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Stroam

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Everything posted by Stroam

  1. In this mod you also need to use binding as well such as twine, glue, sinew strips, etc.
  2. My first reaction is no, because it's 3rd party. My first thought is, this could be good for VS in that it distributes the development load. CurseForge has people with experience building mod loaders so that could be used as a good example of one way of doing it. My current stance is, this is probably a good thing but I'm not going to research it enough to argue one way or another.
  3. Here's a guide on how to install mods. This guide assumes you know how to navigate web pages and browse through files on your computer. I'll specifically be covering windows as I assume anyone with linux can also figure it out with this information. First, go to the mod release section of the forums. Next, open the thread of the mod you want to download. I'll pick this one. This mod like most will have a link for downloading the zip file. Some though will have a link to a github page where you can download the mod. Click on the zip file to start downloading it. Once downloaded, it'll most likely be in your download folder. You'll want to copy or cut the download and then navigate to the Mods folder where your Vintage Story files are. For windows they are in Username/AppData/Roaming/Vintagestory/Mods. There will be two mods in there as you can see from the picture. That's because the game modes are technically mods. Paste the zip file that you copied or cut, into this folder with the other mods. If you are unable to locate your AppData folder it could be because it is hidden and you are not able to view hidden files and folders. To make it so you can, go to the top and click on View. From there navigate to where it says Hidden items and make sure it's check marked. From this point, you can probably start up Vintage Story and everything will work fine. The next section is common issues you may encounter. Common issues: The mod is not enabled. Start up the game and go to Mod Manager. From there make sure the mode has a blue box in the top right. not enabled enabled. This is also where you get the mod version number. It's right next to the box and in this case, it's 1.0.0. The game version will be the version number on the Survival Mode mod. Error Vintage Story has a fairly fast update cycle and while it's not common for mods to break it can happen. When this happens you'll get an error. To locate the error you'll need to go to your log files which are in Username/AppData/Roaming/VintagestoryData/Logs. You'll want to then go to the mods page on the forums and post what you were doing prior to the error, the version of the mod, the game version you were using(instructions above), and the error file. Here are general guidelines for which file you need. client-crash.txt - when the world crashes but the client doesn't and takes you back to the Vintage Story main page. client-main.txt - when there's a graphical issue but the game doesn't crash. server-main.txt - should probably always be included. Is when things don't work like they should. For instance, a recipe doesn't work. VintagestoryCrash.txt - for when the Vintage Story crashes. The Vintage Story crash reported will pop up and ask you to report it on the issue tracker because it's most likely a vanilla bug brought to light by the mod. Please include all the information that you would for any error.
  4. For the most part, I like the way prospecting works. I wish ore generation was different though.
  5. Nor will any game difficulty do so either. Let's take a look at similar games. https://subnautica.wikia.com/wiki/Game_Modes - survival, hardcore, creative, and survival with no food or water requirements https://staxel.wikia.com/wiki/Game_Modes - creative, regular https://stardewvalleywiki.com/Farm_Maps - different farm maps fortresscraft evolved - survival and creative https://planetexplorers.gamepedia.com/Game_Modes - story mode, adventure mode(open world), build mode(creative) My Time at Portia - just regular Stellar Overload - https://steamcommunity.com/app/397150/discussions/0/2592234299547613909/ - released with just story mode and creative mode Younder - https://steamcommunity.com/app/580200/discussions/0/1458455461475626977/ - no difficulty levels VS already has a creative mode and a normal gameplay mode. As far as I've seen, that's enough for "the majority of initial player experiences are positive".
  6. As far as a feature of great impact to the financial success of a marketing push on media/steam/etc. I'll go over all the ones suggested by Tyron and the ones I think fit the definition, though some of these suggestions will come with caveats. An even simply built modhub site with which mods can be 1-click installed in-game and prompt-installed when trying to join a multiplayer server. Since one of the selling points is modding this is important. Easy server setup (that does not require manual port forwarding) There is a public server so this depends on advertising. If advertised as having a public server with the option of a creating a private then not needed. If advertised as setting up your own server to play with friends and family, then it is needed. In-game Server Listing through a master server Maybe but this is great for a variety of reasons. Works well with a mod hub. Great for diagnosing server connection issues. Great way to have one place for servers and players to find each other. Allows some control by giving public servers ratings and in extreme cases banning servers with unethical practices. Better and more automated crash reporting Yes, I would even go so far as to advertise as early access on places like steam. This also has the effect of making reviewers more generous. Mac OS fixes on german keyboards, one crucial bugfix on the block lighting system No. Design is way more important than bugs. https://www.researchgate.net/publication/324923032_An_Empirical_Study_of_Game_Reviews_on_the_Steam_Platform Configurable difficulty level No. Since modding is a selling point configurable difficulty level is not needed at the start. More intuitive prospecting Yes, as mentioned above good design is more important than bugs. I would tack on better ore spawning as well to this since they go hand in hand. Probably Seasons and Weather Yes, because it would be a core mechanic. Something other things depend on. Farming could use more diverse crops, maybe fruit trees (see Growthcraft). Yes. I feel that crops do need to be more diverse because the crop varieties feel the same. Adding cooking is a great way to make the crops feel different. Also needs to tie in with seasons and weather. I would look at the top farming games and find what parts of those would work in VS. Armor and clothing crafting (More uses for linen, leather tanning) Yes. Armor is something that is expected from games like this especially since there's already clothers. Leather processing is a staple in many survival games and part of armor crafting. Combat is the worst, I will probably post a more streamlined overhaul suggestion soon. Yes. The combat update is something that divided the minecraft community and VS can't afford a split like that. The core mechanics of the combat system need fleshed out before released on something like steam. The combat mechanics also sets the feel of the game. Is it going to be spam click for a simple old school vibe? Are they going to be slow and deliberate like dark souls? Is it going to use stamina, attack delays, etc? Should be a large enough toolkit to add variation in combat to make it feel not always the same. No matter what you decide for the combat, have the core mechanics ironed out before being released or it will have a dramatic financial impact because it's so integral to the feel of a game. A tutorial and an TMI/NEI/JEI of some sort. Yes. The first 15 hours of gameplay is highly crucial for positive reviews and if most of that is spent in a wiki and trying to figure out how to start, it's not going to go well. I'm not saying we need need something like TMI/NEI/JEI but somewhere in-game you can look up stuff and a getting started in-game tutorial. A chief complaint of TFC was how much you needed to know to just get started. Don't expect new players to know anything about TFC. https://www.researchgate.net/publication/324923032_An_Empirical_Study_of_Game_Reviews_on_the_Steam_Platform Do more to make it look and feel less like minecraft I watched a video of a person playing VS and they first thing they said upon loading into a world is, "This is minecraft." They then dug up a dirt block and said it sounded and felt like minecraft. Now I know it doesn't sound like minecraft but there are quite a few block games on steam and they are not mistaken as minecraft. Many of them have a distinctly different visual style and incorporate a mix of blocky and non-blocky things. VS doesn't have those things. What VS does have is seraphs. So when entering a world for the first time the clothing menu pops up which is great and you see a representation of you but you don't see you in the world so while you know that's your character you don't associate it with you yet. This reinforces you are not Steve or Alex. Start the person in 3rd person mode with a notification somewhere on the screen. Upon clicking the notification, a box pops up quickly explaining the controls, another one on explaining the HUD, and a third one how to knap and where you can find the in-game tutorials. This tells you this is different than minecraft. Next change the feel of breaking blocks. One of minecrafts distinct features is the sound of rapidly hitting a block, well hitting blocks in general to collect them. Make VS resource collection seem slower and more deliberate. For dirt collection it could be a longer scooping sound along with some form of animation instead of a rapid punch sound. All resource collection sounds should make the action feel less like punching it. Not only does this make it sound and feel more distinctly different than minecraft, it makes it feel more adult. Make the collection of dirt from grass need a shovel. This ties in with needing an axe to collect wood from a tree. Another thing that is one of the first things I notice about minecraft is the sharp corners to the leaf blocks. If you could somehow soften those corners or do something similar to the better foliage mod it'd also help visually separate VS from vanilla minecraft. Proper bushes would help as well. I am looking at my WIP thread to see if there's anything on there that I feel fits the definition but while I think everything on that thread would improve the game I don't see anything that wasn't already mentioned that I think is necessary for a successful release on a platform like steam. I wouldn't do minecarts before releasing on a platform because it makes it more similar to the thing you are trying to differentiate it from. It's interesting to see what's on peoples wish lists though.
  7. rendering options http://apidocs.vintagestory.at/api/Vintagestory.API.Client.EnumChunkRenderPass.html @redram It can be done outside of the program in a text editor.
  8. Stroam, between 2 and 3 decades, (UTC -8) I do stuff sometimes.
  9. Brown clay is having issues. Please don't use it yet.
  10. I think only reports and not suggestions, requests, and questions should go on the tracker. We don't want to replace the forums. Just want to see a list of all known issues and an idea of how soon it might be fixed.
  11. Too many. First Operation Nuptune, Donky kong, Jame bond Goldeneye, pokemon, zeld: Ocarina of time, Final Fantasy 7, Dune, Age of Empires, DnD, WoW, disgea 3, Demon souls, Go, LoL, Minecraft, Minecraft Blood n Bones modpack, Minecraft TFC, now Vintage Story. To think of what I could I could have mastered if I spent all that time on other things... Yep, I'm addicted, it's a problem, I'm working on it, I don't need your concern or advice, I get it, leave me alone already, I can handle it myself, GO AWAY.
  12. @heptagonrusI disagree with firepits repealing mobs. I don't think you should be safe just because you have the night light turned on. I do agree with mobs avoiding things that can light them on fire. I agree the mobs are too powerful for bows currently. The bow should probably do a lot more damage. The fact you can only get one or two shots off on a wolf before it gets to you (if it can), and takes around 5+ shots means it sucks for actually hunting. My view on weapon damage is unchanged. You can get decent with the bow with practice.
  13. The slot by slot annoyance I imagine going something like the first slot getting disabled at 50% durability and the last slot getting disabled at zero durability. With the other slots, if there are any, getting disabled closer to the last slot than the first. Something like: 1st at 50%, 2nd at 25%, 3rd at12.5%, .... , last at 0%. Very similar if not the same to how copygirl imagines it.
  14. unless leather is required in metal armor and you get damaged often by mobs or the armor wears pretty quickly what amount of demand do you think that'll create balanced by the increase leather supply from less threating animals? Also what other renewable demands for leather or textiles? EDIT: It entirely depends on what triggers the bags to wear. There are different options listed above. Three of them are not based on distance traveled so long distance travel wouldn't do anything. Currently in game I have 34 slots and I'd say most the time I could do without 12 of those slots since things like dirt, sticks, and stones are so common and abundant I don't need to lug that around. I also don't carry around equipment I don't need for the task at hand. For instance, when I come back from mining I put everything but food up and then grab what I need for the next activity.
  15. This sparked a very lively debate on Discord so I thought I'd make a post here so ideas don't get lost. There are a few schools of thought on the subject. By adding durability to bags it creates an economy by adding a flow of materials into the game. It also opens up the usefulness of a leatherworking skill by providing the ability to increase bag durability or making more durable bags. All options have you lose slots based on durability. The thinking is the first slot loss would act as a warning that you need to repair your bags soon. One idea is that the bags would wear out as you travel simulating average wear and tear. The first issue is on really long trips you'd need to bring spare bags in case the ones you were wearing start to wear out. The other issue is what to do with an item when the slot it's in gets disabled? Does the itemstack get dropped on the ground or does it wait till a slot frees up and then disables it? The next idea is that durability would be subtracted to when items are removed from bags. That way there's a good chance a slot will be free when it needs to be disabled. It adds a new issue in that smaller bags wears out faster as you don't have the extra slots so the player ends up shuffling around items more often. Generally when you have smaller bags is when you can least afford to have them wear out. There is also the issue of stacks such that if you take half a stack out of a slot would it take durability damage or not? The third idea, and my favorite, is bags only wear when overburdened. In this case, items would have weight and stacks would multiple this weight. If too much weight is in a bag it starts wearing out as time progresses. The more overburdened the bag is the faster it wears out and as it wears it starts to eventually disable item slots. I like this idea because you can shuffle items around to avoid overburdening your bags otherwise known as load balancing which I've done on many a hike. Smaller bags are less likely to get overburdened than bags with many slots due to their low capacity. It still has the issue of what to do with the itemstack when a slot becomes disabled but the great thing is if the itemstack simply drop to the ground it lightens the load and either slows down the durability loss or stops it depending if the lost weight stops it from being overburdened or not. Lastly, when transportation becomes a thing it'll encourage using the use of the appropriate containers to prevent overburdening. The last idea is treating bags like armor and having it lose durability whenever the player receives damage. As slots were disabled the itemstack would drop to the ground simulating a hole poked into the bag.
  16. @DMKW With stats increasing with breeding I don't know if players will need more encouragement. Any command is possible with enough code. I purposely used "wolf" instead of "dog" when talking about training to emphasize that while trainable, there are just some things that would be exceedingly difficult to train a wolf to do. @redram To go from a wolf to most of the breeds we have today would be unrealistic. Some of the older breeds could be in the realm of possibilities. While breeds do add on another degree of complexity programming wise, I do think it could be a good way to visually differentiate different breeds from each other. Especially if the graphical changes corresponded to functional wolf stats such as how I state strength changing how large the wolf is.
  17. This is an idea for a mod and not really for vanilla game content. No guarantees on if it'll ever be a thing but I thought I'd post is here for the sake of discussion and in case any ambitious modder was looking for ideas. I assume at some point wolf pups will be tamable. Everyone who has played Minecraft knows the tamed wolves are pretty useless. They do attack things the player attacks, scare off skeletons, sit, and follow. I think a wolf training system would make tamed wolves more useful and be entertaining. First wolf training would be a skill. Each time a player successfully teach a wolf a skill they get a skill point up to a max of 100. Some wolf skills can only be taught by a skilled wolf trainer. Simple enough Step one Bonding: Before a player can teach a tamed wolf anything the player must bond with it. Basically, the player feeds it when it's hungry and eventually hearts particles will popup letting the player know they are ready to bond. Once a wolf is ready to bond the player gets +1 wolf training and must name the Wolf. To name the wolf, take a whistle and click it on the wolf. Once named, a radial overlay will pop up when sneaking with the whistle allowing the player to quickly give it commands. This would work similar to switching wand foci in Thaumcraft if you've ever done that. Basically while holding a doggie treat and sneaking your mouse would appear in a center circle with all the commands appearing on the outside allowing you to quickly select an option. Step two Training: When after a player has bonded they can begin to teach their wolf tricks. The player commands the wolf and watches to see what the wolf does. If the wolf follows the command the player should reward it with a treat. Rewarding the wolf has a chance to increase how often the wolf obeys. Different wolves will start off at different levels of being trained determined by the parents or random if from the wild. So one would might right off the bat obey about 50% of the time while another might only obey 10% of the time. They also have different learning rates. Some wolves will catch on quickly while others not so much. As the players training skill increases so too does the chance that the wolf will learn to obey more often when given a treat. At first, the players radial menu will start off with only sit and follow commands but more options will be added as both the players' training skill increases and the wolf learns more. The player needs to be careful not to give the wolf a treat when it disobeys an order or it might start unlearning a command. Step three learned skills Once a wolf obeys a command 90% of the time or higher it is considered a learned skill. At that point, the whistle may be given to another player who may not be high enough to teach that command but will have access to that command because the wolf already knows it. learned behaviors Wolves will get gain a deeper understanding of skills over time as it gains expierence. For instance, if a wolf is told to guard an area it will bark at any mob or player that enters the area. If it is barking at a chicken and the player commands it to stop all the time, it'll eventually learn not to bark at chickens. If it keeps getting attacked by wild animals or players, the wolf will start to attack other players and mobs on sight. breeding Over time by paying attention to how quickly wolves pick up things and how obedient they are at the start you may breed wolves to become more obedient, learn quicker, have more hp, and do more damage. Under the hood Mechanics
  18. Stroam

    Adventure locations

    I wish you would make rare unique features that have a chance of appearing in biomes.
  19. When Minecraft came out of alpha it went up to 10 euros back in June 2010. It had the overworld, biomes, the basic mobs, custom skins, minecarts, crafting, dungeons, creative multiplayer, and passed 20,000 in sales. When it jumped to 15 euros in December 2010, it had added redstone, boats, survival multiplayer, more mobs, more building blocks, sneaking, compasses, and the nether. One of the stunts Minecraft pulled was to make the game free to play when the authentication server went down for a weekend which made the news and pulled in a lot of new players who bought it when the servers came back online. I would say definitely not at the 15 euro mark yet. However, 8 years have passed since that release of Minecraft, inflation, and everything I could see 10 euros. I do like copygirls' idea of early adopters being able to buy copies at the origonal purchase price for friends and family. I think a couple free trial weekends at key times when kids get out of school for the summer or go on break would help bring in fresh players. I am still going to vote don't raise it because it seems like the intelligent way to go. The barrier to entry needs to be low enough that the game can build momentum. A player base that will attract more players. I joined very recently and did so because of the youtube videos, seeing some people I was familiar with in discord, it's comparison to TFC, but mostly because I was looking for a project. I was already looking into various Minecraft clones to see what was out there. Something I could contribute to and help shape and I feel that is the state VS is currently in. Tangent: Because I'm tired.
  20. @tony Liberatto It has been updated on the wiki.
  21. I've added a few pages and done a bunch of edits. If anyone is looking for some information on the wiki and can't find it please let me know and I'll see about adding the missing info.
  22. There's a lot missing from the wiki. What is this bony soil I have? Saltpeter? What are the uses of the various crops? I've signed up using the same name as here.
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