Josiah Gibbonson Posted March 23, 2025 Report Posted March 23, 2025 Just as the title says! Add different kinds of wind chimes we can craft for some musical ambiance during windy days. 5
Human17 Posted March 26, 2025 Report Posted March 26, 2025 That would be great! I do find the game a bit too quiet, during the quiet times. I feel some level of baseline wind/insects would be good. Wind chimes would be a great addition!
Broccoli Clock Posted March 26, 2025 Report Posted March 26, 2025 Yup, all on board for this, although I feel it'll end up a mod rather than vanilla. If you break down what is needed for it to look/sound realistic, it's quite a lot of work for an object that only a small percentage of people would create (unless you make it so that the wind chimes "scare off" drifters within a set range). You'd have to work out whether the game creates gusts of wind or if it's a flat value that increases and decreases over time, then you have the animations, where each chime (traditionally it'll be 4 or 5) needs to have some independent swing from the other chimes. It's a lovely idea, and IRL I am a big fan of bamboo chimes, but unless I am over complicating the thing, I think it's a lot of work.
Josiah Gibbonson Posted March 26, 2025 Author Report Posted March 26, 2025 3 hours ago, Broccoli Clock said: Yup, all on board for this, although I feel it'll end up a mod rather than vanilla. If you break down what is needed for it to look/sound realistic, it's quite a lot of work for an object that only a small percentage of people would create (unless you make it so that the wind chimes "scare off" drifters within a set range). You'd have to work out whether the game creates gusts of wind or if it's a flat value that increases and decreases over time, then you have the animations, where each chime (traditionally it'll be 4 or 5) needs to have some independent swing from the other chimes. It's a lovely idea, and IRL I am a big fan of bamboo chimes, but unless I am over complicating the thing, I think it's a lot of work. Well, I'd just have the wind chimes react to wind direction like all the plants and leaves do and leave it at that if I'm being honest, lol. If the grass is gently blowing in a direction, so will they- if it's strongly blowing in a direction, they will as well. For actual purpose, they could begin to sway and chime unnaturally to alert players of an upcoming temporal storm, if temporal storm alerts get removed and the storms become more immersive.
Broccoli Clock Posted March 26, 2025 Report Posted March 26, 2025 19 minutes ago, Josiah Gibbonson said: Well, I'd just have the wind chimes react to wind direction like all the plants and leaves do and leave it at that if I'm being honest, lol. If the grass is gently blowing in a direction, so will they- if it's strongly blowing in a direction, they will as well. For actual purpose, they could begin to sway and chime unnaturally to alert players of an upcoming temporal storm, if temporal storm alerts get removed and the storms become more immersive. You need to have some algorithm to work out when to chime, how intense that chime will be, and how long that process should continue. You then multiply that by the number of chimes. It's this that gives the wind chimes their evocative sound. It would be better if there was animation for them too, as there were some mods on the "other block game" where the chimes were a solid block with no animation and it looks terrible (well.. terrible in action, in a static image they look fine). I think the point I'm trying to make is that there's quite a lot involved in creating something like this, more than meets the eye.
Josiah Gibbonson Posted March 26, 2025 Author Report Posted March 26, 2025 2 minutes ago, Broccoli Clock said: You need to have some algorithm to work out when to chime, how intense that chime will be, and how long that process should continue. You then multiply that by the number of chimes. It's this that gives the wind chimes their evocative sound. It would be better if there was animation for them too, as there were some mods on the "other block game" where the chimes were a solid block with no animation and it looks terrible (well.. terrible in action, in a static image they look fine). I think the point I'm trying to make is that there's quite a lot involved in creating something like this, more than meets the eye. I wonder how difficult it'd be to just make each individual chime physics based- where they just hang by their strand and can be pushed around by other objects to create noise. Probably not something worth doing unless the devs want to make wind as a whole more detailed
Broccoli Clock Posted March 26, 2025 Report Posted March 26, 2025 59 minutes ago, Josiah Gibbonson said: I wonder how difficult it'd be to just make each individual chime physics based- where they just hang by their strand and can be pushed around by other objects to create noise. Probably not something worth doing unless the devs want to make wind as a whole more detailed Honestly, no idea, I've not dipped my toe into modding yet... although I do plan to at some time.
YordaEatsMelon Posted March 27, 2025 Report Posted March 27, 2025 (edited) Hmm, it would be interesting if the tech from the resonance archive were incorporated. Like, the equivalent of rusty gears to the glowing ones, we could find broken or "empty" bell chimes in random places and, if we don't yet know (or plain cant) put our own messages into them we can string them up together to get pretty sounds around the house. like, in this way theyd only have to do animations for an object they already have and not yet have to bother with implementing a whole system for all kinds of other materials. and it would be related to lore and the advanced old tech Edited March 27, 2025 by YordaEatsMelon 1
Maelstrom Posted March 28, 2025 Report Posted March 28, 2025 (edited) On 3/26/2025 at 5:15 AM, Broccoli Clock said: Yup, all on board for this, although I feel it'll end up a mod rather than vanilla. I'm sure you know about dropping hot metal in water. BUT have you thrown a rock at a lake? How about playing a resonator near a rift? Tyron puts awesome little easter eggs in the game like this that I think he might add wind chimes to base game. It would be a great way to tell when the helve hammers would be banging away cacophonously! Edited March 28, 2025 by Maelstrom
Never Jhonsen Posted March 29, 2025 Report Posted March 29, 2025 5 hours ago, Maelstrom said: It would be a great way to tell when the helve hammers would be banging away cacophonously! I would love to have a way to tell wind speed in-game that doesn't require a mod of sorts; having a wind chime that reacts to various speeds would be great Currently, we have two options for judging wind speed; - How still are the plants and leaves outside? - Are my wind-powered mechanisms operating? And neither method is really efficient at knowing just how much wind is around. Leaves usually aren't noticeable unless you have the real high winds, and your helve stuff's speed is affected by more than just wind; How many things are you powering? What is your torque ratio? Wind mill rotor power output?
Broccoli Clock Posted March 29, 2025 Report Posted March 29, 2025 10 hours ago, Never Jhonsen said: I would love to have a way to tell wind speed in-game that doesn't require a mod of sorts... Windsock would be the obvious answer. You'd need to make the chimes suitably nuanced to tell the strength of the wind, whereas a windsock would display this visually without noise.
-Glue- Posted March 29, 2025 Report Posted March 29, 2025 I actually had this same idea a while back. It would be really cool to have different types. Such as bones, bamboo, and metal, which all have different sounds. VS is a really cozy game, so I think they would fit right in! Speaking if wind. A functional weather vane would be really fun to have as well! Especially if we could chisel a custom shape! On 3/26/2025 at 6:15 AM, Broccoli Clock said: If you break down what is needed for it to look/sound realistic, it's quite a lot of work for an object that only a small percentage of people would create (unless you make it so that the wind chimes "scare off" drifters within a set range). You'd have to work out whether the game creates gusts of wind or if it's a flat value that increases and decreases over time, then you have the animations, where each chime (traditionally it'll be 4 or 5) needs to have some independent swing from the other chimes. It's a lovely idea, and IRL I am a big fan of bamboo chimes, but unless I am over complicating the thing, I think it's a lot of work. I think you are overcomplicating. They don't need to have a whole dynamic system tied to them. You could just have them play occasional sounds in windy weather, with the sounds being longer/more frequent as the wind intensity increases. The animation could just be a passive idle sway, which gets more intense with each wind level. The higher the wind, the larger the arc of the swing, and the faster the individual chimes bounce around. On 3/26/2025 at 10:03 AM, Josiah Gibbonson said: I wonder how difficult it'd be to just make each individual chime physics based- where they just hang by their strand and can be pushed around by other objects to create noise. Could be a super cool feature. Probably not too complicated to make in a traditional game engine, but I don't think Vintage Story's engine has real physics support, so that would likely require a big engine rework to get properly functional and optimized. If they ever rework their physics engine, it could be a cool place to start! On 3/26/2025 at 9:30 AM, Josiah Gibbonson said: For actual purpose, they could begin to sway and chime unnaturally to alert players of an upcoming temporal storm, if temporal storm alerts get removed and the storms become more immersive. I actually really like this idea. There could be a lot of in game signs to immersivity warn of an incoming temporal storm, this could be a good one to have! Having a bunch of different signs happening all at once would be a really eerie way to show a storm is coming. 1
Never Jhonsen Posted March 29, 2025 Report Posted March 29, 2025 51 minutes ago, -Glue- said: I think you are overcomplicating. They don't need to have a whole dynamic system tied to them. You could just have them play occasional sounds in windy weather, with the sounds being longer/more frequent as the wind intensity increases. The animation could just be a passive idle sway, which gets more intense with each wind level. The higher the wind, the larger the arc of the swing, and the faster the individual chimes bounce around. This is exactly how I was picturing it A few pieces of bamboo, and a thing of twine, and you have a sound block that can only be placed on the underside of blocks. We already have the sway mechanics; crops, flowers, and leaves all do that. And since there are distinct types of wind speeds, then all that needs done are different chime sounds to match those values
Broccoli Clock Posted March 30, 2025 Report Posted March 30, 2025 15 hours ago, -Glue- said: I think you are overcomplicating. .. very probably. After all, it is my signature move! 2
Maelstrom Posted March 31, 2025 Report Posted March 31, 2025 On 3/28/2025 at 6:10 PM, Never Jhonsen said: I would love to have a way to tell wind speed in-game that doesn't require a mod of sorts There is currently. Place a rotor on the ground and the tool tip will tell you what the wind speed is. 2
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