectiveness of different tasks utilizing strength. Such as mining or chopping down trees. Give it a try once it's out! :)

Radiation zone’s loot
It is very and useless to find 1-2 bullets in those zones. Let it be at least 20+ minimum stack to be profitable. 1-2 bullets will always be thrown away because player need inventory slots and it is not usefull to hold such miserable loot in slot.
We are planning to change how item spawning works in loot chests. We will make it less random and more balanced. It will still be random, but you can expect to generally find good stuff every time, rather being completely random as it is now.

Breaking non-claimed  structures
I think that any structure should be able to brake fast to anyone, if it is not in zone of someone’s landclaimer. It is very strange that I can’t break my own wall in middle of house, because landclaimer don’t reach it one tile and I have to upgrade my claimer to lvl8 just to remove wall.
Again, this is already planned. We will make any structures outside the land claim area to slowly deteriorate if not repaired. This will address the issue of abandoned houses and make land claims more valuable.

Again, thank you for your suggestions! :)
2
Help section / Re: Mod not registering with the game
« Last post by Lurler on Yesterday at 09:44:58 pm »
Have you looked at the wiki?
It could be that you just incorrectly configured the mod list or the mod itself (if it's not showing in the mods menu).

Modding: http://wiki.atomictorch.com/VoidExpanse/modding

How to add mods: http://wiki.atomictorch.com/VoidExpanse/installing_mods
3
Help section / Mod not registering with the game
« Last post by Wilmore on Yesterday at 08:26:35 pm »
Hello,

I'm pretty fresh at creating mods for Void Expanse. I have tried to modify a few ships. However, my mod won't register with the game, so when I start the game it doesn't show up in the mod list (I only find my STEAM mods there). Could somebody please help me take a look at what I'm missing out on here? It might be some silly mistake, but since I'm all fresh to this I would really appreciate it.

I have also tried downloading another mod (that I know works through in STEAM), but it doesn't show up either. Where do I place my mods on a Mac? Isn't it at ~/Library/Application Support/AtomicTorchStudio/VoidExpanse/Mods ?

I have also tried modifying the ModsConfig.xml directly, but it gets changed everytime I start the game.

Please reply here or message me directly, so I can send you my mod if you like to help me.
4
 Here comes my next batch of suggestions, comments and other. It is very various and touches different parts of the game, so it was hard for me to unite it by subjects. So I’ll just go step by step, just as I noted it.

 1) Roaming creatures.
 I’m sure it is not considerable feature for now, but roaming together and attacking together as one pride Pig and Wolf – looks strange. I think those should spawn on some distance from each other.

 2) Melee attack/defense position.
 This is hard thing to explain, but attacking from south position in melee is much profitable than doing from sides, and extremely better then attacking from north position. If I attack mob from lower (southern) side - I will take less hits and damage, than doing it from upper (northern) side. I tested many many times. After melee patch too.
  Didn’t get a chance to test it in PVP but I feel it works same way. So… I think it is the very serious moment to check, because who know that thing – will have much more chances in melee.

3) Lamps and lights
 a) It is a great feature when we can set auto light in floor lamps. But, please, make it stop doing auto light when player is offline. I’ve loaded 100 oil and next day it was all gone. It was 100 fat cooked. It is…. very expensive, to lose 100 fat in one game session. If I have few lamps on few bases – it will be hard for me to run around and set it all OFF before going offline.
 b) wall torches/lamps/lights needed. It is not really comfortable to set it in the middle of the house. So wall placing will be great.
 c) Extremely needed light source to use with tools. Helmet with candle, helmet with flashlight or whatever – there is need in light when player mine ore, chop trees or melee fighting.
 d) receipt of chemical oil is very expensive on my feelings. Mineral oil is hard gaining and valuable resource to use it for crafting oil for lamps.
 
4) Iron tools – need rebalance
 Iron tools are too expensive to use in early game, and have no use in middle/late game. When iron tools are researched, its balance of efficiency and cost makes player better using stone tools. Because iron is valuable enough resource to use it on iron tools when player can accumulate it and turn into steel in short time rushing that technology. I would never spend 15 iron to craft tool, when I can turn it in steel, craft steel tool and it will last much longer.
 This is not only my thoughts – I’ve discussed it with other player in game chat. Everyone agreed, that iron tools are (on feelings) slightly better than stone tools but much more expensive. But steel tools gives a feeling «worth the money».
 Yes, I saw it’s durability in scripts, how it is better than stone tools and all that stuff…But I’m talking about economical feelings of early game. Iron tools not worth it’s cost. When I crafted my first iron pickaxe – I was very disappointed of it’s durability and even thought not to learn steel tools, and always work with cheap stone tools, just raising mining skill. But one player told me that steel tools works palpably better, so I give it a try and steel tools are really good because of it’s high durability. But still mining speed is better gaining from mining skill.

 So…Iron tools feels useless – it’s durability not worth cost. Better save that iron for steel.

5) Accidental crushing own house
  Please, make player’s house walls, doors, workbenches and all interior in area of landclaimer – invulnerability to owner’s accidental hits with mace or tools. Very often happens accidental mouse clicks with breaking interior and walls, and other.

6) Landclaimer
 I think that there is too fast jump of landclaimer protection – frim 4 hours to 24 hours. On my feelings there should me something in the middle – like 12 hours.
 Also I feel that lvl7 landclaimer is too expensive – 20 gold ingots needed. I don’t even talk about next 8 level…

7) List of resources
I’m not sure if it is possible somehow, but it would be great to have some info list about resources I have in my chests.
 Sometimes I have to run far just to check – what I have and how much, to make any further plans. And I feel that in future there will be much more resources, so that info will be demanded even more.

8) List of known receipts
 Just the same thing about known receipts – need to be able to see known researched receipts. It is annoying to run and check on workbench - how much resources needed for crafting thing.

9) Locking slots in inventory
 It will be great to be able to make some order in inventory and finish with all that mess. Yes – using middle mouse button to autosort things in inventory we have. But, it messes also (sorts) those things which we set in inventory in special slots, to have it under hand. Like anti-radiation suit, medkits, anti-nausea, food and other stuff. All that placed with love and accuracy items – messes with new loot after middle button click.
 So… It will be great feature to be able to lock items in slots, to prevent it from middle button influence.

 10) Dropping things off inventory
 Please, ass special button + mouse click, or trash slot to be able to drop things without closing it. Now if we need to drop down 2 or more items – we have to take it, close inventory and drop one after one.

 11) Simple closing chest’s and bench’s windows/menus and other
 It will be great if you make possible to exit chest/workbench or any other window by clicking 1 button on mouse (may be – right button). It will be more easy and comfortable than searching for ESC button everytime.

 12) Stacks of different resources
 I think that some stacks sizes should be changed. Like berries – 250 (!!!), plums and peaches – 100, chemicals – 250, stone and ore – 100, salt – 250, clay and sand – 100.

 13) Specials for workers
  a) Pushcart to store ore. Let it decrease players speed
  b) Work suit with no armor but good buff to gaining

 14) Radiation zone’s loot
 It is very and useless to find 1-2 bullets in those zones. Let it be at least 20+ minimum stack to be profitable. 1-2 bullets will always be thrown away because player need inventory slots and it is not usefull to hold such miserable loot in slot.

 15) Breaking non-claimed  structures
 I think that any structure should be able to brake fast to anyone, if it is not in zone of someone’s landclaimer. It is very strange that I can’t break my own wall in middle of house, because landclaimer don’t reach it one tile and I have to upgrade my claimer to lvl8 just to remove wall.

 16) Meat
I think that:
Pig should drop more meat – it is pig!
Chicken should always drop at least 1 meat. Why I kill chicken and have no profit from doing it? O_o

17) stopping objects
Mushrooms and herbs shouldn’t stop player. I’m sure it should be like rocks, grass and twigs.

18) Sugarcane
  At my feelings sugarcane respawns too slow. If there will be more active players – there will be big deficit of it.

 ----------------------------
 Ok, it is enough for the moment, I think. Later I want to add some thoughts about leatherworking (my hobby is crafting things using leather), neats-foot oil from bones, some receipts and professions.

 Thank you!

 P.S. I have some words to reply on your previous post, Lurler, but later.
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I think it would have been better if you posted these two things in separate topics. But oh, well.
Oh, and also you english is perfectly good, don't worry.

I will try to give a detailed reply and reasoning for things as well as our plan.

for the moment Luger is only one ranged weapon of choice. It is extremely cheap to produce and it use cheap 8mm  ammo (almost only raw materials needed to produce). And it brings up best cost/damage results. It is 4-6 shots needed to make pig or wolf run away and finish em with mace.
What is the point of revolver gun, if only 20 skill points later I get better Luger gun? Who ever will craft it and what for? Give any kind of use for it - give cheap ammo or 4 times higher durability or something.
I wouldn't ignore revolver. They are two different weapons and each has it's benefits.
But after reviewing them again I must agree that revolver needs a bit of a buff right now. It has higher damage than luger, but because luger has much higher ammo capacity you would typically go for that. So I adjusted them go make their benefits more pronounced.

Same time 10 mm hand gun shows same results - 4-5 hits for wolf and pig. But cost of ammo are EXTREMELY high. I used to try all ammo - piercing, hollow and normal - all are bad in same way. Big price with no result.
That's not quite right. 10mm ammo is much more powerful than 8mm here. Especially if you attack other players. You would have no chance with a 8mm gun against another player with 10mm gun. Not to mention automatic weapon. 8mm ammo quickly loses power even against lightly armored targets, while 10mm can easily punch through some light armor.

Now separately about piercing ammo - it doesn't work at all. Same number of hits needed with piercing ammo, normal and hollow. So...why pay more?
On the contrary, it works perfectly well! But you shouldn't be using it on wild boars and wolves :)
It is strictly against heavily armored targets, for example another player in an assault armor. It ignores substantial chunk of the armor and goes right through.
Just to give an example.
Against unarmored target:
8mm - 18
10mm standard - 20
10mm hollow point - 25.2
10mm armor piercing - 15

Against well armored target:
8mm - 3.9 (quite useless)
10mm standard - 5.5
10mm hollow point - 4.1
10mm armor piercing - 8.1

As you can see hollow point rounds do best against non armored biological targets (precisely their indented use), while armor piercing rounds do best against heavily armored targets.

And separately about musket and flintlock weapons: there should be much bigger delay in learning this guns and offence2 weapons, because it takes short time between learning musket and 8mm/10mm guns. So there is no need in crafting those relict weapons. Because very soon player goes in better weapons.
Yes, we are aware of that. But we haven't added all weapon technologies yet, so just to make early tech groups have at least something to learn we added all the weapons there together.
Once we add other weapon technologies such as explosives and primitive weapons (bows, crossbows) we will move other firearms to much higher tiers so you will have clear progression.

-about 12 mm guns - buff it a lot or remove it. I crafted military shot gun and very VERY expensive 12 mm ammo and it takes 5 shots to kill a wolf! Same as Luger do.
Frankly, I quite enjoy using them. But I think you are right. I adjusted the balance of both types of ammo and it should be more in line with the price to craft that ammo.
Pellets now have much higher damage, but as soon as you put any armor on they just bounce off without doing any damage, while slugs are completely the opposite - they don't have the raw damage of pellets, but they are still very good even against armored targets.

- We need better ways of preserving food. Freezer in addition to fridge or something.
I agree. We will most likely add freezer later, but we really need to finish electricity system first as even fridges are actually intended to be using that.

Canned food. I wish there could be the way to craft canned food. Let it cost a lot (salt, iron, spices  and other) but let us cook it. For long preservation (really long! Well canned meat can be kept for 5-10 years).
This is something I'm considering as well.

Yes, as player I am ready to pay time for cooking and preserving food. But I want it to have a point, I want to be sure that it will not spoil until my next game session. Otherwise I will eat raw meat and berries, cooks most simple receipts and forget about farming.
This is the idea, yes. I would like to eventually make cooking and farming even more interesting and rewarding to offer this as a viable gameplay specialization for larger servers where players will be trading items constantly and offering other services.
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 Hello Devs and players!

 I will try to express here all my thoughts about the game in it's state and bring up some of my suugestions about all it's aspects. I'm not good in English so ,please, forgive me for some possible mess. Thank you!
 
 So I start:

 1) "Guns&Roses"

-Once more : for the moment Luger is only one ranged weapon of choice. It is extremely cheap to produce and it use cheap 8mm  ammo (almost only raw materials needed to produce). And it brings up best cost/damage results. It is 4-6 shots needed to make pig or wolf run away and finish em with mace.
 -Same time 10 mm hand gun shows same results - 4-5 hits for wolf and pig. But cost of ammo are EXTREMELY high. I used to try all ammo - piercing, hollow and normal - all are bad in same way. Big price with no result.
 -Same goes submachine gun. Low damage with with high fire rate. But  there is no any need in this high fire rate - fire rate of pistoles are fast enough to deal with any monster for the moment. May be it will take use in PVP, but then it will be very short PVP firefights since there is not any way do dodge, cover or use any other battle tactic.
 -Now separately about piercing ammo - it doesn't work at all. Same number of hits needed with piercing ammo, normal and hollow. So...why pay more?
 -And separately about musket and flintlock weapons: there should be much bigger delay in learning this guns and offence2 weapons, because it takes short time between learning musket and 8mm/10mm guns. So there is no need in crafting those relict weapons. Because very soon player goes in better weapons.
 -about 12 mm guns - buff it a lot or remove it. I crafted military shot gun and very VERY expensive 12 mm ammo and it takes 5 shots to kill a wolf! Same as Luger do.

 -Crafting nitrocellulose powder is too complex at my feelings.  Using intermediate materials, which has no any other use.
 - What is the point of revolver gun, if only 20 skill points later I get better Luger gun? Who ever will craft it and what for? Give any kind of use for it - give cheap ammo or 4 times higher durability or something.

2) Food

 - make roasting meat faster. It is fast to roast in real life - it takes 6-10 minutes to cook well done steak for me. I agree with long boiling berry jam, but simple roasted meat should be cooked in a moment. It will not brake any gameplay.
 - Why meat in drying cabinet is drying 1 after 1 ?  It should be cooking in stacks! Long, but in big amounts at same time. For the moment when I put 10 slices of meat in drying cabinet - I will have some of them spoiled before all are cooked! How could that be? When meat is placed for drying - it starts drying all at once, not 1 after 1. And no meat will be spoiled if it was places there. If game mechanic don't let you make meat salting in stacks - make drying cabinet have properties of fridge, where meat will not spoil.
 - We need better ways of preserving food. Freezer in addition to fridge or something. Because only thing we can keep in fridge for some  reasonable time is berry jam and salted meat. Roasted meat spoils in fridge just in 1 real time day, what means that preserving meat becomes pointless. And in real life - we don;t have to place jam and salted meat in fridge to preserve it longer. Jam as any other canned food should not spoil for much longer even without fridge.
 So freezing fresh meat, mushrooms berries in freezing machine can be one the ways to preserve food for longer. Never wanted to start farming, because only interesting food to produce, such as stew, is costs a lot, but can not be preserved for few game sessions (2-3 real time days).
- Canned food. I wish there could be the way to craft canned food. Let it cost a lot (salt, iron, spices  and other) but let us cook it. For long preservation (really long! Well canned meat can be kept for 5-10 years).

 - Yes, as player I am ready to pay time for cooking and preserving food. But I want it to have a point, I want to be sure that it will not spoil until my next game session. Otherwise I will eat raw meat and berries, cooks most simple receipts and forget about farming.
7
Ideas and suggestions / Food preserving (freezer and canned food)
« Last post by EvilMammoth on June 09, 2018, 07:01:54 am »
  As I already noted it in nearby forum brach: it will be good idea to add Freezer in addition to Friedge in late game. I think we have to be able to preserve food for some longer than 1 game session or 24-36 hours of real life time. Players payed time it take to collect and cook complex food. So there should be a chance to prederve it.
 To balance it - deeply freezed food may should be unfreezed before use, with 1-2 in-game day time, placed to friedge, or spoiled instead.

 Also may be it would be interesting to add canned food for long time preservation. Player will pay it's toll in time and resources (water,salt,iron/glassbar,spices) to preserve canned food.

8
Development discussion / Re: Balancing food, freshness and fridges.
« Last post by EvilMammoth on June 09, 2018, 06:51:21 am »
 My feedback on fiedge :

 It is only usefull during 1 game session. Becouse on next real life day food in fridge is spoiled or near spoiled. I taked some time to get meat and cook kit with fat, to have food for next few days. But next day I come and see that about 30 roasted meat is almost gone. So...there is no any point in using friedge, becouse presering food in it works only for 1 real time day, what usually means - 1 game session.
 But during 1 game session it is easuer to take few meat from atacking animals and feed yourself. So cooking anything, preserving complex cooked food, making berry jams or collecting berrys to make that jabs in future are pointless. Everything will be gone before next games session.

 That means that it is easier to eat even raw meat and berrys, pass nausea if needed, but not spent time on cooking, preserving food and ,сonsequently, farming. Becouse it is better to use time for more profitable work.

 The only use for friedge I see is holding some waterberrys in it ,if I turned back to base with some of them unused, to craft herbal healing, becouse it spoils too fast.

 My idea is that there should be 2 types : friedge and deep freezer. Becouse freezed meat and berrys in real life could be preserved and used for few years. Let it be very expensive to build or whatever.
 
9
Ideas and suggestions / Re: Killers should be named
« Last post by EvilMammoth on June 09, 2018, 05:51:25 am »
For this reason I stopped playing.
Waiting for the appearance of a single game or PVE.

 I understand those, who want PVE servers to play. Some times in some games I prefer PVE too. But... How you will get Oil and Lithium in this game then on PVE server, if someone other will claim it first? There are only 3 oil and 3 lithium spots on the map. And this is endgame resources. Oil - is the most needed resource. So if you will not be able to brake walls and reclaim Oil spot, and then defend it - how you will play and plan to win? Trading? I would say that if I had oil spot in such PVE game - I would be a King, becouse all players will chop trees and mine ore for me all day long, for a few canistras of mineral oil and gasoline. That would be not interesting nor for me either for others.

"Be careful what you wish for, lest it come true" (c)
10
Ideas and suggestions / Re: Killers should be named
« Last post by EvilMammoth on June 09, 2018, 05:41:12 am »
Neverless I suggest to name a killer and thief. During the time I was offline I was killed and robbed >:(. This may be part of the game

 Yes, you are right - this is the part of the game.

Quote
...
and of course it takes a real hero to kill and rob an offline player, ...

 No it is not like being a real hero, it is just like playing survival game, where killing, robing, thiefing, raiding, destroying, prevailing is the part of the game, dame as building, dfending, farming, scavanging and raising your own power.

 
Quote
but maybe it would be more thrilling, if the renegade is named.

 No, it will not be thrilling. It will be just unfair to that player, who prevaled over you (read - won), and the only point of that "naming" will be to amuse you, who loosed. This player did his action, using game rules, he was not cheating or braking any gameplay. He played his role wich game lets him to take. Why he should be punished becouse you was too lasy to defend yourself?
 No, this was not me, who killed and robed you. But I used to kill and rob in this game. I worked hard for it - to brake 2 rows of stone walls you have to mine lot of iron and craft over 26 iron maces. Then you will need to brake in - it is a lot of time and work too.
 But also I worked hard ti defend my self - to set really good walls and high level land claimers. I was researching construction technologys and mining a LOT of clay,sand and rock, to build many rows of wall and iron doors.
 So - I did a lot to "win" and prevale. I defended my self. Aand also I did a lot to be able to brake other player's defenses. So WHY I should be punished for that, if this is just a part of the game, as you sad it yourself? If you are not good at PVP - play PVE.

 
Quote
Of course I would prefer to be save while I am logged off, but I understand this could be difficult as well.

 This is not "dificult". This is just not PVE game, where you can save. Imagine that you are under atack in your house. And you are just logging off to "save" yourself. How fair it will be to the atackers?

 All I want to say is : you are missing the point of the game. So just wait gor easy mode and play PVE when it is out. But now it is Alfa test, where we all testing all aspcts of the game.
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