Spear and Fang Posted August 12, 2020 Report Share Posted August 12, 2020 (edited) More Info/Download: Vintage Story ModDB Edited September 2, 2023 by Spear and Fang Update Doc 16 2 2 1 Link to comment Share on other sites More sharing options...
Streetwind Posted August 14, 2020 Report Share Posted August 14, 2020 Looks quite interesting, although it might need careful balancing considerations. The base game assumes that food groups other than fruit are not easily and immediately available - particularly high-value cookable protein like red meat. Link to comment Share on other sites More sharing options...
Spear and Fang Posted August 15, 2020 Author Report Share Posted August 15, 2020 Agreed about the balancing considerations. I've released it prematurely mostly for feedback, it's far from ready for prime time! Link to comment Share on other sites More sharing options...
Ashiel Posted September 24, 2020 Report Share Posted September 24, 2020 I personally really like what I see here, and I wouldn't stress too much about "balance". Anything that adds new options will inevitably make the game easier than not having options, simply because fewer options means you must achieve something or fail. However, I think for a lot of mods like these, the increased options are not only attractive from a realism standpoint, but facilitate a wider variety of gameplay and gameplay styles and paces while adding additional content. Mods like this make it more interesting to not rush so much and give more options for living a bushcraft living off the land sort of play. Big thumbs up! 3 Link to comment Share on other sites More sharing options...
Bladimiro Herrero Posted September 24, 2020 Report Share Posted September 24, 2020 The truth is that as an early access game there is a lot of room for innovation, as a "Minecrafter" I love the game but would never go back to the vanilla version, modded all the way. The terrain generation is absolutely incredible but the world is in need of "things" buildings, plants ( think of Pam's Harvest craft) with all the fruit trees, flowers and cooking options, think of a version of Immersive Engineering. Tyron is a one man show, and has a road map that he is been working relentlessly. But he also has an army of passionate followers, many of them know how to code. So please modders do your best! The game has to be flexible, hardcore for the ones who like that tipe of game and more Zen like for people like me that like to build and explore and just unwind from a stressful day. The addition of mods does not impact the original game or it's balance since they are an option you take, and you add them if you so wish, that said the mod page has to be updated. . . please and thank you. And to all of my Vintarian friends have a great day! Peace and love. . . real or imagined. 2 1 Link to comment Share on other sites More sharing options...
Spear and Fang Posted October 7, 2020 Author Report Share Posted October 7, 2020 New version up on Github. Updated links in original post. 1 Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted October 8, 2020 Report Share Posted October 8, 2020 Looking good. But the thing is, that i dont know if i should use your mod now or wait for the official fishing feature, since fishing seems to be winning in the discord poll. Or will you work together with Tyron in some way? Link to comment Share on other sites More sharing options...
Spear and Fang Posted October 8, 2020 Author Report Share Posted October 8, 2020 (edited) I spend a fair amount of time on Discord but am just seeing that poll for the first time, so thanks! I must admit that my emotions are a little mixed right now. On the one hand I'm extremely happy that fishing seems to be of interest to everyone, but on the other hand I wasn't under that impression at all (until seeing that recent poll). When I decided to build this mod, I had a good look at what was out there for mods, and had a look at this thread wishlist... ...and my feeling was that fishing simply wasn't going to happen any time soon. As much as I love Vintage Story, I felt that the water was a barren wasteland and that digging holes to capture animals was a little...well...weird, so it seemed like I could build this mod and fill those gaps quite nicely for a long time to come. Tyron's been doing a great job and I believe that he prefers to be a one man show, so I'd imagine he'll just tackle fishing himself. If he wants to borrow any of my assets or ideas or whatever, I'd consider it an honor and move on to something else. I'm just learning the ropes and he knows Vintage Story inside and out, so I'm sure he'd do a fabulous job with fishing. Edited October 9, 2020 by Spear and Fang 1 Link to comment Share on other sites More sharing options...
Sheena-Tiger Posted October 9, 2020 Report Share Posted October 9, 2020 I don't know how exactly Tynan was going about such things with modders for Rimworld, but since the Kickstarter several ideas which had been mods had been integrated into the game itself. The clear upside was, that the mods had not to be loaded as mods anymore but could be coded as integral part of the game, making them more stable and everything. Maybe here is such an option as well. You already put lots of work into it and Tyron want to implement fishing just seemingly isn't sure yet how or something (I did not read the whole forum posts about it and memories can be a bit unreliable). So why not get in touch with him? Getting your stuff into the game is likely less time consuming than tackling the whole stuff from the start just to get a feature working which is already working. Refining, balancing... that stuff will come with time and can be done on his end while you work on something else as you might be planning anyway. Link to comment Share on other sites More sharing options...
Spear and Fang Posted October 11, 2020 Author Report Share Posted October 11, 2020 I've only been at it for a couple of months. Tyron could surely implement this whole thing (but better) in a matter of weeks. Again, my mod is out there and easy enough to find if he's looking for ideas or assets to expedite the process. My code is meh...I mean, every time I refactor it I learn a few new things and want to refactor it again, so there's not much worth harvesting there. I'm going to refine the fishing components a bit more and maybe add some new fish, but at this point I'm mostly leveraging it as a jumping off point to go in a little different direction... Link to comment Share on other sites More sharing options...
MarcAFK Posted October 13, 2020 Report Share Posted October 13, 2020 I need to test this out, how advanced is the fishing right now, does it take into account seasons, time of day, temperature, lattitude etc? Perhaps this could be used for balance, harder to obtain fish in winter, or smaller specimens, perhaps even your coordinates could help determine the type of fish, lots of room for variety anyway. Link to comment Share on other sites More sharing options...
Spear and Fang Posted October 13, 2020 Author Report Share Posted October 13, 2020 (edited) There's quite a bit going on behind the scenes, but nothing related to the things you've mentioned. It's fairly basic but seems to be reliable and predictable game-play wise (which was no small feat, because modding in water presents a lot of unique challenges). The fish traps all have their own unique and random behaviors and considerations, fish can die and rot right in traps (if they don't escape first) and bait can rot too (if it's not stolen first), different fish offer up different amounts of nourishment, and they're pretty tough to process (cook) and manage (inventory wise) since there's many types. Honestly, I made it relatively easy to catch fish because that's only a part of the process. I'm kind of enjoying playing it, but I'm a little biased. I snared my first rabbit not too long ago so there's that too. If you haven't taken it for a spin yet you might hold off until the next release (maybe in a couple of weeks). I've got some basic animation working now for the fishes, which, along with the particles (bubbles) has made things a little more lively. Edited October 13, 2020 by Spear and Fang Link to comment Share on other sites More sharing options...
Spear and Fang Posted October 21, 2020 Author Report Share Posted October 21, 2020 Another new version up on Github. brief description of changes in the original post! Link to comment Share on other sites More sharing options...
Bladimiro Herrero Posted October 21, 2020 Report Share Posted October 21, 2020 Mmmmm fish stew now we are talking! will be taking this for a spin asap thank you Link to comment Share on other sites More sharing options...
Spear and Fang Posted October 21, 2020 Author Report Share Posted October 21, 2020 Good things come to those who bait! Link to comment Share on other sites More sharing options...
LawnMower Posted November 1, 2020 Report Share Posted November 1, 2020 What are those new gears used for? I've found etheral and astral gears. Link to comment Share on other sites More sharing options...
Spear and Fang Posted November 1, 2020 Author Report Share Posted November 1, 2020 1 hour ago, Moritz Strube said: What are those new gears used for? I've found etheral and astral gears. There's a clue in the book. If you and find the book and can figure that part out... Link to comment Share on other sites More sharing options...
LawnMower Posted November 1, 2020 Report Share Posted November 1, 2020 12 minutes ago, Spear and Fang said: There's a clue in the book. If you and find the book and can figure that part out... I can't find this clue. I really have no idea what to do with those gears 1 Link to comment Share on other sites More sharing options...
Travis Pluid Posted November 4, 2020 Report Share Posted November 4, 2020 New gears, hmmmm? Interesting. Link to comment Share on other sites More sharing options...
Alcyonaria Posted November 6, 2020 Report Share Posted November 6, 2020 Think about the gears as pieces to a puzzle. Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted November 7, 2020 Report Share Posted November 7, 2020 (edited) We got this mod on our server "Conquest of Blocks" and theres not only gears but a dagon statue and other cthulhu inspired stuff. Did'nt figure out for what purpose yet. Edited November 7, 2020 by Kai Effelsberg Link to comment Share on other sites More sharing options...
Spear and Fang Posted November 7, 2020 Author Report Share Posted November 7, 2020 Have you found the book yet? There's a clue in the book. Link to comment Share on other sites More sharing options...
Criperum Posted November 8, 2020 Report Share Posted November 8, 2020 (edited) To be more realistic I'd like to see alternative ways to make firepits. For example using fat to fuel it and may be fur as alternative to grass in firestarter and bones as alternative to sticks. Probably fish bones and fat are not good enough but maybe seal creature would do the thing. Ability to butcher wiht only blade with much lesser speed. Edited November 8, 2020 by Владислав Кудряшов Link to comment Share on other sites More sharing options...
Spear and Fang Posted November 10, 2020 Author Report Share Posted November 10, 2020 On 11/8/2020 at 10:16 AM, Владислав Кудряшов said: To be more realistic I'd like to see alternative ways to make firepits. For example using fat to fuel it and may be fur as alternative to grass in firestarter and bones as alternative to sticks. Probably fish bones and fat are not good enough but maybe seal creature would do the thing. Ability to butcher wiht only blade with much lesser speed. Whew firepits is a little out of my league. This is one for Tyron, so you might add it to #suggestions on the Vintage Story Discord. Link to comment Share on other sites More sharing options...
Spear and Fang Posted November 10, 2020 Author Report Share Posted November 10, 2020 (edited) New version on github. Bump! See the original post for download links and more. ! Edited November 17, 2020 by Spear and Fang 2 Link to comment Share on other sites More sharing options...
Recommended Posts