Hal13
Vintarian-
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Everything posted by Hal13
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What exactly is the difference between /time speed and /calenderspeedmul ? i mean it seems the first defines the ratio of ingame seconds per realtime seconds and the other is a flat multiplicator to that, right? But if so why two different variables? the time speed default is 60 and the calenderspeedmul default is 0.5 making it one ingame minute per 2 realtime seconds, the same could be done by using time speed 30 and calenderspeedmul 1 though... Is it because of the time skips while sleeping? i mean for really low time speeds changing calenderspeedmul may be necessary to get the exacty ratio of ingame to real time you want to get... but who really wants to play with less than 24h ingame per 24h real time (speed 1 calenderspeedmul 1), don't look at me playing a world with speed 1 calenderspeedmul 0.5 right now; interesting experience but damn some things do try my patience, finish up kilns, grow up trees, let's see at which point i quit and play faster again, maybe after the first night, but until dusk i should still have nearly 10 more hours or so (burn duration and cooking timer are in real time though hence i'll definitely will need HUGE amounts of fuel for the winter, even with Mr1k3's Superfuel mod)...
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as some mods had problems with changes somewhere around 1.15.5 is the mod still working fine? And there're no new files in the VS mod database yet, the latest version there is 1.14._1.5.0.
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actually, that wouldn't even be true, you would use slightly more molten metal (compared to if you'd only heated and smithed it, but then again you would have to weld the used metal pieces together), you may need to sharpen it more often and it may be slightly less durable, but how sharp it is only depends on how and how well you sharpen it... i've seen sharp knives made out of paper or rice (though these were kinda more proof of concept than actually longterm usable), and of course some poured ones too. though one could argue the sheets wouldn't work as intended as poured metal is more brittle and sheetmetal usually is meant to bent in some way, but as long as we don't have rolling machines that's not even worth arguing about (because smithing metal into evenly (really) thin, big sheets wouldn't work so well either). btw. i'm REALLY thankful for the chute section mold (though i'm totally aware how bad that might turn out irl), i mean i don't mind smithing some of them, but for bigger projects they are a pain to produce. similar with plates, after a few dozens (hundreds? idk anymore) i'd even take inferior ones any time. I don't think a chains mold is really necessary though, after all, all you just need to do is punch a few holes in the plates ét voila chains... And how many does one player need to produce anyway?
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by fooling around with those settings i found another error in my calculation... /time speed x seems to be how many ig-seconds per irl-second, and most things not done manually by anyone rely on that (inclusing spoiling, growing, the pit kiln and charcoal pit, breeding)... without changing anything else just set time speed to 2 and you'll get 1 ingame day per irl day (provided no timeskips by sleeping), i highly recommend lowering the hunger rate and heighten the sapling growth rate if you do that (or not but then be prepared to really be a hunter-gatherer for quite some time)...
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i guess that answers my question if it's still working in the newer versions... suggestion for an optional display: the irl time would be nice, for the people who lose themself in the game...
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1.16.0+ BackpackPack- Improving backpack progression.
Hal13 replied to Mr1k3's topic in Mod Releases
okay, just now found this mod, guess i'll use this instead of your betterbackpacks now in 1.15? looking at the recipes... maybe i'll go from linen sacks or maybe the normal backpacks straight to temporal rifts? The backpack progression seems really expensive... -
1.15.0+ QOL Tweaks- Better Archery, Backpacks, Poultice and more!
Hal13 replied to Mr1k3's topic in Mod Releases
just out of curiosity, do fulldrop, betterbackpacks, betterpoultice, usefulscraps, craftables still work in 1.15.0+ (preferably 1.15.9) and any one of the others that won't work since they got updated to 1.15 a few minor versions back? I just updated from 1.14.8 to the newest version and now am collecting mods to add again.- 71 replies
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there is/was a mod for before 1.15: https://mods.vintagestory.at/show/mod/654 maybe that modauthor might help?
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would love to install it again. Is version 2.5.0 still working on the newer VS versions (preferably 1.15.9)?
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My Mods; Angel Belt, Ores O Plenty, Random Changes, et. al.
Hal13 replied to Buggi's topic in Mod Releases
Okay atm i'm looking for mods to add to my newest instance (1.15.9), as somebody who heavily makes use of different mods (but has no experience in making mods) i always have to be thinking about possible incompabilities and troubleshooting... i like some changes of oresoplenty but others not so much... Are they toggleable (and if so how)? Haven't downloaded and tested the mod yet, only read the features... The rocksniffer actually is the feature i'm interested in the most. (and afaik there is no other mod doing the same thing) The basalt diamond ore is kinda unnecessary (and as we have kimberlite it's detrimental to the realism VS goes for) as diamond has not much of a use (i mean eventually if we get drills later or maybe for a saw, as you mentioned diamond pickaxe, that thing in reality would be as useful as a glass pickaxe). The stacksizes could interfere with mods that change them (and others) too. the change to skeps may be interesting for some casual players, but having filled barrel upon barrel with honey even without that not for me (but if instead you'd have added only beewax to the drops, that could have been interesting to me) and of course that is likely to interfere with mods that change other things around beekeeping, right? More common terra pretta is nice to have, but hopefully it's not too common to completely nullify the usefullness of composting... as it changes world gen i hope it doesn't interfere with other mods changing it? Firebricks are easy enough to make, forging stuff and processing iron bloom is easy enough (only speaking about the world up to 1.14 though just started a 1.15 world), i'm kinda unsure about the iron in crucible change, it more or less takes away a complete mechanic... some ores i kinda find hard to get so more ore veins are welcome, though other ores are kinda abundant anyway and gemstones have little use... Other than that the same as with terra pretta how much could it interfere with other mods changing world gen? As you mentioned of mining bags, do they change in any way? if yes, does that interfere with inventory overhaul mods? i mean i understand why lava in VS isn't bucketable, the bucket is made out of wood after all, though maybe if we'd be able to make one out of steel? i mean lava is usually "only" between 700°C and 1200°C hot (hence the glowing steel bucket wouldn't be too hot to be handled by Seraphs)... And it would give steel more purpose (or maybe it's the first actual purpose it'd have?)... The glowing lava bucket could be used as fuel and would result in a bucket of basalt, that you could clean out with a hammer resulting in, let's say 2 basalt stones and the bucket or you could throw the glowing bucket into water and get the bucket and 2 obsidian stones... But that's only some thoughts on the matter... and what is meant with grass spreads? i mean it does that in vanilla anyway, so what changes? I guess quartzblocks just adds some recipes? Can't think of any mod i've used before that it could interfere with... Rockblocks is a bit too cheaty for my taste, i mean as long as you don't mindlessly mine rock you can get them rather easy anyway. though even then you tend to get stones without end, maybe a loose cobble stone block variant (looks like cobble but behaves like gravel) crafted without clay, that could be crushed into gravel (and with crushing gravel to sand you'd have an easy way of obtaining sand and gravel without destroying the surface too much)? Oh and you mentioned streaming and modding on stream... Do you have a modding tutorial perhabs? Kinda something like "Modding VS without prior coding knowledge"? -
Actually they don't even have double the bite force of a human (no comparison to a bear trap) though that obviously depends on their breed, they may be able to gnaw but not to just straight up bite through major bones (though you might break your arm yourself when theres an on average about 90 pound weight hanging on part of it). I mean i have some beef with the wolves too, that uber aggressive behavior just isn't natural for them, they tend to stay away from anything standing on two legs as long as it doesn't threaten them or their young (or they are starving and it tries to take away their food), though one could argue the wolves in VS are way bigger than todays average wolf which might make them more fearless (similar with how polar bears know no fear, through evolution they lost that completely as they were the unchallenged top of the foodchain where they live for thousands of years). I'm hoping when bears get introduced as having always lived in the world the wolf behavior will become slightly more evasive.
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oh they can have bad fighting stats and durability, decorational and ceremonial weapons were definitely made and not few of them were more or less useless in a fight. another idea would be some kind of hanger (similar to the toolrack) to hang two weapons crossed onto a wall (maybe in the future for adding a shield in front of them too).
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i mean there are several dirts and you'd need a recipe for each of them, then you'd need to make sure the chiseled dirt actually is able to act like dirt (grass spreading onto it), else you only get several types of brown, because you cannot get the block with grass on top only the dirt... i don't know how VS knows which block can be chiseled, if there is a flag or something adding that flag to the block might be easier than figuring out how to make a new block that grass can grow on.
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okay, let's get back on what VS is advertised to be: "Vintage Story is an uncompromising wilderness survival sandbox game inspired by lovecraftian horror themes. Find yourself in a ruined world reclaimed by nature and permeated by unnerving temporal disturbances. Relive the advent of human civilization, or take your own path" let's take that apart: uncompromising, wilderness survival, sandbox game, lovecraftian horror, player is free to either relive the apocalypse or to make something completely other Nothing is said about elaborated combat, just by the way. Wilderness survival is about overcoming the harsh environment and later on thrive in it. That may include occassional fights, but way more important are getting water, food, ressources, building shelter, improving your circumstances. Fights with anything dangerous are something you want to avoid, because any injury could kill you and even without fighting there are enough dangers which might cause injuries. With it being uncompromising i'd expect to emphasize on avoiding injuries no potionlike medical treatments. Sandbox games are about finding one's own motivation to play, no linear story no end of the game. Building stuff is the main objective, followed by making one's own story. With it being uncompromising there shouldn't be too much distraction from that. Lovecraftian horror isn't about fighting bad guys and getting rewards, it's about facing entities and circumstances far beyond understandable, staying sane enough to eventually face something desastrous and DIE in order to not spread the insanity or stall time for others to get into safer places or for them to fix mistakes made long ago (sometimes more recent too). The main enemy in lovecraftian horror is keeping everyone sane enough to do what has to be done to make sure others can keep being ignorant of the prevented apocalypse, In lovecraftian horror stories there are rarely survivors who even only glimpsed at the horrors and even if there is one they don't get a reward (because more often than not they caused the problem themself), become outcasts (because that's sadly what you become in our society if you can't cope and live a "normal" life) and fight mental illnesses (most often described similar to ptsd and depression, but hallucinations and paranoia are common too) for the rest of their life. With it being inspired by i'd expect it to at least live up to the first parts, meaning rather dying for a greater purpose than fighting for loot and glory, and horrors too great to comprehend, with not much to be gained if one dares to face them. Okay now let's look at what we got already: I'd say the wilderness survival part is well on its way. We have a sufficiently complex hunger mechanic (would be nice if we at least get some trouble to get clean water too, even if that would only be used in cooking and no thirst mechanic would be implemented), of course it's strange that seraphs stomachs seem to be black holes until they are sated (maybe add a stomach mechanic, i mean a simple cooldown after eating anything would suffice already making it more interesting to eat better food/meals, but it could even be more sofisticated). The temperature problematic one would face is sufficiently implemented too, way better made than in many other games, i'm not sure if we already have an overheating problematic (and cooling mechanic for that) for the players staying in more tropical or even desert areas. I'm a bit disappointed on how the wolves are depicted though, wolves are shy and would most likely retreat instead of attack, sadly it's about the same bad implementation of their behavior over the complete genre of games. There not much improvement possible on the sandbox part, we have a world, we can change the environment, we can build stuff, we can destroy stuff... That's basically all there is in a sandbox. I mean sure there could be some more stuff to construct or some mechanics to play with, but with the amount of modding support that can be implemented from the community... Now for lovecraftian horror... apart from some lore aspects not really anything there in VS, which is actually not bad per se, else you'd have to compromise on the survival or the sandbox parts. I mean sure there's drifters and the temporal storms and temporal (in-)stability and a lost (highly technological) civilisation, who quite likely are responsible for their own demise... But the drifters are more like zombies and neither scary nor the biggest problem, the temporal storms are just swarms of mobs to be killed spawning, both drifters and storms are more fitting for a zombie survial game like they are now. As said i don't think it's a bad thing to only have lore in the game about what happened, i mean maybe something lurking in the darkness may become aware of the PC after finding enough lore and maybe we get another insanity mechanic (apart from temporal stability, which for me at this point more looks like a sanity metric, like i explained a few times already) maybe by giving into that madness behind the lore players will be able to build some temporal tech that was lost and maybe that could actually trigger some endgame content? Though with Seraphs practically not able to die... maybe by facing the horrors and the world of decaying iron you lose access to the world you played in (kinda like in hardcore mode MC when you die)? Now what needs to be done to prevent players from burning out rather early? I think the biggest issue is: Communication and false expectations; of course if a friend tells me VS is similar to Minecraft and i should give it a try, than I expect it to be more about building than grinding. Of course if someone sees horror and believes zombie survival games would be horror survival games (or only even horror games), they will get disappointed (if VS stays true to its advertisement), even more when they figure out survival is a gameplay part way bigger than horror. Of course competitive players will be disappointed, survival needs cooperation not competition, though they could try speedruns (how fast can you get your first steel ingot? how fast can you craft a full set of steel plate armour? who smithes something faster?) and stuff early minecrafters did (dig a big hole as wide as you can down to the impenetrable bottom layer of the world), or some selfimposed challenges (a gamerun without crafting anything for example, how long can you last without dying?) That actually is partially easy to prevent, just goddamn explain people what they actually should expect instead of vaguely advertising VS to your friends. Another issue is, some grindy gameplay parts feel just not rewarding enough, the steel making process was mentioned a few times already, tbh i find the pottery kiln in 1.15. even more frustrating (let's say in the world i just started i had to notice that dry grass and actual trees became way more sparse than before, with ferns taking away places for grass to spawn and pottery needing huge amounts of it, until the trees i was able to plant from all the shrubbery will be grown i'm not able to proceed at all) if the kiln could at least be expanded like the charcoal pit (or ferns could be dried and used as substitute for dry grass) that would improve that mechanic massively. The mining could be made a bit less monotonous like suggested in another topic, repairable tools and armours would make smithing them more rewarding (i mean smithing full plate armour takes dedication in VS, having to do it again when it breaks kinda is a punishment for something that will happen at some point as long as repairing isn't possible).
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i'm sure i had that at 0.22 in one world, but i can't find it anymore... too many bases over too many worlds and too many versions...
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for decorational purposes it may be nice to have silver and gold versions with maybe some decorational parts (similar like the blckbronze gladius has these 2 horse heads or the kriegsmesser has that wolfshead in the picture), kinda like the silver battleaxe. maybe some jians? though they are kinda similar to the corlingian swords (a bit more slender and less prominent hilt) sables, daos and katana might be interesting too. for the spears expansion, we have throwable spears already, maybe you might want to go in the direction of halberds and pikes? maybe add a pilum as iron/steel throwable spear... you could give us a crossbow, more damage than bow, but takes time to reload, maybe even a light wooden and a heavy steel version of it, maybe even a bullet-shooting crossbow which is loaded with stones instead of arrows/bolts?
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they are actually safe drifters just ignore them, the wagons usually have spawnable spaces and when in a temporal storm there is enough room for drifters to spawn elsewhere in them too. that might point more towards coming horror elements than it being the actual source of the calamity in the first place, maybe that caused some eldritch deity to awaken or by sending some people forward in time it created rifts which will cause the calamity to happen again and again, as the people send through time may each become like a seed for another apocalypse. but that goes more into the other topic of what are seraphs... on the other hand seraphs might not even be meant in "confessions" maybe it was what created the drifters? sending humans far through spacetime could have had terrible consequences for them which the inventor did not anticipate? maybe these people became drifters and/or traders?
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okay in the 1.14 versions chiseled blocks did not count as valid walls/floors/ceilings for rooms, charcoal pits, cellars.., is that fixed now or do i still need to make sure i never point the chisel at the wrong block? i mean slabs are valid, why isn't a full block with 1 or even none missing voxel valid too? am just downloading the newest client (which is my first 1.15 one), with my connection that'll take some time.
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i mean i made it in creative because it's only prove of concept, but you actually can make that "box" kinda spacious here's a spawn- and stormproof bedroom: btw. in earlier versions nightly spawning attempts happened only on completely solid blocks, upper slabs prevented spawns in them. but even then storm spawning happened in midair.
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it's possible to get it lower that's the best i was able to up to now: though i'm sure that cellar could still be improved, it's not even closed by a trapdoor actually in a temporal storm that would not suffice to guarantee safety, as they can spawn anywhere where their hitbox (slightly smaller than 1x1x1 blocks) doesn't collide with any solid object, even in midair even in the same position as the player character. you could build a temporal storm proof panic room (not my invention) though, take a solid block like stone (possible you need two haven't counted the voxels), chisel it into a 2 block tall C (or better two L where the one above is mirrored), place blocks around it, the drifters cannot spawn inside as the chiseled blocks aren't considered hollow, even though the player character can stand inside it, depending on thickness of floor and ceiling potentially even without sneaking., theoretically you even could do a nice interior for it as all chiseled blocks are considered occupying the whole block for spawning attempts, heck you could do a completely safe base, though it kinda is a bit exploity...
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but if you are modding it anyway, wouldn't it be easier to just make dirt chiselable? (No idea how the code for it looks, just curious)
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in vanilla VS the really big oaks maples and pines only get generated when creating the world. like windego wrote planted trees do not grow wider trunks than 1 block in vanilla VS.
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like thalius mentioned eating a healthy diet increases your HP... significantly... each nutrition bar adds up to 2.5 HP (if i remember correctly there are 5 tresholds to reach in the upper half or upper third of the bar worth 0.5 HP each), if you keep all of them full you nearly double the default health... But you can't just eat all the time, if you are not even slightly hungry you won't add to your nutrtion levels no matter how much you eat. I'm not sure atm if having too many nutrition bars at 0 gave a debuff, but dying depletes a huge chunk out of all of them (definitely enough to lower the bar below getting its bonus), of course they deplete over time, too. Another thing is you regenerate HP from satiety and regeneration takes time, therefore even though you may revive on not eating and starving to death over and over, to thrive you'll need foodsupplies. and of course with temporal gears optionally only allowing for so many respawns and with more or less starting from scratch at death if you don't have a respawn point (optional too) and temporal gears kinda being rare enough in most cases and especially early game, the potential of losing quite some progress might be enough external motivation to try not to die constantly... And the nicest thing about VS is you can tailor all these and more options to your prefered playstyle... As a sidenote i often play with keep inventory on death and losing the HP boni and durability on everything carried (that iron chainmail was really tedious to craft after all) and foodstuffs in inventory seemingly getting a spoilspeedboost for a short time (the time from dying until respawn), even though i could take the shortcut to my respawn point through death when venturing too far away i normally try to avoid it (of course that partially has to do with me using the crafting grid as additional inventory slots too, just keep the inventory window open, and at least that stuff would get dropped by dying, because windows get closed)...
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actually, are they? when you start in a new world you basically are malnourished and without any armour basically naked, so fighting the biggest predator there is just isn't a good idea. and i wouldn't be that sure about surviving more than 2 bites, i mean they can lock their jaws and just hang on there for quite some time while the moose or bear or bison tries to get rid of them and they tend to go for throat or neck of their prey... Once you figure out how to fight them efficiently, they become basically prey themself... it could just be that the rabbit was there when the wolfs AI checked for what to do next, hunting small prey might be higher ranked than running and after it killed the rabbit you were close enough to trigger the attack, as far as i know actually eating takes them a moment or two...
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just found out what the problem with my calculation being of by a factor of 2 was/is, it seems calenderspeedmul has a default value of 0.5 and therefore already halves the irl-seconds passed before converting them into ig- minutes, therefore you'd have to set that multiplyer to 0.25 to get to 4 irl-seconds per ig-minute (and therefore 15 ig-days per irl-day)... another error in the wiki... maybe i should request an account to edit all the misinformation i stumble across? forgetting the login is one thing, not having a login another...