Stejer
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Some ideas for the future would be for domesticated animals to change shape after generations. Lets say theyr are completely domesticated by gen 10, then by gen 15 or so some start to be born differently like the boars are born pink like pigs, the sheep become fluffier and stuff like that. Maybe even providing more materials (sheep produce more wool and give milk for longer times, pig have larger litters and take less time to be ready to reproduce etc) It would also be nice if the domestic animals also started to fight the drifters or other hostile creatures (Depending on their size of course, can't expect the chickens to do much) but in a way to show that they are now in your side. A few other sugestions would be collar bells for animals like pigs when sheep when they are domesticated, helping you do diferentiate domesticated ones to wild ones, or to help them find them easier in case you lose them. (or maybe those animal earings people have nowadays to tell them apart or mark ownership). Also giving a few extra skills to fully domesticated animals, like pigs start being able to find stuff like truffles (or some other type of mushroom that would only spawn near those extra domesticated pigs) or having a "follow the leader" behavior for sheep to help with herding them etc idk Something else I would love to be added would be the following: A water type drifter (one that spawns in and nearby water) being a threat for your ships. I would like for there to be a way to know exactly what is draining your sanity (sometimes I stablish myself in a place but start losing sanity only to discover that I am above some ruins, it would be nice if that didn't happen imo), essentially improving and explaining better what influences sanity. It would be nice if you were to add animals that can activelly help you (obviousily horses but also) cows that historically helped humans with plowing the fields (maybe adding a "deep tiled" type of dirt that has some bonuses to nutrients or similar) and also bull carts as a slower alternative to the elk that allows you to bring with you more items and even small animals. I think making trade with NPCs more beneficial would be good as well. Since you hardly need them, they almost never sell stuff that you really need (much less in enough quantities) so making trade a bit more useful would be nice. those are just some ideas tho
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1- When I say "Fluffyer Wool" I mean visually in the creature, not an entire different item. If there were a new item it would be a pain for modders to have to update their crafting recipes, so its better just leave it as normal wool however with the sheep being able to drop way more wool when fully domesticated. 2- Im no good at balancing things in game however taking into account that traders not only are pretty much useless in the stone age and even by the cooper age I think it would be worth it (maybe make so its a quarter instead of half or something if trading gets too dominant?). Not to mention that taking into account that the lore is supposed to take place in some kind of post-apocaliptical world making so trade becomes more and more usable as you advance the game would make an interesting dynamic of "rebuilding society". 3- similar but not quite. Im thinking not only the basic "fix your axe that is about to break" by using less materials but also being able to sharpen the tools, giving a temporary buff to mining speed that reduces with use. Im thinking pretty much exactly that (I havent being able to advance too much in the game because of potato PC, hardly got to bronze age) 4- I know there are many that add animals like sharks in the water, however Im thinking more like "water drifters" that would break the boats or try to drag you underwater to drawn you. Its mostly to make so water exploration with the boat introduced in 1.20 to be more dangerous and interesting since you could tecnically just live in the boat since drifters cant get you in deep water
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A nice feature that would be interesting if added would be that with each generation of domestic animals they get visual modifications, for exemple the sheep get fluffier, the boars become pigs becoming pink etc (Lets say if they are completelly domestic by fith gen then by gen tenth of that animal is when it happens, that way it doesnt happen the moment the animal is domesticated, giving a feeling like you are breeding favorable traits like more wool etc). As an added feature it could make so when said transformation happens they also give more resources (chickens lay more eggs per day, pigs have larger litters and a higher chance for more meat and the sheep are able to produce more wool faster, more milk and slightly more meat). Maybe making so the appearence (in other words the breed of the animal) can change depending on diet/climate/space/population etc, with certain breeds having slight buffs and debuffs compared to others (some might defend themselves from predators and even attack drifters, the ones in harsher climates may take longer to feel hungry or not need to eat as much or be able to eat the grass on the ground etc. Those that live in places with less closed places with small space based on population or size may become small breeds allowing you to carry them or to put more of those creatures in boats for travel). Bargaining with traders. When I say bargaining with traders I dont mean making so it costs less gears or you get more gears but instead, depending on the type of trader you can suggest items related to them that are not in their "wishlist" for slightly less gears than it would be worth if he wanted that item. The ability to deconstruct or move boats. That way when there is some land between the bodies of water you can take apart the boat to move it near the other body of water or put many logs on under the boat to allow it to move on land to the other body of water. (You could make so if you take apart the boat there is a quite high chance that the part might break or get demaged, that way people would be encouraged to try to use the logs in their voyages). Improving in the boat sistem so you can create cannal/ connect two bodies of water. Make so when you connect two large enough bodies of water up to a specific depth and width the water stabilises (as the two bodies of water stop changing amounts) allowing for easy artificial transportation. Waterfalls. We obviously know that at some point they will add rivers into VS, plus there is already a great mod adding exactly that, however I think as an extention to that the generation of waterfalls as a way to continue one body of water to the other in different heights would at the very least be pretty. Repairing tools. It would be good if it were possible to repair tools or even improve tools that are near the end of their endurance. Lets say your axe is low on health, you could be able to fix it with maybe half the materials (or something similar) so you dont need to just make another. When I say "improve" I dont mean things like enchanting or the like but for exemple adding as blade sharpener or stonewheel that gives a "sharp" modifier to the tool, making so it breakes blocks faster (you could make so with use the buff is removed as your blade gets dull). Traps. We all know you can just make a pit and make the wolves fall, classic, and yes, I know that the mod primitive survival adds traps. However what Im talking not only includes the traps that the mod has but also things like paths that animal or signs that animals go around the place (like broken branches, poop, fur, half eaten leaves etc) so you can set a rope trap that makes so the animal gets stuck in place for a few hours (depending on size and type of animal, plus making them break free after some time thanks to their struggle). Being able to wrestle certain animals down making them "follow" you. I mean if I got close enough to a wild chicken I should be able to try and grab it by the neck or I should be able to pick a goat by the horns and so on. It would be less effective than using a leash as you would be slowed down, the animals would struggle giving a quite high chance of going free and they would both deal damage to you and sometimes deal damage to themselves (like some recoil). That way you could be able to separate animals that arent yet domesticated, being able to capture an animal for yourself or separete it from a group. Herd behaivior. I know we all hate the wolf packs hunting us down for miles, but in this case Im talking about the other creatures like goats, deer and sheep. They frequently spawn between 1-5 if Im not mistaken, genarally with a male, two females and their off spring. Some might say making so the amount of creatures spawned at once would make hunting way too easy and allow you to get way too much meat, for me you could balance it out by giving some buffs to the creatures that a close to a high number of members of the same species (maybe if there is more than 5 adult individuals with the buffs raising depending on the size of the group?) the buffs could be things like: A higher detection area to run away (they would obviously run away together once one runs away) if one member gets too injured (with less than a certain percebtage of health) some (not all) could go defend them, they could be faster, give more damage/or be able to give damage from a larger distance (depending on species, for exemple deer that have large antlers could be able to deal damage outside the range that a meelee attack with spear can deal damge, while goats could have a larger knockback), they could heal health faster etc. That way not only it would be quite realistic (imo) but also challanging enough as to be an investment. Monsters and predators in the water. With the addition of boats (and I wish to assume that in the future you could advance to ever larger boats up to the point of a ship etc) being able to use weapons while sailing would be quite good (not only for naval combat in servers but also for fighting against said monsters), it could be done by making so the animals put in the ship are unable to be dealt damege/have their hitboxes be heavelly reduced while in the boat, and make so while holding certain weapons (spear, swords, bows etc) you are unable to open storage or hit blocks that are connected to the ship. Adding water monsters not only would make so water exploration to be more dangerous, with the monster being able to demage or even destory parts of the ship (maybe make so if you have space in a storage connected to a boat and you die whithin a certain distance of your boat your items are put in said storage. so that way even if you try to retrieve the items there is less chance of the items to be lost in the water or currents or to get stuck in the middle of the water and boat phisics). I would like if there was an item that allowed you to make so drifters dont spawn within a certain area (at the very least the lower leveled ones except during temporal storms). I always hate when I find drifters in the middle of my animals or whithin my walled city. It could be a late game item that cant be put down in some place (for exemple caves/mines/over certain depth, near underground ruins, story-related places etc). That way it would at the very least be more immersive the fact that your base should feel more secure. Maybe as a way to balance it during temporal storms more drifters (mainly high level ones) and other monsters appear in the affected radius. Another addition to the boats that would be cool would be a "cargo vessel" essentially its an extention of the ship that just adds more places you can put creatures and storage, as a drawback it makes so the boat becomes slower due to weight. Those are just a few suggestions of features that would be nice to be added to the vanilla game. Of course someone can also take one of these ideas and turn them into a mod, Id would love to play it. Let me know your opnions and if you would add, remove or change anything. Mind you I wrote all that without knowing a thing about how to make games or how possible or how difficult the suggestions would be to implement. Those are just random Ideas I got and wrote as I thought.
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I use quite a lot of mods, but most of them shouldn´t be all that heavy (I think?). Plus my PC is quite good. So when I mess with the in-game settings (resolution/view distance etc) it loads a lot better. I was hoping to know what is a good balance for the settings. Enough so it doesn´t temporarelly freeze frequently but also without making the game look bad or less immersive. Thx Those are the mods I use (If you think one or another of them is way too heavy or disnecessary etc tell me.) vtr_3.0.3.zipStickBeam_1.1.0.zipStepUp-v1.2.0.csrnrOutlawsVillagersCompatMod-v1.2.0-dev.2.ziprivers_3.1.0.zipprimitivesurvival_3.6.4.zippetai_v2.2.4.zippeacockbasses_112 (1).zipnfa.zipMoveLikeKaji_0.0.5.zipmorespace-1.0.1.zipMoreRoofing-1.3.4.zipJustMoreRuins v 0.9.8.ziphydrateordiedrate_1.2.1.zipgiantgouramis_102 (1).zipGeologyAdditions 1.3.5.zipFotSA-Sirenia-v1.0.5.zipFotSA-Rhinocerotidae-v1.0.3.zipFotSA-Pantherinae-v1.1.9.zipFotSA-Manidae-v1.0.2.zipFotSA-Machairodontinae-v1.0.9.zipFotSA-Dinornithidae-v0.7.0.zipFotSA-Casuariidae-v1.0.8.zipFotSA-Capreolinae-v1.1.5.zipFotSA-Caninae-v1.0.16.zipFloralZonesNeozeylandicRegion-v1.0.3 (2).zipFloralZonesEastAsiaticRegion-v1.0.3 (2).zipFloralZonesCaribbeanRegion-v1.0.7 (2).zipFeverstoneWilds-v1.4.5-1.18.15 (1).zipFemininity 1.19.3-v0.1.3 (2).zipFarmSurvival-119-1.4.1 (1).zipEntitiesInteract-1.0.11.zipEntitiesConfiguration 1.0.9.zipEmoteMenu-1.0.5 (1).zipDiagonalFences-v0.0.1 (1).zipDayNightCycles-1.0.2.zipCuniculture_v1.0.2 (1).zipconfiglib_1.3.13.zipCommonLib_VS1.19.8_net7_v2.5.0-rc.1.zipcob_tradercamps_1.1.4.zipcancrops_0.1.27.zipbutchering_1.6.6.zipBugNetCompatibility_1.0.1.zipBetterRuinsv0.3.7.zipBetterRuinsLootChangesv0.0.3 (1).zipBetterHewnFenceGates-1.0.0.zipBanners-v0.33.0.zipbalancedthirst_0.0.39.zipanimalcages_v3.0.2.zipAncientTools_V1.5.18.zipAncientArmory1.0.5.zipAgeOfConfession_2.0.6.zip
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There are countless mods that add new classes to the game, some very solid orthers quite balanced etc So I was wondering if the devs have any plans to add more classes in the future (personally I think it would be interesting a "survivalist class" that starts with no gear but has bonus against cold/heat and improved foraging, however can´t collect crops or minerals as efficiently. Kinda of a "unable to sattle in one place" having to live with what the world already gives instead of building new things) just an interesting suggestions what yall think
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Oh Boy Oh Boy! I do Like myself some mounts. Also the boat could open up space for a "foreign merchant" type of trader as in a merchant that come from the other side of the sea and sells items that you cant find in a X block radius (meaning that if there is no lime for exemple for giant distances they would have a chance of selling those) I am also excited for possible other animals to mount. I think it would be a funny/nice addition to have moose mounts in a reference to the moose cavalry attempted by sweden (https://en.wikipedia.org/wiki/Moose_cavalry) and other animals, maybe camels as a substitute to the elk in warmmer climates It would also be interesting for in the future for you be able to build bigger ships with under deck for storage plus living space etc (that way an ocean world type of adventure where there are only a few small islands and you travel across the sea could be possible) and maybe allowing for sea drifters, something like a kraken or some other sea monster I am sooooo Excited
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I know there is the "Joy of Sailing" mod and that it was added a patch with the "Banners" mod to allow one to use a customised flag in their boat. I think this is an essential and wonderful feature, specially when roleplaying. I do however have some suggestions on some possible mechanics to be added to any boat/ship mechanic. 1- Reinforced hulls, make so you can put cooper/broze/iron etc plates in the side hulls of your ship so if one is doing PvP like a marine battle you can ram into others ships as it was frequently done before the use of cannons. Those hulls can also raise the defense of the ship in case they are rammed, and as for the player on the ship they can receive some damage depending on how well the enemy hit them and a possibility of being thrown over board from the impact 2- In the small pre-view demo it was said that it will be later added the possibility of space for mounts, block-sized objects and maybe "mini dimentions", another idea could be a cargoship wich can be tied into the main ship upon wich you can put a few animals or chests, supplies etc. That way imo it allows for being less complicated to be able to get all the space and hitboxes of the objects in one ship. (In compessation the ship goes slower and maybe has a higher chance of sinking when rammed) 3- As I already gave the suggestions for ramming into other boat it would be obvious that some kind of naval battle sistem should be added, something simple like bow especifically made for naval battles wich have greater range, accuracy and let you aim for longer while in a boat and maybe some catching chains to slow down/ halt enemy boats 4- fishing net, not everything needs to be about war, so it would be cool to be able to have a fishing net wich you can add to the back of your boat so you can easily and quickly get fish of different amounts, sizes and species. 5- Water Rust monsters. That way not only you would still need to be careful at the night at the sea but would also make so the sea isn't a safe place to hide, allowing singleplayers to have challanges at sea as well (maybe a monster that tries to flip the ship or drifter that can board the ship or some kind of flying monster that acts similar to the phantom of the other block game) 6- sea waves and tides, those might be very difficult to program and would problably be very heavy on the game engine but the idea would be for a need to be careful and not just go full sail all the time in the high seas and the possibility of either being able to get your ship stuck on land depending on the time of day/year and that being able to cause damage that needs to be repaired on the ship (similar to how sometimes you need to put your ship on shore to clean it to remove barnacles and stuff) Another possible feature for the tides would be for seasonal flooding in rivers/lakes, similar to how the nile works where, lets say its a land of low/ medium fertility soil but when the floods end the dirt that was under water gets a higher fertility just like the nile. 7- Rivers, I know there is already a great mod of same name and that it will be definatly a feature that will be added in the future, but the suggestions goes not only for that possible tide feature I wal talking about to be added to it but asso the possibility to make a cannal (to connect a river to a lake and/or ocean for exemple) and a better world gen. I love the "Rivers" mod, however the way the rivers are generated are a bit strange/weird/unatural imo. Mainly the fact that they are always almost 5 blocks lower than the rest of the map, there is hardly any variety in their with and most of the time they are so frequent to the point the whole map is ocean an small islands disconected to each other because of river forks that dont really have a reason to be there. Of course Im not complaining but those are some aspects Id like to make notice of I am no programmer so I have no idea how possible said mechanics would be, together with engine, how much lag it might produce in the game etc but I just think it would be some cool mechanics
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The default starting climate is temperate but from what Ive seen from the spawnrange of mobs and crops etc the warm climate seems to be better. Not to mention in the temperate climate it seems to rain ALL THE TIME like it was the UK Since the update that added deer and goats I started to think the warm climate instead of the temperate to be more useful. Not only you still have the dangers of cold in the winter but its less likely for your crops to die of temperature. also many of the species of deer and most species of goat spawn in the warm climate and I kinda want to explore those new creatures since I still havent got the chance. So Id like to know with at least those being my opnions in mind (i dunno if they might be wrong in some capacity tho) is there any benefit that the temperate climate that the warm doesnt? (like less spawn of pine tree for sap of less likely to found bees or something?)
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I like VS a lot but so many times (even more so with the new deer animals) I just cant get close enough to them. they notice me from way to far away. Sometimes I cant even notice them before they start running. I would like to know if there is a mod or if there is someone that can make a mod that just reduces the detection range from most animals (to a reasonable degree of course). thnx!
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Of course I use many mods, mostly notably, "Biomes", "Rivers" and the various "Floral Zones" mods. Taking that into account I'd like to know if it would be possible, be it through a mod or a specific seed to generate a map with irl geography (like the placements of the islands, the format of the continents, the places with more or less rain etc) That way I would randomly spawn somewhere in the real world and could use my knowledge of geography to find myself around etc of course I mean only the general shape of the regions not the placements of lakes, mineral deposits, rivers etc but having the altitude format of most continents, temperature, forestation, rain amount be somewhat equivelent to irl would be awsome i dunno how much work it would take or if it even is possible but I think it would be interesting nonetheless
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A few questions! 1- will only elk (and later horses as you said) be the only way of transportation? cuz if you can you an elk you could also use a moose ( fun fact! for a time sewden tried to experiment with a moose cavalry division, it didnt work but its funny anyway) 2- it would be interesting to add camels for those who like to play in warm climates since there arent many elk around the deserts 3- I thought from now on you guys would start using the animals from the fauna of the stone age mods? was it just a one time thing or are you going to put your own spin on it ( I assume since you are using a different wolf model, wich reminds me, will there be wolf to dog domestication at some point?) 4- I noticed a pattern of you guys creating new models for the animals (mostly the style going from blocky and sturdy-looking to more flexible and realistic ones) so an idea would be to make so when some of the animals are fully domesticated they change their appearence in some form like the boars becoming pink pigs or the sheep becoming fluffier and such
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Id like to give a few ideas one animals to possibly add and interesting uses for them 1- Ocapi - it would be interesting to have ocapis in the forested areas, using them as a mount would be an fun 2- Horses/equines- horses, mules, donkeys and maybe even zebras might be an inevitability to be added as mounts at some point but it would be useful to be able to use animal labour, using them in the mills or to hoe large fields and so on 3- cammelids- having cammels, dromedaries, llamas and alpacas is an interesting idea not only as mounts but also because particularly camels are used to wool and milk so it would have many utilities. A cool possible sistem would be to make them follow eache other when walking in a line (similar to how caravan travel with camel, the other block game also made such sistem with their alpacas back then) 4- giraffes- having giraffes as mounts or maybe with a possible use as a ladder type of thing (by climbing the neck) 5- elephants- having elephant to use as something like a tractor to cut trees or as weapons against drifters as well as mounts and pack animal would be useful 6- large predators- in VS there really are only 3 predators to take care of, bears, wolves and hyena. Although some might disagree i think having something like big cats added into the game might raise the sense of man vs wild 7- marsuppials- adding kangooros, tasmanian devil, possums and such could be interesting to diversify the roster of huntable animals, the devils could behave like more aggressive foxes and the kangooro as more aggressive sheep 8- rhino- having a very aggressive animal that can kill you in 1 hit and can also destroy rudimentary blocks (sand, gravel, and maybe unstable rocks) would be an interesting challange, if one is skilled enough to domesticate one they can behave like how rhinos born in captivity (a giant lap dog) 9- reptiles- komodo dragons, alligators, monitor lizards and constrictor snakes could make for challenging foes. The monitor lizards might try to kill your chickens and rabbits, the alligators will try to bring you to the water to drown and the snakes could restrict your movement while also giving a damage debuff to you (after killing the alligator you could use its hide for armor) 10- sharks- having just some danger in the open sea as you can never be too careful 11-capybara- docile and adorable but also good food source 12-cow- who doesnt like a good stake and cheese made from cow milk, could also be used in labour in mills, hoeing the fields and in a cow cart There might be more intetesting animals with fun uses to add but thats the ones i thought at the moment What do you think and what other animals would be fun to add?
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I dont know if its possible to do and in fact it might be troublesome to many but id like to raise the spawn rate of specifically treasure hunter traders. I wanted to play through the resonance arquive for a while but i almost never am able to find them even after travelling for a while So if there was a mod or something that could do that it would be nice
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In the last update the developers added deer species based on the textures of the capricolinae mod. And also being someone who loves animals id like to know (and maybe give some ideas) about what animals and animal related features could be added My question is the following, 1 -the design of the deer is extremely diferent from the ones of the already existing animals (the deer are more detailed and feel more "fancy" so to say in comparison to the sheep for exemple being more blocky are rustic) so does that mean that the developers are going to redesign the old animals? 2- will the developers implement the other mods of the creator of the capricolinae mod? Like the canines and big cats ones? 3- it might just be due to being unlucky or maybe being in the wrong climate or something but I find that the spawn chance for the deer and goat are much smaller to others like boars and sheep. And i'd like to change that if possible 4- could it be possible to introduce a "sheperd-like" sistem for goats and sheep? For exemple being able to control their direction without scaring them maybe through the use of a walking stick? Of course only for domrsticated animals 5- since im assuming the inevitable and will say that at some point the developers are going to introduce horses, will you make other large animals that arent used for riding as mounts? (Exemples being moose, raindeer etc) and on that note will there be a future addition of animal labour? Like the use of horses to hoe large fields, using animal waste as fertiliser, use animals in mills, carriage (maybe a raindeer sleigh for xmas?) And so on? 6- it would be fun to have a "pest sistem" where birds, insects or rodent kill/eat your crops and by that sistem have a bit of "passive domestication/simbiotic relation with some animals, like cats starting to appear to eat the rodents and them not being aggressive unless provoked There might be other things worth asking but for now thats all i can think of. If anyone has any opinions or suggrstions or answers to those questions id be grateful to know
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Ive been testing around with a few saves on what percentage between oceans and land is the more realistic and I couldnt find quite the right percentage it might just be bad spawning position like spawning in the middle of a bunch of island but no big land mass or the oposite spawning in the middle of a big land mass and not being able to find the ocean if anyone has found a good ratio could you tell me pretty please?
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I've been trying to build a castle in my world, with fortifications, mottes and the like, but Drifters and the portals that they spawn from always spawn inside the castle walls and everytime I walk at night inside on what I would like to be a safe space I'm attacked by the drifters. Is there a pattern on how the portals spawn or something like that? I would guess it's by light so I tried to illuminate everywhere but they still spawn. I would love if drifters werent able to spawn near player buildings too. If anyone can answer me on how to stop drifters spawning inside my buildings or if there is any mod that can help with that I would appreciate it. (NOTE: I DON'T WANT A MOD TO REMOVE DRIFTERS COMPLETELY)