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PineReseen

Vintarian
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Everything posted by PineReseen

  1. Cleavers and axes sure do look deadly, but they aren't quite so in the base game. That's why I'm introducing the all-new Deadly Cleavers & Axes mod! With this, you're sure to carve a smile into any bear that attacks you by surprise while you're chopping a Maple tree located on a slight hill for your sandstone house with three floors, an attic and a pen with a hen and a rooster! Well, there's no time to waste! Make sure YOUR local bear meets the ol' chop chop today! https://mods.vintagestory.at/deadlycleaversandaxes
  2. I'll be honest, the main reason I made this suggestion is the fact that I put too little honeycomb into my fruit press, and due to the fact that I only have 1 wild beehive right outside my house, getting more will take forever. So now I'm stuck with useless wet honey mash for, I dunno, like a few months until I make enough for it to be tall enough? Besides, I need the wax for candles now, so all my production capabilities will not be going towards that wet mash. I just want to unmash my honeycombs
  3. Just as the title says. It's rather annoying to have put berries, apples, honey, etc. into your juicing press, just to realize that it's too low to be able to be juiced, and then being stuck with wet mash that you can't eat or do anything with, really.
  4. I think the root of the problem that you have here is that there aren't enough customization options, particularly in the modding department. Changing a whole system that is in place for a long time is bound to piss off many players, probably even more than who new system is catered towards. I don't think it's a good idea to add 5 different versions of the same feature into the game either, since that means you have to perform maintenance and development on each of those. So, what can be done? Well, we just allow modders to make a mod for your problem, and add even more customization options (like turning off unstable areas on the surface, more control over temporal storm rampup, changing rift spawning, etc.). I really don't think that refactoring the whole thing is a good way to go about "fixing" this, it'd be much better if people could do that themselves without major collateral damage, so people who want the base Vintage Story experience can play it, and people who want alternatives/customizability can either download or make a mod, or play around in the world configuration. The only suggestion I don't think there's a major problem with is improving predator animal balance. I think it'd be a good idea to add a "wound" system (as was suggested in another post, I think?) that makes animals crippled when hit with a spear to the legs for example. That way you can disengage quickly if need be, but only if you play strategically. Also, regarding the "What if I want to play with friends who have different tastes" argument, wouldn't refactoring the whole thing just make one of your friends unhappy? I mean, either the system satisfies some, in which case you can't really make it a whole different thing without making at least somebody unhappy, or the system satisfies none, in which case you just get a mod (or you would if that was an option for temporal stability currently) or change the world settings.
  5. I can't believe I didn't think of that! That's like, 4 extra glass blocks freed up.
  6. Yep! In my survival world I managed to pull off this design: I really wanted to conserve my clear quartz for lanterns, so I employed this checkerboard design.
  7. I personally run Ubuntu, seems to work pretty well, although I do have issues with drivers from time to time (looking at you, nvidia-driver-590). Initially tried doing Linux Mint, but that had resolution issues after first boot after install, then that seemed to fix itself after a restart, but my internet didn't seem to be working and I couldn't fix it, so I just tried Ubuntu instead. I hope your journey with Linux goes well!
  8. I decided to take @LadyWYT's advice on testing in creative (somehow I forgot I could just do that first), and it seems like it does work? It is showing the +5 degrees bonus on the plant once I planted some in the quartz greenhouse.
  9. Winter is soon going to arrive in my world, and it'd be nice if I could have a greenhouse, but I only have access to quartz glass. Is it possible to build a greenhouse using that? I've looked on the wiki tutorial for greenhouses, and the in-game one but there's no mention of whether quartz glass is counted as glass or not. Thanks!
  10. It would definitely be weird if water buckets had two different speeds. I think the intention is indeed that you would make an aqueduct to your base of operations, if it spawns frequently enough then I'd even say it's fine.
  11. I'm making a mod where you can boil a liquid to get an edible item, but it appears that the pot is covered by residue after doing so. Has anyone ever figured out a way to stop that, or does it force residue on the pot when not cooking a meal? Thanks!
  12. I guess that's fine. I was thinking that if you add a lot alcohol to a meal then it should intoxicate you, but meal ratios exist so that's really not an option since you either can't make the meal or it gets split up. As for drinking alcohol, it should definitely take more alcohol for the wobble to appear, as far as I'm aware just one drink shouldn't make you very drunk, but it should stack exponentially instead, so if you drink a bucket you're done for in the aiming department, or doing anything at all department too.
  13. I hope that the berry bush rework will still happen! I'd love if the juicing system was expanded as a part of it, after all, juicing is one of the only options you get in terms of berries. Maybe juice could be used for meal making in a concentrated form?
  14. I like this idea. More ways to make compost is a good thing, and while berries are a pretty good source, the supply is pretty dependent on when you harvest the berries, and when they grow back. And besides, manure is a big part of compost, isn't it?
  15. 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?
  16. 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!
  17. 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
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. 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!
  24. 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.
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