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Everything posted by Jacsmac
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I agree that the combat idea was a bit of a stretch, I was kind of brainstorming with all of the stuff after decoration and it's good to have some feedback. I think a better way to deal area damage would be to throw scrap bombs. I'm surprised that hasn't been added yet.
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I've had this idea for a while, so I'm putting it out there: One use for fireworks is just for celebration. You can place one on the ground, light it, and watch it fly up. There can be a few different colors, and they can be linked together to go off at about the same time. What if fireworks can be used for combat, and more than just sending them up while in a cave? With a torch in the offhand and a firework rocket in the main hand, you light the rocket and have to let it go. It will fly the direction you look, and you can delay the release to control how far away it explodes. The most difficult thing about crowds of mobs is that you can only damage one at a time unless you walk up to them and place a bomb. Launching fireworks would be a more effective way of damaging multiple monsters. The next part of the idea is using rockets with gliders (Thought exercise mostly, because elytra rockets are overpowered in the other game): Holding a lit rocket will propel you in the direction you look while you hold it, but the force is weak and rockets must explode. Players can risk more speed by holding onto the rocket longer but will be within the explosion radius if they don't let go quickly enough. Rockets would boost flight time but not make it infinite, though players who decide to tank multiple explosions should be rewarded with much more speed. The main thing about rocket boosting is that you shouldn't really be able to use it to take off from a standstill (unless you like exploding).
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Titanium is very strong for its weight, meaning titanium tools could be the next tier after steel (maybe the same tier as a theoretical alloy steel). Titanium tools could be equally as durable as steel, but mine blocks faster. Since processes to make pure titanium metal were not introduced until the 20th century, perhaps titanium bars could be obtained using Jonas tech or the chemical process can be made a bit more unrealistic. You know what, maybe titanium tools aren't feasible at all, but the idea is cool.
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I'm so sick of my box houses, full build tutorials?
Jacsmac replied to vinnland's topic in Discussion
Honestly, building tutorials from TOBG apply here as well - you can just add more details. A lot of the voxel building basics are well established by Minecraft and you can use those tutorials to help you get started in Vintage Story. Once you're done with your coarse details, you can whittle it down to the fine stuff by chiseling and adding clutter and support beams. I like this Minecraft video's message about starting with simple shapes when building: ULTIMATE GUIDE To BUILDING in Minecraft - YouTube As for Vintage Story's exclusive chiseling, there are a multitude of chiseling tutorials if you search "Vintage Story chiseling" on YouTube. Installing mods like QP's Chisel Tools also makes chiseling large-scale details way easier, if that's something you're into. This roof tutorial helped me a lot at the start of my chiseling journey: Vintage Story - Improve Your Roof! -
social If your university/high school had a Vintage Story club, would you join?
Jacsmac replied to Jacsmac's topic in Discussion
I like this idea very much. More people would certainly join a Modding club, and club members could mod games they already own without having to buy or download new stuff. Don't worry, I wouldn't intend for people to debate over the current political theater in a club like this. I think it would be more adequate to say that students would potentially simulate a legislative body and practice implementing rules that fuel resource management and the player economy, as well as a judiciary body that would settle disputes in a civil, engaged manner. Politics as a word just means the activities associated with a governing body; most university students I have met are able to keep disagreements civil, especially in a club setting. Left to their own, I think club members might fall into a habit of not taking the academic aspects seriously. This is a valid concern. I think having physical meetings centered on the academic aspects of Vintage Story could reel things back in and give the club more purpose. I'm sorry that your past experiences with clubs haven't been so great. I totally understand what it's like to have high expectations swept away by subpar behavior. Hopefully things are better now at your current chapter in life. And, I didn't mean to give off the impression that a theoretical Vintage Story club would be half-assed. I am very passionate about organizations I am part of and would make sure that other club leaders and members are as passionate as me. Regardless, I feel like it's best to keep this Vintage Story club idea off-the-table for now though. I'll wait and see if the number of sales blows up enough to be as reasonable as a TOBG club. -
social If your university/high school had a Vintage Story club, would you join?
Jacsmac replied to Jacsmac's topic in Discussion
It's not too late to get some people together to play a server once you're out of university, though. Plenty of coworkers at my last internship were avid gamers and they would probably play with me if I provided some game keys. -
social If your university/high school had a Vintage Story club, would you join?
Jacsmac replied to Jacsmac's topic in Discussion
I myself would really enjoy sharing a Vintage Story world with other students, sharing builds, resources, and whatnot. Maybe we could form some kind of government or organize club meetings in-game. -
Had an idea pop in my head about a Vintage Story club at my school. Turns out the founding process is straightforward if you can get a dozen or so people on board with the idea. It's pretty easy to frame this game around the perspective of academics and the arts, no doubt about that. The creative tools available to students, the potential to simulate society (economics, politics, etc.) and survival challenges (metalworking, crop rotation, etc.) leave plenty of opportunity to use Vintage Story as a teaching tool or a mental exercise; at least, we can tell this to the people in charge of funding clubs. Would you join a club whose purpose is to play Vintage Story and examine its gameplay/worldbuilding and use the game as a creative outlet? What would you hope to get out of a Vintage Story club?
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I placed a grindstone to check out what you meant, and then broke it and the wheel is still there just floating
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Say something gets pushed by a piston, bounces off of a stretchy trampoline, is launched out of a cannon, whatever. Can a force be applied to a player or entity that makes it accelerate along any given axis? Does Vintage Story already support force/acceleration vectors, or could something similar have to be achieved using velocity vectors? I've been thinking about making a code mod for items or blocks that players can use to push things around dynamically or even move themselves. Will I be in for a hard time trying to implement something like this?
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Did Moses join your server at some point? Jokes aside, I have been seeing some of this on my new 1.22 world as well; a rare lake or pond will have two different water levels that form a step somewhere. I'd love to know what causes this.
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Oh, that's what those are! I found a very aged planks block in a crater while mining meteoric iron and thought it was rather strange. No chest though so it wasn't obvious that it was an intentional structure.
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I Just Downloaded 1.22. What do I need to do right this minute?
Jacsmac replied to Silrana's topic in Discussion
Consider making one of the metal tongs and a set of bellows for your forge. Charcoal will only heat a workpiece up to 750 without bellows and wooden tongs now break quickly. -
Careful when you make a mechanical assembly in the new update! Your seraph may be exposed to geometry beyond their comprehension.
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save data Vintage Story should have an easy-to-use save/playerdata editor
Jacsmac replied to Jacsmac's topic in Suggestions
I DID IT! I found the slot and edited it in DB Browser for SQLite, restoring functionality to my world. The index that was giving an IndexOutOfRange exception was stored as an integer which was super easy to change. Steps (Windows 10/11): Back up your save before opening it in a file editor!!! Download and install DB Browser for SQLite Right click the save file in \VintageStoryData\Saves (or an equivalent backup folder) and open with DB Browser Open the 'Browse Data' tab and switch the view to the PlayerData table There should be multiple records with all of the UIDs of players who have joined the world, or a single entry for singleplayer worlds. I think you can find the right UID entry to edit by going to \VintageStoryData\Playerdata\playerdata.json where UIDs are listed with player names. The player data is in BLOB format, which means it is raw binary. Look for data that resembles hotbar slots or character clothing slots (by having the binary window open) based on what you want to change. Be careful! Changing the number of bytes in the file can corrupt the save. Make sure you are backed up before you apply any changes, and try not to make drastic changes if you don't know what you are doing. You can change attributes by changing the values of existing bytes (keep mind of data types such as strings, integers, and floating-point numbers). Since the data is a BLOB, you have to avoid accidentally changing bytes that tell Vintage Story how to use the data or the file may be corrupted. You might be able to use this method to even delete or replace entire items that cause crashes, but always tread carefully when editing raw binary. This method gives you direct control over raw data, something a dedicated Vintage Story save editor would likely not due to risks. If you see this post and hear computer science alarm bells going off in your head, please notify me ASAP and I will edit or delete it to keep people's computers safe. -
I built tropics homes on my previous world and translocators only successfully got me about 1/5 of the way there and I had to walk the rest, so they weren't even very useful for that. I would find more underground on the way south, but they would always go due west or east, obviously. I should probably fortify my translocators too. I keep telling myself that the walls on three sides should be enough, but eventually I slip up and forget a torch then get mobbed by tier 1/2 enemies repeatedly knocking me off of the translocator as I try to get back. Exclusively pinning the destinations and not the start points is a practice I go by as well. It's much more useful to know how to get back to wherever you came from without being misled by the wrong waypoint thousands of blocks away. Translocators are fun for most of the game, but after late game and having repaired more than about 8 or 9 they start to become a bit redundant or useless, often going back to that one single undiscovered chunk directly adjacent to the existing map that you could have walked to by now but didn't because there's 'definitely nothing new over there.' If translocators were more likely to go a certain cardinal direction based on the way they were facing when repaired (perhaps they could be rotated with a wrench to make this fun and repeatable), then I would give more of them a try instead of opting to spend all my end-game gears on Jonas devices and placing dozens of spawn points. This would also be a game changer for lore exploration, as the player could spend temporal gears to cut the distance, which could be better or worse than just walking there (still have to grind for the gears if you want to skip walking, or the translocator could put you in a bad spot).
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I recently crashed my world with a buggy item in my hotbar, reloading the world gives the same crash, and running the world in Recovery mode didn't seem to fix the issue. After going through things that require immense patience and trust in my own computer skills (iffy at best given I chose to be a mechanical engineer instead of a computer engineer) (also got to a couple dead ends), I found the player's (I know the player is mine based on the UID) hotbar data in a hex code editor and tried to make a subtle edit to the hotbar to replace what I thought might be the item in question. This obviously didn't work and corrupted the save file (Not the worst thing because I made a backup after the crash but still frustrating). I'd be happy to get the world back, even if my player has to lose items. I just wish there was a program I could run to open my .vcdbs file or something and change player/block data without getting half a degree in information technology. P.S. Does anyone know a good SQLite crash course I can follow to try another approach (and how to download and use the elusive SQLite Tools)? Or. even better, a way I can get the hex editor to actually work? Any help is immensely appreciated.
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Usually when going great lengths to find something, finally getting to it thousands of blocks away from my home, I then find another deposit of it disturbingly close to my base. Have you found any translocators? They usually send me far enough away that the entire rock table changes and I find new rocks (though in my case, Peridotite is the rock I usually struggle finding. Maybe we should swap.)
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This is exactly my argument for Fahrenheit. When processing materials and calculating thermodynamic systems, Celsius is perfect, and it works and there's no stupid English unit stuff going on. However, for weather Celsius is just atrocious. I'm not a piece of metal going into a furnace, and I'm not water freezing or boiling! Sometimes I change the units on my weather app to Celsius just for fun and notice that each degree centigrade is like 3 degrees F. Where is the precision? Fahrenheit feels more like a system made for humans and I'd much more easily estimate how 62 F feels than 16 C.
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forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
Well, the player already has to learn where to find reeds, how to dry clay pots and molds, survey for ores, domesticate animals, tan leather, solve puzzles, fight creatures from hell, propagate berry bushes, prevent cave-ins, and rotate crops. I think that real Vintage Story enjoyers are prepared to be patient and learn new things. It's not out of the question that a mechanic that requires the player to learn something will get added to the game, so I believe gameplay processes should be better at teaching players why things work certain ways in real life while allowing those with existing knowledge to not feel confused by random inaccuracies. -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
I think that relating Hardness and Brittleness to the heat treatment process rather than just the base stats will help convey why each process is done; the player will know that they should make their tools less brittle intuitively, encouraging them to temper for more durability even at the expense of less power. If the two stats obscure the real stat bonuses too much, I don't think it would be a horrible idea to just list them in the item description like they are now and treat the brittleness/hardness as the addends ('Brittle, -x% durability' 'Hardness xx, +x% power and durability') In terms of gameplay mechanics, stat bonus optimization would be largely the same as MkMoose's original suggestion (correct temperatures, quenching times, etc.) Rather than just the power and durability being increased perhaps the hardness and brittleness can change by certain amounts based on how well each part of the process goes (better quenching severity could mean less brittleness to start, better tempering could reduce hardness less). It's mostly a way to rephrase power and durability in a more concrete terminology to make the end goal more intuitive. Feel free to let me know where I should elaborate/you have an idea to modify my suggestion (and just to clarify: I 100% agree with the original thread's in-depth heat treatment system suggested by MKMoose). -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
Okay, I see where you're coming from. I wasn't trying to replace the original suggestion, but rather the Power and Durability terminology with Hardness and Brittleness (and agreeing that requenching should only be done to "redo" the heat treatment process). I think the level of skill expression involved in the original post makes for the best addition to the game. -
forging Quenching and tempering are overly gamified
Jacsmac replied to MKMoose's topic in Suggestions
Yes, exactly. I think the original suggestion says something similar to this too. A good quench raises a metal to the highest hardness/brittleness that you would want or expect for the heat treating process before you start tempering. The purpose of tempering is to make the metal softer, making it more durable (less brittle) with the trade-off being less hardness (more susceptible to deformation). For example, a pickaxe should be quenched to make it hard enough to mine faster, but tempered so it doesn't operate in bomb mode (shatters too easily) instead of pickaxe mode. Tempering (metallurgy) - Wikipedia