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Very Important Vintarian
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Stroam last won the day on May 26

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About Stroam

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  1. Stroam

    Mod portal

    On the Todo list
  2. Stroam

    Peaceful mod

    Thanks for using my mod! The copygirl is correct in that it doesn't stop mob spawning because some mobs have drops that can't be obtained anywhere else. It just removes the player aggressive behavior. Current tests show this mod is working as intended in 1.10.16
  3. This has been suggested before, which means there's definitely interest in this feature being developed.
  4. This goes into something I've discussed with Tyron. Players love having stations and tools they can use to fill up rooms.
  5. Player made skins are not likely to be a thing as that requires some sort of a vetting process which would take too many resources to manage with a small dev team. Instead, later on in development there will be alternate character models/character customization features with a focus on art styles that fit within Vintage Story.
  6. Part of the reason the game is using JSON is to make configurations easier. After you make your configurations, the mod maker which comes with VS allows you to turn those changes into a mod.
  7. The Neolithic mod last I checked a year ago. If not, hop on discord and message Novocain.
  8. I like the idea of responding to the world more. It makes it feel more alive. I have doubts though about some of the mechanics you mention enhancing gameplay.
  9. Why do you want gears to be easier to obtain?
  10. It's added by mods currently and if you look at the bottom of your post, you will see two agree with you.
  11. I bet hares are getting into your crops. You need to protect your crops from rabbits. This can be solved with cooking. Two grains, and a berry makes some porridge that will last you about a day. Add in a mushroom or tripling the amount of ingredients can feed you for multiple days. This can happen if you are not utilizing the propick to find a good area to start searching for ore. Learning what rocktypes you'll find ore in also helps. You can add markers with `/waypoint add color waypointName`. If you want that to happen automatically when you die, there is a mod for that that. There are temporal gears you can rarely find in underground ruins, or rarely drop from drifters that you can use to set your spawn point. Knapping is designed to be a temporary solution before you get metal. More advanced clayforming techniques are being considered. The last bit does sound like a glitch. Try farming again but surround your farm with 2 deep pits. This will keep the hares from getting your crops and provided you with meat. Then master cooking and the propick. I think those things will drastically improve your game experience.
  12. I would like a more complex health system in Vintage story to give it more of a survival feel and add to the gameplay. This included all the common reasons people die out in nature. This is my latest revision on the topic which ties conditions to systems named after the elements. Each one does things a bit differently to add variety and interesting gameplay. Also since there's a lot of people who would like to tailor their experiences, possible JSON configuration mock ups have been provided. Air Starts full and decreases over time when head is in specified block. Then it takes a configurable amount of breaths(wait time) to fill the bar back up completely. When empty, player passes out and dies. Fire - temperature Balancing act to prevent heat stroke and hypothermia. Clothing and sources of heat will raise your temperature. Sweating decreases temperature and hydration. Heath stroke and hypothermia keep decreasing your max hp till it reaches zero at which point player dies. Water - thirst, bleeding, infection, poison/venom. Hydration level goes slowly down over time. Rate can be set but by default, with no sweating takes about three days to get to 0. When hydration gets to 0 the player dies. Bad effects like bleeding and poison accumulate until they are at the same level as the hydration level. At that point the players screen goes blurry, their hydration starts dropping at the rate of the illness, and they are unable to increase hydration. The player can wait for the illness to stop but if it doesn't stop in time it will kill the player. Bleeding can be stopped with bandages, illness with antibiotics, and poison with anti-poison. Earth - appendage condition When a player receives damage from an attack or fall, one or more of their appendages will receive damage. When an appendage gets damaged its condition will decrease and as it condition is decreased, the effectiveness of that appendage will go down. A bruised leg is damaged but will not see any negative effects. A sprained leg will result in a slight walking speed decrease. A broken leg will see a 50% walking speed decrease. Two broken legs and the player can not move. Something similar for arms. All JSON like files are used for demonstrating what could possibly configured in the game files if this were added to the game. The exact numbers would need testing and the structure of the files might even change based on code requirements.
  13. Do you prefer the aesthetics of shop keepers or VS punk vending machines?
  14. So you don't want the time player play to get in the way of trading but you want where the players are in the game world to be a factor. Any other conditions you want considered?
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