Jump to content

th3w4rd3n

Vintarian
  • Posts

    17
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

th3w4rd3n's Achievements

Berry Picker

Berry Picker (2/9)

15

Reputation

  1. why not both? canoes require a storage slot to carry, coracles can be carried in inventory? something something tradeoff to make it worth it i wonder if the development of canoes vs coracles is related to the fact europe (usually) has much narrower and weaker rivers/lakes than north america (lake superior is half the size of the entire UK after all). plus the distances travelled would be invariably much shorter than in north america. no way a coracle could cross the fraser river reliably safely, but theres no way a canoe would be practical for crossing back and forth quickly over a small river, not with its unwieldy shape and size. thats historical technological development stuff tho and probably not super relevant to the discussion XD also neuron activated: i LOVE the idea of adding basket weaving too. woven baskets are so practical and theyre used just about everywhere in the world that theres some kinda plant thing to weave, im shocked they ARENT in the game. the fact a lot of realistic survival games dont have basket weaving in them is honestly like if 90% of farming sims didnt require you to water your plants.
  2. (reading all these comments and giggling and kicking my feet. yall got such good ideas) canoes would be an awesome median between rafts and full on sailboats tbh. simple dugout canoes could be made with a wood-carving mechanic (like clay forming, but backwards) and an axe, which would make something slow and clunky, but usable. better ones would be made with a hammer and chisel. a leather canoe could still use a wooden frame as the basis and make use of glues (giving more uses to the glue mechanic) and fat to form seals. :3 i also really like the idea of an animal caravan, and the use of wolves would be a great way to bring in some north american indigenous culture too, since many of the nomadic nations prior to european contact used their dogs to help them carry stuff (this reddit comment goes into greater detail + they cite their sources. LINK.) they can pull carts or sleds for slower but greater storage, or wear little packs for lighter, faster storage. maybe they can even carry stuff that would normal require a storage slot, like mining bags! their viability would depend on how quickly youd be allowed to befriend wolves, however. you can probably make them stop attacking you by sharing your food, but theres a bit of a gap between "i will tolerate you on my territory" and "i will let you put me in little outfits and pull your carts for you". a lot of players will likely live a settled lifestyle for probably their first year, so itd have to be possible to befriend and then tame wolves within that timeframe
  3. ohhh i genuinely love this. some kind of tradeoff between the stability and consistent infrastructure of a settled lifestyle, vs the freedom and flexibility of a nomadic lifestyle. many indigenous nations are nomadic, and follow specific migratory paths (often returning to the same campsites over time), so it would be a perfect reflection of real life to have some sort of way to be able to pack up and move whenever needed to whichever areas suited you at the time. a full caravan would/should probably be a post-iron advancement, but a cart is perfect for the midgame. neither are too overpowered either because carts and caravans dont float, and its possible bears and wolves would love to have a tasty bite of you or your hauling pal. maybe oxen can be domesticated to be a slower, but stronger pulling force as well? that would require the devs to add some kind of warm weather bovine though (since i think right now only musk oxen spawn in the colder regions). then again i could never say no to bison domestication hehe
  4. yeah. unforchies a pelt-based shelter would likely be a post-copper thing, which by then the player would have access to cobblestone much easier. unless one was doing some kind of challenge, where metal is much rarer, but we cant exactly make game mechanics for the small niches of players until the main portions are all finished. that said it could be a post-copper, pre-anvil and forge type deal, depending on how quickly the player manages to get things started. it could also be a boon for players who want a more nomadic style of play! thats totally fair! i personally like a longer early game, as i really enjoy the scramble for resources and the tentative discovery that goes on in this stage, but i also know not everybody likes fighting for their life.
  5. Vintage Story puts a lot of emphasis on progression, and gradual teching up of systems into their next 'stage', but outside of some very specific world settings, the pre-copper age is oddly short and shallow compared to the much richer stages of the metal ages. the early game mostly consists of rushing to ceramics and copper as quickly as possible unless you deliberately take your time, because most of the building aspects are locked behind metalworking. this in fine in some ways, but in others i think things could be improved. as it stands right now, early game shelter usually consists of either shacking up with a trader, digging a hole, making a base out of logs, or getting lucky and cannibalizing ruins for materials. not terribly immersive i think. now a lot of early human societies DID live in homes made, at least partially, from shaped dirt, but they also made extensive use of animal skins and early forms of woven material. (the idea ancient humans lived in caves is likely a misconception based on the survivour bias of cave art; art in a cave is sheltered from eroding factors like rain or wind, and thus much more likely to survive thousands of years than wood carvings or textiles that were in active use). i think having to hurriedly slap a little tent together out of what you can forage up would be more immersive than hurriedly digging a hole and sealing yourself inside. adding pelt drying to part of the first steps tutorial, or weaving of papyrus and dry grass into sheltering panels, would be a really good first step to making the early game more immersive. this can then also go through progression, where scraped hides can find an alternative use as material for portable shelters like tipis (though i'm biased on account of being plains cree), which could even be decorated with dyes or cloth. the early game plant-based panels could also have similar function to the beams, where theyd need to be joined up to a central pole (or poles) to work. the earliest panels would only keep mobs from not detecting you while youre inside, and keep the rain out, while later pelt and hide panels would often some more protection and resistance to damage, and then a fully crafted tent would be just as safe as digging a hole and sealing yourself inside, setting aside realism for a more satisfying progression in this case. valid materials for plant shelter panels could be: papyrus, cattails, and tall or thick plants like redtop grass, woad, or cow parsley, which would be crafted together with sticks and dry grass to form a variable amount of panels (more for papyrus and cattails, less for the smaller plants. hunters get a cheaper recipe). valid pelts to use for pelt panels would be any cured pelt of medium or larger size, or a set of 4 'stitched' small pelts (a recipe only craftable by hunters, which uses either sinew or twine/thread, and bone needles (cheaper) or a knife), and also gives a variable amount of panels (more for larger pelts, less for smaller, etc). valid materials for the final tier of scraped hide would be any hide of medium or larger size, and these can be used to either make a larger portable tent (carried in one of the four storage slots, offers more protection and a larger interior working space) or panels just like the earlier stages (less protection, but less space taken up). again, hunters get a discounted set of recipes. panels all have collision, unlike beams, but might collapse if stomped on, hit with a fast projectile, or ran into at a sufficient speed (with different strength depending on material), so its unsuitable for fences or long-term walls (using them to seal up entry points would be a valid choice, however)
  6. i can only come up with the idea it has to do with my mods and some kind of resulting lag from having to tick over all the trades at once. i can do some tests on a vanilla world when i get the time. also i saw the unedited message in my email before coming here and i was actually curious about what would happen if i changed what datatype it was. bool causes instant crashes (with System.IO.EndOfStreamException: Unable to read beyond the end of the stream.), but int, string, and float all work for it, though they also crash from time to time with the same 'unable to read beyond the end of the stream' error. no matter which data value i use itll crash if i use it on the same trader twice or too quickly on another trader. something something the wonders of technology. the solution still technically works, though!
  7. i owe you my life. this doesnt fully fix them stocking unusual items from time to time, as well as the fact they seem to have no money, but this lets me at least force them to cycle the goods until something normal comes up ill add the command i used to the top of the post. thank you SO much yall for helping me look into this
  8. giving this a little bump. i tried to use /entity to maybe edit the trader's values so they restock and reset their trades, however i cant even begin to figure out how the command works or what to do to tweak those values. if anybody knows if traders can be edited with /entity and knows the command for it, i will mail you flowers with my mind
  9. i dont know why i didnt think to check the tracker earlier. i think i did but i only skimmed the list. either way i've gone ahead and left a comment on the thread. i'll also mirror part of what i posted on the issue here
  10. SOLUTION: the command to force-restock a trader is /entity cmd l[] setattr string lastRefreshTotalDays 1 you can set the number at the end to however many times you want them to restock, up to a maximum of 10. note that doing this with the trade interface open will crash the game. using the command on the same trader twice in a session also crashes the game, so make sure to save and quit, then reload, after each use. you can change the l[] to another selector if you like. this will refresh the trader you're currently looking at. ORIGINAL POST: (this may or may not be better off in a bugs report on the github, but i wanna see if it's possible to solve the problem on my own first.) is there any kind of command or feature or mod out there that can allow you to cycle a trader's stock? sometimes i'm just straight up unable to work on projects for ages because a trader won't restock (usually luxuries traders and glass), and while sometimes i have side projects to work on while i wait, it can be annoying to have my momentum stopped dead due to lack of building materials. however the thing that pushed me to finally ask this question is when i got to the Village. the villagers spawned in just fine (unlike my first time), but their trades are... odd. the baker is selling uranium ore (which im pretty sure isnt bread), the tailor is selling random animals (as in, the creative item). and, additionally, their restock timer is one and a half years, which i'm certain isn't intended behaviour. this is likely in part due to mods i'm running interfering with object ids, which is part of why i'm not making a bug report, and i think maybe if i force them to restock it'll fix their trades. i can't seem to find any command that will work, however, so im reaching out to yall in hope that somebody knows how to fix things. MODLIST: Antlers & Horns, Attribute Rendering Library, Auto Config Lib, Backpacks Plus Plus Expanded, Balanced Stick Recipe, Bear Armour Repair, Better Firepit, Better Forest, Better Ruins, Blood Trail, Butchering Extra, Butchering, Buzzwords, Carry On, Chicken Feed, Chisel Tools, Trader Camps, Common Lib, Config Lib, Configurable Room Size, Configure Everything, Truth and Beauty: Detailed Animals, Drifter Aim Nerf, Enhanced Handbook, Expanded Matter, Extra Info, Flee Exhaustion, Food Shelves, From Golden Combs, Genelib, Interesting Ore Gen, Long Term Food, Manual Scraping, Mobs Radar, Monster Spawn Nerf, More Map Icons, Natural Fertilizer, Overhaul Library, Pig Feed, Player Corpse, Player Model Library, Primitive Survival, Purposeful Storage, Quivers and Sheathes, Recycle Backpacks, Seed Harvesting, Shear Lib, Shelf Obsessed, Slow Tox, Status Hud, Step Fix Elk, Stone Quarry, Substrate, Toolsmith, Useful Shears, Vanilla Plus World Gen, Dear ImGUI, Wool & More, Yet Another Cheese Buff, Zippy's Cattail Stew TEST RESULTS TO ISOLATE ISSUE: i did some testing on both a vanilla world and a control test (basically same worldgen options and all mods enables). neither have the broken trades, even when i regenerate with /wgen. so it must be some kind of other issue. i also ran a test with a world with the exact seed i have on my affected world, and the trades are also all normal there. so i officially have not a clue what could be causing this. some kind of random bug with item IDs COULD be the cause, but then why does it affect restock times too?
  11. ive also witnessed the same! without directly studying the pathfinding behaviour, i can only guess whats happening, but i wonder if it has to do with the mob thinking it cant get to you/youre moving too fast for it to catch. then again, ive also had pigs and bucks follow me for ridiculous distances, so how robust the pathfinding is really seems to depend on how the AI feels at the moment lol. i do wonder if there's something more complex under the hood, or if it's just bugs that work out nicely
  12. 14th century monk getting mad at his scribe doing the illuminated manuscript type response
  13. very low accordion or harmonica. i like how distorted and freaky they sound when they're that deep and, in my brain lore, seraphs have weird voices compared to humans. i'd love to see more instruments in the future, esp less common ones like a hurdy gurdy, or some string instruments like violin, guitar, or shamisen. mostly because i ALSO want to set them to very low and see how freaky they sound.
  14. tossing my hat into the ring for this one too. it would (probably, idk how reliant the game is on being righthanded for its anims) be a simple little visual tweak, and a nice little bit of inclusivity for the southpaw vintarians
  15. honestly that's a reasonable concern. i'm not a game designer, though i do play a lot of games, so my critique and requests are only ever from an outside perspective. it's hard to say unless it actually gets implemented what the end effect would be. it probably would be best if the devs added a way to hook into creature behaviour, and then a modder adds the creature behaviour, and then the devs can gauge how well it would go over with the playerbase before making the choice to integrate it into the main game. as for the varied aggressiveness, to me, in my mind, it adds a layer of realistic danger. animals irl, especially wild animals, can be unpredictable and are often much more dangerous than people give credit for. carnivores are also typically less aggressive irl than herbivores, despite common public perception, due to various factors i don't want to clog the thread up infodumping about (it has to do with food and ability to heal/recover), though their attacks are far more likely to be immediately lethal. the safe option is always to avoid, of course, but i think having the option of risk versus reward could make that a more complicated decision, especially if behaviour changes through the year or in different environments. then again, irl it's always safer to avoid than approach a wild animal unless you know what you're doing. that is one benefit of a more dynamic mob aggressiveness system! it will do a lot of good for players that get unlucky during hardcore runs especially. then again, this could also be accomplished by not having them be overtly aggressive for the same amount of days as your initial no-monsters grace period also true. i fully admit i did have minecraft in mind when i was thinking of this notion, specifically modpacks like technodefirmacraft, which i've played quite a bit and enjoyed as well. for that modpack, the mob behaviour is a little more simple than what i've got in mind, mostly just day/night based rather than a nested web of checks. some predators only hunt at night, others hunt during the day, stuff like that. that said, playing those packs, it did make things a little more interesting and challenging! i knew i could pass by the mountain with the cougar on it safely by the day, but at night i'd have to cut a wide berth and not linger. so i can say that at least in the other blocks game, i did find it an interesting, if simple, little challenge.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.