-
Posts
137 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by PineReseen
-
Okay, so I remembered that I could just download a mod that does a similar thing off the database and steal its homework, and it turns out that it is actually a JSON feature. In the case of flint, it has a "combustibleProps" property that allows it to be smelted. This is also used in things that can be used as fuel. So, in the case of flint, it looks like this: For me, I just needed to make firewood and sticks smeltable, so I could use JSON patches to add onto the firewood's existing combustibleProps property to make it smeltable in a firepit (So it can be used both as the thing being smelted and the fuel for the smelting). This looks like the following: I'm a bit rusty when it comes to JSON patches, so maybe this can be used for things that don't have the combustibleProps thingy, but I'd recommend checking out the modding tutorial on the wiki for that. I hope this helps anybody that is looking for the same thing!
-
I'm trying to make a recipe for wood ash, similar to how you make Calcined Flint, or cook Bushmeat, Redmeat, Fish Meat, etc. for 1.21.6, and I don't know how. There are no recipes in the recipes folder that look like they'd be anything like that, and somebody had already asked this exact question on the legacy mod development forum, but received no answer. Is this for some unknown reason restricted to only code mods? Or is a JSON way possible? Thanks!
-
Yes but imagine if you put it because it looks nice *and* gives you a small boost. Wouldn't it be nice? Well, I'm not LadyWYT, but that is absolutely not nice! Pelts piss me off, they clip into other decorations/blocks, and also I can't walk off ladders properly in my basement where I cure raw hide. And I'd be essentially making the game harder for myself by storing all my pelts in a chest instead of on every free block on the floor? Why?
-
I don't think buffs for well-furnished homes are a good idea. That seems way too arbitrary for a game such as this, perhaps it'd be better for an RPG or something of that kind, where your character could have preferences for decoration. (On another note, having limited energy doesn't sound like a great idea either, that just seems like it's arbitrarily punishing the player for doing anything.) Although, if we were to stretch the definition of "comfort" a wee bit, keeping your temperature within an acceptable range (So for example, lighter clothes in warm times, warmer clothes in -20 degree weather) to for example, lose less hunger, I'd consider a good idea. Maybe staying wet for too long could also have negative consequences. Perhaps keeping your rooms cold/warm enough could also have benefits, maybe through that "keeping your temperature in a range" mechanic. I think disease/condition effects that @LadyWYT mentioned would fit pretty nicely too, so for staying in extreme temperatures you'd get hyperthermia/hypothermia, which could even kill you. Maybe sleeping could impact the player too? For example, you'd get a faster running speed after sleeping for some time (Or you could run slower after not sleeping enough, it could be the same thing if you adjust the base running speed).
-
I've started a new world not too long ago, and since it's nearing the end of the year (I'm now in winter), I figured I'd post some images! (I've linked the images to a slightly higher quality version on Imgur) This is the first night if I remember correctly. I later changed the walls to debarked logs with the help of a mod that adds a mallet, and after that to grey bricks. I don't exactly know when this was taken, but it sure looks great! The image is of the island I spawned on, I think taken from between it and the mainland. This is a clay patch I use for my clay. The excavation significantly ramped up when I needed bricks, so that's what happened to it. This was taken in Autumn, and I think it's particularly nice! This is a picture of the winter. It started getting sub-zero around October, although this particular photo must be somewhere around November or even December. I've also got the Wanderer's Sketchbook mod installed, so I've been using that to keep myself occupied during winter. (Also, being able to write and/or draw in survival games would be an extremely cool thing in my opinion, so this mod is exactly what I've been looking for!)
- 3 replies
-
- 10
-
-
-
Well, it is certainly the depth where you start drowning when trying to resurface after prospecting. I think I'd be at around half health if I didn't use a bandage after I dived three times to get the samples.
-
-
Cobblestone gets broken into Stones with Pickaxe in Crafting Grid
PineReseen replied to Kohichi's topic in Suggestions
Doesn't sound like a bad idea. To add onto this, debarked and quartered logs should be able to be split into firewood like normal ones. Perhaps brick blocks should be able to be broken up into individual bricks too? On another note, maybe it should rather be done with a hammer and chisel like it is for making ashlar blocks from polished slabs? -
Are you planning to do a cold start? Or do you just have too many pelts because you don't replace your clothes every week? Maybe you'd rather spend your time harvesting copious amounts of reeds rather than making a somewhat sustainable flax farm? Yes? Then you might enjoy Different Fibre! Different Fibre allows you to make Flax Fibers (Mod changes the name to just Fibers) from pelts and reeds, thus allowing for advanced development in cold areas via hunting, or extremely hot areas via wet retting papyrus. This mod also changes the names of flax products to more generally represent fibres, to not be as immersion breaking (Animals aren't exactly plants, y'know). What are you waiting for? Convert YOUR spare pelts into fibre NOW! https://mods.vintagestory.at/differentfibre
-
Red Clay should be able to make Clinker Bricks
PineReseen replied to PineReseen's topic in Suggestions
Huh. I forgot that was in the prerelase versions at all. But since they serve the same purpose, I guess that doesn't really change anything. Pit kilns do average around 1100 degrees centigrade, and the result is proper usable earthenware, so I reckon that the red clay isn't significantly more impervious to heat than blue clay. -
I'll admit, I don't have a lot of experience with bricks, but from what I've read, clinker bricks are simply wet clay bricks that have been heated so much that their surface has vitrified, aka. turned into glass. Both the blue and red clay in the game, when fired in a pit kiln, produce exactly the same ceramic (which seems to be of adequate quality), so I think they should have rather similar firing temperatures. But why then does red clay not make clinker bricks, but blue clay does? Blue clay is also rather difficult to find on some worlds, so you just can't get clinker bricks reliably. The wikipedia page for clinker bricks has an image of a vitrified red brick: I think a voice that has actual experience with this would be appreciated. Besides, we could always have light and dark clinker bricks with slightly different shades. Thanks for reading!
-
Have you ever tried to start in a cold place? Well, you won't be getting leather without this mod! Actually you won't be getting barrels anyway, unless you want pain and suffering, but that's a topic for another time. You see, oak really doesn't spawn below 2 degrees centigrade, so you're screwed. Except not anymore! Since pine trees grow way below that, you can get loads of nice, orange pine logs, which probably have a non-insignificant amount of tannins in them. Get your leather tanned now, with pines! https://mods.vintagestory.at/pinelogsfortannin
-
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
Yeah, but that's like, 10% stability left or something. I don't think the storms can actually reach that point from 100%. Maybe if the threshold was higher during storms, like maybe 30% or 40% and it drained faster, then that could actually be an issue that'd make you go out and fight something. -
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
I've had a storm happen on my world not too long ago, and I think the wait time between the "A light temporal storm is approaching" message and the actual storm serves to support my point rather well. So, when the message popped up, I was mining copper. I mined a few more blocks, then went to pick berries. Since the deposit was on a different island than the one I live on, I then sailed on my raft for like, a minute or two? After that, I picked more berries, and then I went to a forest and picked mushrooms. Then I finally got back to my house, but guess what? I had the time to stare at two bronze bars heating up to 1100 degrees on a forge, smith one bar into a scythe head, and the other into an axe head (after a minute of pondering), and then I even managed to gather three stacks of dry grass in a field with the scythe. And go home. Now, I don't know if the time between that message and the actual storm shortens or if it is just the time between storms that does, but that is still a ridiculous amount of time you have to "prepare." In my opinion, temporal storms should be unexpected and short, a flash flood of sorts, so if you slack around during that period between the storm and the warning, there would be consequences. Otherwise the stress and adrenaline fades rather quickly by either knowing about it far in advance, or the storm just being too long and not nearly as dangerous. The storms could be made more interesting by simply cutting out that warning time so it is way shorter, and reducing the length of the storm. But that isn't enough on its own, so I propose that the stability should play a bigger role in storms, so if you let it drop low, then you'd start losing health or something akin to that, so that you'd have to come out of your hiding hole and fight enemies. The stability drop should be fast enough (or the stability requirement during storms high enough) so that you have to engage in every storm, excluding perhaps the first one and maybe even the second one. Maybe if you want to give the player a sense of pride and accomplishment, then the temporal creature loot drop rates could be slightly increased. -
Ever looked at seawater and thought "If this has 35 grams of salt per litre, then how come I can't get some salt outta that?" Well, me too! That's why I decided to make yet another "dry seawater" mod, this time with some sort of balance included! Salty Seawater allows you to dry seawater or brine into salt, either via cooking pots or barrels. But wait! There's more! That's right, if you decide to dry via cooking pot, then you'll get less salt per litre than if you had dried it using a barrel! Balance! So, if you want to attempt an ocean playthrough, why not add a little bit of salt to the mix? https://mods.vintagestory.at/saltyseawater
-
The aesthetic is kinda utilitarian, but it looks sort of unfinished despite that. I'd personally have done a little bit more work on patching up the exposed dirt with either cobblestone or planks, but repurposing a ruin (at least from what I can gather in the picture) is a welcome touch. 4.3125/10
-
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
I mean, I gotta agree with @Teh Pizza Lady here, it already is kinda uncompromising. Certainly more than it is in like, Minecraft, I guess. I mean, yeah, I'm advocating for the storms to be changed right now because they're not working out. Although, the more ingrained a feature is, the less you can change it before the changes have to spill over into surrounding areas. Sort of like a game of Jenga, the more you keep adding the more dependent the newer features are on the core assumptions. At some point the risk-versus-reward may start getting a bit too high (when that point is reached is up for debate, though). My changes shouldn't be too intrusive as far as I am aware. -
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
Fair enough. Drifters/other creatures killed while a temporal storm is ongoing would take more time to despawn and have increased drop rates of valuable items like temporal/rusty gears and maybe would have some additional drops. Would mesh well with what I want for storms too, as in the player needing to fight somewhat during storms. Okay, I have never had anything spawn on top of me when a storm was ongoing, so I can't really speak on this. However, reducing drifter spawns in houses wouldn't necessarily conflict with what I am trying to do, as I'd prefer the player to initiate fights, rather than the drifters. Having creatures spawn in a house is a rather artificial way to force a fight, and I'd rather have the player need to restore stability to more naturally make the player do something. I'm afraid that encouraging the player to interact with a storm via any kind of reward alone will make the storm more of an optional challenge that the player can either wait out or kill some creatures for better loot. That's why I think the player should be forced to fight lest they suffer some sort of stability-related consequence if we are to add increased loot chances. I haven't really ran into issues with scaling yet, since I haven't actually be forced to fight anything during the storm, but I think that improved scaling with intensity should definitely be considered if fighting is to be a part of temporal storms. I'll be honest, I don't really know what 7 Days to Die is. I can't really say anything about that. But what I talk about is what I think the storms should be; foremost a complication instead of a largely optional benefit. I don't exactly agree that players should be able to engage with the mechanic as they see fit, that's more reserved for the world customization system, I instead believe that players should work around the mechanic as they see fit. So the player is forced to fight the storm, instead of choosing to do so willingly, and perhaps then we increase drop rates, so the storm must be interacted with, and there's a tangible benefit. -
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
I think you're conflating storms with the game here. I am generally referring to storms when talking about the "danger arriving to the player": I don't really understand what you're saying with the "Storms are not required for the game to be uncompromising" stuff, all I'm saying (or what I intend on saying, at least) is that a feature that's supposed to challenge the player doesn't do that effectively, and that it should be changed to do it effectively. I don't think that is a particluarly bad idea, when something's broken, you fix it. So like, world creation options? Y'know, turning off storms, creature aggresion, etc. I think I've already mentioned it in another thread, but temporal mechanics should also be more customizable. You should be able to customize existing and future storm mechanics via some options that the developers give us. -
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
Hell yeah! How long do you have to wait for that though? I swear the first ones don't really give too much hope for getting to that point anytime soon... -
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
That's the problem. The storms aren't uncompromising enough. They don't make the player feel in danger, since the player can just hide in a hole practically forever if they have enough food stockpiled. That's why I think they should be difficult to anticipate and require the player to actually fight/do something in response to the world being torn apart (doing something more with temporal stability during storms would definitely mesh well with the mechanics already in place). -
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
I think this is the opinion I agree with. I don't know if it's just me, but very many people that post on threads like these seem to think that the player's agency is sacrosanct and that it can't be in any way challenged via in-game mechanics. I find that to be rather ridiculous, as creative mode isn't what this game's design philosophy is about. Hell, the game describes itself as uncompromising, why should the player be able to hunker down and ignore all the horrid creatures outside their flimsy door every single night? If the player doesn't arrive to the fight, the fight should arrive to the player. I've already mentioned this, but in my opinion the game doesn't do this enough. I think the model of largely unexpected flash storms that are a bit shorter but force the player to actually do something instead of stare into a wall would be better. -
Temporal storms are a bad implementation of a good idea.
PineReseen replied to Tabulius's topic in Discussion
In my opinion, temporal storms are rather boring because they're too expected. They should occur somewhat more often and more randomly, maybe be a bit shorter, and have more subtle warnings right before it happens to make them fit better with the game. I think the whole idea of temporal storms is to throw a spanner into the player's plans and to make the player adapt to a surprise situation, and I think leaning harder into that would benefit the mechanic. A sort of flash flood but it's unnatural creatures instead. If the player is at home baking their 5th pie of the day, then it's all fine and dandy, if the player is out and about, then they need to either come back to shelter very quickly, improvise something, or try to hold their ground. Currently you have ample time to prepare, but if you didn't, then it'd definitely increase the stress and fear of a storm happening while you're not prepared. A more out there idea would be to make no place truly safe, so the player has to fight for their life instead of hiding in a corner, but I'm not sure how to execute this effectively. Maybe make temporal stability more punishing during temporal storms, so you have to kill some creatures to regain it? Could be very punishing for new players though. -
I don't really know what that is, I usually just adjust the slider of quality on my GIMP export screen if I want to have a different quality JPEG. I also have a bigger monitor so I resize the image too, for me my usual resized and compressed size is around 250 Kb. That's rather unfortunate. I guess I could try to increase the thumbnail quality so it is more visible for people who don't have access to the external website. I'm not really familiar with postimages.org, some reviews on trustpilot seem to be rather negative, so I've just decided to settle for Imgur as it is a more well-known site, but I guess that does have it's bad sides...
-
Question for people who play with monter spawn on day one....
PineReseen replied to vinnland's topic in Discussion
Wait, so like, people actually don't place their base near spawn? I always build my packed dirt hut in a nice location almost immediately when I spawn in, then I expand on it as I progress. Any problems with resources I deal with via exploitation of unconquered lands and wilderness, I never thought about exploring for resources first and settling later.