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PineReseen

Vintarian
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Everything posted by PineReseen

  1. I mean, I kind of was thinking of it as a wooden crossbow (like with the crude bow being a rope version of the simple bow), since it is essentially that. It could just be treated as the wooden crossbow but with some extra steps. Though, the main thing that separates it from other crossbows is the fact that you don't drag the string up, but instead push the whole thing down, which I could see as a faster (and less exerting, if stamina or a debuff regarding that ever gets added) method. To further expand on the reload, perhaps the sliding motion could be significantly faster than other crossbows, thus making it have a short stationary time compared to other crossbows if they get added. Also, yeah, the loaded crossbow in inventory thing is kind of a given for me in general, that could be overpowered and also not particularly realistic. This was kind of a dilemma for me. I have no idea if the devs consider composite bows too advanced for classes other than the hunter to make, or if they think crossbows should be predominantly an iron/steel tier thing, so I was torn between the hunter, clockmaker and just abandoning that and making it all-class. I've also thought about this, but I dunno how this would be implemented. Archers were typically raised their whole life, but making bows inaccessible to tailors because they "don't hunt" seems to be taking it a bit far. Making it into a game mechanic like you said could be interesting, but how would that be done? Maybe an exhaustion system where holding the bow too long makes your shots weaker, so good timing will be rewarded? Maybe if there's a "true aim reticle" that shows where the arrow will go, but it deviates slightly all the time, and moves off the mark harder when walking/running, so the player can wait until their shot will align where they want it to go? And perhaps these things would be changed for crossbows so it's easier to get optimum crossbow efficiency than it is getting optimum bow efficiency (although the bow one would be higher)? Yeah, I believe that the bows and slings are a bit too simple right now, you can hold a bow extended all day long, and after hitting an enemy the arrow just falls off and nothing else happens (I'd like to see some sort of bleeding or an impairment of movement when hunting animals, for example), it just lacks punch. If there will be new weapons, I'd like to see crossbows and gladiuses (I mean, there's a model of a fully fixed one in the game right now!).
  2. Vintage Story currently has only two (technically three) forms of ranged weapon, that being the Malefactor-exclusive sling, bows, and sometimes spears. I do not find this to be enough, as in real life, there were also fire grenades, firearms, but perhaps most importantly for the game's setting, crossbows. Although the recognizable steel and iron crossbows used in medieval Europe only kicked off at around the 12th century, crossbows are much, much older than that. The Chinese made use of crossbows as early as the 6th century BCE, and the Greeks had a crossbow design dated at around somewhere before 420 BCE. I would like to focus on the latter for this suggestion. Gastraphetes The Gastraphetes (sometiems belly-bow or belly-shooter) is an early crossbow design made to be charged and fired using the belly, thus not exerting the user too much. It also allows the charge to be stored, much like a normal crossbow. The wooden rod is latched onto the string via the metal mechanism, and then pushed against the ground to pull it back. The mechanism also has two small rods that latch onto the teeth to stop the string from moving back. To fire, the metal latch is freed, thus allowing the string to pull back. Tod's Workshop has made a nice video about this weapon! Why? I believe that adding standard crossbows (like arbalests) is also a good idea, but I do not think the crossbow should be exclusively a late-game item, considering their history. The hunter can make bows right at the start of the game, why couldn't there be a pre-iron crossbow? How? Alright, now for the implementation. If we are considering adding normal, iron and steel crossbows too, then I would consider making the gastraphetes a clockmaker-exclusive item. This weapon is pretty ancient, and as far as I know, was never used in medieval times. This being some tinkerer's creation would fit the medieval setting of the game more in my eyes, and give the clockmaker a "crude crossbow," in the same vein as the hunter's crude bow. However, the composite bow part of the weapon could suit the hunter more, but I worry that the hunter already has enough ranged weapons. It could always just be a weapon accessible for all though. The weapon could be crafted using a dry long bowstave, some sort of meat, bones and flax twine for the composite bow, resin or lard, boards, and finally bronze nails and strips. (Alternatively, it could be a longbow combined with boards, resin, and nails and strips.) The gastraphetes would have a unique reload mechanism, where you are stationary for a second to push the slider, and then be slowed while you load the weapon. After that the gastraphetes would have an arrow ready to fire. It would be more accurate than bows when stationary, and deal slightly more damage than a longbow (Y'know, cause it's composite). The reload speed would be a tradeoff, meaning this weapon could be useful in cases where you are defending and can hide behind cover or are ambushing something, but in the open a bow would be preferable. This weapon would fire arrows like a normal bow instead of bolts, and you would not be able to have one loaded in the inventory (although you could have it charged). That's all for now! I hope this suggestion will be considered!
  3. Make sure you have block interaction help enable in the settings, in case you pressed CTRL and N at the same time for some reason (as that toggles it on and off). That'll show all buttons required for interacting with a given block or entity. Clearly you're determined enough to play the game even after requesting a refund, so with enough looking you'll find clay too. I usually look in areas with Very Common or Almost All the Time rainfall (viewable in the character menu, usually viewable after pressing C).
  4. Have you ever thought that it was strange that only blue bricks could make klinkers (clinkers)? Well, worry no more! Pit Kiln Klinkers fixes that issue by making pit kiln-fired bricks result in klinkers instead of their respective types (Those can be made with a beehive kiln), and removes the irregularity that is the beehive kiln recipe for blue clay klinkers. This also properly encourages building a beehive kiln, since you now need it to get normal brick colours (and make building with bricks more efficient!). Try it now! https://mods.vintagestory.at/pitkilnklinkers
  5. Yes! They fixed the rawhide tunic!
  6. Regarding decor, could we perhaps have some sort of pelt/fur ornaments, like the Inuits used to make? Maybe scarfs or poncho-ish clothes made from dyed fur or simply different natural colours of it? For example: Beads also apparently were used as decor in Inuit clothing, made from amber, stone, tooth, and ivory before European contact. When European traders made contact with the Inuit, they started selling trade beads to them, which eventually led to the Inuit developing many different styles of beadwork. For example: I think these look quite nice. Perhaps even there could be a heavy pelt middle layer to go along with these?
  7. I don't really think you should be able to see in the dark, in a complete absence of light at least (like in caves). That said, maybe the world could be a tad bit brighter at night depending on the moon phase, at least some light has to be reflecting off the world if we can see the moon so clearly!
  8. I'm trying to fix my weapon content mod for 1.22.3, and the issue I'm having is that the tempering and quenching buffs apply to the tool head, but when you go and make the tool, it doesn't transfer. This is my code: I've tried adding the copyAttributeFrom: "T" attribute to the recipes already, and it did not work. The strange thing is that I remember my other mod that used a base-game toolhead in the recipe had quenching work, so I dunno now. Here's the toolhead code just in case: I dunno what to do now. Is this a base-game bug/hardcoded thing and is unfixable? Thanks!
  9. Eh, I don't particularly agree. Making temporal storms a wholly optional thing that you can go and interact with for a reward goes against the whole purpose of storms in my eyes. I guess that's a fair point. I still don't think that any "localized storm" or anything that'd make temporal storms essentially an optional thing would be a good idea, just like it wouldn't be a particularly good idea to make starvation only slow you down or something. On second thought, perhaps @LadyWYT's idea of making waiting storms out an unfun activity has something going for it. If we were to go with the Temporal Storms Require A Fight route of making temporal storms last very long, with the option to reduce the length by killing enemies, then it'd simply be very dull, time wasting, and even dangerous at later stages to simply wait. Another thing that could be considered is making temporal storm enemies have more loot than normal ones, and also make their corpses drop everything on the ground once they disappear. Since the player is already forced to kill creatures, then it could be more fun knowing it all pays off in material worth. Also, do storm enemies increase in tier in tandem with intensity? If not, then that would be a good way to introduce the player slowly to combat when they don't have as much stuff, and then ramp it up with time. Perhaps I should make a suggestion post that puts all this together sometime...
  10. I dunno if that'd work that well. If the player has to choose between possibly dying and having more fun, and being safe and having less fun, then many people would still choose the safer option because there's too much risk involved. Besides, how do you make the temporal storm different for it to be more fun without making it a free loot event/easier? That's why I want the player to actually have to care about their temporal stability during a storm, so they need to kill drifters if they want to not take any damage due to low stability.
  11. You shouldn't be able to hide in a hole or your base for the duration of an entire temporal storm.
  12. Guys, is the #9177 fix only going to be implemented in 1.23? This is gonna bug me so much for the next few months...
  13. Happy May day!

  14. Okay, I've experimented a bit with the worldgen again, and it seems the temperature is very janky (in cold areas at least). Take a look at this: This is the July 1st temperature in a snowball world with the coldest possible spawn location. 13 degrees centigrade in the day, that's quite warm, isn't it? But now take a look at this: Minus 41 degrees centigrade. In the day! That is an extreme jump! To illustrate how big of a jump that is, the Summit Camp base in middle-of-nowhere Greenland has a mean daily temperature in July of -11 degrees centigrade, and in December -40 degrees! What the hell is going on here? And you're telling me, that this place, that can also rival Amundsen-Scott South Pole Station in temperatures, can somehow support TREES!? And get +13 degrees in July!? I am going to go insane! Just, please improve this system. Or at least make it moddable somewhat.
  15. I've decided to make my own interpretation of the grass idea into a mod: https://mods.vintagestory.at/thegrassiestgrass Having RNG decide whether or not you get grass will probably dissuade people from only using your hands on grass, especially since with a knife you get even more of it, but it will still allow for quick firepits.
  16. I've noticed recently that the worldgen variables (raininess, temperature, fertility, etc.) are distributed rather unrealistically, at least when considering fertility and raininess. Here's an exercise, create a new standard world, and set your gamemode to creative and your spawnpoint to the coldest possible choice. Now, fly around and use the "/wgen pos climate" command and see all the results. Odds are, you might find a place like this: The yearly average is colder than it is in Aklavik, Canada! And that place gets only 266mm of rain, compared to Berlin's 532mm and London's 754mm! Hell, NASA said that: And you are telling me that this even colder place in the game is supposed to be 99% rainy? Oh, and also it's above 50% fertility! The only soil that spawns here is barren soil and forest soil, that does not deserve anything above like, 25%. What do we do to fix this, and why is this even a problem? The reason I'm making this post at all, is that while I was making a custom arctic plant, I kept running into issues where it was too fertile/too rainy in these sorts of areas. That was obviously not the case if you looked at the soil, but the numbers said otherwise, and so my flower couldn't spawn in way more places than was expected. Another issue is that this detracts from realism for no good reason. Trees should not be spawning here at all (or at least not as much as they currently do), and reducing rain and fertility would cull at least some of the larch trees. Fixing this may also provide the world with better-defined emergent biomes. So, how to fix this? I propose that raininess, fertility, forestation, and shrubbery be all dependent on one another (or latitude) in some way, unlike how it seems now. For example: - Raininess has a cap (maximum value) depending on latitude. For example, the place in the picture could have around 30% max rain. The world generation would then adjust itself so that a variety of rain values would be generated instead of majority 30%. This cap would also be reduced or removed in temperate climates, and reappear again in very dry ones. - Fertility is capped by raininess. I propose that the increase of the cap in fertility compared to raininess is a bell curve (Numbers not fully accurate): At 50% raininess, the increase of the fertility cap would be for example around 15%, so you'd get an additional 15% increase in the fertility cap for the transition between 49% and 50% raininess. (The numbers are really rough here, but I think it gets the point across). At 1% and 99% rain you'd get very little increases in fertility. - Forestation and Shrubbery would probably be capped by fertility. All these numbers would then be used to generate trees and flowers and shrubs like they are now. That's the suggestion! I really hope that an improvement to this system will be made eventually, since it seems very arbitrary as of now. Thanks for reading!
  17. I see #9177 still ain't fixed . Unfortunate, I guess my seraph will be forced to have their rawhide mantle hidden in freezing temperatures until 1.22.2 (hopefully not any longer).
  18. I think you can change the game mode when creating a standard world, so you'd have the normal terrain with creative mode enabled, like this:
  19. Stick or other material firepits are definitely a thing that should be added. Like, say I'm starving, and killed a deer. Now, to cook and eat that meat I'm gonna have to chop down a tree, convert one log into firewood, and only then start building a firepit. Now I'm left with a bunch of logs I don't need, even though sticks are common and I carry them with me all the time. Sure, a deer's worth of redmeat could warrant firewood, but if I instead had gone for a wolf pup or something (Canada-climate winters can get really crazy, y'know) then I'd probably not need 4 firewood to cook a single piece of bushmeat. As for the grass thing, I don't particularly care. If I had to add it, then I'd probably make it like a 50% chance for dropping dry grass upon breaking grass with no tools.
  20. Have you ever noticed how little flowers there are in cold environments? Have you ever wanted to have something else as healing than a bandage? If yes, then this mod might just be for you! An Arctic Willow adds the arctic willow, a quite resistant plant that grows in the tundra, and even mountains located in temperate regions! Not only does it serve as decoration, but it also can be skinned of its bark to get a bark poultice! Be aware though that it currently can't regrow, so you might want to consider conserving them. Try it out now! https://mods.vintagestory.at/anarcticwillow
  21. FYI, the lupine has different coloured variants that apparently spawn in purple or blue patches (They're just recolours of the standard model's flowers as far as I am aware). Coincidentally, they also have every colour you mentioned except for green (and technically yellow, but orange is essentially yellow), since it seems that there aren't really any fully-green lupine species out there. But with some creative liberties, I made a green-tipped lupine (close enough) that is at least somewhat realistic! https://mods.vintagestory.at/agreenlupine
  22. I think that Debarked Logs to Firewood and Quartered Logs to Firewood are the prime targets for being added to the base game. I mean, how isn't this already a feature? The quartered logs already look like firewood, for crying out loud! Imagine you've decided to make your house outta debarked logs, that just means you're stuck with 32+ wood logs that have barely any use and take up a lot of space. Even worse if you want to build your walls outta clay plates or brick, then guess what? You have to chop down MORE TREES even though you already have perfectly good logs sitting in your chests, but NO, they CAN'T be used for firewood for kilns because... No reason, really.
  23. Yeah nah. It seems a bit too oversaturated, and the colour pallete is a bit all over the place. I dunno how to describe it, but there's too much blue and gold for it to be just accents. And, the greens and browns are terribly bright. It also seems to be going for the blocky feel of the game too much. I think I like @Watch-The-Skies's desaturation and decluttering of the logo, it fits way more with the dull and gritty look of the game.
  24. If we're on the topic of adding fibrous plants, then I must mention rushes. They're a cosmopolitan plant, meaning they grow almost everywhere, and they can be used for thatching too! Rushes could spawn in temperate and cold environments, to provide sub-freezing places with a way to progress in the game effectively, which currently they do not have.
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