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Er Adens

Vintarian
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Everything posted by Er Adens

  1. Unfortunately, due to some personal issues this week, I have had to postpone the testing release. The final feature I planned to implement is also taking longer than expected. I am hoping to have a usable version ready for testing within the first two weeks of August.
  2. I do intent to make it win, mac, linux. But the very first one will have to be for win 10. If you dont mind me asking what os do you use?
  3. Hello everyone, With the recent 1.22 update, I got back into Vintage Story and developed the itch to make some mods. However, the process did not feel very smooth for me. One thing led to another, and about two months later, I am still working on a CLI application (CMD / Command Prompt based) intended to help me(and hopefully others) with Vintage Story modding. The tool is not meant to automatically create an entire mod for the user. Its original goals were more modest: Help with environment setup. Create clean mod scaffolds for Theme, Content, and Code mods. Set up the core files, folders, and names correctly so the game can read them. I think I have more or less achieved that part, but then the project kept expanding. Expanded goals so far The tool has grown to include things such as: Content creation helpers. Texture handling. Asset validation. Other modding and quality-of-life tools. Hopefully, I will soon reach a suitable polishing stage and be able to release an alpha version for people to test. What I need from the community I would really appreciate constructive feedback, especially concerning questions such as: Are the menus clear and easy to understand? Are the instructions clear enough? Are there useful functions that such a tool should include but I may not have considered? If it crashes or behaves unexpectedly, what were you doing when it happened? Would you personally find a tool like this useful? I am attaching a few screenshots of the current CMD menus so people can get an idea of the application’s structure. I should also be transparent that the application is being developed with substantial help from AI, mainly GPT-5.5. I am not a coder or programmer i know the basics. I am closer to a system Designer, deciding how the workflows should behave, testing the results, identifying problems, and directing the development. Because of that, I am especially interested in experienced modders or programmers pointing out unsafe assumptions, bad practices, technical problems, or unclear workflows that I may not recognise myself. Any feedback, suggestions, or warnings about things I may be overlooking would be very welcome. Thanks in advance.
  4. Hello everyone, This is subject to change. I'm curious to see if there's any interest in an Alchemy-focused class, (yes i know others have made it before), and I’d love to get some feedback!! and collaboration on this idea(more like interpritation of said idea). I’ve been playing Vintage Story for a while now, and the in-game lore surrounding Alchemy has been of greate intrest and how it could tie in the game loop. With that in mind, I’ve come up with a concept for an Alchemist class. Class: Alchemist The Alchemist class specializes in resource extraction, crafting, and the use of buffs and debuffs. They are fragile and deal less physical damage but can create powerful concoctions to use in combat. Traits: Frail: -2.5 health points, -25% ranged distance Nervous: -15% melee damage Unique Mechanics: Alchemists can craft a Sampling Pickaxe that they can share with others, which allows them to harvest Chunk Rocks when mining natural stone blocks. These rocks can then be ground down into Chunk Rock Powder using a hammer. This powder, along with Catalysts, can be processed in an Alchemical Refinery to create Resource Solutions based on the area where the Chunk Rock was gathered and the specific Catalyst used. The process also leaves behind Sludge, which can be used as fertilizer when placed in a barrel (similar to rot). Note: Some Chunk Rocks will produce unique resources. For example, Suevite Chunk Rock is the only known source of Meteoric Iron, as the resource is highly concentrated in this type of rock. Catalysts: Saltwater Solvent Recipe: Water + Salt Extracts: Copper, Tin, Zinc, Quartz Acidic Solvent Recipe: Vinegar + Sulfur Extracts: Iron, Lead, Bismuth, Alum, Cinnabar, Saltpeter Caustic Solvent Recipe: Lime + Resin Extracts: Gold, Silver, Borax, Sylvite (Potash), Phosphorite Alkahest Recipe: Vinegar + Saltpeter Solution + Silver Dust Extracts: Meteoric Iron, Nickel, Chromium, Titanium, ++ Rare minerals Spirituous Brine Recipe: Salt + Alcohol Extracts: Coal variants (Lignite, Bituminous), Sulfur, Graphite Solutions: The solutions produced through Alchemy can be processed into powders that can be smelted or further refined. For example: Copper Solution → Copper Powder → Copper Ingot Alchemical Refinery: There are four tiers of refineries that allow for the extraction of resources: Tier 1: Basic Refinery Made with pottery. Limited to extracting basic resources with low heat requirements. Only one material can be extracted at a time. The sludge can become burned sludge, making it unusable. However, the sludge can be reused multiple times to extract a percentage of the material. Tier 2: Intermediate Refinery Made with copper and brass. Can extract up to two resources at a time using the same catalyst. The sludge has a reduced chance of being burned. Tier 3: Advanced Refinery Made with glass. This refinery can extract any number of resources as long as they use the same catalyst. Tier 4: ???(modular refinery?) Potential for multi-catalytic extraction? This tier could allow for the use of multiple catalysts to extract different resources simultaneously. Note: With rare and advanced recipes, the Alchemist can even manipulate and reform the very earth itself—creating synthetic gems and rare minerals through transmutation processes. These high-level recipes are difficult to master and require rare ingredients, but the rewards can be "sparkly" Combat Role: In combat, the Alchemist isn't a front-line fighter but rather a tactical support specialist. They rely on crafted concoctions to: Damage enemies with corrosive flasks or volatile brews. Hinder opponents by slowing movement, obscuring vision with chemical smoke, or weakening their defenses. Support allies with tonics, elixirs, and medicinal mixtures—boosting regeneration, curing ailments, or granting temporary resistances. Though physically frail, a well-prepared Alchemist can turn the tide of battle through clever use of their chemical arsenal.
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