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Smile

Very Important Vintarian
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Everything posted by Smile

  1. Agreed, more mod inferface settings should be good with integration to the mod database too!
  2. They are new and being tweaked a lot, I can see them being reworked a ton in the next major releases.
  3. Pictures help when describing specifics like this. So you were getting this? But you wanted it like this? This is in Vanilla.
  4. That really is not how it works, sorry but theres 16 million hex code colours avaiable right now Give them the ability to make any colour they want with a swatch so us visually non impaired can't make an opinion like this. Simply letting people have a swatch and then a "favourite" colours section would solve I think the issue these people who want specific pallets. This is what every colour swatch I know of (paint, photoshop etc) has. a swatch and favourite/recently used. And a basic pallete too wow! Just paint / windows swatch, I can tell no one in this thread uses these apps not gonna lie. Suddenly I had to start advocating for the visually impaired during this thread jeez.
  5. But with the ability to make your own out of the whole spectrum you leave no one out at all with any potential number of colour blindness problems. Picking 20 colours risks picking too many that would isolate certain players.
  6. Must be working because I never had an issue with this in my singleplayer world. The entire point of single-player VS is to be able to modify the games settings to your liking. Your post doesn't actually outline what about the update has upset you besides disabling mod support in which case you can downgrade your game and pretend the update hasn't happened yet till your mods support it, and that is not and never will be the VS developers problem.
  7. 16 million hex (#FFFFFF) coded colours and 140 english/word parsable colours (at least what the site below says). I wouldn't suggest a drop down box for either of them. These are colours you can use right now in the game the websites I linked are when you click (List). https://yorktown.cbe.wwu.edu/sandvig/shared/NetColors.aspx https://yorktown.cbe.wwu.edu/sandvig/shared/ColorPicker.aspx
  8. What benefit would it provide to the experience besides realism and annoyances. Food currently is enough to contend with and there are enough interesting varieties to create that adding another depleting sim-like bar to your character will not make the game any more entertaining. Maybe later.
  9. Proper Colour Swatch > Dropdown Dropdown would be tedious just as the current drop down for icons is, imagine having to scroll through 32+ colours. Icons currently should also be changed to look similarly to the Cave Art where its a big sheet you can see all the options easily from.
  10. Cutting down the tree gives you less than breaking the leaves individually yes, drop rate aside.
  11. Drop rate is higher compared to cutting the tree, is what I meant. Just worded it really poorly to seem like I meant breaking it by hand.
  12. 1.16 more like DAMN THIS IS A LOTTA NEW STUFF! Thanks Tyron and the VS Team for being awesome
  13. They have changed directions since then, I was still under that impressions too Philtre.
  14. Smile

    Corn Crop

    oop been around so long that I thought the old ethos was still being upheld, I guess I didn't consider looking at the newer additions like raccons oof
  15. Certainly, things I suggest could be applied to class restrictions or given bonuses based on class. I need to think a bit more about the traps and how they should be set up. I think they all should be in game contextually placable like the pitfall. For example the Deadfall would be set up by having a deadfall rock and a stick/wedge in your inventory, begin by using the deadfall rock on the ground / stick and maybe hold a button to set up.
  16. No Problems, I figure that maybe you could enjoy some of these things now if you were unsure if they were in the game! Theres a few unique things that are in your post I think are still not implemented which is awesome thanks for sharing! Water heat transferrance for steam powered stuff would definitely be one of the cool things I'd like to see you suggested
  17. Hello there! Welcome to my suggestions megathread, I would like to have a place where my suggestions can be made and not pushed away from chatter in Discord so I will be starting this thread to help that happen. If I find a similar suggestion to my own I will also be linking it here as a reference to multiple people wanting something similar. Well no more chatting and here are the suggestions. Server Browser Key Feature Requests for the server browser screen: Timescale: Allows players to know how fast things will progress while they are offline Current Time and Date: Allows players to pick an appropriate time to play on a new server, no more winter starts or joining a server just to leave! Latency/Location: Allow players to ping a server from the browser page or server owners to set a location, let us know the ping even! Current Modlist: A way to check the current modlist a server is running, and maybe a link to the mod database so we can find that mod (see below). Link to Server Forum Thread or Discord: Let server owners set a URL to their discord/forum thread we can find from the browser. vintagestory.at or discord.gg domains only! Player notes, per server let us set some notes from the server browser so we know what the server is about/notes we might need. Client side playtime stats: time played like single player worlds, deaths, what ever else. Mod Database/Mods Clicking a mod takes you to that mods Database Page: When a mod creator publishes a mod they can place the mod database url into the settings or info file and vintagestory picks it up and lets you easily browse there from in the game. Removing Rusty Gears from Circulation + Class Respec Currently, rusty gears only are removed from circulation via buying items, taxing trades or dying(both kinds!). They come into the game via ruins loot (sort of finite), panning loot (sort of finite), and trading things with traders(infinite based on finite items and infinite items). I propose there should be more gear sinks if possible to keep long term servers health in the medium to longer run lengths. A way to tie revamped class respec system into this system would be to have a trader of a particular skillset offer to respec you for a fee. This respec would have a long cooldown and it would be customisable for server owners (disabled if wanted). This would allow players to explore classes and find one they would like to fit at a large cost to their saved up gears. Long term players could slowly respec and play to their new class strength while shorter term players could at least swap off a class they aren't enjoying as much as they'd initially would have thought. The cost for the respecs could start reasonably cheap (50-100 for first time) then jump up into the hundreds/thousands if used in succession too much. This price could slowly drop as you stay one class for an extended period of time to something of a flat rate after x-respecs. Arrow Crafting New Item: Arrow Shaft Arrow Shafts would be crafted by using a stick, firewood or logs in the crafting menu with a knife. Logs would only be processable this way with higher tiered knives as crude knives aren't sturdy enough. This would yield more arrows per stick as 1 stick to 1 arrow ratio is a bit off. Arrows could still be crafted with a stick at a 1:1 ratio but if you processed the stick into an Arrow Shaft you'd get 2 arrows for 1 stick. The ratio for logs would be (1:4) and firewood (1:1) as this means overprocessing would net you a loss of 1 shaft. Uses for Poison Mushrooms New Item: Poison Paste (with different tiers based on the mushroom types used, weak poison, poison, strong poison) Poisonous Mushrooms could be utilised in making a poison paste that could be applied to the tips of weapons. Weapons that can be poisoned would be spear-type and piercing weapons (spears, arrows, knife). Poisoning knives would give them a boost in combat situations. The paste could either be applied once and it has a chance of being removed during every durability loss and/or a system where it only works for a set amount based on the tier/type of poison. The effect could have a chance to not apply based on the tier of the item applied and/or the poison tier. Poison tipped weapons could deal simple damage over time effects to enemies and alternatively/additionally prevent natural health regeneration effects for a period of time for fleeing enemies. Poison could optionally effect the meat quality from hunted harvestable enemies, giving tainted or less meat dropped. Tainted meat could still turn to rot for compost but would damage you if eaten similar to current mushrooms. This meat could lead into my next idea. New Item: Poisonous Baits (would have different tiers based on the mushrooms/tainted meat used) Poisonous baits would have a chance to attract monsters that would eat the type of meat or food used to create the bait. This would lead to a passive way to slowly fight back against wolves, sneaky raccoons, and rabbits among other things. To balance this there would also be a chance that the baits would attract good wildlife and be eaten by them causing loss of livestock. Passive Trapping/Killing/Hunting Animals New Mechanic: Pitfall Traps (optional spikes) New Items: Branch Spikes, Metal Spikes, Leaf Cover/False Floor Pitfall traps would be created by placing a Leaf Cover or False Floor above a hole 2 blocks deep. A Maximum size of 1x2 per Leaf Cover or it automatically falls in on itself. A Maximum size of 2x2 per False Floor or it automatically falls in on itself. With a knife and a few sticks you could create Branch Spikes that could be placed inside the trap to cause damage to the entity that falls inside the hole. With an anvil you could create spikes that would be much sturdier and deal more damage based on tier. New Mechanic: Deadfall Traps New Item: Deadfall Trap (deconstructed) WIP New Mechanic: Box Traps (class locked?) New Item: Box Trap (deconstructed) WIP
  18. Me in winter if there was bonfires:
  19. Growing molds/lichens on placed blocks which can show how old your buildings are between them would be amazing. I believe the decal system developed by the team will eventually allow this to happen.
  20. Already able to change current weather, but it doesn't change the weather in the area permanently. Source. 11 Crops currently in the game, 4 of which are considered grain crops. Source. They don't spread after world generation which is true more wild plants that spread would be nice. 15 tree types currently in the game, I'm sure we can get more later but not really a requirement right now. Source. Fruit Trees and Alcohol are in 1.16 rc currently. Source. Ocean Biomes and related: Pies and Bread are currently in the game. Source. Potential Spoilers: See Above. Would be cool, there is likely something that you can tame pet wise eventually. Lotta stuff you suggested is already implemented I believe
  21. I want to loot and pillage the absolute crap out of trader carts when I see them and it makes me sad I cannot, maybe if we do the trader becomes aggressive (Spelunky) and its a new mob? They are very powerful and a nice way to add a bit of a new fight to the game?
  22. Breaking leaves on trees yields saplings already, albeit not for every tree until you get shears to remove branches and saplings at a greater precentage. See Average Seed Yield Chance field via: https://wiki.vintagestory.at/index.php?title=Trees#Propagation
  23. Animal powered plow would be neat, but with the update that makes food give 2x the resources farms are now 2x smaller less need for that. A better option for cutting grass than knife and scythe is sorely needed, while scythes are pretty quick a mower or some faster/alternative would be lovely.
  24. Shovel to ram, or a new use for pulveriser caps create a ram hammer (looks like a helve hammer with a flat head). I love the in hand helve hammer. Easy way to make this a bit less tedious as other have suggested would be to make the recipes/speed bonuses worth it. Also combining some of the steps (removing) would be fine to reduce tediousness. I think as for super long distance roads for vehicles (mounts?) this would be ideal to prevent or reduce wheel(shoe) damage etc.
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