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Sakya

Vintarian
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Everything posted by Sakya

  1. While I understand your point on trims, I just wish we could add gold, molybchalcos etc patterns on armour. Decorating was a thing done in past and it'd be nice Extra decor like fur etc on top of armor would also be nice. But trimming would be great.
  2. Hello! The idea is basically, to provide alternate versions of weapons and armours. Mostly cosmetic. Piecemeal armour: >For each torso, split it in 5 parts that you can combine - Base, shoulders (left/right), arms (left/right) >For each legs, split it in 3 parts that you can combine - Hips, legs (left/right) Being able to mix and match would achieve lot of different armour patterns already. It would also make adding new versions easier (such as armoured kilt). Some pieces could be purely decorative (such as pauldrons for shoulders). This would also allow for "barbarian armour" by adding non-protective straps in torso, then protective pauldron and single chain/scale arm piece. Armour trim: For each piece (or for finished armour part) apply 1-3 trim patterns. They are purely cosmetic and can be made out of any metal or dye ingame. Maybe require blueprints found in ruins? Or bought from traders? Weapon variants: For each weapon head, add variants that are available to smith if looted blueprint is placed next to anvil. Alternatively, have it be used in crafting weapon itself if you don't want to add extra Falx heads etc. Point is, as reward for exploration you unlock new variants of same weapon. Hilts: Scavenged or crafted, hilts could be used for further weapon and tool customization, used in place of stick. When tool breaks, get hilt back. All of these could be used to customize mid to lategame experience. Two factions could have full steelplate armour but entirely different colours for it. It would be especially great when it comes to making new ruins and such, since you could add hints of individual cultures within them, differentiated by different hilts, trims, armour piece combinations found inside.
  3. Runescape, but in Vintage Story, mod idea: New structures: >villages (with npcs); >surface ores (Require minimum level + take lot of tool durability; but replenish within 20-60 sec); >underground ores (for better stuff + modded stuff) (Spawn like ruins, so next to caves) >respawning trees (specific lategame variants; leaves can drop seed for decorative version that doesn't work for modded items BUT is still pretty tree) >Fishing spots (for skill-based fishing) >Dungeons (overground/underground; enclosed with enterances so it's opt-in to engage) >Altars (pray, sacrifice bones...) Ore/tree spots would work by "base" checking for block over it, respawning (after delay) if its empty (that or just hold right click to interact) Skills: >HP (gain points when recovering hp outside of respawns) (higher HP = get more HP) >Def (gain points when receiving combat damage; the higher tier of incoming damage the more xp you get) (equip modded armor) >Strength (gain points when attacking with specific weapons) (Increases melee weapon dmg; extra item slots?) >Attack (gain points when attacking with specific weapons) (Equip modded weapons) >Ranged (gain points when attacking with ranged weapons) (equip modded weapons; better accuracy) >Cooking (cook.) (make modded cooking stuff; temp max hp or slight healing as bonus but for some have to pay attention with clay oven to ensure it doesnt burn fast) >Mining (mine) (unlock better modded ore spots) >Smithing (process ore, smith) (create modded weapons/armor/tools; use material to trim existing and new armor/shields) >Building (crafting non-functional items) (Unlock extra recipes for decor, cheaper alt recipes for build stuff) >Crafting (crafting that doesnt fall in other categories) (decorative pottery, jewelry etc) (at late stage, summon infinite copper chisel) >Fishing (fish.) (more reliable as you learn; more meat; can fish out stuff from panning randomly) >Woodcutting (cut trees) (unlock modded trees; save axe durability) >Prayer (use bones/bonemeal on ground, bones on altar) (variable buffs) >Runemaking (make runes) (make better runes; needed for casting) >Magic (use magic) (learn more than basic magic!) >Farming (plant seeds, harvest crops) (modded seeds, new composts) >Herblore (forage, craft potions) (gain ability to properly handle more potion ingredients, create better potions) Fletching should really be under Crafting here imho, and Slayer/Sailing/Thieving/Agility would require more custom content... and Hunter just no idea how to implement it New items: >Combat axes (STR), maces (STR), Shortswords (Att), Scimicars (Att) - extra "basic" weapon options, requiring sufficient Attack to use tiers better than Bronze >White (consecrated steel), Black (defiled steel), Adamantine, Runite items - require Attack/Defense/Mining/Woodcutting to use corresponding items >Trimmed versions of basic armor types (just for decor) >Holy/Unholy symbol (consecrated/defiled by npc or at altar) (prayer bonus) Would likely work best if integrated with existing mods like smithing + (for smithing), QP chisel + clayworks (to make prettier clay stuff), CAN Jewelry (jewelry with stats) etc. Honestly the whole idea was just intrusive thought but if you want to make it feel free to - I think it'd be interesting to implement on long-running server, esp. if skill gain is slowish
  4. Just downloaded the new test version, loaded creative to check how things work out. Only to, sadly, realize that no matter what plank and support beam types you use, you end up with same birch-oak looking wheel. Same for nails - used Molybchalcos nails for black finish, instead came off iron-y It'd really be amazing if we could get different waterwheels based off the materials used - doesn't have to be unique models, just unique textures! After all, unlike Windwheels, the wood used in the Waterwheel is the focus here, not the giant sails.
  5. Hello! Here is a fun idea I had: Edible Seaweed that you could farm. The idea is relatively simple: you take some and plant it to grow. Either on (Submerged) high-fertile/terra preta soil, or in ocean water/next to halite stone. Then you grow it, there is either 2 kinds (so you can't 3-cycle nutrients) or 1 kind + make rice submersible (same scenario) The seaweed provides little vegetable nutrition, but it can be still eaten when it dries out (either wet -> dry -> rot, or use shelf' "curing" mechanic). The benefits: >Wet and dry seaweed can be used as vegetable for soup >Wet seaweed can be combined with fish (1.22 content integration!) and knife in crafting grid to make sushi - allowing for quick food without starting a fire. >The above could be expanded (be it in vanilla or via mods) with up to 2 vegetables for fancier sushi >Potentially also add ability to prep sushi rice by putting rice porridge in barrel and adding pickled vegetable. That way you'd have "solid" rice to scoop up and add to sushi. Just make such prepared rice count as vegetable for meal making! In total, even without rice idea, Seaweed would be little bit extra that you could farm "as a bonus" while allowing more flavorful dishes *and* expanding the culinary vocabulary used in telling the Vintage Story!
  6. The suggestion is easy, but it'd help a lot. Maybe make some tool (like, say, guiding stick - 3 sticks diagonally, with knife) as optional assistance in Claiming land? When holding the stick you'd see your claims as if they were selected. In addition to current systems (using just chat would be an option), you could use stick with multiple modes to mark start/end of claim (above or including block you click at), select adjacent claim to add selected area to. Maybe even the whole "expand in direction by 1 step" could also be a tool mode. You'd still need commands to save new claim etc. I'm making this suggestion because I saw people joining online servers and wishing "you could just do it with shovel", aka how modded Minecraft handles it. Currently if you want to claim an area, you have to pillar up to one of upper corners, and sometimes dig down to get to lower corner - or use command to expand and retract height to desired coordinates. (but some people dont know these commands exist lol) Basically just QOL that would help people migrating from MC to VS
  7. So, this is pretty simple idea, but it'd give a lot of fun in the endgame! Basically, maybe allow adding ingot of X material to create a slightly larger layer on top of armor - then you'd put armor on armor stand and use chisel to cut down the trim to desired pattern?
  8. These floating earthforms are truly amazing to see, they were great to find in Minecraft and they are great to see in Vintage Story. But in more "grounded" VS setting they might seem bit out of place. So maybe add some crystals, either on bottom or as ore within blocks, to imply that these crystals caused the floating earthforms when they got "charged" with temporal storm? Maybe have these crystals used in lamps that'd glow during storms, even? (To let players have warning lights for in-universe foreshadowing of incoming temporal storm)
  9. Currently it is hard to believe traders when they claim that there are villages. Emphasis on plural. Villages. Adding higher quantity of clumped ruins, alongside patches of high-fertility soil (to imply old farming activity) would make these claims more believable - if you see so many failed villages, odds are there are multiple surviving ones as well. The high-fertility soil is sometimes hard to find, too, and adding the "village ruins" patches of high-fert soil would add to midgame progression as well (before you can make terra preta en mass, or to aid in making twice the amount of terra preta)
  10. Hello! Topic "Extensive guide or explanation of the chiseling system" features image of upholstered stool, in which linen adheres to surface under it. No matter what I do, I cannot reproduce it - linen stays as single "full size" layer. Could someone help me figure it out please? I tried: >activating block with chisel, applying linen, sculpting (nope) >the above, but removing few cubes before applying linen (nope) >the above, but removing most of block before applying linen (nope) >Adding linen as material (nope, drops on ground, even in creative mode) >applying linen, then chiseling (linen drops on ground) I even thought that maybe rotation would work, but nope, only thing rotation does is causing linen to appear on other face (but with same rotation, making quite silly visuals) Tried the QP Chisels but even with it it didn't work...
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