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Stroam

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Posts posted by Stroam

  1. All usernames are unique and are limited to one per account but display name can be changed by admins on a server.
    For published statistics, check the home page.
    For multiplayer, any one can setup and configure a server and then give out the connection information for others to join. Information can include server address, password, and mods.

  2. 4 hours ago, David Taylor said:

    I too see a few users here who feel the need to tell others that the game is meant to be long and boring and it should be even more long and boring. Like real life doesn't have enough long and boring things you need to do!

    Are there bigger copper seams to be found other than the small surface ones? I'm hoping I don't have to constantly travel looking for 10 or so copper bearing blocks at a time. That's going to get old quickly. Although it is appreciated that they are scattered around to make the jump from panning for the pickaxe to making the anvil.

    I'm not a fan of the smithing mechanic either. I watched a couple of youtubers making mistakes so knew what to avoid, but it's boring. And I have trouble seeing which voxels should be left and which must be got rid of. Not enough contrast or something on the outlines. Again I was thinking recipes for this that used as much fuel as you'd need in the forge (1 charcoal it sounds like) and a stick and an ingot. Then arranged in some manner to indicate which tool you want to make. Or maybe the process is deliberately long and boring to make the night go faster :)

     

    Some are okay with the grinding, some aren't, and everyone thinks the game should be "balanced" so they don't have to mess around with configurations or have to modify the game to get the experience they want. There's really no winning answer there.

    There are bigger deep ore veins but that involves using a propick to locate a suitable area and then creating mining shafts and hoping you get lucky.

    Thanks for the feedback!

  3. On 9/14/2020 at 8:20 PM, Pfev said:

    I went through files, and the harvesting is in the knife code. Even the animation seems hard coded. I simply recoded a block behaviour. Debarking was just an example, i have other things in mind :D.

     

    Removing things from players is a lot more difficult.

  4. I made a mod called the peaceful mod before there was a peaceful mode. You might want to take a look at what I did there.


    Looking over the current configuration for a male wolf for the snippet you have posted.
     

    Spoiler

     

    
    					{
    						code: "seekentity",
    						entityCodes: ["player", "chicken-rooster", "chicken-hen", "chicken-baby", "hare-*"],
    						priority: 1.5,
    						movespeed: 0.045,
    						seekingRange: 15,
    						
    						belowTempSeekingRange: 25,
    						belowTempThreshold: -5,
    						
    						animation: "Run",
    						leapAtTarget: true,
    						leapAnimation: null,
    						animationSpeed: 2.2,
    						leapChance: 0.01,
    						sound: "creature/wolf/growl",
    						whenNotInEmotionState: "saturated"
    					},
    					{
    						code: "seekentity",
    						entityCodes: ["player"],
    						priority: 1.49,
    						movespeed: 0.045,
    						seekingRange: 15,
    						animation: "Run",
    						leapAtTarget: true,
    						leapAnimation: null,
    						animationSpeed: 2.2,
    						leapChance: 0.01,
    						sound: "creature/wolf/growl",
    						whenInEmotionState: "aggressiveondamage"
    					},

    There are two situations in which a wolf will seek a player. At the bottom of each block you will see the condition. The first is when the wolf is hungry and the second is when the wolf takes damage. Both are set to a range of 15 which means they will seek out a player within 15 blocks. The one you have modified is when they take damage. So when they take damage they will only look one block for a target. I think you may want to remove player as a target in the first block so they don't target players when hungry. Further down in "emotionstates" you may want to remove the block regarding "aggressiveondamage". 

  5. I like the idea of making modding VS more approachable and template generation, which is what you are asking for, definitely helps speed up the coding process. However making it GUI based I feel might be like handing someone who doesn't know math a calculator. They never pick up the fundamentals are limited to what the calculator can do. Whether that's bad, good, or just is would depend on what the goals of the individual are. Thanks for suggesting the idea!

    • Like 1
  6. Anything is possible given enough time, knowledge, and work. Instead of telling you if it is possible I will tell you the skills necessary to pull this off and how relative difficulty based on how many other modders have done something similar.

    • Modeling - Many
    • Custom recipes - Many
    • Animations - Few
    • Adding assets - Many
    • Adding items to the game - Many
    • Adding entities to the game - Few
    • Particles - Few
    • Adding behaviors - Couple
    • Item to behavior code - Couple
    • Target locating - None
    • pathing - None
    • Server side and client side - Few
    • Saving data - Couple
    • GUI development - Couple
  7. On 9/2/2020 at 6:34 AM, Magitex said:

    I don't think it's of any direct benefit to the player.. rock fall generally isn't beneficial to people in real-life either. In-fact I'm sure that's the last place I would want to be, ever.

    It's mostly reinforcing the games survival mechanics, as mining is extremely dangerous (rock-fall, explosive/noxious gases, water, even hazardous materials) and the current mining systems in Vintage Story just don't reflect this. If we don't feature rock collapse, I feel we need some other mechanic to spice up mining from time to time, or to make it more thoughtful (both the preparation for mining and the actual task of going about it). To be clear I don't hate the existing system, it allows you to spend more time finding things but at the same time there's just nothing interesting mechanically about mining yet.

    Wood support mechanics also interest me in Vintage Story because then perhaps we can have our own saw mills and the like for creating nice looking mine shafts while having more involved carpentry and woodworking in the game for trade. Conversely requiring wooden supports preventing you from mining anything is its own issue, as it could push back early mining (desireable in some respects though) and would restrict players to raiding bog marshes for iron and the like. I guess support mechanics & collapse could be strata or depth related so that copper is always mine-able, but there are probably better ideas around.

    As for TFC's mining and support system, ultimately I think it merits a look but I also get the feeling the developers don''t want the game to become more tedious than it is already. If nothing else I'm hoping we can get some nasty surprises when digging our perfect tunnels sometime in the future, explosive or otherwise.

    Let me define what I mean by benefit to the player. What if you took all the enemies out of a hack n slash style game? It would be kind of boring. All the drops would come from breaking boxes. The progression system gets thrown off as dealing more damage to boxes doesn't help. The benefits of adding an enemy for the player is more action and a progression system in the form of better weapons and armor. By adding different types of enemies the benefit is variety to keep the user from getting bored. By identifying the benefit to the player it informs if something is worth the effort and if it even belongs in the game.

    Here you propose the issue is that mining in VS is boring. The solution you are proposing is cave collapses and reinforcements. If every rock needs supported like in TFC it adds a constant task on top of a constant task. I don't feel that is your desired result. I think what you really want is variation added to the constant task of mining to make it less boring. In order to accomplish that variation needs to be added to the task in such a way that it doesn't form a discernible pattern. With all of that in mind I would like you to refine your suggestion in a more detailed way that addresses your core complaint.

  8. What sort of challenges do you want? Can't make the game more challenging at the beginning because that would create a steeper learning curve for new players. If you've mastered the game, try playing without pillaring. There's been some work on dungeons, but I can't yet tell you what's in them.

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