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Class balance in general seems a little, odd. Tailor is definitely one of the odder ones.
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Visual Studio 22 Config Issue
kal_culated replied to Vivi_IX's topic in [Legacy] Mods & Mod Development
I come from the future of 2026 to necro this thread! Ooooo! If you installed Visual Studios on a secondary drive, environmental variables (IE the %VINTAGE_STORY% value you setup) may not work, and so the dependencies may not import correctly. Hopefully that helps someone in the future! (Maybe me! Hi me, if it's me reading!) -
I'd like it if one day we got a painting tool to change wood types, rather than having a bunch of types for a bunch of items. Easier stacking.
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Bellows are... something. I'm very confused how they work? I've been messing with them since day 1, at this moment I'm recording timings and reading the survival repo's generic bellow code, and I'm just... Very confused. I got on the forums to start a write up on them, actually. Smithing is one of my favorite hobbies in Vintage Story, and bellow seemed like an awesome addition. A way to manage fuel, of speeding up heating vs shorter fuel time, or accepting lower max heats for better fuel. But current implementation feels half-finished and confusing. Like. The first time you bellow, it lasts 5s and heats up the piece 50c. Regardless of bellow type, fuel, ect. But subsequent bellows add less heat, over less time, until eventually you're bellowing repeatedly to get it to go up at all. And the forge itself sort of has a built in heat, like if you swap out the heated piece for another piece already at 700-750c, it'll start heating up pass the resting temperature for a few seconds - then stop. Like, the forge already lost all its 'bellowed heat' after a few seconds, even if you just pushed a piece up to 1250~. So you always have to re-bellow a piece up. And then sometimes the fuel time ends up being longer than the 'regular' fuel time after you bellowed. Ex, charcoal lasts for 10 hours at full capacity in a lit forge. Then after bellowing an item up, it'll drop down to 6.4~ hours, rapidly climb up to about 8~ hours, then gradually go back up to... 10.4 hours. Its so....... confusing? But regardless of how it works, it's asboslutely just reptitive right now. I don't think its current iteration does anything for smithing except making it more tedious, and as @LadyWYT mentioned exemplify, some folks already don't like smithing, so tacking on a new piece of tedium to it isn't going to help imo. I don't know. I keep making clips and writing down timings/temperatures and reading the code and chewing on it, and I just can't wrap my head around bellows at the moment. Especially since all 3 of them seem to be identical. Beside crude bellow's durability. And large bellows visually takes up 2 squares, but only has a slab's collision for one square.
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Temporal storms are a bad implementation of a good idea.
kal_culated replied to Tabulius's topic in Discussion
There's definitely that balance to strike of involved vs annoying. I like temporal storms and think they're neat, especially paired with salty's storm warning mod that really makes their approach feel spooky. As is they do feel rather lack luster, like an idea implemented as a starting point but not developed. Should always be sble to wait them out , but i wouldn't mind say rarer monsters, exclusive materials, ect appearing during them. Something to make you go out into the storm. Or even different types of storms, ones that make it dark or swarm your base or extremely change temperature during the storm. If we had more temporal gear functions, they being able to increase storm frequency would be neat. Temporal block agimg machine, anyone ? -
I don't really understand how windmills work... How can I improve it?
kal_culated replied to vinnland's topic in Discussion
There's a few solid videos on YouTube that can give good explanations. An easy thing to do, is have your windmill rotor connect to the teeth of a large gear with an angled gear piece, at the top of your windmill. This "downshifts" your mechanic. Then a line of axels going down the windmill into the stem of a large wheel at the bottom. Have another angled gear coming off the teeth of this large gear (thus "upshifting" your mechanic, back to "normal" power), and connect to your helve hammer / quern ect as normal. (Bonus: since the bottom connection is a large gear with 4 teeth connections, you can even hook up 4 items total, like 2 querns, a pulverizer, and a helve hammer to it - just use a clutch and transmission to turn each one off when you need power elsewhere.) The purpose of upshifting and downshifting is trading speed and torque. Downshifting gives you a more torque for your power, but a lot less speed. This also makes it "cheaper" over distance ; so downshifting at the top of your windmill, then upshifting at the bottom gives you the 'straight' power of your windmill motor without losing much power over the vertical distance. This setup makes powerliss very mininal. Advanced: ...However, even with full "normal" power, a helve hamer isn't especially fast. Its okayish; you can toss an ingot or slagged iron on it and itll do its work while you do other stuff. But how do you make it go fast? So fast you can shovel two forges worth of items at a time into it, and still sometimes be waiting on stuff to heat up? By making a gearbox! : ) there's plenty of examples online, but just like how we downshifted with a large gear at the top of the windmill and upshifted back at the bottom, we can set up 3 clutches/transmission switches to toggle upshifting, normal shifting, and downshifting as we want. This is useful both to make stuff go f a s t, but with downshifting you can keep something running even with minimal windpower. or if you dont care about downshifting, you can do just normal and upshifting. -
How do you intend to prepare your long-term worlds for version 1.22?
kal_culated replied to Vratislav's topic in Discussion
Speaking of 1.22 prep, is there a way to run /wgen regen ## to *exclude* a certain number of chunks around you? Would be very useful to leave your immediate area untouched, but still regen everything else. -
tempering Quenching-Tempering: Finding the best combination
kal_culated replied to Diregoldleaf's topic in Discussion
Skill system is a whole other topic, though I'd love classes just being starting equipment and perks with +/- bonuses being something you earn... As for the topic, I'm not much of a game designer, but I really would take anything over % fail chances. Maybe different visuals / sounds to imply a part is quenching poorly and you have to stop and reheat it and try again. The more times its been quenched, the more likely it'd fail and you'd have to stop the quench, and maybe the time to stop in time shrinks. -
Rifts can be invisible whith time stopped, could you have had it stopped at the time? I wasn't able to replicate it either.
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Status effects and herbalism for sure. With mushroom growing, and I hope flower growing too. The village has some flowers in the garden of their herbalist. Mix in animal domesticating improvements, and mechanized ways to ex fruit mash large quantities of fruit, and I think we'd have a wonderful 1.23. Its not listed in the roadmap, but I'd hope this all came with a resource regen system too; it'd be nice if servers could have cattails, flowers, flint, sticks, ect regen on its own over time, so areas near spawn didn't eventually become destitute.
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
kal_culated replied to Tyron's topic in News
I do love the waterwheels as a concept, but I have to agree. Its only pre3 so far, but iron is pretty rough as most folks got a little windmill up by then and the power generated is very low. Rapids is also very rough, again for something needing iron and generates low power. I can't see hunting around for a spot with rapids to build a low output later game generator. I'd most like the wheels as something that works in either any water or any moving water/ocean, especially if rivers come. I'd find iron more acceptable if the wheel can go any any / most water. -
tempering Quenching-Tempering: Finding the best combination
kal_culated replied to Diregoldleaf's topic in Discussion
More mileage from each craft, and tool heads quicker to repair than making a new one. Less of a resource loss when using a tool up. Blacksmithing+ mod has it, and you can configure what % of resources are loss with each breakage. It also has repaired tools lose durability each break, so it eventually becomes more expensive to maintain an old tool than just melt it back down. I think it just "feels nice", I feel like a smith when repairing tools for friends in MP, and it gives a sense of history to a tool. Its more involved an interesting than just, tool evaporates on break and you gotta make a new one. -
tempering Quenching-Tempering: Finding the best combination
kal_culated replied to Diregoldleaf's topic in Discussion
I'd greatly hope the first quench never has a shatter chance, especially since we can't craft with hot items now. Waiting for an item to cool down, on top of the other blacksmithing changes, that really is a lot of extra work and waiting to an existing system -
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tempering Quenching-Tempering: Finding the best combination
kal_culated replied to Diregoldleaf's topic in Discussion
I agree with MKMoose's earlier comment that quenching and tempering does allow some pretty ridiculous stats, and I'd rather something more methodical and less RNG. I think that'd be more in line with Vintage Story's ethos, as well, but I can't offer any good ideas, maybe beyond able to spend more resources to slowly quench and temper an item up with minimal loss risk but more time and items. An rng system like Materia overmelding % chance from FFXIV is not something I'd ever like to engage with again, lol Especially with a full tool loss when a quench fails, I'd still like to get bits or broken tool heads in vanilla one day instead of tools just disintegrating. Mixed with the state bellows are in currently, if quenching / tempering becomes expected for future content, blacksmithing could become very tedious. But we're still in preview builds, so I hope for better number and mechanic tweaking. -
1.22 - Clothing from dev preview in July 2025?
kal_culated replied to kal_culated's topic in Discussion
As well as other storage containers, like wardrobes, shown in another dev preview, are absent in 1.22.0 (*pre-3 so far) and not mentioned as coming in any posts yet.