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ArtiKs

Vintarian
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Everything posted by ArtiKs

  1. @Thorfinn Would it really add anything if you had to go caving or sit under a tree or going for a quick swim in the heat of the day if you set up base somewhere warmer? I think that since the game took some inspiration from Don’t Starve Together, people expect the seasons other than winter to have something unique like they are in that game. Caving, switching clothes, head gear and diving are literally the same as wearing fur clothes and setting up campfires every now and again when freezing. I’d argue this gives tailors a purpose beyond aesthetic and roleplay. Would you get penalized for smithing in the summer? Freezing and hunger kill the player so slowly that you have time to perform several actions. The penalty is also specific as it would only happen during summer afternoons when the heat is at its peak or maybe during sandstorms if you live in a desert. If smithing sessions are kept short, overheating should not be an issue. Just like the cold is a threat, the heat should be one too, but only when extremes are met. Irl blacksmithing is a seasonal job, but this is a game where the player needs to manipulate metals often. Cold drinks plus certain clothes should help isolate the seraph from the heat, like wearing the blacksmith apron and maybe gloves as leveled-up thongs. Maybe there is no immediate “penalty” if the smithing place isn’t recognized as a room and counts as an open space with a roof? Idk. Particularly if you had an enclosed smithy with nowhere for the heat (or smoke) to go? Personally, I'm just not seeing the attraction. Smoke and asphyxia are a totally different rabbit hole… and beyond smithing, it would affect mining the most. If the game gets to that level of realism I would not see the attraction either.
  2. @Maelstrom "What would the remedy be for overheating because adding this mechanic has downstream implications that must be coded?" Technically speaking freezing is a bar; It’s just not visible until the temperature drops to display visual cues. I think that there are even mods that make it visible. The remedy could be as simple as wearing the appropriate clothes. We have winter ones, so how about loose-fitting, lightweight clothes made of breathable materials, such as cotton or linen? If you ask me, I think those could fit the aesthetic of the game. There are some unobtainable sets that could be tweaked and useful, like the survivor set or the peasant set. "One such mechanic is a thirst bar in addition to the hunger bar which has been mentioned multiple times in the past year alone." After a lot of thought, I ended up agreeing with you both, Maelstrom and Thorfinn… though I would say that if poultices are to health-bars what foods are to hunger-bars, what would drinks even be needed for besides roleplay? I’ve come to the realization that most food is at room temperature or below when it rests in a cellar. The whole objective revolving food is preservation, but beverages are absorbed faster (just take a sip of any cider in-game and you’ll see…), the player could get short effects related to stuff that food alone can’t reach like temperature adjustments, so a thirst bar isn’t needed at all. It’s just "food" that targets different stats in the default “C” display.
  3. Adding hot and cold drinks to resist for longer the harsh environments that get worse due to the seasons, also means less inventory space when exploring… which makes me wonder if there will ever be anything after leather backpacks. I´ve never made steel at all as it seems pointless, but I swear I could delve into the steelmaking process if it means that more valuable inventory slots are the reward.
  4. I am aware that animal husbandry has yet to go through some changes. Getting a herding mechanic implemented seems to be on the horizon since the higher the generation is, the harder it gets for the player to move them around, but that is not the issue I would like to address today. First, the reed basket trap was a fantastic addition because separating the offspring without having to design fancy builds to sort and cycle animals around was made easier (in the case of pigs). But one problem persists: How hard and annoying was it to differentiate animals in their pen from the earlier generations to the later ones if they are mixed in a pen? Everything looks the same. Killing most of the parents as they reproduce helps preventing both gens mixing. And sure, Ewes are easy to get close to (and check their gen number), or even be easy to separate into other pens, but what about boars when their offspring is running around? (Bye-bye armor durability) Or even worse, chickens that gather and clump together and make it impossible to identify? Getting close to them to check a line of text with no alternative is a problem if you ask me, because there must be ways to make the player recognize things without always having to resort to the text displays. For now, the simplest solution is introducing a method to mark animals. I suggest the following ones: Paintballs: It is a mixture of tree resin, lime water or fat and maybe some dye that must be heated in a pot. Can be used for color branding but it disappears after a long time (due to in-game months or faster, due continued exposure to the weather). They can be thrown or applied to animals so that their skin could get some sort of a colored slash, splash, stripe, or anything really that helps identifying an assigned gen. This is the method I like the most. Not permanent, does not stress the animal and by the time it disappears, it has already served its purpose. Branding metals: A harsh but effective solution that requires a heated iron stick to mark bigger animals forever (omg this souns horrible). This method affects their animosity against the player, so they stay stressed and aggressive for a couple of days, and even after healing, they might randomly get away from the player for a long time. This idea was meant for the “feverstone’s horses” mod that I tried in my world a long time ago in its early iterations but I ended up not liking it. Now that riding will be implemented in the base game, I got it out of the trash can and here it is. In a single player world, I do not see a use for metal branding, but if this is too cruel for you, let us move on to the next one: Leather Tags: Requires dyed leather and metal clips to attach to their ears, legs / shanks, especially pigs and chickens. We could even throw in the Ink and quill for an optional renaming of the mob in question. To make things clear, the color is there for the player to know what generation a particular mob is from afar, and in turn they could also be targeted from a safe distance and killed when away from the rest (even if they try to run, because now they just stay there). It doesn’t even have to be dyable color stains as long as marking is a thing. Besides, maybe for some reason there is attachment to a particular mob and we want to keep it alive? Yes, chickens. I am talking about chickens . I want to have a late gen pet rooster, but isolating them is a struggle. They keep running away from me and gathering in the corners with others that are there for poultry purposes. I see the one that must perish, the falx slips and… ups, I just killed the wrong one… again (¬_¬). Am I that clumsy?
  5. I know this is unrelated, but I have 800+ hours in this game, and I'm still unable to make a proper cellar that let's me age blue cheese. Everything else I've achieved, but this blue stuff seems to be beyond my skills to design cellars. If you have a working design that is recognized as a cellar but at the same time is open to the outside... can you help?
  6. I think it is a bug too because when I was playing yesterday, I couldnt craft one either.
  7. I know it's kind of trivial, but I've never been able to find this flower in any of my worlds. Where do they generate? Mountains? Valleys? South? North? Do they even generate at all? The same with rafflesias and their red counter part.
  8. Hello there! For now you can only obtain milk from Ewes, but it's not as simple as crafting a buket and right-clicking on them... There is a process that has to be done before it gets that easy. First of all, they have to be lactating, so you need to breed Ewes with Bighorn sheep and advance the generations so that they dont become stressed with you around. The more advanced the generation of ewes are, the easier it will be for you to obtain milk in a bucket, and the less aggressive they'll become if you are nearby. Early generations have a chance to let you milk them, but it can be done once a day only. After the 3rd generation, you can simply right click on them Ewes as long as they are lactating. About the horses and possible means of transportation like multi-block boats... we are getting close, but we're not quite there yet. This stuff it is on the roadmap of features to be implemented in the future, so we just have to wait~
  9. After last update, my potato laptop runs the game way smoother... but takes longer when loading the world. I have to wait 12 to 15 minutes every time just to open the heavyly-modded ones~ I, too, do something else in the meantime, and pausing after loading could be huge.
  10. I'm starting to disagree on the thirst video. In some cases it doesn't work as a definitive answer on every thirst-related post... though I do get the point. The only reason people keep suggesting Thirst, Weight and Illness, is because there are things already in-game that feel unfinished, and coincidentally, do fit with Thirst as a mechanic. The problem is not them being in the game, but the way the could be implemented. Thirst = Temperature regulation (I know Clothes help with this too) Players get Cold on winters and need firepits to rise their body heat. There are some extra useful aplications to this. Might need to make another separate post to make a point. Thirst might even be related to pies, since you can fill 2 or 3 nutrition bars at the same time. If cold on winter, why not heat during summers, and so on. It's deliberate to have one and not the other, especially since seraphs are no longer heat resistant as they used to be. Getting wet under the rain? Why not make some of the already in-game HAT slow the heating and getting wet process? Weight = Inventory Management Players have multiple containers with different amounts of inventory spaces, sometimes reserved for certain types of items. Since there is a limit on the amount of backpacks you can put on, and have to take one off to carry a skep, they assume weight should also be linked to that capacity. This one for sure would be a hassle though, especially when looting ruins and the resonace archives. Like, NO i dont' want to make several trips but i do want the spoils in one go . (In my opinion, as a mod this would be fine, and i think one exists already: "Simple Weight Mod" by KenigVovan) Illness = Secondary effects Alcohol already makes players dizzy and there is nothing else to it. Apparently alcohol has pros and cons irl, but in-game it's just for roleplay. If there is a secondary effect, this would open up space for potions related to the temporal stability, or simple teas from the many flowers implemented for extra speed, or slow down the stability loss, or whatever~ If people keep suggesting mainly thirst as a mechanic, is because they find that the current liquid uses are not enough. There is hot water, ice, salt, naussea/dizziness, alcohol, honey, milk... and it makes you think twice why on earth those mechanics are not connected to each other through them. If anything, this game can only get more features... especially on the diet and a reason to consume different nutrients. There's a ton of food sources and the only boost we get is extra HP. If not in the vanilla game, then using mods. Let them make posts on Thirst. Maybe one of them finally proposes a nearly perfect implementation, who knows~ We can only dream :'v
  11. Not saying you should use the mod and forget about this (because i've agreed with the argument and seen the post regarding the high fertility soil)... but there is a mod called "Terra Tweak" by UnnamedSystem that does this specifically. There is absolutely no reason to use high fertility soil at all once you've explored big areas. It's like waiting 20 days to get something worse than the stuff you can obtain if you know where to look. Swapping the HFS with the TP organically makes you work to obtain a steady supply of TP over time using rot and not simply obtain the highest soil after a single trip to the northern valleys and flat lands. After we started using that mod, the farming progress feels more natural and we've actually been using a whole building as a composting facility while all the crops have been growing in HFL. In all my previous worlds i've never even cared about it. This is one of those features that i hope get integrated in the vanilla game eventually not because "it just makes sense", but because it makes the farming progression better in my opinion~
  12. In my opinion, this would be pretty annoying , since there have been many times where they spawn right on top of me while i'm simply walking around. If i had to consider adding this idea, then the player would only get teleported away randomly if they stay in the vortex for more than, lets say, 5+ seconds, sorta like the translocators but way harder. To make it more interesting, the player should get teleported underground into temporally unstable areas. Try returning to the surface and survive before the hallucinations begin
  13. So many good ideas in the mod database! I've been "simply" 1-click-installing most of them, and clearly got carried away. Last time i checked, i was running 56 mods, and i'm counting libraries too. Some of these make me think that "i can't play without them" anymore (unless they end up integrated in the vanilla game, you know how it goes~). So: How many mods do you usually run in your world/server? and how many do you consider to be in your "can't play the game without them" list? Somehow i think that 56 is a pretty tame number I'm kind of curious to know, but mostly, this can be useful to determine some features that make sense to include in the base game eventually. "Better Fire Pit" and "Hanging oil laps" could be good examples.
  14. It's such a pain getting the raw rock in big quantities. I agree that there should be a method to do so in a less time consuming way. Honestly, i'd preffer a method similar to "Stone Quarry" Mod by DArkHekRoMaNT, but somewhat nerfed and achievable in the later stages of the game: Mod:https://mods.vintagestory.at/stonequarry The tools used should have durability and shorter relieving ranges, for example.
  15. I have this one .doc where i've been dumping every single idea that just makes sense to me for a full year at this point. The document grew so long, that it's getting harder to find ideas that aren´t interconnected to each other already, thus making them impossible to separate into simple independent features. This is why i decided i'd finally start isolating aspects of the game and posting some of the more elaborated ones... but i hit a wall since "connected textures and blocks" are kind of a necessity and i have no clue about making mods for VS. Never tried and unfortunately I have not enough time for now. I thought that adding each segment would end up being heavier on the memory used, so i removed most of those features on this post just to show the most simple solution. The problem is that there is only so much you can chisel before the surface of the "block" isn't solid anymore, and just like that, many blocks imagined to be the display base were taken out of the post. Even though i wanted the small case because the current cases are too big, i took it out as well because i thought no one would even care about this since you are dedicating a full block to show one item... you know. But displaying stuff goes beyond to the unique weapons the player encounters to the bountiful ore chunks and objects that can be a pain to find. Dude, you even included the tilted items, and i took that out too because i thought it would complicate things!! Your mod is a materialization of a part of the document that addresses displaying items and exhibitions. You've covered stuff that i was planning to post as suggestions later in the week!! You rock!! Count me in as a tester as soon as the mod comes out~
  16. Catching butterflies is not a feature of the game I had paid attention to particularly... until i noticed it can actually be fun~ I know this because i died falling down a cave while trying to catch one of them critters... TWICE. I even made an extra room in my house to show off my collection of dead bugs, only to notice that the preserved insects are not that visible unless the display cases are close to the floor or you get super close to them. 2.5 blocks away and look at the flat stuff~ This feature is already there, so why not make it in a way that it's easier to see the butterflies from across the room? (Standard) Display cases are very useful when making an exhibition of rare items, ores and crystals. Tall Display cases on the other hand, are stellar when showing off big crystals and the stolen goods from the resonance archives . But when displaying butterflies, they lie flat at the bottom of the case. Since there are i don't even know how many butterflies out there in the game, i think that this is a problem that should be addressed. Single Display Case: Made to contain single smaller items to show how important they are, such as smaller crystal variants, flowers and butterflies. Vertical Display Case: It looks just like a painting, only it has a bit of a thicker frame and a thin layer of glass. It can hold up to 4 specimens. This might be the ideal solution. Some items used in the recipe could be Beeswax, Parchment, Linen, Glass panes and Wooden Planks. Another way to solve this problem would be rendering the butterflies on a stick, so that they lie a bit higher in the case. This would be a similar example of what it woild look like: This belongs to the MC Mod and Resource pack, Cocricot. Translated to VS, then it would look kinda like this: It's a drawing of mine, I know~ But don't you dare to laugh (¬_¬) So what do you think? Can any of these ideas solve the visibility on the displayed collection of butterflies?
  17. About a 2 years ago, I saw VS's greenery and flora and 5 minutes later i had already purchased the game. Every plant had it's types and variants, and that for me made a huge difference already between this and other blocky games. In fact... not even the fancy cherry blossom tree made me go back to MC. There's certain charm about VS that I just love, and i think the variety in many of the processes needed to progress in the game is what draws me to it. In VS, there are 13+ types of trees and variants, 37 different mushrooms and 8 Crotons each with a variant. 15 flowers and one of them have 5 variants, 3 types of cactus... and don't get me started on the crops that can be propagated and farmed. I felt like a kid in a candy store. Do you see where I'm going? Because the thing is... that there is only ONE type of vine, and it doesn't have any variants at all. I'm sorry, VS, but you had me pampered for a long time when it comes to plants. Therefore now i must complain because "my disappointment is immeasurable and my day is ruined" (Don't take me seriously though~). The vegetation around buildings can help to communicate how old the place is or how much the people who live in there care about their property. Some potted flowers, for example, are essential in order to know that someone lives in the place. Otherwise, the pots in the ruins would appear with live flowers inside, right? And let's not forget about the textures. Every new block added keeps looking better and better in terms of texture, but the current vines, beyond the effect of swaying in the wind, are just nice & basic. But can we please add some climbing, hanging or dropping vines variants? As examples of different textures, depth and variations, please take a look at these images (that you've probably already seen out there), as they could be used strictly as inspiration or to get an idea of what kind of new vine could be added: In the first picture (from the left) are Ivy vines extracted from one Hytale blog. It has a bushy texture and covers most of the wall behind it. It's more on the cartoony side. The second one, are climbing/dropping Ivy vines taken from a Minecraft mod & resourcepack named "Cocricot". These are more detailed and have a "fancy" appearance. Those vines are one single block that connects vertically and horizontally, so it renders a bit defferently when surrounded by more of the same blocks. In the next picture we have flowering vines and that one (unimplemented for now) climbing plant from MC. Vintage Story could maybe approach this type of plant differently, making them flower once a year to make your builds come alive in certain seasons. The rest are vines with pointy leaves, hanging plants from vanilla MC, the Cocricot MOD, and some lychen. TL;DR Am i the only one feeling like there should be more than one vine in the game? Honestly VS would look even better if at least had 2 variations with some texture to them. It makes no sense that the same plant covers all the trees in the tropical areas.
  18. ArtiKs

    Bird song

    I 100% agree with these ideas. But I would make such events not as common. If birds are always chirping as soon as you enter a forest, this would lose novelty in less than 5 minutes, just like the last MC updates. We can make this novelty last way longer if it doesnt happen as much. If birds, crickets and frogs become implemented mobs, then they should be sparse, so that the player is surprised every time they get the chance to hear one. Just like sometimes a butterfly passes by, then a bird sound should trigger when they fly by, until the bird is far enough for us not to hear them anymore. I dont really know how this works but... -This implies that some mobs should generate sounds and that they should be heard based on proximity or an area around them. An example of this, would be buzzing bees or the howling wolves in the distance. -Animals should make a particular sound when they die if another mob kills them. I think they only do so when the player is the killer. -A bear should grunt when they are chasing other animals or kill their prey AND the player is close enough to hear. This would be incredibly useful because sometimes you can't even notice a bear until it's too late. -...and so should drifters, as soon as they notice you, they should make a particular sound that alerts the player, just like foxes do. A drifter noticing the player shouldn't solely depend on the fact that they throw a stupid rock first and then get closer. They aren't supposed to be that smart, so i don't know where their stealth comes from XD. -After rain, crickets and frogs get vocal. Personally, I don't want to listen to them all the time, so let's tie their sounds to the time of the day, the weather and maybe the seasons. In other words, they get vocal only when the conditions are met. I've also noticed that exposed water generates a "flowing water" or "splash" sound when there is wind or something jumps into the water block. When you place a water source block with a bucket inside the house, for some reason it sounds like "flowing water" when it shouldn't be the case since there is no wind in there. The water should be completely still. If it rains on top of a non full block like a layer of sticks, water drips slowly but it doesn't produce a sound. In MC, they added the dropplets sound, and believe me, once you hear them, the ambience gets a huge buff. This game's potential always get me exited. Sorry for my ramblings.
  19. I've also tried Papa Cheddar's template and even built myself several cellars to then add and delete blocks here and there to maintain low light levels, but it doesnt work. As soon as you leave a single block open, no spot is "suitable" for maturing the cheese anymore. After trying for a while with no guides or next to no info out there, it can get a bit frustrating. It would be awesome if anyone can share a simple design so that we can adapt it to our needs~
  20. THIS. I've had this idea on my mind for like a year at this point. I had a blast reading your post, and if something at least similar to this is ever implemented, VS will become one of my favorite games out there for sure. I hope this post doesn't go unnoticed.
  21. Better insulators for bigger rooms (to expand the greenhouses and have bigger rooms and cellars inside a house). Materials that make sure nothing can spawn on top of them so nothing spawns on a cellar during the temporal storms for example...
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