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PineReseen

Vintarian
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Everything posted by PineReseen

  1. I think you should be able to add alcohol to meals. it should add some satiety (not too good, but not bottom of the barrel either), but intoxicate you somewhat. In my opinion, alcohol should mainly serve as a way to preserve your berries and whatnot to not make them go to waste, instead of provide sizeable benefits (This is supposed to be a realistic game after all). It already sorta does that, but the way in which you get rid of it is suboptimal. Like, do I really have to drink 10 liters of wine and accidentally walk into the firepit just to get value out of my investment? Can't we get like, meat stew with a side of mushrooms and cranberry wine?
  2. In my opinion, juices are a very nice mechanic. You can expand a fruit's lifetime by juicing it, and also compress all that storage space space into one barrel, however, currently juices seem... shallow. Basically, you juice your cranberries, then either drink them or make them into alcohol. Sure, there's brandy and all that, but that's basically it. It would be great if we could do something more, like make some meals with juice? I'm pretty sure berries do have sucrose or some sugar like that in them, so maybe we could concentrate the juice and make sweetened meals for more saturation? Perhaps concentrated juice (made from boiling off water in juice) could be a substitute for jam-making, or honey in general? It'd be great to have more options regarding what to do with juices. Thanks for reading!
  3. Have YOU ever thought "Aw jeez! There are so many ways to make saltpetre in real life, but in this game I have to go into a CAVE!?" Have you ever FELT the pain of not having saltpetre? I haven't, but you might've! Introducing, the all-new, Simple Saltpetre Solution! This mod allows you to make YOUR OWN saltpetre with only compost, water, potash, a cooking pot, and a barrel! You just need to wash off all those sweet (actually really salty and bitter) nitrates with some water in a barrel, and you'll get some of that compost stew called Nitrate Solution! Then, you take that liquid, put some potash in it and then boil it! And, finally, you've got some of your own saltpetre! The haters might say "Oi mate, don'tcha think it'd be easier if you just went down to them mines?" or "8 saltpetre for 64 rot? That's a scam!" but you and I know that homemade saltpetre is the BEST saltpetre! Now blow some things up! Or wait up to 21 days before doing so if you do the whole process from rot to saltpetre, but your patience will be rewarded! Saltpetre Johnson, we're done here. https://mods.vintagestory.at/simplesaltpetresolution
  4. Currently, chickens seem to be scared of players behind obstacles (could be the case for other animals too, but haven't tested that yet). This is quite disruptive if you want to have a chicken farm next to your house, since the chickens will constantly be making that noise and not eating from any troughs in range of the player. This could be fixed by making the detection ball be focused around the player, and have it use some sort of ray tracing so it's more performant and also stops chickens seeing through walls.
  5. THIS is Cave Diving! Those two stories reminded me of the time I fell into a cave myself. Except this wasn't caused by distraction, but rather a severe miscalculation. So, I was looking for native copper, and found some! Except, this copper had the underground deposits exposed to the surface due to a cave generating right next to it. Since I didn't have a pickaxe yet, I decided to take a picture and leave it alone. Except I didn't quite do that, because either when I first found it or came back to the cave, I saw a drifter inside. Being a Malefactor with a sling, I thought I was a good idea to hit the drifter with a rock. However, since it was slowly going out of sight, I had to aim at a weird angle, which caused the projectile to hit the floor on which I was standing, then hit me and knock me off the ledge, and then die of fall damage. For reference, this is what I was dealing with: I then had to rush back to the cave, build a staircase, land in some water, pick up all my stuff, build up with the sandstone cobblestone I was carrying when I died for some reason, and get out of the cave successfully. Luckily, I don't think I lost anything of value.
  6. I know this isn't a feature that would affect the majority of players, however it would add so many possibilities in terms of Class modding, at least for people that aren't very experienced in terms of code mods. Currently the stat choice for new classes in JSON is rather limited. As far as I'm aware there is no way to change a class' melee swing speed, tool or weapon durability use, general loot table modification, etc. Instead of trying to add more and more trait attributes, which will prove to be time-consuming and leave a lot of random stuff, I think it'd be a way better idea for more traits.json functionality. I think a good implementation would be to add 3 types of modification: Item Attribute Modification, Entity Stat Modification, and Loot Table Modification. Item Attribute Modification would be something like reduced armour durability use, or faster walk speed in armour. Perhaps implementing tags into this would allow for general changes like weapons with the weapon-ranged having increased accuracy or damage. Entity Stat Modification would include modifying damage taken from the player, like a damage bonus against mechanicals, hunger, walk speed, and mining speed changes, max health changes, general damage buffs or nerfs, etc. Loot Table Modification would modify loot tables, so increased ore drop rate, cracked vessel drop rate, or forage drop rate. This would allow for more specific changes, like increasing a specific drop while panning. I hope this is at least somewhat possible without having to refactor the entire code base. Thanks for reading! I have already set up all the clothes for my class, please I can't let all this go to waste
  7. Apparently bone marrow can be eaten, and also bones contain fat. Could be interesting to make some sorta meal from bones or extract fat somehow.
  8. Dang, I didn't realize how little Phosphorus and Potassium crops there are. Potatoes are a good idea to add, they have been historically very important in the industrial revolution, and depending on how developed the civilizations that made the ruins were, perhaps it'd have a lore reason to be in the game too. Also I really want to do something about the useless bones I am storing in my pots.
  9. I went on one big exploring trip to find copper, found mostly clay, thatch instead. And this rather nice plains! Although, I did find some exposed copper and a lake inside a canyon!
  10. I don't know if this is a humorous or "What have I done!?" story, but I think the 480-or-so firewood at least deserves to be mentioned. So, I was planning to get a copper pickaxe, so first I decided that I'd make charcoal since that's what I need for melting native copper. I had this nice oak tree right outside my packed dirt hut, so I decided to cut it down. Unbeknownst to me, the tree was so big that I needed like, 3 or 4 bone flint axes to cut it all down. Then, I made it all into firewood, since I don't have enough space in my containers to store all those logs. I ended up with this: That's 384 firewood, or 12 full blocks of it (One block is below the floor since I needed to repurpose my firing pit). Then, I have another 64 firewood above the basement, and finally, I forgot about the 32 firewood inside my pot so I had to place it on the main floor too. I might have to store it outside at this point to make more pots for storage and whatnot.
  11. I recently started a new world, and I was looking for clay for pottery, and then saw this: It's just a cave inside a pond open to the world! I don't know how rare this is, but it is pretty cool. Maybe this will be of practical use too? I am using a mod that makes all speleothems limestone (sometimes you just get screwed over with limestone, and I don't really want to look for an hour just to make leather), so perhaps this could be a nice source of that. Maybe ores could be here too, but I'll have to get a prospecting pick to really see if it's worth it.
  12. This is looking great! More mushrooms and better fish is always welcome. I hope we'll get ushanka-like hats or something like that from racoon or fox hide, that'd be amazing!
  13. I am back! Maybe. But now on Linux.

  14. 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.
  15. 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!
  16. 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?
  17. 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!)
  18. 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?
  19. Seems like an interesting feature. Imagine making one of those trapper hats or fur hats like ushankas!
  20. 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.
  21. 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?
  22. 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?
  23. 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.
  24. 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.
  25. 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.
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