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Rufkut

Very Important Vintarian
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Everything posted by Rufkut

  1. I did some testing myself. All the goats and deer seem to climb 3 high blocks. Hopefully, someone can mod that behavior out so we can have options. I have Boer, Alpine and Nubian goats IRL that they're frisky and avid climbers but I've never seen them traverse a 90-degree flat wall.
  2. It's unfortunate that you've experienced that but I find it very odd having played for a long time. For instance, I've had the same save since like 1.13/14 and it still works great in 1.18. I've put over 1000 hours into that save over many game versions and used the majority of the mods that have been created for the game. Moreover, I've migrated that save between three computers as I upgraded over the years. Besides a little lag and loading time, I've never had a critical issue with that save even in updates. I exported the base area to a new map in 1.18 and it's been persistently smooth and reliable. Tyrons always takes care of any major issues and goes a long way to make sure there is stability (quality IMO).
  3. I made a backup save and used "/time add 17520" to skip a year. Finally, the animals were ready to mate and eating portions. So it seems like I will have to wait another year.
  4. They are stuck on several days before ready to mate. It doesn't even show they're eaten any portions even though they are eating.
  5. I'm experiencing this issue in 1.18.5. I've tried both grain and grass, though my animals over generation 10. Any new methods for fixing this?
  6. I propose an improved sail and rotor for Vintage Story's windmills. Currently, windmills have limited torque, necessitating multiple structures for increased power, leading to 4 rotor or skyscraper designs. To enhance both aesthetics and functionality, an improved windmill design is recommended, aligned with the game's technological progression. The first improvement is cambered sails. Historically, sail designs used a curved shape called camber, similar to an airfoil, increasing lift and wind energy capture. Iron strips and nails strengthened the sails. In-game, improved sails can be crafted using more linen cloth, an "adjustable trim," iron strips, and nails. Visually, you'd see wider sails featuring pronounced camber and reinforced metal strips. For customization, colored sails would be a great addition. Players could dye sails, personalizing windmills and bases. In the past, an adjustable trim mechanism allowed manual adjustment of sail angles using ropes and pulleys, optimizing based on wind conditions. In-game, the trim mechanism can be smithed using iron, then combined with ropes, nails, and a hammer to make an improved sail. An improved rotor is necessary to withstand increased forces from enhanced torque. This is accommodates up to 10 sets of improved sails. Crafting requires a regular rotor, hammer, 8 iron plates, and 32 units of fat and resin. With 8 improved sails attached to the improved rotor, it should generate as much or slightly more power than four regular rotors with the maximum 5 sails each. This would add another provide late-game tech progression, curb the end game resource surplus, and allow for efficient windmills without sacrificing aesthetics or resorting to unrealistical designs.
  7. Yeah I can totally relate to that. My first actual world was in 1.13 to 1.17, invested over 600 hours over several years I'd assume. I like games which allow me to play at my own place and picking up where ever I left off. I can see how it'd be a challenge for long running multiplayer servers. Thankfully, I found a nice scenic island in a preview of 1.18. Its resource rich and interesting enough to support all of what I'll ever do and I exported the schematic of my base from my other world to it. I was hoping to do some occasional sailing but sadly stable 1.18 terrain generation has created a massive continent in all the new chunks even though the world parameters was set "islands/continents" before. Regardless, its definitely early access and amazing for what it is and will become with the people behind it.
  8. I've found that terrain generation in rc.2 1.18 compared to 1.18 stable is definitely different. The stuff generated in the initial unstable releases were really great, I found several flowing realistic eye catching landscapes without a thousand tiny lakes and tiny hills. 1.18 is superior is general but the terrain generation in the stable release is "off" in my opinion.
  9. Another option is find a map in 1.18 you like then using creative mode to create schematics of your base then importing those schematics in the 1.18 world. There you'll have your base and a new chunks to explore with all the newer features.
  10. Is that file what controls the default terrain generation parameters.
  11. I think the old system in rc.2 produced better, more consistent results. That's where you'd select: - No oceans - Very large lakes - Continental - Island Worlds 30/150 looks promising but I've yet to find anything viable for a playthrough. Its either a unending landmass with jagged noisy island or thousands of tiny lakes. I'm not sure if that's a bug or intended. I found a nice world in rc2 but the the new chunks are generate as a continuous continent...
  12. World gen was adjusted in the first stable release of 1.18. This map was generated in 1.18 rc.2. I attempted to play with in it the stable release. Once you pass the ocean, you're met with landform with surrounds the map pictured above. The newly generated chunk borders have steep cliffs but its not too jarring. Newly generated chunks parameters in stable 1.18 have oceans disabled by default so the default new terrain might be a large endless landmass.
  13. So 1.18 is almost here and I've been trying to find a world for a new playthrough. I used the continents settings and was able to find a nice world. It spawns you on an large island which has most of the rocks types, especially those which the important ores spawn, as well as a lot trees besides what you'd only find in a tropical area. The island itself is big enough to support a small server and has some unique scenic areas. I went through the map and plotted down some important sites/resources. I've included some pictures in case anyone is interested. Seed: 191813150 Climate distribution: Realistic Oceans: Continental Geologic Upheaval: Common SPAWN. You start at the northmost point, in the basalt area. Download: https://www.mediafire.com/file/n5f9lujikmesw2i/Continental_Map_1.18_Stable.vcdbs/file Screenshots: https://ibb.co/KwSY36G https://ibb.co/72CvcJJ https://ibb.co/YBfB1VK https://ibb.co/bLm4bhq https://ibb.co/4md3gFm https://ibb.co/Df67BvN https://ibb.co/0MFsgFT https://ibb.co/pxkbnHK
  14. Hey man, does this work for 1.17?
  15. I suggest posting that issue on the mod page: https://mods.vintagestory.at/vsvillage
  16. That sounds great, any villagers will make the world feel more complete. Quests would be great and I agree with limiting player influence on preexisting villages. Besides that, what you've planned is similar to the Millenaire mod for Minecraft. Im going to "flesh out" these idea more with pictures and more examples illustrating concepts. I recommend you take a look at this MC Mod called Tektopia:
  17. With each update we get new features which have made the game feel more fleshed out and complete. More than anything else I've wanted to see villagers added to the game. I understand we can't have everything at once but wanted to share some ideas for villagers once they arrive. I've drawn some ideas from Minecraft mods and several games; namely, Tektopia - Structure markers for buildings, NPC Jobs and stat system Millenaire - Culturally themed villages, interaction through missions and quests Banished - NPC management and production chains Odd Realm - Legder NPC JOB Settlers 6 - Production chain linkages and Overall these villages shouldn't be expensive given the lore of the game. The few settlements that there are people banding together against the dangers of the world. Anyways here are some ideas. SIZE Given the lore, settlement should be no more than the size of a Hamlet, less than 50 NPCs. These could simulate a clan or small tribe of survivors. FOUNDING A VILLAGE - Potentially you could have a "trading post block" block which attracts nomads. This would be a multiblock structure that functions like a settlement center. The initial block would be sold by a trader. This multiblock can be upgraded over time for increased capabilities. Once established nomads and traders arrive at the trading post. You as the player can then create and apply a token to make them a part of the settlement (see Tektopia). Thereafter they're added to the settlement ledger where jobs can be assigned to said NPC. By default, new villagers are assigned the labourers and builders job but can be assigned a maximum of three jobs (See Old World). These are default to minimize NPC idle if there is nothing to do. TRADING POST - this is like the village center (See Banished) and designates a certain radius as the village. Within this structure you can find the ledger where it has the settlement population information, resource amounts, food reserves, and other data. It's within this area where players will build their village. This area prevents spawns and allows villagers to build in that zone. This space is limited, consequently players may have to choose to design specialized villagers. PRE-GENERATED VILLAGES - Pre-existing villages will have a basic layout based on presets and small population of villagers. These preexisting villages do not grow beyond their size and are fully self-sustaining. There varying layouts offer different cultures and production specialization much like traders making seeking them out worthwhile. The player can interact by trading or doing missions. ZONING - A special tool can be used to mark zones for the NPC tasks (see Foundation). These NPC interactions include prioritizing pathways you'd prefer NPC'S take, as well as highlighting areas for a farm plot, pasture, hunting and forestry (see Banished). NPC TIERS - Settlers are categorized into three (3) tiers and certain jobs are tied to these. To begin we have Tier 1 settlers who need basic resources (food, clothing, a home and tools), however, higher tiers require more specialized resources. Here are further details - TIER 1 - food, clothing, home and tools - TIER 2 - require coal, wax or resin for soaps and candles (simulate hygiene), and bread. TIER 3 - alcohol, salt and honey or sugar NPC STATS These provide perks to NPCs productivity with tasks, 1 SATIETY - NPCs need food and will die without it. Tektopia: https://sites.google.com/view/tektopia/home/mechanics/hunger?authuser=0 HAPPINESS - this is influenced by the availability of entertainment. If a villager gets too unhappy they receive productivity penalties. Entertainment can be provided by a NPC who is a bard or cleric, a festival or when NPC talk to other NPCs when in a tavern or religious building and are not working. Tektopia: https://sites.google.com/view/tektopia/home/mechanics/happiness?authuser=0 2 FATIQUE - This reflects how much energy villagers have. Villagers have a limit to how many activities they can perform before they need rest. If they run out of energy they fall asleep on the jobs like the sims. NPCs recover health when they rest. 3 INTELLIGENCE - there are levels of education for an NPC. This can be improved through a school or library building with the relevant NPC. Unlike children born and schooled in the village, nomads cannot gain level 5 education. THOUGHT ICON - Icons show up above the villagers head when they are in need of a particular item or are being affected by an action. Tektopia: https://sites.google.com/view/tektopia/home/mechanics/thought-icons?authuser=0 OVERCROWING - https://sites.google.com/view/tektopia/home/mechanics/overcrowding?authuser=0 CLOTHING UPGRADES - Clothing is created by the tailor and provides several stats boosters. These include weather resistance, travel speed, and storage when working. Examples include snow shoes, sandals, fur clothing, baskets, and bag packs. The tailor will create and store these to structure quotas based on the availability of resources in the village. TOOLS - These are created by the blacksmith for jobs that use metal tools. There should be bonuses for using tools made of better metal. VILLAGE LEDGER - Besides the settlement information, this provides a list of all settlers and the jobs or actions allowed by that specific NPCs (See Banished and Odd World). This also allows you to set resource quotas, request a preset structure be created in the settlement zone and other actions. STRUCTURES - Settlement buildings must be designated using structure markers and include the required blocks based on the job role for that building (See Tektopia). For instance, a home structure should have a bed and be a certain size while a blacksmith should have forge and anvil. Each building has storage for materials needed in production. NPCs that are labourers will bring production items and tools for their profession to limit travelling to a warehouse. NPCs also store food in their home and prioritise it. STRUCTURE UPGRADES - Like Millenaire structures can be upgraded over time for increased capabilities and aesthetics. PRODUCTION BUILDING - Each production building has storage. NPCs with the laborers job enabled will pick up material from production sites and bring them to the relevant warehouse or storage site. For instance, harvested material from farmer plots to granaries to bakeries. If there aren't any NPC with the laborer job enabled, the NPC with the special job in need of the resources will seek out and pick up whatever item they need and bring it to the production site VILLAGER BEHAVIOR Villagers will engage in leisure activities if there is no work to do and not assigned to the labourer job role. This can include reading in the library, visiting the tavern, practicing combat or chatting with other idle NPCs which all provide happiness bonuses. Villagers are more likely to stay inside or go to recreational buildings during bad weather if quotas are not extremely low. BLUEPRINTS - Lost knowledge can be obtained by trading the blocks you find in ruins. These can be traded (potentially with a village leader?) to provide points which can be used to purchase blueprints. Blueprints are used to unlock special buildings to put in the village, armour/clothing sets, special blocks weapons and crops that can't be obtained otherwise. This should encourage exploring the underground for ruins and the vanilla lore. TEMPORAL STORMS - Normally there are no spawns within a village due to the trading posting, however, during a temporal storm spawns occur outside marked structures. Villagers stay inside during these events and attack hostile mobs after the storm has subsided. Killing hostile in the village during these raids provides research points for blueprints. CONTRACTS - NPCs can be contracted to tasks. This can be to dig a designated area. Clear all the trees in an area or terraform an area. Have a specialist NPC craft an item or block over time. Build a schematic/preset building once provided with the resources. NPC FOOD - Given how long food takes to grow in VS. Food items produced by the village are essentially converted by NPCs with the cook job into special food items which don't decay like Vintage Beef. Each culture should have a version of this. Each NPC will require one of these food items per day to fulfil their hunger needs. This should allow harvests to last long enough that the settlement doesn't starve.The player should have access to this, however, it should not provide much satiety but have all food groups besides cheese for balance. Fields are only harvested once all crops are mature and the player can purchase produce or seeds during this event. VILLAGE CULTURAL THEMES My idea is that various people from the ancient to medieval world were drawn in the VS world like on the Witchers conjunction of the spheres. These people roamed the land trying to survive and eventually settled together forming clans akin to the combinations below: AMERICAS - Mayan - Aztec - Olmec BUILDING STYLE - K'uh Nah, Aztec Sacrificial Temple SPECIAL ITEMS - Cockatoo, Feathered Headdress, WEAPON- Macuahuitl PLANTS - various appe trees, CROPS - Cassava, potato, maize, sunflower, amaranth, peanut, pineapple AFRICAN - Nubian - Askumite - Egyptian BUILDING STYLE - Obelisk, Meroe Pyramid, Great Zimbabwe, Great Mosque of Djenné, SPECIAL ITEMS - PLANTS - Mango tree, Orange Tree, CROPS - Goat, yams, rye, okra, spelt ASIAN - Yayoi Edo Japan - Zhou Ming Chinese BUILDING STYLE - Garden, Tera, forbidden city, grant tea house, pagoda SPECIAL ITEMS - Samauri armour set, Paper Lanterns, silk worms, silk, sliding doors, murals PLANTS - Giant Bamboo, cherry blossom tree, purple sugar cane, cherry tree, lychee tree, breadfruit tree, Peach Tree CROPS - Rice, noodles, duck, tofu, soybeans, sushi, pigs, cabbage, soybean, turnip EUROPEAN - Norman-Roman BUILDING STYLE - Temple, Forum, amphitheater, Baths, SPECIAL ITEMS - Concrete, tapestry, brightly coloured dyed plaster, decorated ceramic blocks, red clay shingles, legionary armor set, WEAPON- Battle Axe, Wine, PLANTS - Grape, Olive Tree, Promegranate Tree, Pear Tree CROPS - Cattle, flax, carrot, parsnip, onion MISSIONS - Ideas for missions CHILDREN - NPC could potentially have children Check out Gerste's Villager Mod: https://mods.vintagestory.at/vsvillage
  18. Hey man, quick questions. Do mushroom seeds require access to sky/sunlight to grow?
  19. So it works with Farmlife but animals are aggressive even at generation 5. I wonder if there is anyway to make it work together
  20. Is there a way to control the aurochs spawn rate?
  21. It's all good man, it just shows just how far this game has come and can go. I hope this modder responds at some, his stuff is top notch.
  22. LoL I believe you're mistaken. Those images are Minecraft with the Custom Reforged modpack. The modder is making item based off that and I hoped to suggest a few items from same pack which would work well in Vintage Story.
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