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Calo-Mari

Vintarian
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Everything posted by Calo-Mari

  1. Well I guess I'm out of post file size so uh, don't know what to do about that. Ah well.
  2. Further progress on the starterbase. A beautiful sunset greets me every evening in this spot, as rays scatter around the mountain and stretch into the distance. Had to compress this one down a lot in order to fit...
  3. Finally decided it was ample enough time for the mod list I've been gathering over the past year to have all updated to 1.22, and so after a few hours of tweaking, I have begun anew in a brand new world. (Important mods of note: Collapsestory, Terra Prety, Coriaender Shaders, and Watersheds) Here is a glimpse into my new world: The first night abode... this ruin had collapsed under the stress of my construction, but I repurposed the shed cobble to fashion a new wall to rest my roof on. The view overlooking the river valley I settled into, the image is compressed as it was far too large before. Will post more below, ran out of file room on this one!
  4. Truth! I don’t feel like the music gets enough praise, it’s really good and has stuck with me. Vintage Story wouldn’t have the same vibe without it.
  5. I like this. It adds more depth between the interactions of the player and the ecosystem they live in, and I feel as it could lead to many interesting situations that makes the player have to strategize based on their current needs.
  6. Yeah, can’t really argue about any of this, I had thought of most of the issues you brought up with the idea while drafting it in my head, and they are all valid points. I really just set up the idea like this because this is just how I would like a system like this to be set up, I like having things to slow me down a bit in early game because I prefer going at a slower pace, but I tend to think of the suggestions here as more of a place to bring up ideas rather than giving exact executions of them. I wouldn’t think that adding my exact idea would be great anyway, even just for the fact it’s a whole ordeal of additions that would take a lot of resources away from things for the majority of players would want added. A pure recreation of this idea would honestly be better suited for a mod, but I would think that the base idea of some form of breakage during firing could exist in the main game.
  7. The general idea is based on the fact that, as anyone who’s done pottery knows, pottery is partial to shattering/exploding while it’s being fired in a kiln, and so I think it should be implemented as an aspect for realisms sake, and to give another reason to use the beehive kiln over the pit kilns. The meat and potatoes of the idea is that pottery has a chance to shatter when being fired, but the chance is based off a few factors including: moisture, kiln, and grog/aggregate. The moisture mechanic has a lot of details that if explored they could make the mechanic very over complicated, so I’m going to suggest a simple version. Clay would now get a moisture level that makes it semi-perishable. When clay would get dug up, it would have a moisture level of 80% some and then have that amount decrease while in inventory and non-enclosed storage. Clay can be formed and used until it reaches a moisture level of 15%, where it would become too leathery to mold. When the clay reaches a level of 0% moisture, it then becomes “dry clay” and must be rehydrated in a barrel in order to return into useable clay again. But until it reaches 0%-5%, all you’d have to do is throw clay into water to regain its moisture at a rate of… let’s just say 10% per second. Once pottery is finished being clayformed, it would then be placed on the ground like normal, where the tooltip would say something like: “Wet raw _____, ___ hours until dry (__% moist)”. The player would be free to fire the pottery at any point during its drying, just with increasing risk of the pottery being shattered depending directly on how wet it is. ( For example, 100% moist would be a 100% increased chance of shattering, while 50% moist is a 50% increased chance of shattering) For pit kilns, I think the chance of shatter should be natively small to not make it extremely annoying, at somewhere around 10-25%. Each individual piece of pottery should be judged differently. (For example, if you were firing 10 shingles, each single should have its own chance of shattering instead of it being a set amount of the shingles as a whole.) To help sell the creation of a beehive kiln more, I think it should be half as likely for pottery to break as compared with the pit kiln. Now is this realistic? I have no idea, but it would be a nice thing to add in even just for gameplay. Now to give a use to all this broken pottery, there is grog. Grog would be collected through either: the purposeful destruction of pottery, in a quern or by hammer; and the remains of shattered pottery from firing. Grog should be clay-typed and whatnot for consistently with what broke, but that doesn’t really matter much. Grog would then be combined with clay in order to make the clay therefore either highly unlikely to shatter, or even just nullify shattering completely. As a side note, this would just be effecting the chance from the kiln, not from the moisture; can’t just put a sopping wet clay pot into an intensely hot oven and expect it not to break. To reduce inventory clutter I think that it should always fire into the same block/item just so there isn’t 10 more variants for each fired clay item you can make in the game, just with the raw ones (This would be just each version of a raw clay item gets a “clay with grog/aggregate” version you can make in addition) . As an alternative to grog, sand could additionally be used as aggregate for combing with clay, just with a decrease in the amount of reduction to the shatter chance. And why add this? I think it would be great as a way to add more depth and challenge to pottery making, leaving players to come up with creative ways to store clay so it doesn’t dehydrate quickly (could even make it a disadvantage for hot regions/summer months, adding a bit more balance that way), and to fulfill the rest of what I find is missing from the survival aspect of pottery in Vintage Story. This also could give us a bit of return for all the brave clay molds lost to the question of “would pouring water on this cool it down quicker?” As a last note to my suggestion, this would have to 100% be a toggleable thing like with cave-ins and such, as I could see a feature like this being a polarizing thing that many wouldn’t want. Could be part of wilderness survival for sure I’d think.
  8. I usually just use sections of paper in this Fabriano academia sketchbook I got a year some back. It works pretty well for it in my experience I’d say.
  9. Ah well I would have to say that I’m not the most knowledgeable either myself, don’t actually watercolor too often, but I usually just use a bunch of layers of watered down paint to make basic blobs, and then get more concentrated as I’m trying to get darker spots. Then I’ll use something to dry up bits of the water if it’s too much pigment or anything. I don’t actually know if this is good advice or anything, but it is what I do.
  10. Always love to see this ruin, it’s in fact my desktop wallpaper. Some of my favorite screenshots are of it and everything!
  11. I thought of a neat way they could add more variety and depth to ruin generation in the world. It would make exploration even more interesting and could help some of the repetition that can be found with the current ruins. The basic idea is that several other types of ruins are made for different cultures mentioned within the game. These culture zones that you find ruins in could function in a similar way during generation as geologic provinces do, so that you can have large areas that have a unified look to them within ruins. The culture zones could also be based off of climate so that you are able to find ruins that feel appropriate for the region you are currently in. Cultures could have different architectural styles and build monuments dedicated to different religions and such. This could also be an opportunity to add some variation in the ages of ruins, for example a few rare destroyed settlements that have aged wood that are newer in appearance, but don't have extra resources that could throw balance. This is nothing super groundbreaking or anything, and isn't like a major thing that needs to be done, but it would be neat and help expand the world and lore a bit more. If this is already implemented in and I just didn't notice, sorry.
  12. Only the most high budget and quality drawing pen out there, a random Japanese cat pen.
  13. As an aside, while doing this I had gone ahead and researched a bit into heavy armors and such for translating the blackguard set and for curiosity, and it make me appreciate the details that went into the set. I like how despite it being technically “refurbished” once you put on all the chains and plates, that much of it is still damaged and missing. I like how it enforces the idea of the quality of the older smithing, and how we aren’t able to perfectly reproduce what they could. We can only hope to patch up what’s still there and not attempt to replicate it perfectly.
  14. This one was honestly a bit of a failure, didn’t turn out how I really wanted it to, buuut I worked on it for a few hours, so I decided to not waste all of that effort and still put it on here. John Vintage in his refurbished blackguard armor This was the rough sketch -hence why it was so light that I had to adjust the photo so you could see it- but it turned out better than the inked one, so I’m putting it front and center. The inked version is pretty bad so I decided I am going with spoiler-ing it for now. For context on why this is my celebratory work: I’ve had a world going on for 10 some months now, in 1.20.10, and I just had finished all of the available story content. I’ve amassed 210 hours in it, and over that time I’ve grown attached to my seraph, who me and my friends refer to as “John Vintagestory”. Despite the non seriousness of his name, over time I’ve actually crafted quite a character out of my goofy grey guy. I’ve amassed a solid number of entries into a journal google doc from his point of view, as well as a few other smaller entries. From this I have seen it through thick and thin with ol’ John, and by the end I was determined to see his journey through, didn’t matter the missteps and annoyances. Then, after an embarrassingly long time in the third story structure, I had completed it! (partially thanks to what I think was a bug? I’m still not sure) And now that his journey is done, I hope to see him off to retirement in a simple life. I hope to redo this in a few months when my skills are more refined so I can give him a proper send off.
  15. I did something pretty small, it was cut off of a bigger bit of paper I had. It’s only ~4” long by ~2.5” wide.
  16. Ah, okay. Sad there isn’t any sort of large-scale moisture calculations like that. Neat idea for a mod I suppose then. Would mayyybe try it myself, but I’ve learned by now that coding really isn’t a strong suit of mine.
  17. I was wondering if the climate banding system only applies for temperature in a region, or if it also can affect the relative moisture/aridness of an area? If I choose to go to the historically arid/humid latitudes on earth, is it more likely to be arid in VS as well? Or because that is more so related to Hadley cell shenanigans it wouldn’t take it into consideration in the climate model? Thanks!
  18. Temporal gears are real! (Made with this crappy clay-stuff, and some twine I turned into cordage. One day might replace the twine-cordage with cordage made from bark I collect)
  19. As 1.22 gets nearer and nearer, I haven’t been able to make up my mind about which of two scenarios I wanted to pick for my new world. For a bit of context, this will be a modded world, I’m trying to put in a bunch of mods to make the game more realistic: science smithy; hydrate or diedrate; etc. Aside from realism, I’m hoping to use world gen mods like Terra Prety and that fancy new Watersheds mod to get some interesting and beautiful terrain. Additionally, I should note that I am currently in a generally warm area in my current VS world, and I haven’t had a true winter in at least a year in real life. Part of what makes this a tough choice for me is that I want to try and navigate the dangers of a cold land, but I also want the classic and beautiful vibes of the tropical survival. I appreciate anyone who decides to drop their two cents in the poll!
  20. That was what I had thought while it went around, like being in a moving painting. Would have been almost a cool desirable thing if it didn’t mess with gameplay.
  21. Pretty neat glitch! Think it was something to do with my shader bugging out, but it was easily fixed with just a re-log. It looked interesting enough (to me) to decide to post it here, so I thought "why not?".
  22. What was that sound…? Tiny little watercolor that I whipped up in about an hour.
  23. Few of my own! Got Terra Preta and an older shader
  24. Threw this together in an afternoon, not the best but I still like it. Based on a screenshot I took while on a long journey trying to map out a large amount of coastline.
  25. Sadly the pictures aren't loading for me even after reloading and restarting my browser, is this happening to anyone else?
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