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3RS

Vintarian
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3RS last won the day on April 15 2020

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  1. I guess I'm not doing a good job at communicating what I mean. Happens. Text is hard to understand intent. I don't care if others want to discuss. That's not the reason why I came back. I was being specifically addressed in the post above by Hal. I tried to give the old reasoning for why I came up with what I did to give clarity. I pointed out the age of the post that was being responded to, to show that it is almost a year old and I might not feel the same way I do now as I did then. And, I don't. In my opinion, there was no reason to bring me back into conversation when there were clearly others, like yourself, who were more currently active and willing to talk about it. I have no problem with anyone discussing the merit of fishing as a future endeavor. By all means, discuss away. But my place in the discussion ended a long time ago.
  2. I've abandoned this idea, as you can tell by the fact that my original post is one month away from being a year old, because it clashes with the early game. In the beginning it's all about finding a place to settle down and finding a sustainable food source. The panic to find said food source, in my opinion is a good thing. Gives challenge. However... Whether it be by net or anything else, it doesn't matter, but fishing would break that to pieces. Nets would not be all that hard to make, unless you make them hard to make, but then what would be the point in doing so? If they are hard to make then it's off putting, and hunting and farming would be better. If they're easy to make, then you wouldn't need to hunt or farm. One could argue to not make fish as filling, but what would be the point? Meat isn't that hard to get, as animals are kinda dumb and easy to trap. At the end of the day, if you can't trade them for gears, fish would serve but one purpose, and that is consumption. And since there are already sources of food easier to get and better to eat, there isn't much of a practical reason to implement it. The only two reasons to have it is for the sake of realism or challenge. That's why people fish recreationally. It's about getting the right bait, finding the right spot, and fighting the good fight to either land the fish or have it get away. Might not make sense to some, but that's the reason. However, that's a flimsy reason to have it implemented in Vintage Story. I've mulled it over in my head time and time again, and I just couldn't get fishing to fit in to Vintage Story at all. At least not in a practical progression sense. What does that mean? Well. Foraging comes before farming. Farming comes before hunting. Hunting comes before ranching. As you can see, there is natural flow to the progression of sustainable food. But were would fish fit into this? I don't know, which is why I stopped and let the thread go it's own way. TL:DR Fish as a food source would either be too broken, or take up to many resources and make it not worth it.
  3. I had this big detailed argument typed out, but you know? Why get into it? Over a suggestion no the less. What I tried to do is come up with an Idea to make fishing similar to the same progression as mining and metalworking with ores. Better pickaxes mine better ores. Better anvils make better tools. Better fishing rods land better fish. It's that simple. Vintage Story walks a fine line between too plain and too complex. Make it too plain, and it's boring and not engaging. Make it too complex, and it's aggravating and off putting to do. Balance should not be sacrificed for the sake of realism. Just because that's what's used in real life, doesn't mean that it's healthy for the environment of the game world. It might break the natural order of how the devs made the world to begin with. Sometimes it's better to just leave it out, and that's the reason why I think fishing hasn't been implemented yet. Do I think fishing would be cool? Sure. Who cares how its done in the game mechanically. However, I do care if it ends up breaking the natural progression that's currently there. But maybe I'm out of touch. I haven't played Vintage Story in half a year, and I don't have much desire to return to it as of late. So why am I here? I just felt like my idea was getting lost on people, due to their desire for realism. VS is a game, first and foremost. And my idea was how to make a game more compelling, not more realistic. Peace.
  4. Yep. Just tested it out myself and it works like a charm! Thank you very much for your hard work.
  5. After the updating to todays current stable patch, I've had consistent crashes placing picked up storage onto Mudbrick Slabs. Haven't tried any other surface yet, so I don't know if it's just Mudbrick Slabs. I'll try some others out and edit this post with my findings. Don't think this is a mod conflict either, but when it comes to coding, I'm a grade A dunce. Crash Info. Update: Tried placing it on Dirt, Sand, and Logs. Still crashed every time. Guess I should also mention that this is a offline singleplayer world, but I'm certain it's probably happening to everybody.
  6. Time for another brain dump! So where was I... Upon talkin' to the Tattered Man, he won't speak at first. But he'll eventually apologize for staring at you, admitting that you're the only person he's seen on his travels that looks like he does, and was stunned when you entered his wagon. He'll also tell you how he was traveling in the night when some wolves startled the goats he had pulling his wagon, causing them to break free from their reigns, leaving him alone. But the Tattered Man makes light of the situation by saying that he didn't have to worry about breakfast, what with all the wolf meat he got that night. You can ask him several questions like: Who is he? Where did he come from? What is this place? But he won't really have much in the way of answers, since just like you, he doesn't remember much either. However, if you ask him about the creatures you've met in the night, he'll give you a little more info. "Creatures in the night...? You mean those hunched over humanoids? Ah, yes. I've dealt with them quite a bit. I've taken to calling them Drifters, as they seem to just wander around aimlessly, with no particular goal. Not very friendly either. I've tried talking to them, but they aren't exactly one's for conversation. Really, I'd avoid them all together, but I found something interesting on their... Person, I guess you could say? It shone with a light blue hue, and looked like a gear, if I'm remembering correctly... It had gotten broken in half during our scuffle, and when I went to pick it up, it disintegrated into dust. I've been searching for another one ever since... Say, if you come across one yourself, would you mind showing it to me? I'd be more than grateful." Once you get a gear, or if you already have one, return and give it to him. "You found one? Great! Do you think I could borrow that from you? Just for... Say... Three days? Once I'm done, I'll give it back. I promise." Here you can determine whether or not you want to give it to him. Saying no doesn't get rid of the offer, and you will get it back from him after three days. If you do give it to him, and once three days are up, go back to the wagon to get it back. When you talk to him, you can ask him why he wanted the gear. "...Hmm? Oh! Sorry. Didn't hear you come in. Why did I want it? Well uh... Just curious is all. Here's your gear back, by the way. Also... Do you think you could get me more? Like four more? Why four? Well, ya know... They're gears and all. Just want to see how they work together. If they even work together at all. But don't feel rushed or anything! I'm sure they're pretty tough to find. But if you could do that... Well... I'd be in your debt, that's for sure." Once you find four more gears, return to the Tattered Man. "You got all four? Wonderful! Thank you very much! Huh? Why do I want them so badly? Well... It's kinda hard to explain, but... When I studied the one you gave me before... It made me remember. I'm sure that doesn't make any sense, but it's true! All my thoughts of the past are there in my head, but they're all glossed over. Like I can't make them out. But when I looked at that gear, it started to clear things up. So if one did a little, surely four will do much more! I'll definitely keep you in the know. Give me three more days to see if anything has come forth from it all." Return in three days time, and you an ask him how his memory is. "...Huh? Oh. My memory? Uh... Well... Hmm... I-it's still pretty foggy. Hehe... I-it doesn't matter right now. Look, I need your help with something very important, okay? I need you to get me something red. A few things that are red. How about... Eight red meat. That'll do. Why? We don't have time for this!... Sorry, it's just... I need you to get me eight red meat. Can you do that? But that's not all. Here take these blueprint. Where did I get this? I drew it up last night... Please, just, no more questions. Take this blueprint and craft what's on it. Put it in a safe place as well. I'll be waiting." The blueprint you've been handed is for a "Teleporter(R)". So, what does this all mean? Why does he need red meat? Why does he want you to build a teleporter? Why the sudden change in attitude? And again, who is he? You'll just have to wait till next time! Till then!
  7. Alright. So, after playing the game as normal and unlocking more journal entries, you'll eventually hit the flag that spawns Drifters. On that day, or night rather, slay one and you'll get a journal entry along these lines. "Night fell like it always did, but as I was turning in for the day, a new unnerving sound came from the dark. It wasn't the howl of a wolf, as it was too short and low. Nor the discontented grunt of a goat, or squeal of a startled boar. It was like a deep rasping moan, more akin to someone suffering from foul cold or similar sickness. Curiosity got the better of me, and out into the night I went, in search of the source. It didn't take long before I found what I was looking for. In the distance, I spied what looked like a person, doubled over in pain, shambling about in the night. Believing that they had been attacked and in need of medical attention, I called out to them, beckoning them over to me. The being heard me, stopped for a bit, then turned around and starting shuffling it's way over. As it slowly, but surely got close, a strange sense of dread washed over me with each step it took. Panicked, I started asking the person questions, like what was wrong? Were they attacked, and by what? Why they were out so late, with wolves so heavily on the prowl? But the being only answered with groans, which got louder as it approached. Soon, I was fully able to see what this 'person' was. It had the shape of a human, but with a hunched over posture and somewhat featureless face, which sat directly on it's shoulders. Long, gangly arms drooped down, nearly touching the ground, which ended in sharp claws. It's short, stumpy legs didn't do much for the creature's speed, but did give it a unsettling gait. It's skin was mottled shades of black and grey, with what looked like splotches of rust all over it's body. A foul stench, similar to wet rusted metal, wafted from it as it came ever closer. I warned the creature to stop it's advance, but on it marched, eventually lifting an arm and swiping at me. It was slow enough to dodge, but the creature didn't relent, swiping several times after. It was clear now that this being couldn't be reasoned with, and I had no choice but to defend myself. It wasn't much of a fight, to be honest, but the creature was surprisingly durable, taking several hits before going down. Near the end of it's life, it tried to flee, but I knew I couldn't let something that dangerous get away. With one final moan, the creature fell to it's knees, dead. Staring at it, as I caught my breath, I felt somewhat bad for the creature. The way it had passed gave it a sorrowful look. I had to shake this notion from my head. After all, I wouldn't have had to defend myself if it hadn't attacked me so insistently first. More unworldly groans snapped be back into reality. This creature was not the only one of it's kind, and the sound of our fight had attracted others. Their groans, distant but closing in on all sides... It was certainly a night to remember." After slaying several more, (lets say 50?) you get this journal entry. "These creatures I once pitied, are really starting to wear me thin. With every one I slay, plenty are more than willing to take it's place the next night, like some sort of proverbial hydra. It also doesn't help that they seem to be darn near everywhere! They litter the fields at night, with their incessant moaning. I've even had them fall out of trees as I've walked by, sending my heartrate sky-high. And they've also found ways to get inside my settlement! Nothings worse to trying to get away from them, only to find one shambling around in the place you think is safe! Not only that, but they also possess the uncanny ability to climb ladders too! I have no idea what these beings are, but if I didn't know any better, I'd swear these creatures had it out for me! It's almost of if they're hunting me.. But whatever did I do to them? What is it that I do that drives them to be so aggressive? I suppose it doesn't matter, but I have taken to culling the things. It might not thin their numbers, but it does help with my frustrations! Just take the hint and leave me alone already!" Sleeping the next night will cause an event to happen. In the morning, you notice on the map a wagon similar to a traders, but much bigger, about several hundred blocks away from where you slept. Inside you'll find a NPC that looks like you, tall with pale skin. They're covered with patched rags of different browns, which drapes over their body, leaving their hands and sandaled feet exposed. A hood obscures their face, with only their mouth being visible. This man, known as the Tattered Man, doesn't remember much about themselves nor the land, much like you. Who is he really? How did he get there? What significance does he hold? You'll just have to wait and find out! Till next time! I know this is a much shorter post, but if I were to write out everything I have down now, I'll be here all day. A luxury I don't currently have.
  8. True, but I was goin' to expound a bit on what I think could work as a narrative later... Er, now. It's obvious that the main underlying thing of Vintage Story is time and space. Or the distortion of it. Though the player's "Character" doesn't know about this at first, the main goal of the "Story Mode" would be to restore time and space. So how is time and space messed up? Basically I look at as a explanation of player death. When you die in VS, you come back, but at the game's starting point. The only way to change that is to get a temporal gear. Though I know this doesn't cover everything, My idea is that all creatures that existed in this land before it's time and space became distorted, don't truly die. Upon death, they "reset" or "restart", just like the player does. What about traders? Simple, traders didn't originate from this place, but came after to scavenge resources and make a profit. So I guess now is the time to talk about what this land use to be. My idea of the land VS takes place in, use to have a large town of inventors in it.(Name of town pending.) Think kinda steampunk-esque in design, having things like steam engines, and such. One relatively well known inventor, name pending as it'll be important, in the town was struck with a realization that most do later in life. There just isn't enough time in a day to get everything you'd like to get done, done. So he spent day and night working on something to help with that, and created the Temporal Gear. The device had two main purposes in mind, to slow down time to get things done, and rewind time to cut out mistakes. However, after creating it, he became reluctant to use it. Eventually realizing that it shouldn't be used, as the effects of such a device could be catastrophic. Thus he destroyed the only working gear, and threw his plans away. But a well known inventor like him is bound to attract the jealous types, and he had a big one. Another inventor, who I will refer to as "Rival" as I don't have a name for them as well, always felt like they lived in his shadow. Rival would often keep a close eye on anything the inventor did, to see if he could make it faster, gaining the credit. But often times this would fail. Sadly, this was the only time it didn't. The Temporal Gear spread throughout the town almost instantly. Being used as the device was intended, as well as in the creation of teleporters, that had been constructed throughout the town and the land. But just as the inventor suspected, the gears were too unwieldy. With so many gears shifting time and space, so close to one another, it was only a matter of time. That town turned the land into the place that VS takes place in now. The Temporal Gears pushed the land itself far into the future, creating the ruins of the buildings and fortresses you see. And putting all living creatures in the land in the distorted state they are now. What happened to the people? The people's bodies became just as distorted, creating two types of beings. Those that didn't use the gears as much, had their bodies stretched. Making them tall and lanky, with skin as pale as a corpse.(The players. As well as another character that will be introduced later. Though it should be obvious who that is.) Those that used the gears extensively, had their bodies greatly deformed. Looking almost monstrous and even more corpse like, with hunched posture and what appears to be rust and other metal protrusions all over their bodies.(Drifters) While the former beings barely remembered the past, the latter have it fresh in their minds. Often times they'd collapse in a fit of tears mourning who they once were, there ability to create, the land were they once lived. They hide from the sun, living in caves and only venturing out at night, so the light doesn't remind them of the bizarre creatures they have become. They attack humans and the other beings mostly out of spite or jealously, but some of it seems to be confusion. Though they cannot talk very well, mostly ushering out grunts, moans and garbled words, some of it can be understood. Upon attacking their victims, some have been heard excusing them with the words "You did this." Most have lost their ability of invention, but not all. So, what of the future? How will this all play out? How will time and space be restored? Well, you just have to wait and find out. Why? Well suspense never hurt anything. That and I'm spent. Ha!
  9. I've been mulling over whether I should do this or not for several months, but I thought I'd throw caution to the wind and do it! What's the worst thing that could happen, right? Pre-Thoughts. Anyway, I think it's very important that Vintage Story has a form of story, or story mode if you will. A mode separate from regular survival as to keep it untouched and still an available option for those not interested in the story. I believe having one would help to set VS even further apart from Minecraft and establish it as it's own identity. Though adding in all the neat suggestions and other things is cool, I fear that it might continue to take precedent over the completion of the actual game itself. Of course that could just be me, but hear me out. I think it would be good to finish the story/game, to have a more complete base and vision. That way the adds to the game would flesh out the experience, instead of being a never ending flow of new things being added just for the sake of it being cool. This is how I view Minecraft. Lots of neat things, but not much reason to actually use them except for simple survival or for making something that looks or functions in a interesting manner. Story is non-existent as well. By that I mean, if you were to make someone play Minecraft without telling them anything, they probably would never know about the "End" or the "Ender Dragon", unless they just so happened to run up on a stronghold. But even then, I wouldn't really call that a story. Not that is has to have one, but I digress. Progression. I like the idea of progression being something that you unlock through player actions, or "Flags" as they are more normally called. My thoughts on progression would be tied to the players journal, and upon unlocking certain "Flags" by doing certain things, that would unlock a journal entry. These entries would also function as "Flags" for story progression. Unlocking several journal entries or even just one, would move the story forward. Some entries would not push the story forward, but would flavor the players journal to help give a bit of character. Some of those optional "Flags" could be dying for the first time, growing and harvesting a lot of crops, cutting down a lot of trees, and so on. Story, Etc. Most of this section will be my own ideas, so conflict with pre-established lore is to be expected, but creativity doesn't come from coloring within the lines! Upon selecting "Story Mode" and setting up your customization options, you'll be met with another screen before the world generation. This will be the "player's" first journal entry, and it'll say something along the lines as the following. "I have wandered this land for a while now, and stumbled across this empty journal. Two options laid before me. Use it for kindling, or write in it to hopeful keep my sanity. But what to write? I suppose all that I remember before this day would suffice. It has been exactly one week before finding this journal. I remember waking to the songs of birds. A gentle breeze also helping to stir me from my slumber. Upon opening my eyes, I was greeted by a brilliant blue sky. As I sat up in my groggy state, my whole body popped and creaked in soreness. I remember looking at my hands and arms an being shocked. They were as white as freshly driven snow. Surely I hadn't always looked like this... Or had I? To tell the truth, I have no idea who I am. Or what I am. Where I came from, nor where I ended up for that matter. I tried to remember the past, and things about myself, but to no avail. I could kind of make them out, but it was almost as if my memories were behind a smudged lens. Clearly something there, but too obscured to see properly. I stood and looked about. Surprisingly, I had been sleeping, exposed out in the middle of the wilderness. How no beast had come by and ravaged me is anyone's guess. I remember checking my person, and finding a tiny bit of food. At the time, I thought it would be more than enough to sustain me. Surely civilization wouldn't be too hard to find, right? No one likes to be wrong, I'm no exception. But being wrong in this situation... Well, it made my blood run cold. I'd spent so long wandering. Rationing my food, hiding from wolves, sleeping in eerily dark caves or up in trees. This journal is the only remnant of civilization I've found on my search. It is clear to me now that if I am to survive this strange place, I'll have to civilize this land myself. Make my own tools, my own home. Gather and hunt my own food. A daunting task to be sure. But baby steps. Can't do any of that without the proper tools. Now where to start...?" Under this bit of wording would be a "World Generation" button, or something of the like. Then the game would go on like normal, but with a few differences. Obviously actions you take will unlock other entries. For instance, the first "Flag" entries would be unlocked by doing the follow. 1. Crafting knives and cutting reeds to craft a inventory basket would unlock the "Knife" journal entry. 2. Crafting an axe, cutting down a tree, crafting logs, creating a firepit and lighting it would unlock the "Axe" entry. 3. Then crafting a spear, hunting a creature and cooking it's meat on said firepit would unlock the "Spear" entry. Or something like that. The other change is the monster grace timer. Monsters and temporal storms won't start happening until certain journal "Flags" are met. I'd write more on the story I have in mind, but for now this should be fine in getting my idea across. That and my brain is a little fried from typing all that out. Nor do I know if anyone is interested in this. But if there is, or if I feel inspired, I'll probably drop some more "mock" journal entries and story ideas at another time.
  10. I was thinking about suggesting this myself not to long ago. The three guns types I thought could work are Flintlock Rifle, Pistol, and Shotgun. Rifle is long range, with good damage but slow reload. Pistol is average with mid range, okay damage, decent reload. And Shotgun is short but wide range, crazy damage, good crowd control, fast reload, but resource expensive. By that I mean consumes more bullets per shot, like five or ten per, or more. I would say the Rifle and Shotgun barrels would probably be stuck to the anvil, with the Pistol maybe bein' a mold. Barrel metal determines durability. Type of wood stock could also factor in, or just be a color cosmetic thing. The craft would be easy too. Basically a straight line being: Barrel type, Gunpowder, Stock. With two Flint pieces above the Gunpowder, or you could have the Flint be pre attached to the Gun Stock making unique Gun Stocks for each type. A bullet mold would be easy to make as well. A pixel per bullet. Don't know how many that would net you, but you could get a healthy amount from one mold. Probably take a 100 units, like all the other mold types. Possibly more. Bullet metal type would determine amount of damage along side Gun type. I also like how it can be a safer alternative to hunting. That way you don't have to lug you armor around, or have to wait to build a good armor set, or build dirt towers around dangerous wildlife. This idea definitely has my vote!
  11. Sorry for the late reply, got kinda distracted lately. Anyway. Yes, you're right on the money on how the Miner helps speed up the breaking process on the block you're current mining. There are some on the list that break other blocks at the same time, but that doesn't have to be a thing. Especially if the inner workings are too much of a burden to produce. I suppose a way around that is just to make the player "hitbox" for breaking blocks extend to two. That way the NPC doesn't have to have wiring to break blocks themselves. Though I can see that bring up a set of different issues. As for the cave, I'm not sure how it does it but, at some point somewhere in the game's data the music will change if you go underground. I'm not certain on would causes that, but I believe it has to do with the number of blocks above you(The layer of blocks between you and the sky) and being surrounded by certain types of blocks. Don't know if that helps, but I think that could work as a good idea to what constitutes a "cave".
  12. Hmm... Not exactly what I had in mind, but I like where this is headin'! To address the Mood being a affected by certain builds, like parks and such, maybe a timer gauge could be put into effect? For instance, they could go there and spend like 30 in game minutes and get a Mood boost. Though I'm fine scrapping that. let me review some stuff and add some more ideas to help flesh this out, if you don't mind. So, in order to get NPCs to spawn, you must make a room, or "Lodge" or whatever, for them to spawn in. It'll need a bed for them to "sleep", a door, a chest to supply them with items and for them to store items they gather, and a light source. The room can be made out of dirt, but a more traditional room would probably boost Mood for them.(If that's possible, mind you.) When an NPC spawns, it'd probably be nice to be alerted to that in the chat with a simple phrase like, "You have a visitor!". Visiting NPCs will just mill about the property for a few days, somewhere between 3-7, then leave. "A visitor has left..." Talking to visitors, you can learn about their profession, their name(randomy generated like the Traders is probably the way to go. Not to mention in game chat messages will replace "A visitor" with the name once you learn it.) and of course ask to hire them. To hire them you must provide them with a tool based on their profession, as well as either gears, if they ask for them, or an item/items. Not sure how plausible this would be, but I think it would be cool if NPCs had some randomly generated likes and dislikes. For instance, doesn't mind working in the rain, hates spending time in tunnels, is a night owl and doesn't mind working at night. This would help add some personality to the NPCs, and would affect their Mood in unique ways, but I'd be fine tossing the idea if it's too much of a bother. Once a NPC is hired, you can check their status. This menu will probably be similar to the "Character" menu for yourself in game. It'll show the NPC's current Health, Mood, Name, Armor equipped and durability, Tool equipped and durability, and if it can implemented, the randomly generated likes and dislikes.(One for each should be fine. Two if your feeling risky.) Maybe you could also check their current inventory. Not to mention, this will probably be the menu you access to ask them to follow you/stop following you. Much like a visitor, a hired NPC not currently following you will just walk around until evening, where they'll return to the room they spawned from. Professions are the name of the game, lets name some and their uses. Miner: Helps you mine stones, ores, and such. Helps speed up the breaking of said materials. Pockets a portion of the materials mined. At max Mood, occasionally doubles your yield. Should never have "doesn't like to go into caves" as a dislike. Lumberjack: Helps you chop down trees. Helps speed up the process. Pockets a portion of the materials dropped. At max Mood, occasionally doubles the amount of wood and sticks the tree drops, and increases the likelihood of saplings dropping. Digger: Helps you dig up dirt, sand, and gravel. Helps by digging up an adjacent dirt, sand, or gravel block. Pockets the blocks it digs up. At max Mood, occasionally pockets rare drops you would normally find through panning. Forger: Helps you with forging, obviously. Increases the amount of reeds, dry grass, and seeds from wild plants you receive. Pockets a portion of the items forged. At max Mood, occasionally causes rare seeds, like pumpkins, to drop from cutting grass or reeds. Hunter: Helps you with hunting wild animals. Makes approaching animals much easier.(Animals won't spot you as easily.) Will attack wild animals in range with their spears, only after you have attacked first, or if the wild animal injures you.(Won't attack at all if not currently following the player.) Can carve animals along side you, and pocket a portion of the carve. At max Mood, occasionally doubles the yield from a carved animal, can cause fat to spawn on smaller animals such as raccoons, chickens, and hares, and can rank up carved skins.(Small skins turn into medium, medium to large. Etc.) Farmers: Helps you with farming. Will use their hoe on adjacent dirt blocks to turn them into farm land. Will immediately water seeded farmland if the block isn't currently hydrated. When not following, Farmers will gravitate to seeded farmland. When next to said farmland, plants will grow faster. They'll also scare off hares and raccoons. At max Mood, occasionally doubles your harvest yield.(Flax, grain, cabbage, etc.) Mercenary: Helps protect you from hostile creatures. Though all NPCs can be given armor, Mercs have a defense increase. Mercs can taunt hostile creatures, like wolves and drifters, taking their attention away from you. They will always taunt these creatures once you get into the beasts aggro range. While not following, Mercs can still taunt and attack hostile creatures. At max Mood, Mercs will occasionally land critical hits, dealing massive damage. Should never lose Mood when going out into temporal storms. And that's all I can think of currently, feel free to add more if you like. Next I'll cover some random stuff. I think you should be able to create a house specifically for a hired NPC, if they've been around a while and you've taken a liking to them. It should have all the same stuff you'd use to spawn them, but maybe a special sign can be modded in to make that room specifically belong to that NPC. NPCs would definitely get a Mood boost from having their own home. Of course you could probably just convert the room you spawned them in into one, but where's the love? NPCs can be given torches or other light sources, which they'll put in their off hand in dark places or at night, if they are still out and about. They'll also do this if they are following you, meaning you don't have to carry a torch yourself. Mood is very important, as a hired NPC with low Mood will leave. While a hired NPC with high Mood will net you bonuses. I could go into detail with Mood increases and decreases, but this post is long enough. And that's my current thoughts on the matter. Anything to add? Take away? Seem off? I'm down for some outside thoughts!
  13. Well I've been mulling over what the two of you have presented, and I've come up with the following. I'm down with a room, or building rather, spawning the NPCs. Let's call it a "Lodge" or "Lodging". I'm also okay with limiting the number of them too. Keeping it small, like three or four, can keep that dissonant atmosphere Vintage Story has, while making it a little lively at the same time. I'm also fine with limiting the number of professions, such as only being able to have one Miner if the fear of abuse is there. Another thing to note, the NPC helpers are not meant to replace whatever activity they do. They're just there to supplement. To give an example, where a player would yield 100%, a helper NPC would hit average at 50%. 75% at the best, 25% at worst. That make sense? Let me dive a little more into that. I've been thinking about NPC stats, and I believe that they should have two bars. One for Health, and the other for Mood. Health is obvious, but allow me to expand on the other. The Mood bar determines many things, kinda think of it as the 'payment" system you guys have been talking about. In other words there are things that increase mood, as well as things that decrease it. Increases could be: Eating a full meal in the morning and in the evening. Being supplied with good gear. Sleeping in a actual bed versus a straw mattress. Finding rest and enjoyment in other buildings and amenities such as parks, gardens, taverns, etc. Decreases: Attacking them, easily the worst thing you could do. Getting attacked by hostile creatures. Not being supplied a food. They'll lose a small amount when their tool breaks, and even more every day they remain without a tool, aka "unemployed". Having no ways to rest or unwind. Etc. All NPCs when first hired start with a low Mood, producing at that 25% I was talking about. The lower the Mood, the more likely they are to leave, which you will be alerted about in the chat log. While the higher the Mood the more likely they are to stay, and the better yields they produce. When an NPC first spawns in a "Lodge", they won't do anything but wander around and leave after a couple days.(They might be willing to buy things from you too) You'll have to hire them in order for them to start working for you, and to do so you must meet their demands. All of them will desire a tool, and either gears or an item/items of some sort. Each "Lodge" will need to have a container/containers in them, there you can place extra tools, food items, armor, seeds, etc. It's also where the helpers will place their harvests, stones, ores, etc. at the end of the day. Sound about right? Anything need to be added, or taken away?
  14. Traders could be used as a test template, but I don't think that they should be the final result. This is mainly do to how they work, and by that I mean trading with them is quite difficult. I believe that's intentional as to still give a bit of challenge, so you aren't completely loaded on gears straight from the get go, there for loaded on resources as well. It is true that Traders don't leave their carts of their own volition, but they will leave it if attacked.(Found that out by accident.) I've also seen Caravans of Traders, where the Traders actually mill about around the middle of the Caravan, outside of their carts. Though I'm not certain if that info helps or not. My basic idea for the npcs is of course based on Dragon Quest Builders 2, which how they work in their most base form is as follows. Each npc has a set class, and that class determines how they act and what they can do. For instance, standard villagers really only cook, but they can also "gather" items. By "gather" I mean that the npcs go to a specific building and walk around inside, doing random gestures to show that they're "working". At the end of the day, the standard villager will leave and a chest inside the building will have a small amount random, common crafting materials inside. Npcs in the main story mode island live around these tablets or plots of land next to them, similar to the Guide Post I mentioned, and don't wandered too far away from them.(Though they can travel pretty far.) They also seek out empty beds at the end of the day to sleep, that includes yours. They'll continue to do so unless designated otherwise. For instance, if you want them to stop jumpin' in your bed, create a room with a personal sign that makes the room yours and npcs won't enter. And that's the bare-bones base for npcs in DQB2. They can do a lot more, but that's the basic foundation they sit on. So to get a foundation for this, I believe the following will need to be worked towards. 1. Using Traders as a template, find a way to "recruit" them and have them to follow you. 2. Find a way to have Traders stop following you and mill around the village plot once they get there, similar to how they do in their carts or caravans. 3. Find a way to have the Traders target beds in the evening so they can "sleep". I use quotes there since only the player can sleep currently, but you can have the Traders target the beds and stick close to them. That way you can place the beds in buildings to keep them safe over night. I know nothing of coding, and don't know how tough implementing the above is, but I believe those three things will help form the foundation of npc villagers. Again, I'm no coding wizard so I have no clue how possible this all is. I have no problem jumping ship if the hull has too many holes.
  15. Hello everyone! Been quite some time since I've been here, now hasn't it? But I digress. Town/Village building, what do I mean by that? Well you see, I was playing Dragon Quest Builders 2 the other day and thought to myself, "You know? Being able to create houses and buildings for npc's to help you out would be a pretty cool addition to Vintage Story!" What's that? That didn't explain anything? Guess I better roll up my sleeves and bust out the section details! Section 1: How to make a Town/Village The question of the day, no? Well it's quite simple. In order to set the foundation of a Town/Village in motion, you'll need to make a "Guide Post". A Guide Post is a waist high stone structure, that when placed will create a Town/Village plot, and act as the Town/Village center. A point of origin, if you will. I don't really have a concrete idea for a recipe for the Guide Post, but the materials can consist of stones, cobblestone blocks/slabs, quartz possibly. But the main thing you'll need are Temporal Gears. One or two should be fine. That way you won't have to wait forever to start your civilization. Once you place a Guide Post, a prompt to name the Town/Village will pop up. Once a name is entered, that name will stick with that Guide Post. Why? Well, lets say you don't like where you've plopped your plot. Just pick up the Town Guide Post by breaking it and putting it back down somewhere else. Don't worry about the name, it can be changed by going to the in game map. When you place a Guide Post down, it will automatically place and pin a unique marker on your map. Right click the marker to change the name and color to your choosing. "That's all well and good 3, but how can we tell the boundaries of our Town?" Well... Town/Village plots start out small. Say, 25-30 blocks from the Guide Post in each cardinal direction? Possibly more? Possibly less? But having to sit there and count that out would be ridiculous, so instead there will be two ways to check the area. 1. Go to the in game map and hover your cursor over the Town marker. A semi-transparent square(of some color, light blue possibly?) will appear to give you an idea of the boundary of you plot. 2. While in the boundary of the plot, the name of your Town will appear somewhere on your HUD. To give an idea, it could be placed right under the mini-map, if enabled of course. The name will disappear once you set foot outside of the plot. Pretty straight forward, yeah? Not only that, there could also be certain musical tracks that play while in town too. "How does the plot grow?" Once it reaches a certain npc threshold. Let's say the first threshold is, three npcs. Once you've given them a place to stay, the boundary will increase. By how much? Not really sure. However, the plot will not increase indefinitely. I believe it wise to make a cap, but the plot should be plenty big by the time you hit it. "Cool. So how do we get npcs?" That leads to our next section... Section 2: All about NPCs Much like Traders, you'll find npcs known as "Vagrants" in carts scattered around the map. Unlike Traders however, Vagrants won't give you any items. They will have a chat with you, if you feel so inclined. Doing so reveals that Vagrant's profession to you. I'll go ahead and list some professions and what they can do if brought to town. Miner: Can mine up stones, ores, lime, etc. at Quarries. The quality of their pickaxe determines the amount and rarity of items they can obtain. Miners always come with a stone pickaxe from the get go. A Miner's pickaxe does degrade, but at a much slower pace than a players. Lumberjack: Can gather logs, sticks, resin, saplings, etc. from Tree Farms. Axe quality determines the amount of items they can obtain. Lumberjacks always come with a stone axe. Axes degrade at a slower pace than a players. Farmer: Tills all dirt blocks located on Farm Land. Plants, waters, and harvests crops. Farmers always come with a stone hoe and a watering can. Hoe degrades at a slower pace than players. Never needs to refill watering can. Inn Keeper: Manages Inns in your Town. Make's npc Vagrants and Traders spawn and enter town, to stay at the Inn for a couple of days before leaving. Collects gears from occupants, and splits the price with you. This is only a hand full of different professions, but the list could easily be expanded. Vagrants can appear before you have a Town plot, but they won't follow you to town without both a plot and a vacant home for them to stay in. "Okay, but what's this talk about Quarries, Tree Farms, and Farm Land all about?" Section 3: Buildings and other builds This will probably be pretty tough to implement, but the idea is that structures can be turned into specific building types by meeting certain qualifications. Let's go over the four types I've mentioned before. Quarry: A simple plot of stone surrounded by a fence and gates. The floor must be entirely stone in order for the build type to register. That means no sand, gravel, dirt, or cobblestone. Cosmetic decorations will also be needed, for instance decorative picks and shovels, a wooden wheelbarrow, stuff like that. Not to mention a container or more for the Miners to place their gains. Miners will enter the Quarry and slam their picks against the ground, collecting materials. The stones won't break, so there's no worry to replace them. Tree Farm: A simple plot of grass surrounded by a fence and gates with at least two different types of fully grown trees with in it's borders. Some kind of decos and containers. Lumberjacks will enter and strike the trees with their axes. The trees will never be chopped down, so no fear in loosing them. Tree to Lumberjack ratio is 1 to 1, so if you have four Lumberjacks, you'll need four fully grown trees for max efficiency. Farm Land: A simple plot of dirt surrounded by a fence and gates with a Scarecrow some where within. Farmers will enter and till the soil, plant seeds, water them, and harvest the crops. Farmers will get their seeds from another type of building to help maximize crop output. They will also place harvested crops in that building as well. A Farmer's Shed, I suppose you could call it. These three builds are pretty easy to understand and construct, but a Inn will take a little more elbow grease. And Inn is comprised of a Receptionist Room and at least two Shabby Houses, as well as an business door sign. Since an Inn is a building, it has some more ground rules. 1. A building must have walls at least three blocks high. Slabs can be used to make makeshift windows and count toward the block height. Ceilings are optional, but still needed to keep rain from dousing your torches 2. A building must have a wooden door. Gates don't count. 3. A building must have at least one light source on the inside. With that in mind, lets go over how a Inn is made, shall we? In order for a room to become a Receptionist Room it must have the following. A light source, at least one container, two tool racks(room keys will be placed here), three tables(to make up a counter), and a ledger(Inn Keepers will probably come to town with one, giving it to you upon arrival. Or you can craft one, though there isn't a way to craft books yet. At least not that I know of) Once that's done you must connect it to two Shabby Houses. A Shabby House is made as follows. A light source, container, bed of any kind, and it's own door. Once that's all connected the way you want it, you'll have to craft a Business Door Sign. How's it crafted? Not really sure yet, but once it is you just walk up to the front door and shift + right click it with the sign in hand. Doing so will bring up a window with a list of business names, select "Inn" from the list and BAM! It's all ready to go. Or at least something like that. Still not really getting what I'm putting down? That's okay. If you're having trouble, the video below should help. https://www.youtube.com/watch?v=7Px8S-q1Ll0&t=1720s And that's it! This is all probably a pipe-dream and a coding nightmare, but I think it'd be a pretty cool addition. Obviously it'd be a pretty low priority too. But I don't know, nothin' ventured nothin' gained right? Sorry if this seems a bit rushed. Trying to get all my thoughts out while getting to bed on time, ya see. Feel free to add to, take away, or say "You're nuts and that'll never work!" as usual.
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