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Screwy

Vintarian
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Everything posted by Screwy

  1. Screwy

    Spawn huts

    I find it quite open to interpretation. Would be interesting to know which connection you draw between the spawn system and the event messages For me it's just the world calling for me to fill it with life. But I rather recognized it for what it is, the most beautiful server event protocoll I've ever seen. Yep, I'm on it. Are you a coder, by the way? I could need some help and in the modding section. There is still no answer to my question about pathing a patch.json
  2. Fires already go out through rain, why not through wind? You are right! I would suggest that the game checks for 2 block high walls near the firepit that could catch the wind and is there are none, it is more likely to extinguish through wind when the fire is under 500° or so. I don't dislike the grid crafting at all, in my opinion it can stay as is for the most part. But it will be lots of fun to find out what nice little mechanics will be found to replace it. Just slamming a stick into the ground to craft your twines and ropes sounds like just the simple and convinient method to do exactly this! So please don't stop suggesting such neat little ideas. Tyron needs to hear them, to make his game even better. I'm totally with you, the game should demand of its players to put work into the simple things of life also in that aspect. But for the combing part, I must still say, crafting methods should not be an annoyance. With the limited storage space in stone age, having to craft jet another tool that serves just one purpose seams a bit annoying. But yea, we don't decide on that. Tyron has to do that.
  3. Okay, I have no clue how it's done. I wrote a patch now, but nothing seems to work. The wiki does not tell how to add an additional variable to an itemtype, just how values are replaced. Maybe I just think to complecated, but I can't figure out what "path" to take, when I just want to add the storageFlag to an item. This is what I got right now: It is in a patch.json within my mod. I tried out various paths, left it blanc, tried all kinds of things. Maybe I just miss some detail. I need help
  4. Hey guys, I just started modding and encountered my first frustrating problem. I'm trying to make a pouche for plants and seeds, but the storage flags seem not to work as intended. I tried to use the following code: The correct storageFlags for agricultural pruposes should be 32, according to https://github.com/anegostudios/vsapi/blob/master/Common/Collectible/Item/EnumItemStorageFlags.cs Do I miss something obvious, or does this flag simply don't work? While testing, I can't place any item in any slot of the pouche, till I change the value to 1, 2 or 4, whereas on 4 the pouche takes only metal, rocks and mining tools. That's not what a herbpouche should do, aye? In case the flag just not works properly, can someone explain how to set up a custom one? Edit: Oh, let me make an educated guess... Noone ever used this flag in their item types, not even Tyron? Will I have to patch every item, that I want to go into that pouche? Please tell me, I'm missing something!
  5. Feel you Before that, I knew nothing. My only PC games before runescape were The Settlers 2 and Age of Empires. I liked them very much, as well as playing around with my GameMaker engine, to make my own games, since back then I hardly ever had a penny. But the day RuneScape entered my life, was a complete game changer in my early youth. Hanging out with friends online, making plans to go on PvP raids in the good old wildernes, slaying the Chaos Elemental, making myself a name in Carnifis and roaming around the elven woods surrounding Prifddinas, it was great. What hooked me next was Gothic and Gothic 2. The story was straight forward, the characters where emotionally touching and fun to talk to, the combat system was simple but fun to play, the game didn't offer any help for pathfinding, so you had to figure out what and who is where and when. Single player adventure RPG is still one of my favorite genres today. Knights of the Old Republic, Jedi Outcast, Alan Wake, Masseffect, Half-Life, Portal, all of them got me hooked, till I had played them through. When I play a game with a story behind it, I litteraly use up all of my free time to continue my adventure. The Witcher 3 was the last one I played, and I had it done with 80 hours game time in just 2 weeks of my holliday I hope, noone is surprised that Minecraft once was a big part of my live for many years. I owned a server with 30-50 regular users and a unique concept. Aaaah, good ol' times. To me and my team, a TNT cannon was not just a gimmick to play around with, but real science within the boundry of pixely blocks. I once was one of the most ambitious cannon scientists in the german Minecraft Wargear community. Teamleader of up to a dozen crew members to keep the server running and the social glue that kept everyone closely together for several years. Not all of this was my own work, I had a grandious team. Some of which became close friends over the years. Aaaand I don't think I need to tell you, that Vintage Story was the next thing to get me hooked. It consists of all the things I love about video games. And only of those... besides a few bugs but that's totaly okay. I'm so happy to be here and so excited about what will come next, where the community is going and what the future will reveal about the lore. Thank you @Soloquendi for making me remember all those grandious experiences
  6. Giving a "sharpened" effect via grindstone sounds interesting. Should be restricted to about 100-300 uses, depending on the quality of your grindstone. And this should also be the only gain in durability, the grindstone should be capable to provide. I would even invent a new crafting mechanic for grinding stuff, where you need to be careful not to damage the tool further. Simply because this is the case in real life too. But the broken axe head thing sound unnecessarily complicated to me. Nice idea, but not quite practical when you think twice. I'd rather suggest to drop about 5-15 metal bits, whenever a tool breaks. That preserves some resources, sounds logical and the feature already exists in mods. Simple to code, no need for extra item types, no hording of broken stuff, before you construct a windmill. Just a few pieces of metal for your next ingot.
  7. Have you tried turning the pulverize by 180°? Maybe the bug is caused by your axle spinning the wrong was for your pulverizer. If so, there needs to be done something about that. Edit: Sorry, didn't see this post was that old. Probably fixed by now
  8. I simply love that idea. But with that much work effort, firewood needs a far longer burntime and trees need to be more difficult to chop, for balancing reasons. I don't like to spend half an in game day to chop my firewood for the night. The in-depth mining could be a cool feature for extracting gems of better quality, but despite of that, it is to far off from being useful, I think. And it sounds pretty tuff to program that feature. Maybe cool for a mod.
  9. I was thinking about how to improve the sleeping mechanics. Sleeping in game is helpful, but not quite necessary... Unlike in real life. May be, we could make a mod (mostly for single player and small servers) that actually forces the player to sleep. Should be up to you though, when to sleep. Either half a day or half a night. You could punish sleepless characters by giving them nausia after two days uptime and reducing the nutrition values faster, the longer you lack sleeping. Maybe even lower the character's resistence to temporal instability. In addition to that, I think of a craftable tool, called the "alarm clock". Should be craftable by the clock maker using some rusty gears, mechanical parts and a brass plate or stuff like that. Maybe a craftable bell or so. Or take a step in between to craft clockworks for multi purpose uses, such as a decorative but functional wall clock, Cocoo clock and stuff like that. The alarm clock, however, should wake you up from sleep at a designated time of day, so that you have the option of sleeping for just as many hours as you need or want, even if your bed would give you more rest than you want. I'm just starting mod making and already have other projects to do, but this idea could be picked up by someone. I would love to see those features, even if they wouldn't be fitting for servers with multiple, separatedly playing groups of players (for obvious reasons). That's an issue, that can't be addressed, I guess. But for my girlfriend and me, this would be such a cool thing to have
  10. Yes, but rendering a different fog density depending on being indoors or not is difficult, though. The room checking is quite not precise and when you look outside a window, fog should still be visible. That's a bit tricky and to much work for a rather unnecessary effect. Sorry for reviving this thread in such a disappointing way
  11. Connecting spoilage to land claim and within the claim to the playtime of the players, sounds perfectly fine to me. I don't even see a problem programming this, nor any possible exploits. It could also just be an option in the world config. You wouldn't have to use this mechanic when setting up a server, but it would be nice to have the option.
  12. That's how it should be done! Not to simple, not exploitable, not to complicated. You don't need to add a whole ingot to repair something, that consists of just one ingot. What about the stick? You can't put that on a forge. Do we need a new one, after the repair? In that case, the blade can't be stackable anymore, because of differing durability. I would leave that part out and just give a completely new blade as output, so you just need another stick.
  13. Screwy

    Carts

    Already done so. Mostly too overpowered or including annoyances, that can't be switched of. Writing a recipe and integrating it into the game files was the easiest way of getting exactly what I needed. What that can't do is some kind of nerfing it to have a big inventory. That's where carts come in! More space is fine, but I want not only to work for it, I also demand (yea, sounds strange, but keep with me) to be punished for carrying a whole shipload at once. Everything else would feel like cheating. But just accepting the limited space, makes adventures a more and more sad event. Every time you just start to explore a bit farther than your garden, you start collecting all the stuff you don't have at home. After half a day, you've got much more than you can carry home. Then travel tree days home, another tree days back, just to grab your stuff, return and back repeat the procedure. Not cool. Not emersive. Not motivating. Compromise: Carts. Enough nerfing to annoy players, so that they use it only if they have to, but still giving them the chance to play the game in exactly the way they want. That would be my approach to every design decision, regarding new "quality of life" technology.
  14. Screwy

    Spawn huts

    You say, it's more up to the modmakers to craft this fancy systems, aye? Well then... I'll need to learn c# and try my best to keep up with the quality of the base game. Maybe Tyron might just use some pieces of code to integrate it in his vision of a proper spawn system, some day. Using code from modmakers is not that uncommon in games, anyway. Yes, there is much work to do. That's why I suggest a slightly bigger team to do the stuff. More advertisement to make more money, more money to pay some experts for the hard-core-physics stuff like water mechanics an so. After all, Vintage Story has the potential to be the next big thing in voxel block genre, people need to hear about that. But I mentioned it already. Who else? I think he is the main factor in priorizing the roadmap, isn't he? Anyway, not my business. I'll open a new thread in the modding section, as soon as I start working on it. Till then, any suggestions on improving the idea of spawn huts? Am I totally missing a point or is there a twist to the mechanic, that I don't see right now? Thanks for feedback
  15. Screwy

    Spawn huts

    Not in my game world yet, I'll check this out. Thanks! What about the other ideas? A completely reworked system for respawn, starting out in a house where you can't live, wouldn't that bring much more life to the game, than just being tossed into the wilds and are just there for no good reason? Makes sense for Minecraft, since not much makes sense there, so you instantly stop asking questions. I think, this is the reason why some mechanics look similar to what Notch did back then. Many things have just made it into Vintage Story, because noone asked the question: "why?" The earlier we start to recognize that, the more this game is likely to take a turn in its own direction. I see the crappy spawn system as the best example for that.
  16. Wood... You nailed it. It consists of wood. How about making an iron/steel/titanium reinforced windmill cross, to eventually increase the amount of sails up to doubled ones? Would look much nicer to, if the sails don't look so skinny anymore. How about using more advanced linen with cross stitches or impregnated with wax to make the wind catching more efficient? Would nicely add up with the idea of giving more room for progress to some technologies.
  17. This will and should not happen. We don't have the power of forming metal in our bare hands here, we are not called Steve. Of what advantage would it be anyway? You still need a hammer and the required ingot. You save one stick Getting some metal bits back when a tool breaks or making a grindstone to refresh your tools through mechanical power are more likely approaches to that issue. All of those we already see in mods and I guess the team is on to it. Otherwise you could just have stackable tools, by carrying a stack of ingots and using them, whenever your Pick is about to break. Would feel like ammunition for your mining rifle. So I disagree with your suggestion. No offense, but sorry. Not my approach.
  18. Screwy

    Cattle Grid

    Maybe also in two or three different tiers, so that the simple version is not a 100% safe and sometimes breaks if the animal is to heavy and tries to step on it. I like the idea, but honestly, this sounds more like a job for some modmaking guy.
  19. Здравствуйте, Серогаизе, простите меня за плохой русский язык, к сожалению, мне приходится использовать переводчик Google, чтобы понять ваш текст. Вы тоже можете это сделать, чтобы вы тоже поняли мой текст. Спасибо за идеи!
  20. I love your approach to the simple things of crafting mechanics, though I find the described method a bit complicated. The point in reorganizing the crafting system is to get rid of the grid (which I think is not necessary, but it will be fun to see how this is possible). Making easy stuff way more complicated can be a part of this, and I totally agree about weaving your fibers, rather than just "crafting" linen in a grid like we are called Steve and can form diamonds in our hands. Regarding the combing of the fibers, we would need to experiment the balancing to make the process not to slow. It has to stay playable and more realism is not always more fun.
  21. Screwy

    Villages

    Aaand the trading system. I think it is not necessary to give every village a variaty of traders. A few very specialized ones for dayly consumption would be sufficient. The traders outside in the wilds need to have still a big advantage over the ones in villages. Maybe the trading offers stay basically the same within one village, so you need to go out to collect different stuff. Also I would totally like a travel schedule for cart traders, so that they have 3-4 different locations to move their cart to, despawning the current one and spawning a new one at the next location, teleporting the trader there. A sign could be left spawned to inform the player, when the trader will return, where he is now (coordinates) and when the trading options are refreshed. In that way we don't need more traveling traders to compete with the ones in villages, because they are easier to access without long travels, and it feels more emersive to find traders in carts, rather than in huts.
  22. Screwy

    Carts

    You can't really think that every player plays the same style as you. I personally prefer huuuuge biomes and climate zones. So I have to get around quite a bit to collect all the different types of resources needed for steel production. I needed to write a new recipe for a bigger backpack, because my girlfriend and me where so frustrated because of small inventory space on long travels. A handcart should be able to step ub one block, if the block behind of that one is the same level. So you could climb slopes with about a 22.5° angle. On 45° slopes, the cart could just roll back down after a while, get stuck or fall over and break to pieces, depending on tier (make it more stable and give it a few more slots, when using metal plates to reenforce the cart). Using more energy, making you slower, using both your hand, preventing you from jumping, all that in trade of another 20-30 inventory slots? Shut up and take my money! Deal! You could place your cart near the location you'd like to explore and return whenever you want to store your precious ores. On PvP servers, those things could even be raidable, making it more dangerous to carry around large amounts of stuff at once, but giving you the option to spare you an extra travel. Does it sound that wrong? And a possibility of a nomadic lifestyle sounds quite attractive to me. If I could, I would.
  23. Screwy

    Villages

    Building your own villages sounds so minecrafty. A bit like animal husbandry, just with seraphs. I find the idea great, that villages are fully working and damn complex. But this is only partially necessary. The trader does not need to sell you the exact fish he just caught, because you don't watch him all day long anyway. Freely building in a city makes no sense, as well as starting up a new settlement. After all, the player is not God like in... Let's say... Other games. For the stealing part, a simple lock picking mechanic should work well to get access to chests. Could be a reason for better padlocks, even in multi-player. A malfactor would then have a bonus on that skill and success should heavily depend on the material tier of the padlock minus the tier of the lockpick (bronze lockpick on steel padlock = not so good) Also I'm thinking about land claims for players, which you could buy or rent, to have your own house in a village. Why not? What's wrong about "discouraging players to build"? Voxel block games should encourage a variaty of different playstyles. Just has to add up with the lore, shouldn't disturb another kind of playstyle, should be fun for at least some players. If this is achieved by letting players live in peaceful, dense villages, go for it. Finally I have to say, that all of the ideas in this rather old thread sound good, but also sound like rather something for the modding area, at least by now.
  24. That sounds nice for the stone age, would add up nicely with an improvised wood armor. But it should still be usable as decoration as well. And a nice little gimmick would be a thorns effect, so that enemys hurt there selfs sometimes by attacking the stonager with the skull cap
  25. Exactly! Economically it would give far more practical worth to temporal gears, which raises the demand and keeps the inflation of this currency low over time.
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