Plynic

Members
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

4 Neutral

About Plynic

  • Rank
    Settler

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi again, can I get: 1x A.1 | 50 QL Toolbelt — 20c 1x #1 | 50 QL Archaeology Journal — 10c COD to TaiGambol please? Thank you in advance!
  2. Hello, could you please add my new deed "Quague", at 6847,2566 https://xanadu.yaga.host/#6847,2566 Thank you, and thank you very much for your work on this map!
  3. Can I get: 1x C.1 | 60 QL Studded Leather Armor Set — 50c 2x A.1 | 50 QL Toolbelt — 20c COD to TaiGambol, please? Thanks in advance.
  4. One of the things I've been kind of wanting to request or look into is a mod to add more methods of making fire, with different benefits and drawbacks. Even just adding one more fire-making tool would bridge the gap nicely and allow 'caveman challenges' to be more feasible. Something like, say, a bow-drill - shaft plus handle plus plank plus string of cloth. Heavy and cumbersome, but doesn't require anything more complicated than a spindle. Or heck, add a secondary function to spindles that can light a fire but does significant damage to it - maybe make it have a high failure rate, since hand-drills were notoriously finicky and hard to use for fire-making. Alternately, make torches a bit more useful by letting you light them off any fire source, and use them to light any fire source. So you could make a campfire with kindling + wood scrap like you can now, light a torch off it, then use the torch to light a forge or a charcoal pile. My ideal would make steel and flint something of a higher-end tool, something most people probably won't bother with, because there are easier/cheaper to get methods that aren't quite as convenient, easy to carry, or easy to use, but do the job just fine. But I'd settle for anything that'd let you bridge the gap between 'starting with nothing' and 'convenient easy access to fire'.
  5. Question, with the latest modloader does the range check work again? Or is the patched version Sindusk offered still the only working one? Because I think Sindusk's patch prevented the mod from respecting the settings for how far away the treasure can be from where the map spawns.
  6. Damn. Figures, oh well. Failing that, any good ways to copy characters over to a new map? I know there's a tool that can take a skill dump and translate it to a new server, but I'd kinda like to keep inventories and stuff too, so we can salvage what we can carry from the current map and migrate. EDIT: Ricowan, we configured the treasure map mod to have a lower maximum distance, and it didn't actually work - my best guess is that the patch that fixed the 'can't dig up treasure' problem also removed the check for how far away it's spawning the map, so that setting doesn't seem to actually do anything anymore. If that could be corrected, then that would go a long way to fixing my issues with the map size.
  7. i've got a map that I loved the look of, and have been having fun with, but of late it's hit me just how big the area is, especially for a handful of players. We've put a load of work into the immediate area, and we'd like to keep that work, but with the addition of treasure map mods and the like, it's just uncomfortable having a full 4096x4096 map. Is there any way for me to edit the map and, for lack of a better term, 'cut out' the section of the map we're actually using? If done to the map from the server, would it keep the changes we've made or would the buildings end up messed up due to coordinate changes?