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About Kelody

  1. I prefer the large matt finish of the house blocks over the glossy bridge looks. It'd be nice if both were available in both places as a marble ramp alongside a marble house would look drastically different. On a related thought, how about houses that don't need bridges to get carts to the second floor, ramps as a house floor tile.
  2. I know someone that will be very happy to hear slate can be used for housing and very disappointed it's not the least bit black or dark. Compare the slate shingles on the marble house to the slate house right next to it. When it comes to fencing, I hope they add an option that is a good companion/connection to bridges. The current short stone brick wall is 25% taller (and near impossible to see over) from bridge walls.
  3. My suggestion is what you recommended. The option to use paper/ink as "fuel" is more a compromise. I'm not suggesting the player remove a paper, write a note and paste it, but having paper required either to create or activate the board.
  4. I thought the village message board a great idea, kinda like a mini-forum for people to leave messages for offline players. I don't know about others, but I don't carry a paper and pen when I'm visiting neighbors and friends. Maybe the board can be stocked with them to become useful. I'm all for realism, but communication is hard enough in a global world without adding more barriers. Let alone finding a new player with the skill and tools to make the paper and ink. I know there is the recruitment board, but I'm not looking to recruit, just leave messages to others. On top of this, paper notes can not be edited.
  5. I downloaded OpenAL direct from Creative ( and the sounds have been better so far.
  6. +1 for animal transport +1 for cross server -1 for trying to link the two.
  7. Sounds weren't perfect before the upgrade (clean install) either. They work far better on my laptop. The old motherboard used a much more widely use Realtek version, though I'm not sure the model. The issue isn't so much fast actions not triggering sound, but losing all sound if I added more to the queue after I had created a couple planks. The sound would cut out for 2-3 planks before returning. Even a sound currently playing would stop in the middle (which might be the issue) and go silent.
  8. Drivers didn't help. Sounds come and go. I turned on software rendering and they work, so I'll just leave them like that. The hardware is Realtek ALC 1220 on an ASRock Extreme4 motherboard.
  9. I installed drivers and the issue might be better. I'm not sure why I didn't think of that. I've been out of support too long. I think part of the issue has to do with the sawing sound itself. My character makes planks faster than the intro to the saw sound. Using a character with less skill has less issues though still not getting sound every time.
  10. It is my own custom build. ASRock motherboard. I don't have USB Sound but use onboard. I will look for a new driver and post what version of sound hardware it is using.
  11. I recently upgraded my PC and the sound in game shuts off if I queue actions too quickly after the former queue finishes. I looked in settings but there doesn't seem to be any options that'd fix this(# of concurrent sounds, etc). I am using hardware openAL. I will try software but I'd rather find a hardware solution. Running windows 10.
  12. Posts from WU regarding parents suggest that even if parents are killed, their IDs are still in the offspring data. When breeding, the IDs are checked, but unknown if the status of them is. This also applies to wild creatures, as they all have the same (or none) parent IDs and why breeding 2 wild creatures seems to yield more bad traits.
  13. Not in game. If there isn't a console/chat command to do an action, it can't be bound to a key.
  14. bump, last day