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Everything posted by Heart_Afire
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Ah, I could have phrased it better. I mean that I am having issues getting Fletched Arrows to work, both as Items in the Inventory and as Entities when fired. Apologies, I'll edit that real quick.
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Bread vs Pie vs Porridge for consuming grain?
Heart_Afire replied to Vexxvididu's topic in Discussion
Oh I know about that mod, I just couldn't resist the meme -
AKA "I really want to either drown or lose a finger to an alligator snapping turtle!" Ooh, I love the idea of trapping Crawfish, maybe we could even boil a bunch of them in a cooking pot with some various veggies (Oh, if only the game had potatoes and corn) I also want to throw my two cents in regarding the net idea: I love it, along with the trawling lines while you sail. As someone said, it gives you something to do during long oceanic voyages. Plus Fish is some of the best food out there.
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Bread vs Pie vs Porridge for consuming grain?
Heart_Afire replied to Vexxvididu's topic in Discussion
And here is where I would say "I like to put my grain in meat stews" IF I COULD DO THAT!!! -
The Adventures of Three Screwballs: Part 1 This is Me. You're probably wondering how I ended up with a crossbow bolt lodged squarely in my gluteus maximus, huh? Well, allow me to introduce my friends, Mars the Clockmaker and Silver the Tailor, both of whom I often have to mind, being the innocent and serious-minded Hunter that I am. Well, it so happened that the three of us were on an expedition towards the beginning of Chapter 2 (I assume), and two of us were riding Elk. Being the hunter that I am, I often would peel off from the caravan to go and gather food and forage for our group, as the other two tend to ignore the concept of free wild food in favor of just munching bread instead. I'm returning from a mushroom hunt, bag loaded with delectable fungus, when I see a wolf going after Mars and his Elk. I immediately draw my bow and fire, only for the wolf to jump away at the last second. Fortunately for everyone involved, the arrow thuds into a tree nearby. However, Mars, being the crybaby clockmaker he is, still takes offense to what was a simple missed shot. A small argument ensues until Silver (our nominal leader) tells us to cut it out and be glad I missed. Fast forward to the end of our journey, a crack in the ground leading to some Underground Ruins. Naturally I immediately set about building us a proper shelter and a small stable for our elk, as night had already fallen and bowtorn were shrieking around our fires. I spy one such bowtorn and slink away to snipe it in the dark...clean hit, right in the head. Only to suddenly SHRIEK myself as I feel something pierce through my gambeson and right into my [Beep]ing [BEEP]! I whirl around to find Mars there, holding a crossbow and looking innocent. "Oh, sorry, I thought you were one of those bowtorn..." he says. Like I believe that for a second. And that is why I am currently lying on my belly on a hay-bed with my lower gambeson removed, while Silver gets a lovely view of the bolt perfectly pierced into my posterior as he gets a sewing kit ready. This is going to be a looooong dungeon crawl...
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You know something? I started playing Who so long ago, then this, then I heard about What and now I Don't Know! And you know something? I DON'T CARE!
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So, to be a bit more open about what I am doing and the snags I am hitting: 1) I'm adding a few different items to the game: Fletching, Shafts, and Fletched Arrows. These are meant to be a side-grade, like was talked about in a different thread, wherein you spend more time and materials on the item in question, but in exchange it works a bit better and has better durability...or in this case, a lower break chance. 2) Obviously, the main thrust...or, given these are arrows, should I say Point?...of this mod will be to add dyed fletching to your arrows that will then show up on the arrow's entity when fired, to make your arrow more visible for retrieval and provide a handy "Hey, that's mine" for multiplayer. 3. Spoiler below for the actual recipes and mechanics I added and changed. 4. Spoiler below for the Snags I am currently hitting. I do know this isn't the mod chat section, but I did feel you guys who were interested in this deserved to know what's going on. And if any of you have some advice, I'm all ears. Edit: Clarified some stuff
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Hmm...if the current Grass Torch burns for 48 hours with a light level of 14, then perhaps a small tiered system: Standard Torch, 48 Hours, 14 LL Tallow Torch (Add fat to the crafting grid with the grass): 96 Hours, 12 or 10 LL...reflecting fat's longer burning time but lesser light output Resin Torch (Stick, Grass, Resin): 72 Hours, 15 LL Pitch Torch (Stick, Grass, Pitch...which would likely need to be made in a cooking pot): 72 Hours, 15 LL, Waterproof to rain (Not to immersion)
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another way of getting High fertility soil
Heart_Afire replied to CalamityTheWitch's topic in Suggestions
Part of the issue here is balance. Let's go with the Saltpeter/Bony Soil idea. Both of these are relatively common, if you know where to look and how to gather them. If we assume similar ratios of Saltpeter/Bony to Compost/High Fert for Terra Preta, then you're looking at 16 Saltpeter for every block of High Fertility soil, since Bony soil will not be the limiting factor here. I do agree I'd like to see some better ways of locating High Fertility Soil, but part of the challenge of making Terra Preta is finding the blasted stuff. And on the world where I play with my friends, ever since I gathered enough HFS to fill our entire farm with Terra Preta (I am NOT initializing that), I've been finding HFS left and right, now that I know what to look for. It's been ridiculous enough that I sometimes feel like the Gods of VS are laughing at me. Also, just as one final thing, completely off topic, but... THIS definitely made me do a double take! -
Sorry for double posting, but I did want to say that I am actually working on something for this idea. It's slow going, but it's coming along.
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I confess, reading this thread got me to add one as well. And it's completely true too!
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Firstly, I should say that my whole multiplayer team loves this idea, especially the additional starvation mechanic. I personally also like the ideas of the buffs, especially as the ones you chose seem relevant to the parts of the game where you'd be using and gaining them For example, Fruit giving movement speed would be highly useful in the early game, when it will be your main source of satiety. I do also like the idea of a 'multi-buff' to encourage eating a balanced diet. I cook in our server quite often, and try to make varied meals, but aside from roleplay reasons there really isn't as much reason to make differing versions of foods. That said, I've no idea what such a buff could be. I also think what I would do is set the Buffs to be a gradient ratio rather than simply "On/Off", starting at 50% and capping at 90%...that way you are encouraged to keep them full and topped up but you don't need to be constantly checking and refilling. Just to give an example of the math(s): If a full buff of Fruit gives 5% bonus move speed, then having fruit at 90% or above will grant such, while having it at 70% would grant a 2.5% movement buff.
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As a Hunter myself, I completely concur. Literally had to tell the Tailor I play with that if he was going to keep stealing my arrows then he could go and make me three dozen of them. Tailor being who he is, next thing I know I'm tending the farm and suddenly 36 iron arrows in my quiver. I mean, makes for an easy place to find the arrows when a hunter needs them, I suppose.
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Why do I feel like this is a reference I'm not getting?
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Fair enough on the iron spear thing, I suppose, but I still find it rather odd that the PC cannot make an iron spearhead. I get the game-balance reason, but it does mess with my SOD a little bit. Perhaps if it was made that iron spears have reduced range in exchange for their greater damage? As for the different arrowheads, that's kind of what I mean. The ones we use are a basic broadhead arrow, but I could see things like using a barbed arrow to inflict a bleeding DoT in exchange for less damage at the start, etc. I'm aware Combat Overhaul does a lot of this, but I do think some elements from that mod should work their way into the base game.
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I think the issue here is coding it in as an item. As cool as a custom-made melee weapon would be, it would require more than a few JSON entities 'under the hood' so to speak. And that's without getting into the customization part of custom...how do you allow for a player making their specific Bastard Sword (Whose etymology I seriously would love to know) a little bit longer and heavier than a 'standard' such? How do you adjust damage, etc? I do agree, however, that the weapon system could do with an overhaul...I have never understood, for example, why the player cannot make Iron spears, of make different types of arrowheads.
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I'm in a multiplayer world rn, playing a Hunter with some other mods (Combat Overhaul, Additional Arrowheads, etc.) and I said this very thing to my friend. We absolutely should be able to dye our fletching, it's a common real-world practice for exactly the reason above! Adding to this (though granted this is from a mod) but if you have a quiver you should be able to select an 'active' arrow.
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Changes to temporal storm and surface instability
Heart_Afire replied to Ricwi's topic in Suggestions
I recall seeing a mod sometime regarding temporal storms that I personally thought was a good idea, wherein the storms would last longer but that the player could actively lessen them by going out and slaying monsters. If I recall correctly, the way they worked it was that each rift and type of storm had a limited number of each monster it could spawn, and killing those monsters took their 'time budget' away from the storm itself or the rift, and once all had been slain the rift would close and/or the storm would end. Obviously the concept would need to be fleshed out, but personally I think this is an excellent way to do it, as it encourages the player to step outside and actively engage rather than just sleep.- 21 replies
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Once again, to throw in my two cents, I like the idea of propagating from cuttings on Berry Bushes, and of having to trim them back to prevent them from just...taking over, as berry vines irl tend to do. One thing that could also be added is that certain berries could...if untrimmed...do damage to Seraphs walking through them, as many berry vines have some wicked thorns. Source: I fell in a blackberry patch when I was about 9. Was not a fun time.
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Just to throw my own two cents in, I think the leaf litter and pine needle litter are both great ideas and could even be repurposed to have a use in game. Fallen leaves are already used for compost, and pine needles tend to make a good mulch if you don't mind the soil being a bit acidic. Since that's not a problem in VS, you could have the needles programmed to act similarly to the one Mulch mod, preventing moisture-loss over time (alternatively you could have it add a small protective temperature buff that stacks with a greenhouse). As for the leaves, I would say that gathering them up with something like a shovel and then dumping them in a barrel could give you compost, even if you nerfed it to only 8 compost instead of 16?
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I love the idea of being able to bottle and cork juices, wines, etc. just to preserve them for longer. You could even use the opportunity to maybe expand on glassmaking a bit. Glass is one of the most useful substances in the world, after all. Even just glass bottles for storage would make dipping into glassblowing worthwhile, especially if cork gets included.
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I recently started modding Vintage Story myself, inspired by a suggestion...more a sarcastic remark...from a friend who also plays. However, I am still completely new to this, so I don't even know if I'm in the right section of the forums to post this thread. If not, then I apologize. The mod I created is called "Two New Fertilizers", and its purpose is to add exactly what it says on the tin, as TVTropes would put it. I created it because I found it very odd that there was a fertilizer which could increase the Base K of a plot of farmland but not the other two nutrients. I recently released the bare-bones mod, which does work...asterisk. However, I ran into two main snags, and I am looking for advice regarding them from people more experienced in this than I am: Textures and Balancing. To work with the former, my idea was to effectively simply recolor the Potash texture until I get better at this kind of thing, and to that end I did so, but while the items exist in game and have their desired effects, their texture is still that of Potash, not the (granted, not very well-done) recolored textures I included in the files. I'm fairly certain I pointed properly in the JSON, but as said I'm completely new to this, so any help is vastly appreciated. I want to learn. In regards to the latter, I'm just looking for feedback, ideas, etc. The two news items are called (tentatively) "Organic Fertilizer" and "Phosphate Dust". Both are created in the grid. Organic Fertilizer is a ring of compost around a stack of dried grass, while Phosphate Dust is a 3x3 square of Bonemeal. My intention for these is that their time/effort/opportunity cost to get them should be roughly equivalent to their value as fertilizers...Phosphate Dust, for example, is easier to get than Potash or OF because not as many plants use Phosphates. That said, I welcome any commentary or criticism...in fact I look forward to it. As mentioned, I want to learn, and that is how one learns.