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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  1. So far I have managed to get the dev environment set up. I am now working on setting up the code required for the class to work properly. Since the API documentation is really bad, I'm relying mostly on help that I can get from the forums and discord.
  2. Just a few bugs I noticed while testing. Arrow accuracy seems really inconsistent when you're prone, and when eating/using a bow you tend to use the dodge ability unwillingly.
  3. Recycling tools in order to restore their durability seems like a good system. You would still have to go through the process of reforging them, but you're not losing any metal in the process. Instead of losing the tool at 0 durability, it just gets rendered useless then you can take the stick off and reforge the head. As for the stone tools? It makes sense for those to just have the head shatter into dust, leaving behind the stick. We take for granted just how abundant metal and sticks are in the game, but on some configs and especially in multiplayer, finding them is way more frustrating than it needs to be and it would be nice if you could just recycle what you already have. It would make the tool durability system a lot less frustrating than it already is. EDIT: Come to think of it, metal tools kind of do have ridiculously long durability bars. It would be really unbalanced to lower them in the current state, but if a recycling system was put in place it would make sense to dramatically reduce the metal durability and allow reforges. Maybe for lower metals like copper this isn't such a big deal, but for steel and up you're talking about days worth of processing just to obtain those precious steel ingots. Right now all you can do is turn down the durability in the config, but then that makes stone tools so ridiculously brittle that a spear won't even last for 1 single surface drifter.
  4. I don't need to read any further. Whatever it is you're going to say after that, I wholeheartedly support it. Especially the point about Critical Hits.
  5. Potential for Ability Fragments as well. Reading them unlocks a new ability which will enhance your game somewhat. Maybe you might find a spell which allows you to fly at the cost of stability. Maybe a new smithing technique. New Character trait.
  6. Basically work like lore fragments which unlock nice/useful items into your survival handbook that would allow you to craft otherwise uncraftable items. Give you more of an incentive to go exploring while adding the potential to make new items which would be overpowered in the early game but balanced later on.
  7. Fastest method of obtaining twine is to mantle grind. Dig a hole to mantle, create a large area and kill the nightmare drifters that spawn. Nightmare drifters have a 100% drop rate of the stuff so you'll be minted in no time.
  8. While you shouldn't be doing this anyway due to the -10% less loot modifier, it's actually a LOT worse than advertised. You'll crack open lines upon lines of urns and get nothing except some gears. Save em for the malefactors.
  9. It's an opinion poll, pick which one you personally think is the best based on how you play.
  10. This is actually why I voted against the glider in that one poll. The glider from minecraft taught me that gliders in that game = nerd poles everywhere
  11. I actually really like this. The textbook is overwhelming and filled with spam. If there were ways of filtering it, that would be super awesome. EDIT: To clarify, I think it should be split into the various stages of development. Like, hide away platebodies if I haven't even seen an anvil.
  12. Fun fact, when I first made the VS armor rebalance mod, I actually had Ty tell me to nerf it because it was too overpowered. All I did was port the stats over from the old system into the new one.
  13. I wanna gauge people's opinions on what the best armor in the game is. Make it subjective, and justify your decision with a comment. EDIT: Here is the wikipedia page if you wanna see stats https://wiki.vintagestory.at/index.php?title=Armor Personally I voted for Hard Leather because the lack of a downside compliments my trade routes very well. I don't normally need to deal with combat (aside the odd wolf) so speed is the most important thing to me.
  14. Use the chisel on the item to break it into chunks first, then you can smelt those.
  15. The point is because he's boring. Why sacrifice melee effectiveness for a little bit of move speed and a bunch of irrelevant crap when you could just go commoner and skip all the BS. Your gameplay isn't going to change at all just because you hit a little weaker and run a little faster, so why bother?
  16. This is by far the best mod I have ever played. I really hope it becomes official.
  17. I feel like classes should exist in a way which pushes you to play the game a different way. Look at Hunter: He's the most popular non-commoner because he trades melee effectivity for ranging, which meaningfully impacts how you play. Now look at Clockmaker; he's universally hated because he's just a faster and weaker commoner. Nothing special about him even though he's a very good class stat-wise. I feel like too many existing classes just serve to scramble some stats around. Blackguard being faster at mining. Hunter being worse at extracting ore. They're not interesting and just serve to 'nerf' the class arbitrarily while not actually impacting the *way* you play the class. Sure it adds more complexity but it hardly adds any depth at all.
  18. This post inspired me to write this
  19. Alas, it's the one thing that everyone hates in video games: hunger systems. If only there was some way you could like, IDK eat sunshine or something. It's not like you could do such a thing in real life, right? Right? Well as it turns out, it's not actually all that hard to imagine, because the math checks out. Actually doing such a thing in real life would run into countless ethical issues, no doubt, but who cares? It's a video game. We don't have to worry about that here. That's right: A photosynthesis mod that's actually balanced using real life math. Even though lighting in game is weaker than in real life, it balances out because of the player's slender proportions. Conveniently enough, that means that the extra surface area from the taller player character makes up for the in-game-universe's lower solar irradiance. Woopee! The mod adds a mechanic known as Exposure to Light. This stat determines how much energy light is providing to your character. Light level determines how much energy is available, which is used as a base for calculations (See: Algorithm for determining light level) (To summarize: Light level is at its highest at 12:00, and reduces down to 0% towards 6:00 and 18:00 respectively) Wearing armor and clothing reduces your surface area, which reduces your Exposure to Light (See: Algorithm for determining Skin Exposure) (To summarize: Wearing armor blocks off a lot of skin. Clothing blocks off some.) Efficiency determines how much Exposure is converted into energy when using the Phototrophic trait. The efficiency of Exposure is a simple config. Here are the options you have to choose from: Pessimistic: 5% (Assumes a poor integration which hurts either the amount of chloroplast or their ability to function) Realistic: 10% (Default Value. Benefits and downsides of integration roughly cancel out, leaving both organisms well off) Idealistic: 20% (Assumes excellent integration where symbiosis results in ideal conditions which generate energy in excess) Fantastic: 40% (An absolute best-case scenario which assumes everything goes perfectly right. Cannot physically be higher) Here are the values you can expect for each config setting. One Calorie is equal to 1 Satiation. Pessimistic: 0.39Cal/s at 100% exposure - Only enough to support standing still Realistic: 0.77Cal/s at 100% exposure - Almost enough to support nonstop walking Idealistic: 1.55Cal/s at 100% exposure - Enough to support casual sprinting Fantastic: 3.11Cal/s at 100% exposure - Enough to support nonstop sprinting Keep in mind that 100% exposure requires the dead of noon, wearing no clothing or armor, and being outside. Those needing to restore hunger are best just finding a good spot and 'sunning' themselves until they're at a point where they're comfortable. With proper planning, one can easily go completely without needing to eat at all. And all of this would be completely meaningless if there wasn't a way for the player to access it, so alongside these new traits comes pre-built its very own class! Meet the Tender! "When times got tough, beast and man alike turned against the peaceful Tenders out of desperation. All but the most ruthless were devoured as food supplies dwindled. The remainder who forgone their tenderness survive to this day. Even though their knowledge of cultivation had decayed over the decades, their symbiotic bond to the plants they once tended is as strong as ever." + Phototrophic: Restore hunger and air while *exposed to light* EDIT: Also restores Stamina for the VS Movement Mod + Sugar Rush: Increased *move speed* while *exposed to light* + Thick Skinned: +50% damage reduction - Heavy: -20% move speed - Fragrant: +50% animal tracking range - Nutritious: All animals will be aggressive towards you and you drop food on death The Sugar Rush trait increases move speed based on Exposure: ranging from 0% at no exposure, and 50% at 100% exposure. This means that your move speed will be -20% in the dark, and up to +30% in the light Since wearing clothing and armor blocks Exposure to Light, Tenders have naturally thick and heavy skin which helps them survive attacks from the animals they draw in. When exposed to sunlight, the sugars created by their thick and heavy phototrophic skin gives them a lot of energy, allowing them to achieve impressive feats of speed. Your traits will naturally draw you to the open outdoors, a place which serves to put you in the most amount of immediate danger. For this reason, they trade the mundane survival of trying to stay fed with the more action-oriented playstyle of fending off attacks. Those who choose to hide indoors or underground will grow to long for the addicting sunlight to grace their skin once more... Winter will be suitably challenging to the unprepared.
  20. That was actually my first attempt but after an hour wasted trying to get the texture to actually go on the model, I burnt out and gave up. I don't mind grueling math, but what I can't handle are nonfunctional programs that don't do what they're supposed to do. EDIT: I just remembered that the editor uses quads, so I can use those to avoid having to do pixel measurements at all. I'll continue with this knowledge.
  21. Relevant meme: You can probably guess why I made this meme in the first place
  22. For simplicity sake, each clothing slot will take its most common value. There will be exceptions to these, but more or less you should get a really good idea what each slot is going to cover (since there's usually little variance) First we need to slice the body up into parts. For this, I went through various clothing to get a glimpse of what 'regions' were covered by the various clothing items. Eventually I came to these parts: Head Top & Back: Covered by hats and Helmets Face Bottom: Covered by masks and Helmets Body Back: Covered by capes, shirts, jackets and Bodies Body Top: Covered by capes, shirts, jackets, and Bodies Body Bottom: Covered by shirts, pants, jackets, and Bodies Arm Top: Covered by jackets and Bodies Arms Bottom: Covered by gloves and Bodies Legs Top: Covered by pants, Bodies, and Leggings Legs Bottom: Covered by boots and Leggings Now that we have the regions defined, we need to give them a value on how much coverage each provides. First lets use the Model Editor to see what each of our slots cover. Thankfully the model requires very little tweaking to get the results we need, with most of the regions lining up perfectly to the ones created here. Head Top & Back: 44 Face Bottom: 30 Body Back: 60 Body Top: 30 (Only the front face since the back is already accounted for, and the arms block the sides) Body Bottom: 30 (^ditto) Arms Top: 49 (inside covered by body) Arms Bottom 52 (^ ditto) Legs Top 24 (^ ditto again) Legs Bottom: 140 Total score: 459 Now you want to iterate over each 'slot' and set it to "false" if there are any items in that slot. If there isn't, move on to the next slot, and if there are no more slots left, set the value to "true" for that region. This means the slot is uncovered. Take the score of each slot and multiply it by the boolean value (so false sets the score to 0) then add all of the scores together. Divide the value by 459 to get it as a % value. Finally you'll have an "uncovered" percentage which determines how much skin is exposed. BONUS: I have calculated the surface area of the player to be 5.4265m^2 using this math By standing on a 1/16h block you can see that you're 2 blocks high, so they are 1.9375m tall By taking the character in the editor, you can see that they are 30.2 editor units tall By dividing the size in meters by a 1unit cube, we learn that each unit is worth 6.4155cm (or 0.064155m) Since the surface area (in units) is measured as 459 units that means 29.447145m of surface area. Square that to get your value: 5.4265m^2
  23. I busted my nuts creating this, I figure someone here will appreciate it: *PESUDOCODE* SunVal = the current location's sunlight value (peaks at 22V) BlockVal = the current location's block value (at the feet) Time = the current time (10:30 for example, goes from 0:00 to 24:00) LightLevel = The output variable (in Lux) If you're holding a light source block in your main or offhand, set BlockVal to the greater: Current BlockVal, or the held item's light value Divide both SunVal and BlockVal by 22 (this returns the % value of how much light is available) Multiply SunVal and BlockVal by 10,000 (this is used to get the amount of energy in the light provided) SunVal and BlockVal are now represented in Lux Subtract 12:00 from the time (represent minutes as a fraction. For example 10:30 = 10.5) If the time results in a negative number, multiply it by -1 (negates negative values) Multiply Time by 0.1666 (returns a % value, from 0 to 200%) Ceiling at 100% (If over 100%, then set the value to 100% Any time before 6 and after 18 is "midnight" and you can safely assume a value of 1) Subtract Time by 1 (flips percentages, 0 becomes 1, 25% becomes 75% etc) Multiply SunVal by Time (finally, now you know how much daylight there is) If it's raining, divide SunVal by 10 (since the rainclouds block more light) Always divide BlockVal by 10 (aritifical light carries less energy than sunlight does) Compare SunVal and BlockVal. Set LightLevel to whichever one is higher.
  24. Lets have a rust world you can actually go to. Suit up your best gear and try to survive an infested world. As it stands now, the only 'arena' survival is mantle grinding. Bo-ring.
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