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Jameh

Very Important Vintarian
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Posts posted by Jameh

  1. On 6/11/2022 at 4:20 PM, Stroam said:

    Kiln

    It is something that gets brought up and kicked around from time to time. Probably, eventually

    Modular Armour System

    Ha! I wish. 

    Firepit Rebalance

    A cooking refactor would be cool but not likely any time soon as that was the focus not too long ago.

    Rift Blocking Device

    When it comes to lore related stuff, it is added slowly and cautiously. You'll probably see this as a mod at some point.

    Temporal Storms are currently useless

    This is fair and something that is thought about a lot.

    Drifter Accuracy

    It is a new feature. Will probably be rebalanced at some point.

    Tool Handles

    Tinkers construct was one of my favorite mods for minecraft. I don't think this will be a thing as there's an effort to implement calculation vs player gain rough calculation done and something like this wouldn't pass unless part of a larger overhaul.

    Hoe Usage

    You aren't wrong but similar to the previous answer, it's low impact and we have to be very intentional with our expensive developer time. You can look at the titles among the VS team to see how precious that resource really is.

    I see, thank you for taking the time to respond! I really appreciate the work you all do! 😊

  2. Ah, okay, so when the number of portions in a pot goes down, the food level should go down too, similar to how the barrels have a liquid level that rises and falls.

    This would be a cute little addition, so why not? +1

    • Like 2
  3. Wow, this suggestion list is... wow.

    From my perspective, this feels like a feature list for a different game. A lot of your suggestions are focusing on the hardcore survival aspect of the game, which is certainly a play style that some enjoy, but at the moment, the game tends to attract a more casual crowd looking for an easier, less-punishing playstyle.

    That being said, here's my opinions on your list:

    Quote

    Better Mob ai with the ability to threaten players hiding in their homes, in water, or on hills.

     

    I agree that the mob AI could do with some work, but there needs to be some degree of sanctuary, some place the player can call safe, especially during the first few nights. 

    Quote

    More difficult progression with more crafting/building/labor minigames.

    This is something I disagree with, currently, the progression can feel like a chore more than something to enjoy, especially with how far you need to travel for certain resources already (like borax, halite, resin, lime)

    Quote

    Skill locks on crafting recipes.

    I'm not necessarily against this, but it would need to be implemented in a way that doesn't feel like a grind.

    Quote

    Heavily region locked goods, Forcing trade between player factions.

    See my previous point about travelling far for certain resources, this is already in the game to some extent.

    Quote

    Realistic tree felling, watch out for where that tree falls.

    I don't hate this, but I don't really see what it adds either.

    Quote

    Harsher natural storms with tornadoes, flooding, wind damage.

    This is too punishing, players would likely just stop playing a save after an event like this, rather than see the results of it. It's not fun having everything you've been working on removed in an instant unless that's what you wanted.

    Quote

    Fire. Is. Scary. Make wild fires a genuine concern.

    This could be interesting if the player also had precautions that they could take to keep themselves safe from such an event. If it were to be implemented (which seems difficult from an implementation perspective), it would need to be able to be disabled.

    Quote

    Character Progression through earnable, and lose-able attributes and skills. (Skill/attribute rusting)

    This could work, depending on balance of course.

    Quote

    Realistic ecology, overhunting could cause a collapse of the food chain.

    In my opinion, this isn't fun, I don't see why this would make the game better?

    Quote

    Dynamic ecology, plants grow and die on their own, are eaten or trampled by animals/players. introduction of foreign and aggressive species of plants/animals causing changes in the balance of the local ecosystem. 

    This could certainly be interesting, but I get the feeling that foreign plant species moving around would just lead to a homogeneous world

    Quote

    More animal variety.

    Yes

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    More Drifter variety.

    More enemies, but yes.

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    Extremely rare plants/materials for late game players to contest over, perhaps a good way to induce civil wars/wars between player factions.

    This already somewhat exists with certain resources and plants, etc. but could definitely be expanded

    Quote

    A better combat system with directional attacks/blocking, feints, shield/hilt/head bashing, kicks, quick sidesteps/back-steps, lunges, and rolling.

    This is often requested, but I don't think that overhauling the combat system in this way is something that the majority of the player base actually wants. There are other games you can play for this style of combat.

    Quote

    A detailed injury/ailment system with in depth healing system. Bleeding, poisoning, venom, disease, fungal/bacterial/viral infections, fractures, broken bones, lacerations, burns. No instant treatments, injuries must be tended then must heal.

    Depending on timescales, I can see this being an interesting option, if it's also a configurable option.

    Quote

    Water physics.

    Yes

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    Thirst.

    With some expansion of fresh/salt water systems and the ability to boil water, I don't see why not?

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    Layered clothing/armor.

    I'm not sure what you mean by this.

    Quote

    Mounts, Wheelbarrows, Carts, Wagons, Boats, Ships, Hot air Balloons.

    Commonly requested and probably coming at some point.

    Quote

    Steam power. More mechanical tools, printing presses, auto-looms. 

    Sure, why not?

    Quote

    Animal assisted tools/machines, Ploughs.

    Again, commonly requested and probably coming at some point.

    Quote

    More diverse nutritional needs, Scurvy.

    There already is a system in place to benefit the player for having a balanced diet, I don't see the need for a mechanic that punishes them for having a poor diet

    • Like 1
  4. Just now, Davis said:

    All great ideas, my only addition to this would be for the Hoe point:

    For us who play multiplayer and hope to one day be apart of massive servers, this would become a time consuming task for fields / farms that are over 100 blocks x 100 blocks. I still think this is a good idea, but we would need the introduction of a field plow of some kind. Similar to the scythe, it would block in a 3 block radius (or something along that line). This way it doesn't take 1-2 hrs to replough your field. 

    Yeah, I totally agree. I love how making a simple change like this can pave the way for other items and mechanics in the game that are more efficient/effective, making it feel really rewarding for progressing to more modern technologies/tech levels. Thanks for the input!

    • Like 3
  5. Hi all, I have been playing Vintage story for about 2.5 years now, and have recently had a play through where I interacted with most of the game’s mechanics, through to steelmaking.

    Whilst the game has made leaps and bounds of progress since I’ve started playing, I have some ideas on how to further improve the game, and came up with a list of items, in order of importance, to make the game into something that is, in my opinion, better.

    Whilst this is aimed at vanilla, I’m aware that these could be implemented as mods. I do not have sufficient time to do mod development at the moment, so feel free to take these ideas for your own mods at your leisure.

     

    Kiln

    A simple request, but how to achieve it? I would have a kiln operate somewhere between the coke oven, pit-kiln and the clay oven. I imagine a multi-block structure, with a single-block hollow for you to put your unfired items. A firebox, which you can load fuel into (the same types of fuel that you can use for pit-kilns), and the rest of the structure made of fire bricks (or perhaps refractory bricks, but this seems a little over the top).

    This would use more fuel than a pit kiln but would be slightly faster and would have the same benefits as a pit-kiln for using better fuel types. You could also use coal-type fuels, which would give it an advantage over the pit-kiln, and make it feel like you’ve actually progressed from putting stuff in the ground.

    The main advantage would be not requiring sticks or dry grass, simplifying the firing process.

    Modular Armour System

    It’s great that amour repair has been announced, this was one of my main issues with the current system, but I have another idea that could further improve (in my opinion) the armour system.

    The basic idea is that armour would be split into layers, which can be swapped out and repaired at an armour station of some kind.

    This would allow, for example, mixed metal armours, where you have say, copper chain topped with bronze brigandine, but would also allow you to upgrade your armour once you have the sufficient technology, time and resources to do so, without needing to painfully recreate things such as chains or leather if you have specific resource issues.

    Firepit Rebalance

    The firepit is very frustrating to use in it’s current form, as the best and most efficient way to use it is to baby it whilst it’s cooking things, which feels unrealistic and is jarring in comparison to a lot of the game’s other systems.

    Currently, the best way to use the firepit is to allow a stack of items to reach cooking temperature, take the whole stack out, and feed items in one-at-a-time to let them cook. This is because if you leave the whole stack in there, the temperature resets to 0 each time an item is cooked.

    This could be fixed by either making it so that once an item is cooked, the stack stays at the same temperature, or by doing what the crucible does, and have the stack take longer to get up to temperature based on how big it is, and have all of the items cook at once.

    Rift Blocking Device (Added in 1.18)

    Once you start to hit mid-late game, it starts to get frustrating having rifts spawn in and around your base. A device which may require some difficult to acquire items, that prevents rifts from spawning in a generous radius (say 50 blocks or so), would be great for this.

    There are several ways this could be made into more of a mechanic, perhaps with a sender and receiver node, making it so rifts stop spawning in one place, but are much more common in another, or having a minimum spacing between blocking devices, meaning that you can’t make everywhere safe.

    Temporal Storms are currently useless

    There is currently very little point to temporal storms. I realise that the next update is a lore update and is likely to address this though, so I won’t stick on this point for too long.

    That being said, it would be cool if we could utilise the time dilation effects of a temporal storm in some way, maybe to quickly age cheese, compost or alcohol?

    Drifter Accuracy

    Currently, the rocks that drifters throw seem to hit more often than not, especially in multiplayer. Some adjustments to their accuracy to make them less accurate, as well as less likely to throw rocks would be less frustrating.

    Tool Handles

    I think it would be cool if higher tier tools weren’t made with a simple branch you pulled off of a tree. Perhaps some kind of wood carving mechanic where we can make tool handles of various types of wood (with rarer, stronger kinds of wood like ebony being better) for use with higher tier tools could affect the tool’s durability. This would be somewhat like the Minecraft mod Tinker’s Construct.

    Hoe Usage

    Currently, once you’ve tilled a field, you no longer need the hoe. Metal hoes thus feel like a waste of metal, and it doesn’t feel very realistic.

    One idea could be that when you pull up plants, you should need to re-till the soil before you can plant more. This would of course need to be it’s own block, as you couldn’t have the soil return to it’s base form as it would lose the nutrient information, so it would be called something like “farmed low-quality soil”.

    Another could be that re-tilling the soil redistributes the nutrients, giving you a boost in nutrient levels, making re-tilling worthwhile for fast farming. (Idea from PlasmaticChrome26 on Discord)

    • Like 10
  6. 6 hours ago, redram said:

    As I understand it, the problem is that the game engine fundamentally does not allow anything other than orthogonal collision boxes.   If it were as simple as making an invisible sloped collision box, it would have been done ages ago.  But allowing this would apparently require a deep re-write of engine code.  As I understand it.

    That makes sense, I can't say I've looked much into the collision logic, but this seemed like the most obvious solution. I can see now why this warrants a changes to the collision code instead.

  7. Isn't the simplest solution just to make stairs have an inaccurate ramped collision box, instead of an accurate one? I feel like this would solve the issue of jitteriness, as well as the speed of climbing stairs, all without needing to modify the collision code, as suggested in the bug bounty program.

    Stairs.png

    • Like 1
  8. On 4/14/2020 at 4:45 PM, ApacheTech said:

    I see it as a potential slippery slope. If we start adding config options to "ban" players from performing actions like that, I could see a need to remove the ability to enter creative mode, or enter most of the chat commands. If it feels like cheating even to have the option of sleeping through a storm, does it not also feel like cheating if you have the option of going into God Mode, speeding up time, or just skipping the night entirely? On a multi-player server, should logging out of the server be disabled during a storm?

    You see it as a slippery slope, I see it as giving the player additional options. I would actually be for adding in all these options, of course, disabled by default, to force legitimacy. It's very easy in these kind of games to die to something, see it as the game's fault, and then cheat in order to get your stuff back. If this isn't an option, you of course cannot do it, so this isn't necessarily a bad option.

    On 4/14/2020 at 4:45 PM, ApacheTech said:

    What I would support, is a full-on, hardcore, "Deathwish" game mode, that disables beds entirely, and has perma-death that deletes the save file and gameworld upon death so you can't save-scum. In that mode, you wouldn't have access to any of the /time, /weather, /gamemode, /giveitem commands, so you'd be forced to stay in Survival mode. But that would be chosen at world-gen, and single-player only, of course, and it would definitely not be by default.

    This is definitely something that should be added to the game at some point. This would really enhance the survival aspects of the game, especially hunting for food earlier on. Of course, this probably won't be added until the game is more fleshed out, but a good suggestion nonetheless.

  9. Later-game methods for clayforming such as a potters wheel have been suggested before. I would personally prefer to have an mid to end-game structure or device to allow easier clay forming than a half-assed "you get better at it" after some time of playing.

    I think there's value in doing something the hard way for a while, to then unlock an easier way of doing it. This makes the progression better, you'll enjoy the upgrade more and feel like you've accomplished something by managing to unlock/make it.

    • Like 1
  10. 13 minutes ago, AlteOgre said:

    Yes, there is. It disables the player to avoid them. That is a similar type of benefit as those that any other setting provides that allows the user to make a SP game harder. Would you object against those with similar arguments?

    As a matter of fact, I think it would be in the spirit of this game if by default players wouldn't be able to 'sleep through temporal storms'. So, if it was up to me, it should be optional to be able to sleep through them, and not the other way around. 😉

    Indeed, allow the player to configure the difficulty to their choosing.

    I would like the ability to turn off sleeping through temporal storms as it suddenly no longer makes it an option to do so, and from my own personal enjoyment perspective, finding a way around this would be cheating and ruin the fun. If it's an option to sleep through them though, suddenly it's fair game and not cheating so it just makes more sense from a personal perspective to sleep, even if it's not as enjoyable.

    Ultimately, this is a personal preference thing and an easy option to add to the world generation settings / server config. So why not? +1.

  11. I do love this concept, and the following features would be easy enough to implement:
    -Trunks that get thinner higher up
    -Branches that extend and, well, branch
    -Trunks that can be over 1 block thick, but under 2x2 in size
    -Trunks that can be under 1 block thick
    -Falling tree physics (to an extent)
    -Larger trees generating aboveground roots
    -Branches being far quicker to break than trunks
    -Unique generation for each tree type

    However, when it comes to these features:
    -Leaves that constantly grow, regrow, and change
    -Trees growing from a small sapling over time into a full-sized tree naturally
    -Tree disease/lack of nutrients from soil causing stunted growth and tree-death
    -Saplings planting themselves when leaves naturally decay
    -Trees growing taller to fight with other trees for more sunlight under the canopy
    -Emergant forests that live, grow, and wane on their own

    The issue comes when trying to simulate these things in areas that are not currently loaded by the player/players. The game cannot have all chunks loaded to be able to simulate these things away from the player, so in order to achieve these things, the following would need to happen:

     

    • Each chunk has a value on it that indicates the last time it was unloaded.
    • When loaded, the game would need to do catch up simulation on objects
    • The catch-up would include simulating each chunk for the length of time that the chunk has been unloaded for
    • The catch-up would need to be performant enough that the game does not stutter. i.e. needs to be completed in a frame, so even at a modest 30fps, it would need to be done within 33ms
       

    This system has been proposed before for other dynamic world systems, like snow, so it's not impossible, but the task is quite a big one.

    Good suggestion, +1 :)

    • Like 5
  12. I don't mind the idea of natural disasters, but they would need to be off by default, with the option of turning them on. If this is the case, then there's probably better features to be worked on, that will be benefitted from by more people. Still, a fine suggestion nonetheless, so +1.

  13. Whilst I appreciate that this could be a useful tool to both map makers and server admins, having the ability to define a sound file opens the system up to a number of issues, namely:

    • How do you store the sound file? Is it included as part of the map file?
    • In multiplayer, do you host the sound file remotely, or is it passed from the server to other users? Peer-to-peer? Does it get transferred when you connect to the server, or when you need it?
    • What limitations should be on the file? If it's being transferred between players in multiplayer, should it be length-limited or size-limited?
    • How many sound files should be allowed to be attached to a server or map? If you're transferring them when the player connects, it could very easily make connection to the server a lengthy process.

    And this is just the stuff off of the top of my head. Games like Gmod show that doing this is feasible, it's just whether or not it's worth the effort to implement anywhere in the near future.

     

    I am, however, not against providing a sound producing block where you can choose from a library of existing in-game sounds, or perhaps some sounds made for the purpose.

    This would be similar to Minecraft's note block, or Factorio's programmable speaker, which would alleviate the issues listed above. You could even make it so mods could be produced that just add more sounds to the library, allowing you to define your own sounds, albeit with a bit more work.

  14. Spoiler
    23 hours ago, Erik said:

    You underestimate the work required to implement your suggestion quite a bit. It would not be terribly hard, but just changing some recipes is always done in a matter of minutes. However, I've looked a bit deeper into it and how the recipes are setup and just changing a number on them isn't possible, because the durability consumption for tools is hardcoded in the api to 1.

    For removing durability from Tools, Collectible.DamageItem() is used, which thankfully has an optional argument for the amount of durability to damage an item. The method gets called when Grid-Crafting with a tool by the method Collectible.OnConsumeByCrafting() and in the code for the BEAnvil.OnUseOver() for smithing. A simple solution would just be to add an exception when grid crafting with a hammer by simply adding something like:

    if (stackInSlot.Itemstack.Collectible.Tool == EnumTool.Hammer) {
    stackInSlot.Itemstack.Collectible.DamageItem(byPlayer.Entity.World, byPlayer.Entity, stackInSlot, 100);
    } else {
    stackInSlot.Itemstack.Collectible.DamageItem(byPlayer.Entity.World, byPlayer.Entity, stackInSlot);
    }

    replacing line 558. It would obviously not be an elegant implementation, but recipes would not need to be changed, including modded recipes. Replacing to tooltip would just be a visual thing that would indeed be a bit harder to do and is not exactly required. However making a special case for the hammer in the tool code is not something I would like to see.

    To be entirely honest, the best and simplest way to fix the problem is by modifying the smithing code rather than the item code, like you suggest. However, instead of involving chance and storing data on the hammer, but by having the "entropy counter" stored on the anvil and always changing it by a set amount. So every hit the counter gets decreased by one and the hammer only uses durability when the value reaches 0, which also resets the counter back to a hardcoded value describing how many hits it takes to lose one durability. To avoid exploits, the counter is set to 1 after the anvil has been placed, to always have the first hit cost durability. A similar thing is already in the game when it comes to clay consumption by clayforming where AvailableVoxels is used as the counter.

     

    This is a fantastic, well thought-out response. Seriously, thankyou for spending the time researching and posting this. I agree that if we did want an entropy-based solution to smithing, then applying the counter to the anvil would probably be the best solution. In theory, this could be gamed (multiple people, using hammers made of a different material for the suspected last hit), but not by any drastic amount, and it is certainly better than other options :) +1

  15. I agree that 'sticky' sprinting should definitely be an option at the very least, if not the default. So +1 for that.

    13 hours ago, Christina Garner said:

    Yes, please make a sprint toggle and also autorun (ie. keep moving forward without holding down W.)

    I just bought the game and its awesome but my hand is killing me already.

    If your hands are hurting from it, can I suggest re-binding sprint to shift and sneak to control? I tend to find this is more comfortable for long periods of running :)

    This really should be taken seriously if it is actually hurting people to play the game, RSI is no joke.

  16. I agree that a sluice would be more thematically appopriate than a sifting table, and I think the level of user interaction and potential for automation suits better too. So +1 for sluice. (The sifting table isn't a bad idea though, by any means)

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