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Everything posted by Calo-Mari
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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.
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World Finish Celebratory Drawing
Calo-Mari replied to Calo-Mari's topic in Videos, Art or Screenshots
Only the most high budget and quality drawing pen out there, a random Japanese cat pen. -
World Finish Celebratory Drawing
Calo-Mari replied to Calo-Mari's topic in Videos, Art or Screenshots
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. -
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.
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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.
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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.
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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!
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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)
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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!
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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.
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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?".
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I invite you to celebrate beauty of VintageStory
Calo-Mari replied to BiancaMoon's topic in Videos, Art or Screenshots
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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.
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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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I’ve experienced this quite a few times, live near a windy desert in my current world, and I do find it neat/cool. I just want it to be a bit more than just a visual.
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This isn’t a super super important edition or anything really, just a thing I want for immersion’s sake. I honestly would be fine with a small mod adding in some tiny touches or something like that to make weather actually effect the world more. I’ve looked around on the mod database and haven’t found anything, if anyone reading this knows of a mod please share! Okay onto my whole idea blurb thing: Weather, more specifically wind, is really something that feels like it should have more impact than it does. Right now rain is little more than a cosmetic event that makes things wet. And wind has it even worse with that I’m pretty sure it actually does nothing aside from the visuals. Now I don’t mean add in entire natural disasters like tornados and hurricanes (even though that would be cool as hell). Just something simple like “strong wind pushes creatures/ hinders movement” would go a long way to adding more depth to storms. Adding more impact to rain could be tricky though as things like flooding couldn’t reasonably be added in without causing lag. Something smaller, maybe a slight “slipping” effect like with ice could be fun. I do also like the idea of mudslides being a thing when you have dynamic soil blocks enabled. (Some small semblance of weathering would be an interesting addition to go along with it, like metal blocks oxidizing, oxidized blocks having runoff, stone and wood growing moss, and other things like that. Although this is another whole can of worms from adding more immersion to weather, fun to think about though) Anyways that’s the end of my suggestion thing.
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Flares, Flare Arrows, Colored Fire, and You:
Calo-Mari replied to WanderingStoryteller's topic in Suggestions
I could see this getting lumped into the “this could be a mod” category, but I still like this idea a lot for something that could be added to the base game. Although I could see just having compounds to create the different colored torches as a much more likely addition. -
I would just love if a system like this would be implemented, even a barebones version of it would be amazing. It’s a missing part of the game that I’d love to be vanilla.
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- water mechanic
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Sure!
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Pretty area I found in the tropics
Calo-Mari replied to The Green Man's topic in Videos, Art or Screenshots
That terrain is extremely beautiful, and that’s a good design for a house too! -
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Idea: Allow players to sculpt their own clay sculptures with clay forming, like an alternative to chiseling. How would it work? Just like regular clay forming you have to make it layer by layer. Would be separate from all the other recipes and not impact them. It also wouldn’t be actually functional pottery but serve as decoration. Why? To allow for some more ways to decorate and create custom blocks in the early game.
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- clay forming
- decoration
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I really want a system like this in vintage story as I find it to be something that would fit right in with the rest of the games realistic survival. But I do see how it could get annoying for people who want to build in whatever way they want. I suggest that it could be an optional feature that’s toggleable like how cave ins and falling soil are.