Thorfinn
Vintarian-
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BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
Thorfinn replied to Sheepdoug's topic in Suggestions
Sure. The easiest solution to the dye problem seems to me to be to drastically reduce the number of berries needed per unit dye. The reason no one cares at the moment about the tailor is that the 1 cranberry to 1 dye ratio means you are using up the cranberries that were just going to rot anyway. (Though the farmer in the group might have preferred them for compost, or the brewer for wine.) But make 1 unit of cranberries produce 5 or 8 or 10 or 16 units of dye, and you can make that less of an issue. Same is true for compost and wine, of course. Reduce their inputs required and the problem largely goes away. It's really just a bunch of fine-tuning tweaks. -
A game whose name I cannot bring to mind did this by looking at the first word in the chat text. The default was "say", which was extremely local, like a room or sitting around a campfire. "Shout" or "yell" got a larger distance, and "broadcast" was global, though was extremely limited in terms of permissions. Most players were not allowed that. But you could work around that if you knew the character name. "Brother_Maynard, I need help at the cave of Caerbannog!" [EDIT] Still can't remember the name of the game, but I just remembered it was a multiplayer D&D-ish game on a CDC Cyber 170 Model 720 mainframe back in the '70s. Used what were called "common decks" to share data, which fortunately, was no longer a stack of punched cards.
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BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
Thorfinn replied to Sheepdoug's topic in Suggestions
Sure. Then how do you keep the fruit bar from dropping? Does the fruit nutrition bar work differently than the others? How it currently works is that the bar moves up with the satiety of the food consumed, and decreases with time. So reducing satiety by 50% would mean you need to consume 100% more berries to stay where you are. Seems weird to solve the problem of berries being too nutritious by making you eat two crocks of jam at a sitting to keep your nutrition levels up. The problem is not the berry satiety, but rather with the availability of berries. The simplest solution appears to me to be either to reduce the yield per bush in *berrybush.json harvestedStack: { type: "item", code: "fruit-{type}", quantity: { avg: 4.4 } }, and { type: "item", code: "fruit-{type}", quantity: { avg: 4.4 } }, or reduce the number of bushes in worldgen for the common berries from, e.g. chance: 0.12, to somewhere closer to that of white currants value of chance: 0.03, or even just change the number of bushes spawned in a location, e.g., quantity: { dist: "invexp", avg: 2, var: 4 }, Of course, most people have memories of their first game or six starving to death. I had several such deaths not too long ago trying to find settings that gave the kind of water distribution I wanted. [EDIT] Keep in mind that changing this might require other changes. For example, cranberries and black currants and blueberries are all dye components. At the moment, you have them to spare, so dying cloth is not a massive investment of time and resources. But change the abundance of berries and dying cloth becomes more of a luxury. Which, it is, but if the Tailor player is going through all the available berries making clothes, it's going to cause issues with the cook. -
BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
Thorfinn replied to Sheepdoug's topic in Suggestions
The Wildcraft mod does this. Used to be you could get max 2 cuttings per fruiting cycle or something like that. Plus, cuttings had a very short freshness timer. And it is still way overpowered. Nerfing the satiety would help in that respect but would then require you to eat EVEN MOWR berries to keep your nutrition bar filled, kind of the opposite of what @-Glue- is suggesting, that we come up with a way to reduce berry consumption. -
CarryOn lets you move them, but they remain upright. Also pretty sure there's something else (other than Food Shelves, as I' know I have not used that one) that gives horizontal barrels, you just have to bucket it over.
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Since this just came up in-game... again... in permadeath... Tip for Windows users: If you are prone to fat-fingering and can't pop the keytop off the stupid Windows key, remember to run a program like WinKill to disable the stupid thing, so if you get in trouble and have to sprint, you don't return to the stupid desktop and listen to the bad guys finish you off before you can return to the game.
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So much this. There's even lore about it. Book or scroll or something, I don't recall.
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Don't you think there is a strange movement in the game?
Thorfinn replied to Murlok's topic in Discussion
If one is talking realistically, novice joggers should be able to do a 5k in around a half hour. In VS, it takes all of 8 hours. So concessions were made in the interests of having a good game instead of a reality sim. -
Just to make sure no one misunderstands, I'm not the guy throwing baby chicks in the air. I'm the guy standing off to the side yelling, "Pull!"
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Yeah, peat is a quite common deposit. Turn on the option to let lightning start fires, and you would be amazed at all the peat you used to have.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
There's a big, big difference between 6 IRL seconds waiting for things to despawn and 11 IRL hours, doncha think? [EDIT] That was one of the big complaints about the bowtorn. They didn't leave after sunrise. People had to figure out some way to deal with them, which was often no more than an enclosed ladder to get to despawn range. -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
How do you do that, exactly? If you add in new attack routines or otherwise butch the AI, doesn't that change how other people are forced to deal with bears, for example? No one forces you to raise livestock or grow vegetables, but you kind of need to deal with the bear at the door. That should be something achievable for those who are not ninja masters. Used to be you could just go onto your roof and throw spears, but no more. N00bs had to adapt to the increased difficulty of the AI changes. Unless they could find or make a mod to nerf them. Again, look at ModDB. Mods to nerf the combat are vastly more popular than mods to butch it. Why make the n00bs and more casual players do something you refuse to do, that is, use a mod? -
Pretty sure they thought they had that fixed. Something must have broken it again. [EDIT] Though May 4 is not that late in the year, depending on your starting location. It's common for your spawn point to still be freezing at night.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
So much depends on your playstyle. Killing drifters is nowhere near as effective in gaining fibers as just going out exploring for flax. Temporal gear? Don't need it if you don't get killed. Bored with combat? Try permadeath. Similarly, caving is not necessarily an exercise in combat. It can be, if you view killing as the only way to attain your goals. But there's absolutely no reason you have to do it that way. You can easily go in, spam torches until you start getting too many enemies to ignore, leave and let them despawn, return and fence off your gains. But most of the loot? Meh. I don't sleep anyway, and even if I did, the hay bed would be best because it doesn't waste as much daylight. Terminus transporter is worthless in permadeath. Translocators are next to useless without a map, since if you somehow can't find it when you want to return, there is no way of knowing where you are. If' you've already explored the area and know the landmarks, sure, but then all that TL does for you is speed travel. Barring sheer cliffs in the way, all they do is save you a day or two per year. Restoring stability? You can also do that by simply returning to the surface and processing the stuff you just got. But, again, if you see combat as the means to the end, you rank combat highly. If you enjoy crafting, building, or, the really novel part of the game, chiseling, combat is at best secondary. -
Cool idea. Just imagine if you could also throw them!
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Is that from 1.20.6 or later?
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
So, basically, everyone must play the game tuned as I prefer because I got burned before in a different game? -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
You are correct. When I first nerfed them a bit in early releases to reduce rage-quits, they were. Now surface shivers have 2 better health than their counterparts. Never noticed. They are both 3 spears. Nightmares are one extra spear, which I guess I've never noticed because storms keep me a little busy. -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
I'll try this again. The game goes above and beyond in trying to encourage the player NOT to battle the supernatural. Most of the time you get exactly nothing for your effort, and most of the rest of the time, you get one piece of belly button lint. Depending on your personal goals, maybe it makes sense to venture forth in storms, but the only reason to engage rather than avoid in the depths is if your stability is getting low and you want to get a little more done before you return to the surface. It's not that drops will make you wealthy beyond your dreams. I was a little surprised to find out shivers are little more than faster drifters who can climb, but can't fit through doorways. They are otherwise identical in their statistics. They are no more damage sponges or heavy hitters than drifters are. And bowtorn are significantly weaker. Their ONLY advantage is concentration of fire if you face several at once. @Josiah Gibbonson why not spend a little time seeking out mod makers who were working on improving drifters? There have been several attempts, and I often am 2 of the literally dozens of downloads. That's got to be a tad discouraging, to put that much effort into new AI code, only to have almost zero receptivity. At least you could encourage each other. And, who knows, maybe get enough people to download it to convince the devs it's actually something the community thinks is worth spending development resources on. -
I wonder if there isn't a variability programmed in. There is in so much of the rest. Might even be true of reeds -- things I know I harvested with a scythe, so should have the same maturation, grew tops at different times.
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OK, that's fine. There are several seraphskinparts directories that need to have your new textures. Take a look at the graphics that are in each directory, and make "shapes" for each. Load the game, see how it looks, close the world, change the textures as needed, load the world, repeat until you have all textures to your satisfaction. Whenever you are happy with it, save those directories somewhere, turn it into a mod using MM3k, revert your changes with MM3k, and you are ready to go on to the next step. [EDIT] Here's the mod I was thinking of: https://mods.vintagestory.at/koboldplayermodelport Helpfully, it lists another example mod that I couldn't exactly remember, the fox model, and links to it. This will give you a good idea of the scope of what you are doing.
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I was thinking some mechanic like putting a shell on some solid surface and bashing it a few times with a rock, but maybe we already have something even better -- put a shell on the ground and use a rock of any kind to "knap" it into little bits. Or maybe something more "immersive", like actually beating on it with a stick. Oh, or a club. Give a reason to actually make the otherwise mostly useless thing.
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Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Sorry if it sometimes feels that way. People were, in fact, complaining when drifters started throwing stones at you. Indeed, mostly inerrantly, but you could exploit that to make them fight each other. But I think most agreed that adding some kind of ranged supernatural, and one with very fast movement was a needed change. It just did not take much practice to get to where they were only a danger if you really messed up. That will probably come with time. Like I said, SOMETHING has to trigger the intended status effects. Yes, but the same is true in Ostriv, which has absolutely zero combat. Not even dangerous animals. Good Lord, I hope not. The game has so much to offer, I'd hate to see it get bogged down in the boss trope that's been done to death. Just keep in mind that while Combat Overhaul, which many think is even better than sliced bread, is apparently mostly a multiplayer thing, and probably has a user base of around 10k. (Extrapolated from other server play, where someone will show up, decide it's not for him, and go his merry way.) That's kind of in the ballpark of the more builder mods, like Millwright or some of the immersive crafting mods or new roofing materials or roads or whatnot, but it's a piker compared to things like Primitive Survival, which adds little combat, and Expanded Foods, which adds none. Did you know Salty has a dodge mod, as well as several other things that have come up in this and other threads? Yet maybe a couple hundred downloads, tops? I suspect you are drastically overestimating the number of people who think of VS as a battle game. -
OK, so you have already created the graphics and they look right in the game? Then just let MM3000 bundle it up. You don't have to createthe directory structure in your zip, MM3000 does that for you. The only "tricky" bit is that it does not assign version numbers for you, which is a good idea. If there were a wish list, It would be that it would automatically assign a version, like 0.0.1, and all you have to do is edit the line if it's not your initial release. Oh, another wish list -- if it would gather the changed files and create a zip of the source, to make it simple to create revisions. Or if I'm still misunderstanding you, and you have ideas for the mod, but have not yet developed it, there are several reskin mods. One that springs to mind is something to do with goblins, which I'm pretty sure is current, but there are a lot of them out there. Furries, I think there used to be an anime. When you see what kinds of things they had to do to reskin the seraph, it should be pretty straightforward. For classes, again, a lot of examples to draw from.
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Straight vanilla or modded? What did you set days per month to, and have you played around with that via command console? Or really, with any of the time commands? And is it possible she got pregnant in an earlier version of the game which you have since updated? I don't know the last would cause it, but it's happened back in, I don't remember, one of the 1.17 versions? Incidentally, she should not need food once it says she's pregnant. Or at least that used to be true. She's supposed to be pregnant for 25 days, IIRC, so if she got pregnant on the 9th of July, she should have delivered on the 7th or 8th of October. It's also possible there's some variation programmed in, like there is on crops or berries or mushrooms or trees.