Jump to content

Smile

Very Important Vintarian
  • Posts

    41
  • Joined

  • Last visited

Posts posted by Smile

  1. 6 hours ago, Sparkle Kitti said:

    I was trying to place a slab on top of stairs so that it looked like a continuation of the wall from the top step, but could only get it to look like it was hovering above the lower step.

    Pictures help when describing specifics like this.

    So you were getting this?

    image.png.0ec7dcd60054dfa3fe2ac8fb32399c9f.png

    But you wanted it like this? This is in Vanilla.

    image.png.25e7fdcfe0e092c4cc1bc215bda3b546.png

  2. 20 hours ago, Sparkle Kitti said:

    That's essentially what we have now only you have to type the word and try again if it's not one of the available.

    That really is not how it works, sorry but theres 16 million hex code colours avaiable right now

      

    11 hours ago, Philtre said:

    (and unfortunately also are frequently quite ugly.)

    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.

      

    7 hours ago, Thorfinn said:

    Truth. Offering a limited palette but allowing customization would fix that.

    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.
    image.png.41be09b35182612d0821e6f72f66e184.png
     

    Suddenly I had to start advocating for the visually impaired during this thread jeez.

    • Like 1
  3. 59 minutes ago, Philtre said:

    My point is that we don't need 100 colors, much less 16 million, because there is no point in including colors that are too similar; they all need to be distinct enough from each other that they can be clearly told apart. Ideally, you'd want a set of colors hand-picked to give good contrast and readability, and considering the size of the map icons, I doubt that you could find a set with more than maybe 20 colors.

    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.

  4. 7 hours ago, Grish said:

    You can allow or disallow sleeping during a temporal storm in the world customizations when starting a new world,unless that isnt working?

    Must be working because I never had an issue with this in my singleplayer world.

     

     

    23 hours ago, Benjamin Bishop said:

    I can't say that I am pleased with the changes in this update. I have to disable all mods to just load a new game without crashing. A lot of the changes are just too extreme for my taste. Yes, I know that I can turn off a lot of these changes, but that changes game play in the reverse. I am going to give this some time before I just give up on this one, we shall see what happens. I can't tell you how many games I have played and enjoyed in the past that after major changes from game devs, the game was just ruined for me. I hope this one gets back to its original and let people activate these major changes instead of just forcing them on all players.

    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.

    • Like 2
  5. 4 hours ago, Sparkle Kitti said:

    just the colors that are available to use

    7 hours ago, Philtre said:

    I don't think 32 colors is necessary;

    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).


    image.png.05e53bedef81e24bf19c7e847890d951.png


    https://yorktown.cbe.wwu.edu/sandvig/shared/NetColors.aspx
    https://yorktown.cbe.wwu.edu/sandvig/shared/ColorPicker.aspx


     

  6. On 1/10/2022 at 12:26 PM, Nil Gimenez said:

    I think the thirst mechanic should be implemented in the game, because vs its a survival game, i mean water its water!!! Some might say that it could be anoying but i personally think that adding more mechanics to the game makes it better (if they are balanced) And it could be enabled or desabled int he config

    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.

  7. 10 hours ago, Sparkle Kitti said:

    I'd like to see color choice be a drop down instead of having to type it in. I'd also like to be able to set a default color and be able to leave it blank for the default.

    Ab9F6xpARkLFtcKoZ5refa-320-80.jpg

    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.

  8. 5 hours ago, Hal13 said:

    If I do understand You correctly that's wrong, but I'm unsure if You could mean to compare felling the tree as a whole against breaking the leaves before doing so, then You'd be right.

    The drop rate was and is the same (or there is no significant difference, one would have to look into the code to confidently say "same") if one breaks the leaves with any tool / bare hands, according to both the wiki and my own experimenting with thousands of trees at this point (over versions from 1.12.14 up to 1.15.9), only letting the leaf blocks despawn and felling the tree as a whole result in lower drop rates.

    Cutting down the tree gives you less than breaking the leaves individually yes, drop rate aside.

  9. 1 hour ago, Hal13 said:

    There are no differences in drop rates anymore, you can use shears or any other tool including your bare hands, seed and stick drop rates stay the same. shears are able to cut up to about 18 blocks of leaves at once though.

    I would prefer to have to use shears on branchy leaves to get saplings somewhat guaranteed instead of hacking through leaves faster though (see here).

    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.

  10. 6 hours ago, Philtre said:

    I think the game is supposed to be set in alternate-history Europe in the 1300's, so before contact with the Americas.

    They have changed directions since then, I was still under that impressions too Philtre.

    4 hours ago, ThiccBirb said:

    This is why I believe they have since strayed from the original intention and are adding more crops to the game for player enjoyment and variety. There are so many crops this new change in plan could bring to the table!

  11. 2 hours ago, redram said:

    When Vintage Story was originally begun, the original crop set was indeed limited to 'old world' crops.   However this limitation has been dropped, and all crops are fair game.  Witness the peanut, bell pepper, and pineapple, which is are all new world plants. And big horn sheep which apparently slipped under the original prohibition, as they are new world animals, but also racoons which were added later, and are also new world animals.  The fact that we don't have things like potatoes and corn yet is simply down to not having chosen to add them yet.  Crops take a lot of artist time for the many stages, so they're not something we add casually out of hand.  But corn and potatoes will certainly eventually come, among many others.

    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

  12. 5 hours ago, HanSalo said:

    to the hunter's skills can be added a greater chance of catching prey

    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.

    • Like 1
  13. 4 hours ago, egorvsv said:

     

    Hello
    Thank you for responding to my ideas and pointing out the shortcomings. Special thanks for providing the source (wiki).

    👍

      Reveal hidden contents

    * Some word errors are possible

     

    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 :)

    • Amazing! 1
  14. 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

     

    • Like 2
  15. On 12/29/2021 at 2:32 AM, Seryi said:

    In general, the idea is this: the game has 3 types of cobblestones, common overgrown and lichen. So, let's imagine that you have built yourself a dwelling out of cobblestones, and after a certain amount of time, months (no difference, you can set it up when creating the world) you start to overgrow with cobblestone, the first lichen appears on it, if you remove it, the growth will stop, and if you leave it, then the block itself will turn into a cobblestone with lichen. I also wanted these blocks to be added from the ruins so that some flowers and grass could sprout on the ruins as well, as well as the foliage of the trees. and also due to the lichen in the trees, it could also grow. (Translated by Google by Smile)

    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.

    • Like 1
  16. On 12/30/2021 at 9:05 PM, egorvsv said:

    1,1-    /weather sett ( /weather settemperature ) - sets the temperature in the player's region    

    1.2-    /weather settype - sets the type of rain
    For example: rain, thunderstorm, snow, hail .

    Already able to change current weather, but it doesn't change the weather in the area permanently. Source.

     

    On 12/30/2021 at 9:05 PM, egorvsv said:

    2.1-  Nature lacks wild-growing analogues of grain crops.

    2.2- New trees such as baobab and palm or spruce .

    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.

     

    On 12/30/2021 at 9:05 PM, egorvsv said:

    2.3.1- New fruits: kiwi, bananas, tangerines, pamela, plums, coconuts, peaches and others.
    New berries: watermelon, raspberries, grapes, blackberries and others.
    New vegetables: pomegranate, cucumber, garlic, beets, radishes, peas and others.
    New crops: corn, cane and others.
    Where it says "others" you can add your ideas and suggestions to me and continue the list.

    2.3.2- Lemon and cocoa beans can also be noted.
    They can be used to make chocolate or lemonade, respectively.

    2.4- Birch sap is the sap that birch gives.

    2.5- Drinks made from fruits or breads for example: juices, nectars, kvass (from bread), tea, coffee.

    2.6- Supplements of all kinds of nuts  for example: peanut .

    Fruit Trees and Alcohol are in 1.16 rc currently. Source.

     

    On 12/30/2021 at 9:05 PM, egorvsv said:

    2.7.1- Adding shore and ocean with its own flora

    2.7.2- Adding different types of fish, jellyfish, shrimp, crabs, bivalve snails, predatory fish and dolphins.Adding a new type of food "seafood".

    2.7.3- Underwater caves and ravines

    2.7.4- Corals, sea herbs, algae, icebergs, small pieces of ice. 

    2.7.5- Sunken ruins.

    Ocean Biomes and related:

     

    On 12/30/2021 at 9:05 PM, egorvsv said:

    2.8- Cooking types fry, boil, stew.For example: In order to cook you need a pot, for frying
    a frying pan in order to stew the stove and a pot in it. Also oven mechanics oven dough products
    for example: pies, cakes, cookies and more.

    Pies and Bread are currently in the game. Source.

     

    On 12/30/2021 at 9:05 PM, egorvsv said:

    4.7- Processing of precious stones, diamond, emerald, ruby, sapphire, lapis lazuli, poplar, and the manufacture of staves from them (possibly talismans to maintain temporal stability,
    increase lives, regeneration)

    Potential Spoilers:

    Spoiler

    I believe the Rust is more Eldritch rather than "Magical", this doesn't really fit the world being set out by the current lore unfortunately.
    This is the type of machine you will expect to create for temportal stability/rift repellant.
    stabilizer_spin.gif

     

    On 12/30/2021 at 9:05 PM, egorvsv said:

    4.8- Enhancing weapons with gems such as a bow with an inserted ruby more damage.

    See Above.

     

    On 12/30/2021 at 9:05 PM, egorvsv said:

    4.9- Pets: cat of different breeds, dog of different breeds, fish, parrots.You can find dogs or cats from merchants.
    Parrots from traders in the jungle.
    You can also add a new merchant who sells pets.

    Would be cool, there is likely something that you can tame pet wise eventually.


    Lotta stuff you suggested is already implemented I believe :)

    • Thanks 1
  17. On 1/1/2022 at 7:18 PM, setne550 said:

    That looks nice. I remember that I had to go "creative mode" just to make a merchant homestead several blocks away from my base.

    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? :o

  18. On 1/4/2022 at 9:55 AM, ThiccBirb said:

    I think it would be neat to have a mechanical push lawnmower that can be created later in the game. It could cut grass and flowers, and could be adjusted to either completely destroy them or trim them.

     

    Going along with this idea, a traditional plow would be cool to hoe a field much quicker.

     

    Just quality of life things that I think would be neat additions to the game! :D

    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.

  19. On 1/4/2022 at 12:52 AM, Vladyslav Dudas said:

    and to ram (give me your ideas)

    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.

    • Like 1
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.