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Everything posted by MKMoose
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Should be possible to replace the piece of leather with a piece of linen or a small/medium pelt. Tested on 1.22.0-pre.3.
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Keep in mind that the 25% increase is in just one set of sails, but a single metal windmill rotor can take 10 sets of large sails, making the full rotor's power equivalent to 2.5 small sails (granted, at a flax equivalent of 4 small rotors, as well as 12 iron ingots - a very large cost for unimpressive returns). I would personally want the power from a single set of large sails increased to at least 40 kN up from 25 kN, considering how much space it takes up and the material investment necessary to build it, but for now we're still early into the prerelease and there's a lot of space for adjustments. The large windmill costs more than 4x as much as the small one (including 12 iron ingots, which is also a progression gate), visually has ~4x the effective sail area, and it takes up 8x the volume or 4x the area if you want to avoid wind turbulence. I think it would be quite reasonable to at least give it 4x the power as well instead of the current 2.5x, because what's the point otherwise? With the current balance, you can build a small quad windmill for a lower cost and just 20% lower return in spite of the turbulence, and optionally make it ugly and sprawled-out to avoid turbulence for 60% higher return than a single large windmill. As an additional note: the two windmill sizes currently have the same rotational speed, so I think it would make a lot of sense to make the large windmill rotate slower, but with significantly higher torque (due to a longer lever that the force is applied on), to introduce a more meaningful difference between them. In the current implementation of wind turbulence, a quad windmill needs 10 blocks of separation between the central axle and each rotor to avoid the penalty. Kind of hideous. I feel like the simplest way to improve wind turbulence is to make the minimum distance between windmills greater along the axis of rotation, as well as make the turbulence strength fall off with distance and accumulate with larger numbers of windmills. These changes would further encourage side-by-side windmills while disincentivizing hyperoptimization, and would also make the whole mechanic more approachable.
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Storing gears (both rusty and temporal) in vanilla or modded.
MKMoose replied to Broccoli Clock's topic in Questions
Purposeful Storage seems to include a pretty neat rack for storing rusty and temporal gears. The new cabinets aren't very space-efficient, but I love that now at least we have a proper way to display items. -
An iron hatch door is what you need in the vanilla game - as much is stated in the in-game handbook. There's a couple things you may want to check: Is the coke oven constructed correctly, with the right materials (fireclay or refractory bricks)? Are you using the right coal for it (brown or black coal)? Anthracite or charcoal won't work, though it doesn't seem to be mentioned explicitly in the handbook. Does the oven work correctly in the vanilla game for you? If it works in vanilla and not modded, then it's likely that one of your mods is causing it to break. If the coke oven is functioning correctly, it should have a bunch of gray smoke particles coming out from the top.
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If you do intend to look for malachite, keep in mind the quirk of the current prospecting system that malachite readings will not be higher than "decent" outside of certain edge cases, and "poor" malachite readings are absolutely good enough to start mining ("very poor" can even be great if you have a 20-thick sedimentary layer, though you're gonna have to look at permille values then - I think more than 1 permille is a good rule of thumb in this specific case, though I'd have to double-check to be sure). As with most other deposits, but especially those that only occur in sedimentary rock, you'll generally want to search in flat, low-lying plains or deserts. Loose surface chunks indicating near-surface deposits are possible and will be sufficient in the early game, but mining will generally be the primary way of finding larger quantities of malachite.
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They not gonna post devlogs any time soon:
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Should be possible to change through Client Area > Account > Player Name (direct link if you want).
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Alloy Filler to melt alloy nuggets with its ingredients
MKMoose replied to Topminator's topic in Suggestions
It would be quite trivial to implement, with practically zero added complexity. And I say this having read through the code responsible for alloy recipe matching. It would be as simple as excluding the output alloy from recipe matching and only adding it back in when calculating the output quantity. Allowing to use alloys in other alloys (e.g. brass in bismuth bronze, electrum in black bronze) would be a bit more annoying since alloys don't retain their ratios once smelted, which would allow to manipulate the ingredient ratios somewhat, and if not implemented carefully then also converting some resources into others at a 1:1 ratio and no cost besides time, fuel and some miscellaneous expenses like tongs. Preventing this fully would require to propagate that ratio from the new alloy bits across at least all items that can be crafted and broken back down into bits, and that is probably more effort than it's worth due to the current implementation of item stacks. A simpler implementation would work as well, though. Nuggets of the same metal can be mixed freely in the crucible, because it only depends on the metal in the nugget and not the nugget itself. Iron in the bloomery is a different story, though. The bloomery and iron smelting are currently much simpler in implementation than the crucible and alloy smelting, which means that it's not currently possible to mix different iron nuggets. Still pretty trivial to implement, because it would be enough to give it a few extra inventory slots and add a small bit of logic to manage the slots appropriately, keeping in mind that it would need to check the smelted stack ID against the first item that was added. -
Alcohol hasn't seen practically any use as fuel until the 19th century or so, from what I've seen, and even then it tended to be mixed with other stuff and not used by itself. Unless it's some sort of Jonas tech portable stove shenanigans, this particular use doesn't make much sense for VS. And even if you do add something like this, it would have to be absurdly efficient to be worthwhile, considering the investment of time and resources that goes into making aqua vitae in the first place. As for sprinkling alcohol over a fire, that tends to be dangerous. You're gonna cook yourself or your house much easier this way. Now this is a pretty cool use I can get behind, though realistically it's also a pretty modern thing as far as I can tell, and more about spraying produce with ethanol than adding it to food. Regardless, it would make enough sense and serve as a neat gameplay incentive for food preservation - use some of your fruit or grain to extend the shelf life of other stuff. I think I would point to three primary ideas that would be most beneficial for the game and quite sufficient to give alcohol a distinct spot in the game: modify the effects of intoxication to make it in any real way useful to drink alcohol on its own, and make the effects less instant and less annoying, primarily with increased pain tolerance, potentially similar to the SlowTox mod as mentioned by @LadyWYT, and including a couple of its other improvements like smaller serving size and ability to sleep through intoxication, allow adding alcohol to soups and stews in small quantities, potentially instead of water, more for the sake of it than for any specific purpose, and perhaps for longer shelf life, potentially add miscellaneous uses for strong alcohols and aqua vitae in the context of other mechanics like herbalism or combat (as a solvent and due to its flammability respectively).
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I would propose a slightly different implementation. Instead of directly implementing manure, add a block like straw bedding (4 pixel thick layer, potentially stackable like snow). It could be used as decoration anywhere, but would have a special function when placed near animals. Over time, when medium to large animals are nearby, they would convert this block into something like dirty bedding, which could then be picked up and used as fertilizer directly or composted, or alternatively used as fuel, perhaps only after drying out. Obtaining compost this way from animals would be more intentional and interactive, and a bit less gross, if somewhat less realistc. The straw bedding by itself would be a neat decoration as well (historically it was more for sleeping, but we have the straw bed already), and animals could also prefer sleeping on bedding over bare ground. I'll also mention that fertilizer obtained this way should ideally provide different nutrients from regular compost, to create an incentive to feeding animals (which would presumably increase production of manure) instead of just composting all crops the normal way. A direct implementation of manure, as mentioned by @LadyWYT, would make a lot of sense when bovids and other large herbivores are implemented. Keep in mind that realistic applications of nitraries were heavily driven by the demand for gunpowder which we don't yet have in the game (at least not counting blasting powder). It would be a cool addition regardless, and it could also go well in line with my suggestion that fertilizer obtained from animals should be different from regular compost. Nitre beds seem to be a relatively modern and slightly more complex thing (here's LeConte's "Instructions for the Manufacture of Saltpetre" from 1862), but a simpler and much easier to implement process lies in simply burying manure in the ground, watering it and waiting until saltpeter comes up to the surface, then also boiling the product collected from the ground to purify and concentrate it (as on the Wikipedia page for saltpetre works).
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Aye, cattails have a minimum temperature requirement of 3 C, so elk will almost never spawn anywhere close to them. Pretty useful correlation. On top of that, oak, birch, maple and almost all flowers in the game also only appear around freezing or warmer average yearly temperature, so if you're finding oak, birch, maple or any flowers except ghost pipe, then it's generally too warm. On the other end, when you're finding arctic supplies, or when you can't find most vegetation (no tall grass, as well as no ghost pipe, no eagle fern etc.), then it's usually too cold. If there's no mushrooms and sticks in forests, then it's way too cold. Though, if using any correlations of this kind, always keep in mind that the temperature can vary quite a lot even at just a couple hundred blocks of distance, so it's important to always take it with a grain of salt.
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The most common culprit is the temperature range, and elk spawn in cold but not subpolar climates. On top of that: not completely dry, not too much forest or shrubs, and usually in highlands, not near the sea level. Or, if you want the exact conditions:
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I can't seem to notice the stated problem in that screenshot, but if it's actually there, then that seems like a bug which you might want to report on the issue tracker. This functionality is being added in 1.22.
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Less random translocators and resource/ruin generation tweaking
MKMoose replied to Galaxial's topic in Suggestions
I like the idea broadly, though I would focus on some different design goals. The main thing I want to mention is that any towns and settlements will inevitably form at key points of interest, but those points of interest are part of the world and can't really be modified. By which I mean, a mining village might appear where people find an iron deposit, but an iron deposit shouldn't be generated just because the game decided that a mining village should be in the middle of an area where there's no iron otherwise. So I would focus on some of these kinds of relationships, like large towns appearing predominantly near rivers and oceans, farm ruins in fertile fields, hunting lodges and logging sites generating in forests, mining villages appearing in areas rich in ore deposits - intuitive connections that the player could ideally make out by just taking a glance at the ruins. Granted, most ruins are really old lore-wise, so I'm not sure that much would be left of them. Many would still end up as nondescript rubble, regardless of what they were used for before. That's highly dependent on what you mean by "loose conditions", but ore deposits can have pretty specific requirements, and they use ore maps. These ore maps could be utilized during structure generation to influence the frequency of certain types of ruins. There is already a system which takes a couple small ruin structures and places them as small village-like clusters. I think it shouldn't be difficult to expand it to generate a greater variety of bigger village or town ruins and more spread-out buildings connected with roads or whatnot. That said, I wouldn't expect a significant level of detail from them outside of manually constructed story locations, unless they receive a similar level of effort to the in-development procedural dungeons. Might want to include a translocator building in some of these large structures, while at it.- 4 replies
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Given the lore, it would be really cool to include man-made tunnels as part of the cave generation algorithm, whenever if ever it gets overhauled (Tyron has said that he would like to revisit it eventually), which would allow to save points of interest at the ends of these tunnels, at junctions or at other key points, that could be later utilized when placing structures. Tying all these systems together in the right ways could result in some very immersive cave and tunnel generation that actually looks like it was made with a purpose and not just plopped in randomly by a random generation algorithm. This kind of also ties into this other thread, with the idea to generate more clustered structures near natural points of interest.
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In-game they are already required for bear hide armor and the recurve bow, they can be used in place of sticks for slightly more durable stone knives and axes, and there's also the bone flute. Realistically, broth (first cooked by itself with bones or not, then used in soups instead of water) and bone glue (alternative to pitch glue) could serve as pretty significant uses for bones that would fit quite neatly into the game. On top of that, bone tools and weapons could be significant for the Stone Age, tool handles could be relevant all the way into the endgame (though it would ideally require a tool handle system in the first place). Bones could also be used for some miscellaneous items like buttons and beads for clothing and jewelry as well as decorative figures or ornaments. All of that could eventually be encompassed into bone carving as a properly developed mechanic, which would fit neatly alongside woodcarving, though I wouldn't expect it to be added anytime soon unless some priorities change, since 1.22 and 1.23 already have quite a lot of content planned. Seems to be made in a process very similar to bone glue, but with a bunch of extra refining. Culinarily, it hasn't been significant historically outside of specific meals where it occurs naturally through the use of certain ingredients like fish heads. It apparently only really became more common in the 19th century.
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Seems to me like this is a relatively modern thing, potentially unsuitable lore-wise for Vintage Story. At the very least, the Bayer process specifically seems to be a 19th-century invention. As far as I can tell, a bunch of types of clay and feldspar already include an amount of alumina which is sufficient to achieve a decent quality glaze, though feel free to correct me, as I'm not as familiar with ceramics as you. It also appears to me that ash glaze would be a simple and very historically relevant kind of glaze, and would just require wood ash to be introduced in some way. It would likely be a simple and cheap early-game glaze, while the more complex mechanics would potentially be only available when using the beehive kiln or maybe some new intermediate kiln type. Boron oxides seem to fall under the same umbrella as the Bayer process of being relatively modern, as far as I can tell, though maybe borax itself was used earlier. Historically, lead oxides were used quite frequently as well. One or two new felsic rock types like dacite or rhyolite would arguably be a really cool addition to the existing igneous rocks to be used as flux when crushed, though it appears that lime would work perfectly fine as a flux as well, and maybe also potash, though naturally a more pure flux may require additional alumina and silica added on top. Rhodochrosite is already implemented in the game, although currently doesn't have any use. Allowing to pulverize it for use in glazes would be very easy. On top of the colorants you've mentioned, it seems that cassiterite (tin oxide) could potentially be used for a white glaze. Cobalt would be pretty nice and easy to add, though its role as a blue pigment could slightly conflict with lapis lazuli. It could be a child deposit in some copper or nickel deposits, or it could appear as its own ore.
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I would like to mention a point which people seem to notoriously disregard anytime butchering comes up, which is that the purpose of butchering is not limited to gory, realistic animal corpses and detailed range of various cuts and offal. Butchering also serves a very specific gameplay function which does not at any point require gruesome visuals. Unless vague knife movements near an animal lying on a butchering table or hanging off a hook count as such, but I think it really doesn't seem that much worse than the same vague movements over a corpse lying in the grass, does it? And there's a lot of ways to mitigate risk further or add simple accessibility options like modified color palettes and textures. Granted, I'd have to double-check if the table and hook itself is a significant trigger, but again, it doesn't have to go anywhere near "detailed butchering and skinning". Even the Butchering mod, if skinning and a couple other details were removed or adjusted, I think would be very much suitable, while delivering the frequently requested gameplay functionality - it makes the player carry hunted animals back home and break them down on a hook and table, instead of just cutting off a couple chunks of meat in the field. It's a much deeper and more rewarding process that significantly changes the hunting dynamics, given that the player can only carry a limited number of animals with them and has to invest a much larger chunk of time and effort into processing the hunted animals, with an appropriately higher reward. With that, I want to suggest a more specific system that could achieve this with limited added mechanical complexity over the base game and easy integration of accessibility features. I'm not making a new thread here to avoid clutter, but I'm also making a post on Discord since that's where the whole discussion started for me. Disclaimer: I do not wish to discuss whether butchering should be detailed and gruesome or not. Feel free to consult Red Ram's explanation. Even if there was no concern about team members, gore can be an accessibility issue - look into something like BII reactions or particularly hemophobia. Also, for many other people gore is simply uncomfortable or undesired in spite of not causing a strong involuntary reaction. I'd be interested to hear if my simplified proposition would be satisfactory relative to something like the Butchering mod. Motivation: Increase mechanical depth of hunting and animal harvesting. Rework animal loot for more realistic meat yield, but require more effort to make the most of them. Features: Implement multistage harvesting, requiring to harvest animals multiple times, each time returning different resources in sequence (antlers, hide, fat, meat etc.), with no loot container, making the process more involved and immersive. Certain harvesting stages may require a different tool, or benefit from a specialized tool with a boost to yield or speed. The animal may change appearance at each stage (at least after skinning), but this could be easily disabled for accessibility or not implemented at all. Slight changes to model scale or color would be sufficient to indicate difference between the harvesting stages without any gruesome visuals beyond the existing animal corpses, and presumably at vastly lower development cost. Allow the player to carry dead animals back home (the Butchering mod implements this quite well). Add a butchering table, on which animals could be placed to harvest them more efficiently. Several harvesting stages would be only possible on a butchering table and not in the field, or have increased yield on the table.
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Potential visual difference between stable and unstable areas
MKMoose replied to LadyWYT's topic in Discussion
There's a lot of ways to go about music tracks without basically disabling a whole game mechanic. If temporal stability is an important part of the story and several story locations are unique areas where temporal disturbances are supposed to be especially strong, then it might be a very reasonable idea to design temporal stability as an integral threat in these areas. Instead, the devs have realized that in its current state temporal stability would be purely detrimental in certain contexts, and made the decision that it should be paused entirely in all story structures, and in that same vein monster spawns are disabled there. Temporal stability is not integrated into the story areas in any way - even in the place which you might expect to be the single most unstable area in the whole world, temporal stability is entirely random just like in the rest of the world. At the same time, the village could be placed in the middle of a huge unstable region, with just the village's area magically protected from its effects. -
What would your suggestions be for better temporal immersion?
MKMoose replied to Josiah Gibbonson's topic in Discussion
Temporal stability is paused in story locations, just so you know. -
Keep in mind the confounding factor in this specific discussion that is the hostile attitude of the OP. Insults, overgeneralizations and other bad-faith arguments are no way to give feedback to the devs, because it's pointless noise which distracts from the issues that should be focused on. I can practically guarantee (based on the reactions to other posts on related topics) that rewording several of the OP's points (and a few of your own, for that matter) to be more constructive and respectful would lead plenty of people here to agree with them, but alas. Just everything is fine to you, isn't it.. The whole game is quite fine. Plenty of people have been enjoying it as is, even without mods. And it's ultimately still very much a work-in-progress, so less developed systems are easily seen as simply not improved yet. If the current version is heavily lacking, then going a couple versions back it could as well be a barebones prototype, but it's clearly moving forward ever closer to the devs' vision with plenty of community feedback being addressed along the way as well. Both hunting and combat seem like they will reach critical mass sooner or later and have to be addressed, but they're not a great priority as of now. Tyron has expressed interest in improving hunting, and has said that their current core team doesn't really have the right interests and experience to deliver a deep combat rework. Regarding the falx, in the current balance of the game there's nothing really that wrong with it, ergo, it's fine. It's better than a spear for melee, but spears can still be optimal for hunting or general versatility. Spears will also most likely be buffed back up somewhat before 1.22 hits stable, considering the doubled windup time in pre.2. Enemies having no armor tiers is something of a missed opportunity to introduce deeper tradeoffs between weapon types, and suggestions to do just that have seen positive reactions.
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Good to know since I'm about to be at bronze in my world. If the bellows really are needed to work bronze at the forge, that seems a pretty good change to smooth out the early progression a bit more. I don't mind quick progress being an option, provided the player has the knowledge and skill required for that kind of progression speed, but I also agree at least partly with some of the posts I've seen about the early game tech levels not really feeling impactful. Bismuth/tin//black bronze requires the metal to be at a temperature of at least 425/475/510 C for forging (nothing has changed since 1.21 in this regard). The forge can normally go up to 700 C, so bronze doesn't currently require bellows at any point. Spoiler just in case you want to mess with the mechanics further by yourself first: Also, the crude bellows can be crafted with a large or huge pelt, so there's no need for a bear. You can get them from huge boars, sheep, gazelles, moose and some species of goats and deer.
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There seems to be nothing preventing rusty gears from spawning as far as I can tell, and in that same vein there doesn't seem to be anything preventing locust nests from spawning. Have you perhaps seen any locust nests in Homo Sapiens as well? Might be worth reporting if it's actually a bug.
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You can adjust ore map scale, contrast and add a constant to it, you can change the rock types where deposits appear, adjust the deposit Y level, radius and thickness distribution, change the deposit frequency, and a couple likely less interesting parameters. All of that separately for each deposit as needed. While it's not the same level of control as you would have with an entirely custom solution, it goes much beyond just making deposits smaller. I'm not fully certain what the effect will be when you change these parameters on an already generated world, but I think new or regenerated chunks would follow the new parameters once the world is reloaded, because as far as I know the world generation system is initialized fresh each time the world is started up. It loads whatever is saved in the save file, including the world seed which it then uses to create ore maps and so on, but then generates everything using the current parameters.
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Providing a custom, pregenerated ore map doesn't seem to be possible in a simple way, in part because the world is normally impractically large to provide an ore map to cover it in its entirety unless you tile it in some way, though it should be absolutely possible with a code mod if you modify the deposit generation code. But if you just want to make the deposits less common or otherwise adjust ore generation, then you can change a lot of the parameters through a relatively simple JSON mod by modifying the appropriate files in %AppData%/Vintagestory/assets/survival/worldgen/deposits. If you wish to go the modding route, then I can't help much further myself, but there's a bunch of available resources on how to go about it which you might find useful, or even there's some people who take mod requests.