Jump to content

PineReseen

Vintarian
  • Posts

    37
  • Joined

  • Last visited

Everything posted by PineReseen

  1. Yeah, having something (like flowers or clams) be unreplenishable is kind of a small annoyance for me. Knowing that a resource is slowly dying out, and there is nothing you can do about it kind of worries me.
  2. I think this is a really cool idea! Though, this system could probably not be limited to just maps. What if the player could draw on parchment? It would probably require a lot of coding, but it would be amazing!
  3. As I said in another reply, I find this point to be mostly opinion-based. I mean, golden crowns, sure, but tools? Why not just add in the rest? I mean, I would understand excluding heavy work tools like axes or pickaxes for low melting point materials since that would impact progression/most of them are way too soft for that kind of wear and tear (That argument kind of went out the window with Gold though...) Yeah, sorry if that was kind of offensive. Though, trinkets and tools don't necessarily have to exclude the other, tools would probably be very easy to make, you just take the template of existing pickaxes and copy it with some changed textures. Maybe I'll make a mod for that?
  4. I feel like this is mostly a point of opinion. I think that conspicuously posh things like Golden tools should not be given special treatment solely based on the fact that they are a sign of luxury. Gotta be all or nothin' in my opinion. Yeah, that's fair. Although, there's also Electrum, but I haven't gone that far yet. The wiki page says something about "advanced technological components" (Jonas tech?), so that pretty much still makes Gold largely similar to Tin (Bronze), Lead (Solder), Bismuth (Bronze again), Zinc (Brass), or Nickel (Cupronickel, also for advanced technology from what I know. Nickel's just the off-brand gold!)
  5. I don't quite find this argument convincing enough, since we already have golden tools in the game, and they're even weaker than copper tools, and I don't think there were many, if any pure-gold tools. Furthermore, Gold is used in Black Bronze, which puts Gold in almost the exact same scenario as Lead, Tin, Nickel, Zinc, or Bismuth. In other words, Gold is a metal entirely impractical to use in tools or weapons in real life, and is also used in a metal alloy. Zinc is also a metal impractical for tools in real life, and is used in a metal alloy. Same goes for Lead, Tin, Nickel, and Bismuth. The only thing that sets Gold apart from all the other unworkable ores is the fact that it can be used for armour, and tools. So, why not, eh?
  6. Seems like an interesting feature. Imagine making one of those trapper hats or fur hats like ushankas!
  7. I mean, I do agree that tools and weapons aren't usually made from weak materials like tin, and that it probably wouldn't be realistic nor useful, but I feel like the developers have already crossed that line by adding gold tools. For example, the gold pickaxe has half the durability of copper, and I'd assume that gold is pretty hard to find compared to copper. Tin would probably be a pretty bad material to use, even in things that don't include mining blocks like knives or cleavers, but there are more resistant metals like Nickel or Zinc that might actually be on-par or better than gold! If we are to trust Wikipedia, Zinc deforms harder (Poisson ratio), is equally resistant to scratching as Gold (Mohs hardness), and is more resistant to indentation (Brinell hardness) than Gold! Nickel even more resistant, it has a higher Brinell and Mohs hardness than Zinc, and it does deform easier than Zinc, but it's still harder than Gold. Bismuth, Tin, and Lead aren't as good, but I don't see a reason why we should stop arbitrarily at Gold. Do note that I'm not a materials scientist so I could be missing a lot of other values that determine hardness or brittleness and overall suitability for tools, or just plain misinterpreting them. Yeah, I agree. Just threw out that idea for not much reason.
  8. Now, I am aware that this suggestion might not be the most practical, but hear me out on this. What if we could make tools and weapons from tin, lead, zinc, ect.? They would probably not be very durable (Like tin or lead), but they could be used if you have ran out of other materials for whatever reason, or just wanted to screw around, I guess. It would also finally make the tool and weapon recipes mostly consistent. Maybe even tin can armour? This would probably be easy to implement, as from what I know you do not need to make a new tool texture, and just use the ingot texture. The hardest part could very well be the stats. Maybe lead even could inflict lead poisoning? Who knows? What do y'all think?
  9. Seems fair. I'm kind of mixed about this. On one hand, this would just be bad for balance, but on the other hand, this would require a fair bit of effort, with late returns. You could just start turnip mini-farms everywhere if bushes are out of the question if you're determined enough. Plus they wouldn't just destroy themselves after a month (As far as I know). People would probably just take the path of least resistance, so we could try: Making shears consume a lot of durability to discourage mass harvesting, make branches need to be grown in a moist environment, Make cuttings have only a small chance to take root like fruit trees (Probably the best one), Or get rid of cutting bush branches entirely and replace it with a more complicated process like processing lots of mashed fruit into seeds through barrels or something. We could just ditch the whole berry seed thing, but there's got to be a way, right?
  10. Hm. I haven't really considered that. The idea I had with the energy spent-to-gained ratio was that when you were traveling, you would mostly move in the direction that you wanted, and only take the berries closest to you, so they wouldn't keep your satiety infinitely full, otherwise you'd lose energy. With berries for normal activities, you would just scavenge nearby bushes, or those you planted in your garden. As you expand your garden to include different bush varieties, (Or just more of the same fruit variety) the berries would gain satiety and nutrition so you would not have to look for wild berries as much. Decreasing drops per bush or their availability seems like a good idea, but that just seems like the same thing as decreasing satiety of the fruit, except now you get it at different intervals (At least when traveling). Maybe a mix of these solutions would work best, but if decreasing the satiety of berries found per hour (bf/h) does not work, then balancing berries might be way more divisive in the community.
  11. The idea I have with reducing the satiety is that the players would lose more energy looking for berries than they would gain, and that berries would not suffice as the sole food source, thus requiring packing food on long expeditions. If that does not work, then perhaps making eating too much of a single food type would result in debuffs, and you'd have to eat turnips or hunt alongside eating berries. Maybe cross-pollinated berries you'd have at home would be fine and dandy for your satiety needs, but wild ones, not so much. Or tweak the additional satiety of additional variants to be 20 so there would not have to be more than 3 variants of currants? Or just increase satiety to be 50 and additional per variant to 15. As for the cutting, I was thinking you can do it only 1 time per 1 or 2 months. You could still run around and cut off branches of other bushes in the wild, but as there are a lot of them in the wild, that probably wouldn't differ too much from just replanting them.
  12. Hell yeah! I haven't played multiplayer yet, but this seems like a very very good feature to implement. There's another game called Barotrauma, it barely has any relation to VS, but there is a local chat feature in the game, that makes people's messages more and more garbled the farther away you are from the one speaking in local chat, which allows for revolutionary activity/aimless banter to remain in a close area to the one speaking. I think making messages in non-general chat also be recorded (Maybe in a different colour) to whoever is close by and being more corrupted the farther away someone is would be nice, but I'm not sure how much more code-intensive that would be.
  13. I feel like adding berry bush reproduction would probably be a good idea, but probably not in the berry bushes' current state. It would probably be more appropriate to add it in a berry bush overhaul, or maybe a wider crop rework. Berries can already sustain you for quite a while if you keep finding them, so maybe reducing their saturation or making dietary choices matter would be more realistic and balanced, like @-Glue- mentioned. Expanding berry bushes from them being just an infinite food dispenser that breaks below/above a certain temperature would also go well with balancing the bushes. What if there was different types of blueberry, or cranberry variety like it is with the currant, and they would pollinate each other? If you have a largely homogeneous blueberry garden, it would give around 40 satiety per berry (More or less, I'm not sure how reduced the satiety would have to be balanced), but if you had a heterogeneous blueberry garden, it would receive a buff of 10 satiety per different variant. Maybe the different variants of blueberry would be generated in gradients, so you have to go a fair bit away to be able to pollinate your garden adequately. And of course, replanting the bushes would probably include harvesting a branch off the bush (Maybe limiting it how many times you can do it in a month without beginning to kill the plant would also balance it out fairly.), and planting it in the soil. I feel like a solution similar to this would satisfy the exploration, difficulty, and balance aspect of the game equally. Now, do note that I am not a biologist and I just read most of the information from some gardening websites and tried to make it "balanced". I hope I didn't just throw out the original idea and make it my own, but oh well...
  14. I did go around the length of chunk discovery on the map away from the cart, but it didn't have the trader (Maybe i didn't go far away enough?). Though, it was getting late in the game so I slept on the hay bed, and when my character woke up, the trader was there (and like 5 drifters outside the cart). Maybe he was respawning for some reason? According to the wiki: So, maybe he died somehow, or the game just spawns the cart first and then waits to spawn the trader?
  15. I think I've encountered this empty cart/wagon for the second time now. I think it was the same model as well: Is this normal? The cart is claimed as well by Trader.
  16. Today I built my first thing in creative! It's loosely based off my survival house, but with chiselworks, plaster, and windows. I tried to keep it simple, to retain that not-too-rich medieval house aesthetic. The attic: Exterior at day/night: It's not very good, but it is functional enough (And probably cheap enough to build in survival too), with also some style in there.
  17. Title basically. I think it's been like this since I started playing in version 1.20.4. I ask because I saw something about crucibles now being held properly in some news post.
  18. Holy, this is very well-detailed! I do like the sound of something like this, but I'm not sure how it would turn out in practice. Good or not, this is still a cool idea!
  19. PineReseen

    Mugs

    I think it'd be really cool if there were mugs in the game. They would hold around 1.5 or 2 liters worth of liquid, but not meals. They could be made of clay (Or maybe wood?). This would be a really nice aspect for taverns, inns, or for practical stuff like drinking alcohol faster, but not too much of it at once. It would also just look better compared to drinking out of a bowl. What do y'all think?
  20. So it would look something like this? Claustrophilic (+15% ore drop rate, +10% mining speed) Gravedigger (+15% valuables* drop rate from panning bony soil, +10% ore drop rate from panning) Prospector (25% chance to not use durability on prospector pickaxe) Panner (Exclusive craftable copper pan) Inexperienced (-15% movement speed in armor, armor wears out 25% faster) Nervous (-15% melee damage)
  21. That seems like a great idea! It reinforces the fact that the class is weak(er) in combat, and maybe this could substitute the -7.5% walking speed entirely? (Maybe with a -15% movement speed in armour.)
  22. Hmm, on second thought, maybe instead of adding another +5% mining speed, swapping it to be another +5% ore drop rate would be a better idea? It would fit the Spelunker not being a miner but rather a prospector/panner better, and it would also fit the Claustrophilic trait being an anti-Claustrophobic trait. I'm worried about it being too good though.
  23. Huh, I've never gotten that far so i can't really say. But I guess if it's there already then why not?
  24. I'm not sure most of these would fit Vintage Story, spiders and mosquitoes are quite small and would be hard to spot and attack, and bobcats/pumas are both in the Americas from what I know. Leopards though, would probably be a good addition to dry climates since from what is on the wiki, there are only 2 dry-climate predators, and one of them is the bear. Hornets could spice up the forests a bit if they're big enough to hit, so why not? Snakes in temperate climates would probably be neutral and hunt rodents and other small animals, and would not do a great deal of damage. I still do like this idea nevertheless, as they could be a threat to unprotected chickens or their eggs! Rats would probably be an ambience animal, but the food (or/and crop) stealing mechanic could be toggled on when generating the world. They'd also provide a food source for snakes. Poison ivy and Thorn bushes could encounter the problem of being too difficult to spot and thus making players feel like they're taking random damage, but if implemented correctly, they could be an interesting addition. I do agree that there is too little variety in predators smaller than bears though, and it would be a worthwhile improvement to add more hostile animals. Also, lynxes would be old-world specific, and fit the hostile animal criteria quite well. (Probably what you meant by bobcats, they looks really similar, and lynxes do include bobcats in their definition)
  25. Yeah, adding another +5% mining speed would probably be a good idea. Though, I'm not sure if swapping the melee damage penalty with a ranged one wouldn't make it overpowered. Maybe making it -7.5% melee damage and -10% ranged distance would be more balanced. I was thinking that this class would be more panner than miner, to make it more specialized.
×
×
  • 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.