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Mods in Mods folder not in Mod list on Game
321BoltsOfLightning replied to DextorPlays's topic in Bugs (archived)
Since this post comes up when googling, I'll mention that `...\VintageStory\Mods` is not the intended spot to put mods, though it seems to work fine usually there. `...\VintageStoryData\Mods` is the right spot, but make sure your `\VintageStoryData\clientsettings.json` file has the `modPaths` variable set to that spot or you'll have this problem (that's what just happened to me, I had copied the clientsettings.json from my windows installation to my linux one and didn't realize I needed to update that) -
Linux distros/configurations under which VS is known to run
321BoltsOfLightning replied to skol's topic in Discussion
Distro / Kernel release : Linux Mint 22.2 Mono / .NET package version : dotnet-runtime-8.0/noble-updates,now 8.0.20-0ubuntu1~24.04.1 amd64 Graphics driver version : Nvidia 550.163.01 Works for client, mp server or both : client, haven't tested server yet Installation method used : install.sh Hacks (if needed) : the desktop / main menu shortcut only work if you install dotnet through your package manager; manual installation didn't make them work. -
I think that's a good chunk of it, yeah. Like for me, one of the first things I saw in Vintage Story that amazed me was that the base-game is built off of 3 mods in the mod loader... That you can even toggle off!!! I recognized right away that the intent was likely so that someone could implement some crazy overhaul like "adventure mode" using the same base engine but completely different everything else, if someone were crazy enough and committed enough to try. That idea excited me, now it seems they're going to experiment with doing it themselves. When they say "mod of Vintage Story", they can really mean anything from a tiny patch to almost an entire game. I don't think everyone understood that with this announcement, which probably contributed to some of the fear. Combined with being burned from past experiences like others have said, I can see why people would be wary. But Tyron seems to manage things well, and I've gotten well over my money's worth from the game already. I am confused as to why some people feel the updates are "slow" though. We have major updates pretty frequently compared to many other games... What are they comparing it to??
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321BoltsOfLightning started following The return of the combat suggestion , Vintage Story: Adventure Mode , 1.17.0 pre1 crash when clicking leather in handbook and 1 other
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I was never really excited for Hytale (since I only really looked into it after it'd been in development for a long time without much to show for it). But an experienced studio with a versatile engine and experienced leadership makes me very excited for the idea!! I greatly appreciate the level-headed and humble responses to people's concerns as well. If it's managed well I can only see benefits to Vintage Story itself; improved combat, physics, and enemy systems would obviously benefit both projects greatly, even if one side will be more RPGish and the other more survivalish. I hope this experimental project works out, I personally would probably enjoy both games greatly.
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Plus it'd look cool in certain builds!
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Guide: Multiple Parallel Installations of Vintage Story
321BoltsOfLightning replied to Streetwind's topic in Guides
Note for people who run servers, the same flags worked great for me on the server exe, using both --dataPath and --addModPath. But you'll want to make a backup of all your old data stuff just in case, and double check that the server's mods are loaded once you run the server. Also, if you copy over your serverconfig.json you'll want to make sure the save file location still makes sense, because if not the server won't load (I spent some time trying to figure that out why mine wasn't loading haha). Thanks for writing this up! -
@Hells Razer and @Anthony frailey: I actually really like how the falx wind-up works right now for PvE specifically, when combined with shields it actually makes combat fun and feel impactful instead of just slap-stick. Instead of just clicking and holding I actually have to time, wind-up, and lunge at drifters. It definitely needs more tweaking and changes, but it's waay more fun than before with the slap-stick longblade. Once they figure out a more complete solution they'll make the adjustments to knives, axes, clubs etc. but for now I imagine those just haven't been touched because it was just an experimental work-in-progress solution to help improve one of the weakest areas of the game (and it really worked, imo). I don't think they need to do something as extensive as this post suggests necessarily, but I like thinking about it at least. I don't think the longblade to falx changes had anything to do with PvP in general, it was implemented because the slap-stick sword just felt very bad. The flavor of the falx is also quite cool, and falxes irl are awesome. The old longblade I didn't like the look of much at all, so it's quite the improvement for me. I do look forward to what else they decide to do for combat in the future (maybe something as simple as a right-click thing for falxes and other weapons would help things, more weapon and enemy variety would be cool too once they get around to it).
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An easy "open" container that works is tool racks
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I'm not sure how y'all are placing bags on the ground when they still have stuff in them, but tool racks work as well. I think that's probably the intended way, as it's easy and makes sense
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1.16.0+ [Discontinued] CarryCapacity v0.6.5
321BoltsOfLightning replied to copygirl's topic in Mod Releases
Great mod, thanks for keeping it up-to-date! -
It's time to keep this old thread alive! I like what I've seen mentioned a few times here and on discord with slightly random spawn points, here's how I imagine it (of course it'd all be an option since not everyone would enjoy this perhaps): -- Death puts you somewhere random, could be close or very far from your previous stuff. Probably would be a good idea to have a max distance from your set-spawn point or the last house visited/bed slept in or something idk, but it'd still be potentially pretty far away. -- Your items don't despawn (maybe food rots but idk), but your mini-map is reset so you have no idea how far you are / where your old house is. You have to explore to find it! -- Once you find your dead body/grave/whatever you get back all your items and old waypoints/mini-map exploration, you found your "old map"! The reason I think this could be fun for some people is that it makes death scary as it is a setback, however it isn't a permanent one. If you like to explore a lot, you might even recognize where you spawned, making it much easier to find your way home! Also, I just like the idea of "restarting" temporarily with low-tier equipment while looking for your old base. It kinda puts the whole survival aspect back into play when your farms/armor/tools are out there somewhere, but you don't know how to get back (yet). One potential problem with this however is spawning in bad locations (desert), but that's only a problem if there's no inherent way to survive in most biomes. Another problem is large servers would probably want this turned off/edited in some way, since it'd eat up all the flint/obsidian within a large radius of towns and make it harder to survive at low-tier for lack of resources. The "dark souls" style respawning (no time-limit, but dying again makes your old grave/stuff despawn if you didn't get it back before then) is also a fun idea, if they were both optional some people could combine them and it'd make it pretty tense and fun to try to survive in a new location without dying. Just my 2 cents, could be a fun mod idea even if it's not in vanilla.
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After reading and thinking about it for a while, I think this could be a really solid way to do the combat. Drifters could be really fun to fight with this. Multiple playstyles and skill based, without being too complicated (though it did take me a while to understand it just from this post, I think it'll be easier to understand for people if they're actually playing or even watching). Throw in some neat rewards (that aren't required but still useful) as AngryRob said and it'd be great! One question though, is how would non-humanoids interact with this system? Wolves and sheep, for example. Right now they just sort of charge at you, and I can't really think of any other way for them to attack (besides maybe hooves). It probably shouldn't be a directional attack (unless a way to add the other directions is found), it could be fine to have it just be non-directional so you can't attack block it, but can still dodge/block/parry. Thanks for the post, hope something like this makes it into the game at some point, it'd be so fun if done well!