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Thalius

Very Important Vintarian
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Everything posted by Thalius

  1. I checked the compass mod out earlier. We'll probably use it, if/when we can get mod support to allow adding it. Made another suggestion just now along the lines of a mod that removes coordinates from the map altogether, and limits a few other things. Hopeful one of the wizards out there find the idea worth working on as well.
  2. Greetings once again! Not too long ago I made a number of suggestions regarding mapping and world navigation, and posted a mod request that I think led to a compass mod being made that I may very well use on my server till something comes to the core game that serves the purpose. In conversation with one of the guys on my server, we came to an idea that I wanted to make another mod request for. We'd like to see a server-side mod that: Removes coordinates from the game altogether- the coordinate overly system as well as coordinates on the mini map when you hover over it- we'd like to see them completely removed. We'd also like to have the large "m" key map disabled. We ONLY want the mini map option. We also do not want to be able to zoom the mini map out beyond the default range or drag it around. We only want to be able to see on the mini map the area immediately around us. Lastly, we don't want waypoints to be pin-able. We want to be able to mark the map, but we want the waypoint guiding mechanics removed. If this could be done easily and anyone would be willing to make such a mod, we'd be grateful. It would meet the middle ground we are looking for, nicely. ~TH~
  3. Personally I think this would be a brilliant addition to the game, especially given that these types of plants actually exist. I'd not recommend we get pointer plants for all ores and minerals, but it could not hurt to add plants that hinted at or confirmed the presence of minerals and ores in an area. Perhaps in a chunk that has a high or ultra chance of containing an ore, we can find a certain plant type growing sparsely in the area, since the plant prefers or maybe requires that ore or mineral in the soil in order to grow well. Or maybe a pointer plant is of a type that can grow anywhere, but grows more densely in an area that has a high chance of containing an ore deposit that the plant prefers. If we learn which plants prefer which ores, we'd have the option to keep our eyes open when traveling out and about, and pay particular attention when we come across regions more densely populated with a particular plant species. One could then go to work with the pro pick to determine the best place to set a shaft. This could be a lot of fun, and would bring a certain additional depth to the game world. I recommend a suggestion post for this, RobinHood.
  4. Olivine is a quartz like deposit that does not show up as a mineral when prospecting. I find it in peridotite quite often, but it can only be prospected with the node search setting when you are close enough to it.
  5. It is a nice, simple convenience to have. All the info it gives can already be pulled up if you know how to do so, but it puts it neatly on the screen where you have easier access to it. Also found that if I have it installed it still gives me the info even on multiplayer servers online, but only on my client side of things.
  6. Why share them right away when you can save them for a future bump to the post? Looking forward to seeing them as well, myself. I intend to set up a spear and archery range in my valley eventually. Curious what sort of range they have and what it looks like.
  7. Hello once again.... About three months ago I signed up for a hosted server through the VS hosting service that went live at about that time and is currently in beta stages. As a result, I have been on my longest single world play through to date, and I have no intention of ending it. I've long been hoping and looking forward to having an online server hosted by Tyron and the VS gang, and I've been enjoying the experience. Playing with in a multiplayer server setting is very different, and being the host and admin of the server gives me a different perspective as well as I receive feedback and see things unfold as new players engage the game. This has led to a number of suggestions on my part in recent weeks. Of all the things that I have encountered though, this topic of navigating the game world is probably the most significant, especially when it comes to a multiplayer setting. We have had players leave the server over this, but in trying to find ways to turn off certain features such as coordinates without removing the map altogether, we have found that there really is no solid middle ground between having the current system and having nothing. I've recently made two suggestions that I want to bring together under this one thread addressing a desire for the OPTION for a more challenging and immersive mapping and navigation system. These two suggestions were thought of at different times, but really go together. Maps and compasses have long been used together, and I think they would and should have a logical place in the VS world. I propose that in time we have the option to chose between the following settings: Auto Mapping System- This is what we have in the game currently. It would remain as it is. I have no thoughts on how to improve it. I think it is a brilliant system and works beautifully and smoothly. In a private world or on a public server that is more laid back, it is fantastic. Dynamic Mapping System- This would be the setting that would effect navigation in the game by bringing to it two key features outlined in two previous suggestion posts: The two key features are as follows: Cartography Whether the mapping system we get is something like what I've laid out in the previous suggestion or not, I'd like to see some form of mapping system that requires us to build our maps as we go. As I stated elsewhere before, I find it extremely overpowered to come up along side a mountain range, pull up my "m" key map, and see what is at the summit of the 500 block high range or on the other side where I've never been, not to mention every resource, terrain feature and ruin around it. Basically I really want my map to give less detail- no ruins marked on it or clay deposits and such, and no coordinates. Give me the option and reward of seeking those things out and marking them down, and only map terrain that I have been within a reasonable proximity to, or at the very least limit it to terrain revealed by line of sight. Removing coordinates requires me to either share a copy of my map with another player, or explain to them via terrain markers where they need to go. My building some sort of totem or maker for them to find would also be a big help. Also, one thing that would greatly increase the immersion when using the map- don't put my player icon on the map. I don't want it to show where I or anyone else is. Require me to look at the world around me and then search the map to piece together exactly where I am. Add to this suggestion the ability for us to make a mapping table that allows players to work together to build a master map. Players could come to this map to add to it based on their own exploration of the world, and they could also update their personal maps if they chose to do so. A map should also be an actual item that can be lost. Make copies. This would also, consequently, allow you to share your map with other players. Having a map in your inventory and pressing the "m" key pulls up the map you have selected in your inventory slot. Temporal Compass A compass is a compass. Knowing where you are and which direction you are facing is key in being able to use a map, especially if you have been able to pinpoint where you are and know via the map where you are trying to get to. Remember that under my suggestion you would not have a player icon showing up on the map at all. You would need to identify and keep an eye on terrain, and make sure you are pointed in the right direction as you go. (I know, wind always blows from the west, and if you knapp some knives the gui always drops in a certain orientation. I dislike using those sort of unintentional "tells" for determining direction, and I hope those things will change. I don't want a system that requires me to use them for navigation. It feels odd and very UN-immersive. I desire something more legit-feeling). Under a more dynamic and immersive navigation system, just having a map should not enable us to put down waypoints and know where we and everything else is at all times. It is, however, immensely helpful to be able to mark locations of particular importance and value. How to incorporate those bonus helps in a realistic way without making it too overpowered? Rather than an iron needle spinning in a compass or floating on a leaf in water or anything like that, and having what amount to magical waypoints marking places in the world, I settled on the notion of the temporal compass. A device that would provide a mechanic for acquiring navigation helps such as waypoints and knowing where you died last (a temporary waypoint, under my previous suggestion), or in which direction certain friends are located. The ability of your compass to record and give you this info would be acquired by repairing and upgrading it via materials acquired in the game from traders and found via exploration. You'd have to earn the ability to have this navigation info easily at hand. Under the auto mapping system one would still have access to the compass, but the map itself would work as it currently does. The compass in that case would just be a fun bonus device to have and upgrade. Under the dynamic mapping system, the compass would be the only way to acquire the ability to set and use waypoints. In closing I want to say that nothing in this suggestion post should be taken as a criticism of the current system. I enjoy it greatly. I do not want to deny any of the current mechanics to those who enjoy them as well and want to use them. However, I and others do see room for (and even a need for), a more challenging and immersive option when it comes to navigating and exploring the Vintage Story world. I do not know if Tyron and the team have plans to address this and bring something along these lines or something entirely different, but I do hope we end up with something that is at least as "immersive" and rewarding as what I've envisioned here. Humbly submitted for consideration and discussion... ~TH~
  8. Thanks for the feedback, Domkrats! Your suggestion is more of a mapping/community map sharing suggestion though. I'd like to see a true cartography mechanic work its way into the game with an "immersive cartography" setting that can be turned on. (I've already made a suggestion along those lines.) This would allow a player to basically make their own maps based on where they have been. Having an ability to make a community map would be a natural and logical expectation as well with an immersive cartography mechanic. I'd think there should be some sort of map that can be placed on a mapping table where players can return and add to it based on the development of their own personal maps. Players could update their own map there if they please. My suggestion here is for the addition of a compass so that we can navigate and explore new areas over long distances with more challenge than we have currently with the current map and coordinates system, but not with as much difficulty as we would have with no navigation helps at all. I want both- an immersive and dynamic mapping and compass system.
  9. When your temporal instability bottoms out and the world starts to take on a rusty color (similar to what you see in temporal storms), you are phasing into the "rust" world. We don't know exactly what it is yet, and we can't, at this time at least, enter into it other then when our temporal stability gets too low. Here is a link to the only comment on the Rust World in the wiki pages: https://wiki.vintagestory.at/index.php?title=Rust_World The text from that one line comment: "The Rust World is what the player enters when their Temporal Stability drops to 0. While in this state, the player continually takes damage and drifter spawn rate is at its max." Will there be something more to the "Rust World"? Is it a reflection of our world in some alternate universe or rust dimension of some kind that at some point we might be able to cross over to? Is the rust world simply a part of our world and we become sensitive to and aware of it when our instability is high? Personally I hope it is some tainted and somewhat altered reflection of our own world and that the temporal instability we see blurs the lines/barrier between the two, and one day we might be able to cross over completely.
  10. Little stuff like this brings a depth to the game that makes it immensely enjoyable, to me at least. Would love to see this and more things like it work their way into the core game over time.
  11. I saw this posted somewhere else once, a lot time ago. I could not find it in a search of the suggestion forum though. I'd like to simply request/suggest considering that trees spawn at least 50% taller and branch a bit wider than they do currently. They seem short considering how tall they should be compared to us. I love the look of the huge trees that spawn in places at world gen, but I understand that if all trees grew that way, there would be a pretty big hit on performance. They look like mutants though, next to their comparatively anemic brethren. Just a thought. I think the forests of the world would look even better if the trees grew at least a bit higher.
  12. In another post regarding waypoints, someone suggested server wide waypoint options. If we had something like the temporal compass such as I've laid out, I'd offer that we also have "Lodestone Devices". These devices would not be actual stones- they would be devices that were made to interact with temporal compasses. They could be purchased from traders or very rarely found in ruins, and when placed and activated they show up as a universal waypoint on all temporal compasses within a certain radius of the device. The device could also be upgraded to have a greater range; so what started out as a device only effecting temporal compasses that come within one or two hundred blocks of it could be expanded to have a range of, say, up to 5k blocks.
  13. This is something along the lines of what I would envision: At the top of the arc around the gear there is the pointer showing north. The yellow, brown and green dots are waypoints. These only render on the compass when I'm within 500 blocks. The yellow waypoint is just showing up on the arc; the tan waypoint is still quite a ways off to my left; and the green waypoint location is very nearby to my right. The purple diamond is another player on a server that I have tagged with a gear in order to allow them to show when I'm within 500 blocks of them.. The maroon blotch that I'm walking toward is my last death point. As for how any other info might render on the compass- I'm sure many other symbols or visual effects could be applied simply but effectively.
  14. No, not really. It would sort of downplay the need for the propick node search though, since one could utilize the compass method for finding ore deposits. Exactly. My suggestion does not remove any of the current options from the game. What it does do though is provide the option for a more challenging and immersive mechanic for acquiring and earning the ability to have access to this info in the game world, and more.
  15. I think this one suggestion might be pushing it a bit too far and would over-ride the need for and use of the pro pick node search setting. Then again, a server owner might want to disable the pro pick node search altogether and save this ability to detect specific ores for those who have acquired the tech that allows them to do so. I'd be in favor of all the other upgrade options without question.
  16. As with many things such as this, I feel the setting option should still remain to turn the game map on or off as you like. My suggestion never hinted at removing the map as an option. Of course, with the map, the temporal compass would have less value in upgrading, but that would be the player and server owner's call to make. I'm not for removing such features from the player's list of game options; rather I'm for the idea of building into VS a more immersive world exploration experience and options that enhance that aspect of the game.
  17. New suggestion made under the suggestion form for the main game. ***Requesting admin remove this post from this mod forum.
  18. A discussion with the community on the Wilderlands server has brought up the topic of whether the current map mechanics are too overpowered for what we desire in our game. Pretty much all of us wish we could turn off the coordinate feature altogether, and half of those who do also wish they could turn off the entire map/coordinate system. Even with the coordinate hud turned off on the server though, you can still see the coordinates when you pull up the "m" key map, so they are still there. Before I say more- I don't want to be misunderstood. I love the way the map and coordinates work. It is a brilliant game feature. I'd rather not have it so overpowered on a multiplayer server though. Less info on the map means greater care traveling and a greater need to work together to explore the map and make the world accessible. What we want is some sort of middle ground between the current map/coordinate system, and no navigation system at all. The discussion led to a mod suggestion, which resulted in a conversation in the mod forum between myself and l33tmaan, which has led to this suggestion. We'd like to see a temporal compass added to the game. Here is how it would work: Every player would start the game with a broken temporal compass. This compass is represented on screen by the your blue temporal gear, and would be permanently displayed in a box on your character screen that you pull up with the "c" key. The only thing the compass can do at start of game is display temporal stability in a region and tell you what your temporal stability is. The temporal compass can be repaired and upgraded by acquiring parts found in ruins or purchased off of traders. Upgrading a temporal compass with various parts would give various functions and modes to your compass that you can set and activate as desired. Some examples of functions I would like to see would include: Upgrading the compass to show direction by way of a navigation compass (N,S,E,W). This could render simply by a needle/arrow showing up discreetly above the temporal gear when facing north. Upgrading to allow for a temporary waypoint to appear that directs you to your last place of death. This waypoint only lasts for as long as your item de-spawn counter is set for. Upgrade the compass to allow for custom waypoints to be recorded. Once upgraded to allow for this, adding a waypoint would require the use of a temporal gear by taking a temporal gear from your inventory, opening your character screen and clicking your compass with the temporal gear. Your temporal gear could be upgraded by acquiring additional parts to allow for additional waypoints to be set. Other temporal compass related features and settings could be envisioned, I'd imagine.... A player's ability to navigate the game world could still become quite powerful and simplified, but they would have to work for it rather than simply having all that info given to them from the start. And besides that, it would simply be a lot of fun to explore and hunt down parts for improving your compass' abilities in order to make navigating your world easier and more productive. Enthusiastically submitted for consideration... ~TH~ And again, l33tmaan had about as much input on this idea as I did.
  19. Makes sense. I'll have something up in suggestions shortly, then delete this mod suggestion.
  20. I agree. I was actually just sitting down trying to figure out if I should start a new post there, or request this one be moved to suggestions.
  21. That would work nicely. I've always seen our sense of temporal stability as a part of who we are as seraphs, but I guess it would not break anything to have an actual temporal compass that gives us stability reading and levels. Upgrade it to have a needle show up at the top of the gear when you are facing north. Upgrade it further to increase it's ability to keep track of additional waypoint settings and where you last died and such. Require use of a temporal gear to set a waypoint, once your compass has the ability to record them. Right click the gear to pull up waypoint list and clear the ones you want to remove when you don't need them any more or want to make room for marking a location that is more important.
  22. I like the idea of an upgradable temporal compass that works this way more as a core game feature rather than a mod suggestion.
  23. To keep it on us though even upon death... Maybe we need some sort of accessory slot on our character where we can equip an item as we do armor and clothing, and it respawns with us, same as with armor and clothing.
  24. It would have to be something that stayed on you though when you died, for it to really have much value. Thus it would have to be worn or bound to you in some way for it to make much game sense.
  25. I sort of like the idea of finding a compass device left behind by the ancients over the idea of crafting our own. How do you explain waypoints showing up with a compass made from a sliver of metal floating on water? If it is a mysterious device left behind by the ancients though... No explanation needed.
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