MassiveHobo
Vintarian-
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Everything posted by MassiveHobo
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I love this mod and its a mainstay in our server, my single player and I am glad you have this thread open. My only suggestion is to fix these unsightly joints. From what I can tell the boat is modelled with rectangular blocks as opposed to being modelled out of one solid piece of geometry in something like blender. It would be nice to mount lanterns to the bow as well.
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Hunting Adjustments (Animal health, Bow damage)
MassiveHobo replied to cautious_asparagus's topic in Suggestions
Bows need a buff as do arrows. Spears need higher variants and a slight thrown damage nerf. Arrowheads need a mold for casting. I gotta waste upwards of 50 hammer durability and tons of satiety to make 9 arrows, meanwhile running around with 3 bronze spears means I can kill everything for the entire winter with 20 day months. Bows should force slower walking when drawn. -
The chests end up buried, they are recessed into the walls below my floor so I can access all of them from one little corner of a room where there is only a 1x3 slit in the floor.
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I think this game does need more spawn proofing mechanics, a very simple and elegant fix would be filling a chest with 16 temporal gears to have a 21x21x21 spawnproof cube around said chest.
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I havent had this problem yet in 1.20 rc5/6. This reads like someone trying to build bases the same way they would in minecraft and being upset that this game has different rules. We could help you more if you posted some images, maybe your base is not properly sealed off to be truly considered indoors. Maybe it is but you've too many dim areas, and there only needs to be one dim block for them to spawn. Maybe it has open balconies/halls that you could seal off by keeping a large door that is always open. Maybe its just too big inside so drifters have 10x more surface area to spawn on inside, so you have 10x the drifters inside. My build style in this game prioritizes very compact and ergonomic storage/crafting areas so I can have a cozy, decorated interior in a small base with tons of storage, drifters are never a problem to me. Theres no reason why I wouldn't be able to build a little 16x16 castle and make it function better than any youtube art build while looking nearly as good. For example I do storage this way, my access to 11 trunks and 11 crates only takes up a 2x3 area and maintains indoor status, the cobble is floor/ground level and I can place a decorative basement hatch on the outside of my base that gives me access to my storage. My builds became a lot smaller doing storage this way. You are right though in saying we need more ways to spawn proof the areas that are 'ours'. I for one want to be able to totally spawnproof the inside of my house during temporal storms, I shouldn't need a 1x1x2 panic box. A stupidly simple and quick solution is to make a chest with 16 temporal gears in it totally spawnproof the nearby volume within a 10 block radius.
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Ideas I've had while playing (add your own)
MassiveHobo replied to MassiveHobo's topic in Suggestions
Climbing sounds cool and I want that too, but the entire purpose of a slow walk sneak mode (where you can jump or fall off blocks) is to avoid spooking or aggravating wildlife. Currently sneak is useless if you are not on flat ground. It could also be useful as a way to delay landslides if dirt instability is enabled. Maybe this mode automatically enables climbing too if both hand slots are free. Maybe we can climb free hanging vines too with a chance of them breaking. -
Ideas I've had while playing (add your own)
MassiveHobo replied to MassiveHobo's topic in Suggestions
Change fruit press model, the current iteration is a fly press which requires a leadscrew, there is no feasible way our characters can make leadscrews with anything currently in game. It could be a simple lever. Can also enable the pulverizer to do its job but only at low speed. -
Slow walk mode that allows us to step up and down a block while sneaking. Triple tap sneak maybe? Jumping or sprinting cancels this mode. Animals cannot see as well through grass. Defensive spear posture: Face a charging animal and Alt/Ctrl right click to at the very least guarantee a medium sized animal (wolf, boar, sheep, etc) is harmed enough from full health to flee. This will instantly break the spear and not work at all if the spear has less than 2/3 hp. Nighttime insect ambiance and ambiance fadein/out; no more abrupt silence at night.
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No I haven't because playing with soil instability has given me a healthy respect of ledges.
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I wasn't really asking for super hardcore and specific diseases that would outright kill you, just vague lingering ones that apply debuffs (10-30%) to the player that one could ignore and still play the game with.
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Yeah, second this 100%. This mod has trees plant themselves too, farming seeds and replanting forests is way too tedious in VS. Having trees mature and grow, shed leaves and nuts/fruit doing their seasonal thing while also replanting themselves would be such a huge feature. I think this game needs bigger trees too lol. The redwoods are a little small, I'd like the rare and mythical yggdrasil tier stuff. Forests that are tall enough for elk travel to never be a problem (minecraft sucks, can't even use horses with their awful 1-2 block tall tree canopies)
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I saw this topic and had some ideas that would genuinely improve my experience in the game. There are some tremendous improvements that could take the gorgeous world gen this game has and turn it up even further. They mainly have to do with water, rivers, and ruins. Civilization almost always exists along a coastline or river. Story locations need to be connected to the rest of the world by large rivers and oceans, sailboats need this. It needs to be possible to navigate the entire in game world by boat without ever having to get on land, without the entire world being ocean with a few islands. The need to get out of a sailboat to travel more than a thousand blocks in any direction shouldn't exist with default worldgen. It makes the sailboat less useful as an addition. On the navigation side I think sailboats aren't quite ready, I think we need to be able to break them down to the bare hull and drag them across land by elk (faster) or by hand (crouch speed). All the cargo, rigging, and the mast has to come out. Maybe the boats gunwales even have to be stripped off leaving only the bottom half of the hull intact to be drug across land. Everything except the cargo and hull could be transported inside of a players inventory, the cargo could possibly be pulled by player wagon or sled (think valheim cart) while the elk follows pulling the hull. On the most specific and intensive side of ruins, I think they are too sparse and shallow. They don't do as much as they could for world building. If they were to be connected over vast distances by paths, roads, or railways and they were more expansive they would be amazing. Maybe there are no towns/cities and just very small villages or lone homesteads like death stranding where everybody lives on their own in their own settlement like a bunch of introverted hermits. More comprehensive ruins ought to generate, especially along rivers and coastlines, and I think those ruins need to connect to one another by way of dilapidated roads, bridges, and maybe even broken and interrupted sections of railroad. If theres a railway line connecting one ruin to the next spanning a thousand blocks of distance, 2-5% of those 1000 blocks have rails. There may not even be rails either, just sections of wooden ties as if somebody scavenged the copper/bronze rails. Broken bridges spanning rivers/ravines would also be incredible, to avoid a path/rail taking a 20 block nosedive in altitude as paths/roads/railways realistically try to minimize elevation changes. Maybe there are even basic tunnels going through mountains that have branch mines within them.
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We could incur illnesses that hamper our abilities. Increased hunger, sneezes and coughs that draw predators, reduced resistance to extreme temperatures, more sluggish movement and resource harvesting. Perhaps weakness that reduces our mining level by 1 which downgrades the tier of our tools. They could be cured with more & better rest, teas, having more of a certain nutrient in your diet, foraged raw wild edibles, or being at max health with high enough hunger for a long enough period of time. After a point the game becomes too easy. I don't want sweaty streamer difficulty, but I don't want to get bored the moment I have a greenhouse, bronze tools, and livestock.
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Ye, but what if I poured the concrete like it was MC lava, except I just leave it and let it set after it goes from liquid to solid?
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I've done some creative stuff in survival Minecraft with lavacasting using scaffolding and sand to make molds/forms that can be quickly torn down to shape lava before I cast it with water. I can build massive structures like aqueducts, bridges, towers, walls, and cathedrals in survival without mining/beacons using this method. I think this mechanic should be in VS, maybe not with lava but with concrete for sure. Instead of lava I would use a barrel of concrete where I can choose the aggregate. The barrel of concrete would be expensive to make compared to an ordinary block (maybe cost 5x) and cannot be picked back up and the fluid blocks would harden from fluid into solid blocks over time. Maybe the fluid could set as stairs or slabs depending on its state too. It would take up a backpack slot too. It'd require any sort of pulverized rock, water, lime, clay, and perhaps some other additives if other casting properties are desired. I want a knockoff block of minecraft's scaffolding because that stuff is an absolute godsend for building and lavacasting.
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No metallic tools should be lashed together IMO. https://upload.wikimedia.org/wikipedia/commons/1/1e/Bronze_age_1700-1200BC_IMG_1015_bronze_pickaxe.JPG All the ancient bronze pickaxe heads I've seen have hollow eyes for a wooden handle to fit into. If I had to mod in my own less primitive tools I'd require a hardwood log, resin, bone, the tool head, and a knife for crafting tools. The resin and bone are for making a tapered spike to pound into the handle when its tight in the tool head so the handle fibers are forcefully spread apart to make a permanent fit to the handle, today we use wedges for that. You also could heat the tool head up so the metal expands and then put a handle in it so the metal shrinks to the handle.
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With regards to hunting I want to see better animal AI because currently you can crouch and keep shooting them from afar and they just obliviously eat the arrows.
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I appreciate the responses. What makes rusty gears special to me with their metal and craftsmanship is specifically the fact that one cannot cast them in a mold as stated in the lore, which means they require advanced manufacturing. They have to be made from a carefully controlled alloy by machine, machined on a 4+ ton precision machine tool powered by a steam engine or electric motor by a highly skilled craftsman, and then heat treated. When mass producing them you need an advanced large scale operation involving arc furnaces, heat treating ovens, and a precision machining industry. If our civilization disappeared in a flash and our rusty gears were left behind they would be thought of as magical relics despite being quite possible to reproduce. Nothing in the lore other than superstition points to them being supernatural, and they really are a terrible currency by weight and value relative to what they are exchanged for. About jewelry and portability these gears are huge, machine teeth/carbide inserts are the size of a thumbnail and they'd be much better jewelry items and they are infinitely more durable and usable as tools and weapons. They are obscenely difficult to produce as well even today. Repeating myself they are unworthy as money because you have to carry 5kg of gears to buy a 5kg pickaxe, speaking in estimation.
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Imagine an enemy that swings a giant adjustable reamer at you Or another one that uses ranged attacks to shoot you with darts that are morse taper drills One that crushes you with a hand or head made of a mill vise or lathe chuck
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Since drifters are an amalgamation of biology and machinery in some lovecraftian horror fantasy, newer mobs could look like 18th and 19th century machine tools that have rusted, melted, and fused into a horrific biological form worse than any drifter or Eidolon. One could look at old black and white photos of machine shops and with some imagination it could become a very original art style for lovecraftian mechanical horrors. Lots of iron, leather, bronze, brass, fabric, cruddy grease, and mangled flesh.
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I don't think they fit in the lore and world as some irreplicable relic of the past world as we can create steel, and hardening/heat treating steel gears cut on a machine tool is not some occult enough and far off technology for the world of VS. As a currency they are very hard to store and transport due to their size so they aren't great as a currency, nor are they useful for crafting as they are too rusty to be of mechanical use. Nobody is going to be making jewelry out of them either. I suggest they be replaced by another currency item; Machine teeth. A mysterious item to vintarians that is a relic of the past. It will never be replicable in vintage story as its a relic technology made many generations ago by a much more advanced collapsed civilization so its a better currency. However vintarians have found it extremely useful for building machines, drilling rock, creating weapons and tools, utilizing magic, or using as ammunition for ranged weapons more advanced than bows. Or making jewelry out of. It needs to be soldered with a solder made of nickel, silver, copper, and zinc to be usable in crafting recipes. To us its just a modern cemented carbide machining insert but nobody knows that in VS, its just a mysterious, incredibly hard, dense, magnetic, temperature and erosion resistant metallic object that is seemingly indestructible. Its very small and so its easier to carry and store.
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New mechanical power uses: Automated panning Ore pulverization by helve hammer or pulverizer Automated smithing via use of various tier manually smithed and expensive forging dies. Powered mixers for mass producing identical food recipes, healing items, glue, magic, or explosives Drifter macerator Firewood splitting Powered saw, could be a vintage power hacksaw or a circular saw Powered chisel for cheap mass production of stone bricks, can also split wood Powered loom Powering blower for forging, forge with blower heats up material faster Juice press Pottery wheel Lathe, an absolutely necessary machine for more advanced machinery and items which mods will certainly add. Absolutely required for many items such as axles, gun barrels, hinges, gears, even furniture items, clocks. Does not need to be an engine lathe that cuts metric and imperial threads in advanced alloys. Rock drill, necessary for boring holes deep in rock so they can be filled with blasting powder for more efficient mining. Grinding wheel, necessary to work iron and steel without forging. Turns forged blank tool heads into sharp mountable ones. Many might be redundant in current gameplay as much crafting is done instantly in minecraft style. Mechanical power will kill the player and entities should they walk into moving parts. New mechanical power blocks 2x2 gears that introduce 1:2.5 ratios Spur gears, large, medium, and small for more compact vertical power transfer without need of angle gears. Bronze pulley and leather belt pulleyboxes, get >3 speeds to select in a single 1x1x3 multiblock structure that enables hiding mechanical drives behind a wall. Features a clutch to disengage power to then change pulley ratio without any tools. Dog clutch, 1x1x1 version of transmission & clutch that handles more power.
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Glass blowing