Emeal Posted April 1 Report Posted April 1 (edited) Hello! Now that Rivers is in active development for Vintage Story, I thought now might be timely with some suggestions regarding them. So you know how in real life, Rivers carry rocks, stones, sand, silt, clay with it, but in Vintage Story currently we only have a loot table based on blocks, and we must destroy blocks of these Sediments to gain an item. This can also make water features bare in this game and how it does not look very good? So what if... panning in a River didn't require you to destroy or reduce the level of a block, but instead allowed you to pan based on a value of the River and what it provides over time? I'm suggesting Rivers Update is a good time to move closer to reality with Vintage Story's panning mechanics, this could work by checking if the player is trying to pan in a River, designating River Water Blocks to remember the nearest 'River Origin Point' from which they came and when you try to pick up from 'Sedimentary blocks' (like gravel, dirt, mud, muddy gravel, sand) that are adjacent to these 'River Water blocks'. This then reads from that 'River Origin Point Item List' what can be found based on the 'prospecting values' of the areas the River go through. In Simple terms: River Origin → Geological Zones crossed → Material pool Loot table → Panning Results I hold the pan. I pan for things in the Sedimentary Materials on the side or in the River. When panning Game checks for adjacent Water River Blocks. If yes, then game checks River Origin Point Data for what the loot table for panning should be. (No layer is taken) If No, then panning works as usual and you take a layer of the Material Blocks. Material enters the Pan to be panned (still required to be in water.) Why? Well, realism and vintage story relationship to it is why I want this and I think its cool. Very small game, big world knowledge inside. I want this game to mirror how Rivers work in nature. Sediment and minerals are picked up from the origin (mountains, hills, or particular rock formations). As rivers flow, they collect and transport material from the terrain they pass through. Heavy minerals settle faster than light sediments like clay. I don't want Tyron to simulate every rock that travels down the river, its an insane work load. So I think this might be as close as I think we could get to that realism. I think being able to learn something about the area by panning is very cool and realistic and you could follow the River to its mouth to gain more nuggets. It could be a flexible system, with possibilities for biome or region modifiers which changes the loot table. What does this mean for us as players? No Single Person can destroy how a river looks by over-panning. Panning in the River is a way to gain knowledge about rock and ore in the area via small nuggets. Rivers Replenish in Pannable materials over time (months and years.) We can be strategic about panning, an expression of wisdom. I know this post is a bit of a mouthful to digest and honestly suggesting this because I hate how currently panning destroys the block environment, this may not be a logically legitimate grievance to realism. At least I do think a single person cant destroy a lake like we do it. However there is some good things in here, like River panning remembers the area, rock types its gonna travel through and you get nuggets of what Ore might be in the area which be more realistic which would be cool in my opinion to simulate reality a little more with how new sediment would flow by in a River. Anyway what do you guys think, Am I wrong about how Rivers and materials work in them? and /or if this is a bad way to simulate that pannable reality in Vintage Story?? Eager to hear from you and I'm glad to get this idea out of my head. And Thanks for reading too! My browser keeps saying pannable isnt a word... Edited April 1 by Emeal 2
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