Jump to content

Thalius

Very Important Vintarian
  • Posts

    376
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by Thalius

  1. On further thought, it would be acceptable to have all pinned waypoints be visible when I pull up the big map via the "m" key, but only show on the mini-map when I am within a customized range of them. I can always pull up the main map to make sure I'm headed toward home- no real need for a master pin option on the mini map. The home icon would pop up there when I'm close enough to it.
  2. As stated in the title- can we have a setting that allows the player to adjust when pinned way-points will show up on their mini-map? I don't need a pin placed 30k blocks away to show up on my mini map all the time. Honestly, I don't want a pin to show up if more than 500 blocks away in most cases. I'd rather only see the vast majority of them when I come within a certain range of them. I'd prefer to be able to set a general setting so that most only show on the mini-map when I am within a certain range of them, with some sort of a master pin option to make certain ones always show up, such as with my home. I sort of always want to know in which direction home lies. ~TH~
  3. Sorry to ask this here, but it also seems some others have wanted to edit the mod for their own multiplayer environment: If I am to edit out the coins and the vending machine from the mod for the server, do all the server members have to have a copy of the mod installed that removes those things? I really only want to use the trade-o-rug and the market stall variations for my the Wilderlands server, without the use of coins. I have no experience yet trying to load mods into a multiplayer server. That feature will be open to VS hosted servers soon though. I just need to make sure I know how to properly prepare the modifications for this mod that I'm looking for.
  4. More an issue of something like, with this mod as an example: Player x has acquired a small fortune in coins from his trade network, but the mod no longer works with the recent update and is no longer supported. Mid must be removed from server, and all coins are lost with it. However, it looks like there may be a way to modify the config file to remove coins from the mod, meaning we could trade only in resources that exist in the core game. That would alleviate any potential issues I think. Removing the mod would remove the trade stalls and such, and I assume the items stored on them, but that would be all.
  5. Maybe I've just been lucky then. I've stood on top of a pillar in the midst of a pit as I described, and afk rode out a heavy temporal storm and took no damage. Pit was full of drifters when I came back to see how it went. Killed them all and reaped the spoils.
  6. Just installed the mod on my client side game and tried it out. Brilliantly done, let me say. Very nice work! This might be the only mod I consider installing on my multiplayer server. My only concern would be the main concern that makes me want to avoid adding any mods in the first place- ensuring that my online server world is never hijacked by a mod that is no longer being updated at some point in the future. At the very least it seems that I could edit the config file to remove coins so that we are only dealing in merchandise that already exists in the core game. If I ever had to remove the mod due to it no longer being maintained, only the stalls would be lost. Truly hope something like this finds its way into the core game. ~TH~
  7. Oh, and it should only make complete sense that if you are killed by a meat eating hostile while you yourself are carrying any meat based food item, the animal should eat the food you drop. Yes, it will suck, but it should be part of the death punishment.
  8. A lot of good ideas in this old thread. I hope hunting does get some more attention so that it does feel more rewarding- more of an event and a process rather than just standing on a dirt pillar hurling spears and/or arrows at animals then whacking them with longswords when they get close, then running back to base with a pile of meat and such. The actual killing of the animal is not the hard part, if you can hit it. One arrow could do the job easily if a critical hit is made. Most animals would flee at that point and bleed out over time. They would bed down at some point, due to injuries, and the hunter would have to track them down and maybe put another arrow or spear into them if they had managed to survive the previous blow. Of course it would be very likely that the animal could just go to sleep where they lay and pass quietly, and the hunter collect their kill there where they find it. The hard part should be getting close enough to get a shot off with a bow or arrow., and then tracking your prey once hit if they don't die right off from a critical hit. This might mean that there should be tracks a player can follow that temporarily show up on a dirt block, or possibly a small, discrete sign of a blood trail along the path they took. Knowing how to stealthily approach the animal in the first place and being accurate with ranged weapons from a distance would be the keys to success, as they should be. Some animals should become enraged and charge, when hit. Boars and wild pigs are a good example of this. Bears/polar bears and hyenas and such might be another example. Bears should be a great challenge with great rewards in furs/hides, meat and fat. I truly hope we get bears and polar bears some day. Rams and ewes, deer, and smaller prey should always run when injured, if not long before hand if approached too carelessly. I'm a bit torn on a detailed butchering process. Harvesting bladders and such and washing animal organ parts might be a bit much for some players to engage in. I do think that there is room for something though, to make the process more rewarding. Maybe make it so that meat freshly cut off of your prey yields raw red meat, and carrying that draws wolves, hyenas, and (if and when we get them), bears and large cats or any other large, meat eating hostile critters from a much larger distance. Allow the player to make a fire and put up a crude rack made from sticks that allows for the raw meat to be placed on it to be dried for a time. During this process the raw meat would attract hostiles, and the player would have to be on guard against them. Building a few campfires around where they are working would suffice for repelling hostile critters from attacking while you work. Once the meat is dried, it could be carried more safely. You would, however, have to be wary of any other prey that was drawn to the location while you were working. Once you leave the protection of your fire circle, you would be fair game to any that were still close enough to aggro on you. Dry meat would not be the same as smoked or cured meat, it would simply be a way of drying up and removing access blood, and lightly smoking the outside of the meat for minor preservation while traveling and odor reduction. It would still rot at current rates once dried, and would need to be cured or cooked in some fashion as it should be currently before it can be consumed properly. I'd enjoy an experience that felt more like actually hunting, and I'd not mind the extra work, time, and effort if one large animal dropped more meat and fat for our efforts. For those that would not really enjoy such a hunting experience, there is animal husbandry. Also, hopefully soon, mechanics that allow for the use of snares and other traps that stand a chance of netting meat without having to go on the hunt. And then there is this. Yes, please. Animal specific pelts. Preferably ones that can be prepared and places as cool looking rugs or furs to hang on walls to show off or to remind us of a particularly memorable hunt. I know there are some mods that do this already, but it would be nice to have it in the core game. Full blown taxidermy would be nice too, one day. ~TH~
  9. I think drifters are both the twisted descendants of the race that brought about the temporal instability of the world and thus broke it, as well as creatures that leach over into this world from the Rust world during temporal storms. They also can pass over to our world when seraphs inadvertently acquire a temporal instability themselves, thinning the temporal veil around them, allowing for their crossing. They were humans once, long ago before the seraphs appeared. They lived in both this world and others, but played with nature in a way they should not have. In one world somewhere they opened up a window in the temporal fabric of time and space, and on the other side was something dark that consumed them and their world, and any world that has touched it since. The darkness we call the Rust spread, and most died. Those that lived long enough became twisted shadows of their former selves- temporal monsters we call drifters, tainted and cursed. Who knows but that the seraphs are also descendants of the ancient race of humans that once walked the world, who adapted to the temporal madness and the rust that followed rather than succumbing to it; altered beings themselves, for the better rather than the worse, and uniquely equipped to resist the subversion of their world by the darkness that would reach in and consume it. ~TH~
  10. I once floated an idea in response to a suggestion post that has led to my sharing of the following. Just my personal take on what may have transpired in ages past, bringing about the reality in which we find ourselves in the Vintage Story world. I humbly submit the following: Down deep in the more temporally unstable regions of the lower world, there are unusual places that can be found. Rare places where unusual crystals grow in cavern-like voids at the bottom of the world. The ancients studied these crystals, their odd properties and the caverns where they grew and discovered what would later be referred to as the temporal fabric of our world, and possibly the universe. It was the study of these crystals and their environment- the temporal nature of the world, that led to the building of translocators and other devices largely lost over the ages.. In time, some who devoted their lives to studying the mystery of the temporal anomaly theorized that perhaps there was another world like ours that could be reached if they could but better understand the temporal nature of our world and learn to harness and manipulate it. They did not know if it was another world in our universe or in another realm altogether, but they felt sure that something was there, connected to the temporal fabric of our own world and reality. They found a way to part it, and learned to build a doorway down in the deep of the world where the temporal fabric was easiest to manipulate. They opened up a portal to a new world- a shadowy reflection of our own, and they crossed over. On the other side they found a world the form of which was in almost every way like unto our own, but old, and the light played differently there. It looked as if a dim, aged reflection of our own world. And they found monsters there- creatures bearing a resemblance to life in our world but twisted oddly- a frightening and mysterious conglomeration of old metal and flesh. Creatures of nightmare. But they were curious. They took precautions, crossed over carefully to study what eventually came to be called the Rust world. They found new locations deep beneath the earth, and built new doorways in an attempt to safely explore other parts of the world on the other side. They learned their mistake all too late, as is often the case with such things. At first there were small warning signs that most missed and fewer paid much attention to. But the signs grew. Parts of our world began to reflect a "temporal instability" they would come to call it- the kind of disturbance which had only been observed in the deep areas of the world, down where the crystals grew and the portals had been made. The temporal nature of our world had become unbalanced, and would become even more so over time. They closed down the gateways they had built, and dismantled them, but it was too late. Storms came. Storms that twisted reality, and when they came, so did the drifters- creatures from the Rust world, appearing in our own. They were rare at first, these storms, but there was no denying them. Word would come from afar, and the tales that were told made the blood of those who knew the truth run cold. Life in the open air of the world became dangerous. Most did not know when the storms would come, and so they had no warning. A few developed the means to see the signs and forecast their approach, but most could not, and were caught unawares while about their daily task- often far from shelter. Much of the world perished. Those that survived learned to live underground, cutting shelter in the rock and keeping field and pen for their flocks and herds close. It was their downfall. No one knows exactly when or how it happened, but a change began in those that managed to shelter down below and escape the storms. Some craved the dark over the light and would rarely emerge. They sought out the deeper recesses of the world. Most that did so were never heard from again. And then the drifters came. Not from the storms, but from below, out of the earth, and out of the very darkness. The world was broken, and those that remained found shelter where they could- and feared the darkness. It would be centuries before a new race would appear that could face the change brought to our world and bend their will to tame it. They walk the world even now, this new race, strangely sensitive to the temporal distortion, and resistant to it. Whether they break what remains of the world they inherited or find a way to mend what the ancients tore apart remains to be seen. Time alone will tell. ~TH~
  11. I'm not sure we know exactly what the origin of the drifters are. I thought it had been postulated perhaps that they are ancestors of our race that had been caught up in and twisted by the temporal instability plaguing our world. The most unstable parts of the game world are underground, so it would make sense that they like it there and the more dangerous of them would be found deeper down. It was not their going underground that made them drifters, it was their becoming drifters that moved them to prefer being underground. I think I did hear some part of the lore that hinted, due to so many ruins being found underground and in caves, that the brokenness of the world made them shelter in caves in the ground, but to my mind that only got them closer to the temporaly unstable parts of our world, bringing about and hastening their change. Thus I thought of how fitting it would be in the deeper lakes that there were some temporal water mob swimming around down there that we had to keep an eye out for, and large eels felt like a good fit to the vibe when swimming around down there. Not sure how many natural creatures would otherwise have spent so much time down deep in the world on a regular basis so as to be changed.
  12. Lol, well, eels that we could eat would be a fine thing to have, I suppose. More food options. My suggestion leaned more toward a temporal water mob counterpart to drifters on land- a temporal creature of the water that is not entirely of this world. Not exactly something we might want to eat. After all, I'm sure drifters have some flesh on them, but if I go along with the rpg element of the game environment I don't see them as a food option given their other-worldly nature and all. Perhaps the take-away so far is that we need aquatic eels we can catch and use as a food source, and a larger, other-worldly temporal cousin from the deep that tries to eat us in return. I guess it could not hurt to get some meat off the larger ones as well. Jellied eels. We certainly gotta have that in the recipe book one of these days...
  13. Lol, indeed. If they ever did build a suitable weaving/spinning mechanic into the game, we have to have flags and banners and custom tapestries and such. Microblock dying of woven fabric for customized versions of these items would be fun to have. I'd think this would be a far down the road feature to be added though, once the more important things are squared away.
  14. But, just saw where several others have mentioned the mod I linked to, but you said you prefer not to use mods. I am the same, honestly. I don't like to use mods that alter the core game. All the info that this mod gives you on your screen though is already available if you know how to pull it up manually, so I don't mind using this one to make it easier to see the info. It does not alter the game in any other way than displaying the info in the upper left corner at all times, and can be customized if you don't want to see al the info available.
  15. Until they add something into the game environment itself to keep a warning of an impending temporal storm, you may want to consider adding this client side mod: Gives you the date, time, and temperature (all of which can already be pulled up via commands, but this puts it nicely on your screen at all times for you), and when a temporal storm is approaching it gives an option to have another box show in the upper left with a countdown to when it will begin. A very handy client side tool to have installed.
  16. Lol, yeah, probably should take that down or post a better demo, or call it something else. The game is certainly much, much further along then it was when that was made available. Easiest money I've spent on a game yet, and I'll do it again probably two more times once my younger daughters get old enough to play it so they can have their own accounts and we can play together. I highly recommend getting it. I seriously doubt you'll be disappointed.
  17. You would need some form of resource that could be spun on such things. Wool would be a natural choice. Cotton or even silk worms for a warmer climate/specialty fabric resource if they wanted to get fancy. I guess you could just use flax fibers, but if you are going to add all of those things for weaving/spinning and such, may as well add other options to work with as well. It would be fun though, for those that enjoy such things.
  18. Probably should not get meat from these, upon thinking about it. Fish oil/fat and small chance of temporal gears from large or giant ones. Allow small to medium versions that we can catch on a hook and line or in nets. When brought in they flop around on the ground and bite if one gets too close. They need to be killed, and can be cut up into fish bait with a knife. Large and giant eels should live in very deep lakes/ocean areas and only come up when a player is swimming in their vicinity down deep or even up near the surface when above them.
  19. I think giant temporal eels would be pretty creepy. Probably should be a smaller variety we could catch.
  20. Fishing is a means of acquiring protein that is less dangerous, and semi afk if you can put out nets or lines. It allows players to acquire meat that would rather not be required to hunt or do animal husbandry work It is also a way to acquire protein when decent gear for hunting is hard to come by. Hunting, of course, nets you bones, hide and fat as well, so there is an important added benefit to the risk of hunting animals. There is a trade off for acquiring meat via the safe way- fishing, verses added rewards that come with putting yourself at risk chasing down prey that can hurt you or risking running into wolves while chasing down rabbits. Fishing as a sport or for entertainment is only the luxury of those that don't need it because they have plenty, by the way. There are still many parts of the world where people depend on fishing to put food on their table, and they don't use the sporty methods of acquiring it. They use the best means of acquiring it as dependably as they can in the largest quantities they can. Large nets are a fantastic way to catch decent amounts of fish, if you have the resources (money in real life) to acquire one. Tying off limb lines is another dependable method of having something to eat the next morning after leaving several out all night. I also know that the thread is old, but fishing has been on my mind and discussed by others recently, as some are looking forward to a hopefully not too far off update to water that brings fishing and other things into the game. Forum rules note that if we want to make a suggestion, we should search for the topic first to see if it has already been mentioned, and add our thoughts to that thread rather than starting another thread on the same topic. Thus, in searching, I found this older thread at the top of the list and added my ideas here. Please don't take offense- The ideas in the OP sound like they would make for a fun mod, I just don't think it would be a good fit for the core game. Just my opinion though, for what it is worth. The devs know better than I do and will make a wise choice when it comes to it, I am sure. ~TH~
  21. In lieu of being able to do anything else, you can stand on top of a two or three block high pillar and wait it out. They can't reach you to hit you up there. Just make sure no other blocks are stacked nearby within a two block radius that they could stand on to possibly hit you.
  22. As you said, you have just started and are figuring out how to survive. There are some simple ways to get by in the early game, but not knowing how will land you right where you are. Stuck waiting the night out in a cave surrounded by baddies. And by the way, they spawn all the time in caves too, so they are not going anywhere at sunrise. Find some flint or suitable loose stone and craft a knife. Cut some grass with it to make bales of hay that you can use to make a straw mat to sleep on. Put that in a cob or mud hut and sleep the nights away till you figure out how to deal with the things that go bump in the dark. I wish you well. Once you learn the basics of primitive survival I think you will find the game quite enjoyable as well as sufficiently well balanced and challenging. If you have any questions, fell free to shoot me a message if you like, or join the discussion on the VS Discord server. The community will be more than willing to give some pointers along the way. ~TH~
  23. Better option than a panic room- build a murder pit. Dig a 5x5 hole, two tiles deep. Line the inside of the top tile with some block that you chisel back to it's smallest remaining layer. Mobs recognize the chiseled block as a whole block and simply walk over the edge and fall into the pit. Build a pillar in the middle, at least two blocks high. Stand on the pillar till the storm passes. You can afk wait doing that. Or, make sure you have a good ranged weapon arsenal on you and a good long-sword and slaughter them till the storm is over. Then descend and reap the spoils of victorious combat. Feels sort of like cheating, and I hope they tinker with the reach of some of the more dangerous drifters to make it harder to do such things, but for now it works like a charm. Drifters with shards of rusty metal knife looking bits attached to their hands should, I'd think, have a bit longer reach on them. Some drifter variety that had a short-ish ranged attack would certainly mix the battle up. ~TH~
  24. Same. Some nights are very dark and others are about bright enough to walk around without a light source. You can also adjust your graphics settings in the game so that "dark" is less dark.
  25. On the topic of mobs suggestions- When swimming around in the lakes, especially the deeper ones, I've often thought it would be quite creepy to have some sort of a temporal eel looking thing snaking it's way up out of the depths to attack you. Let them be the water mob counterpart to drifters. The deeper the water and the deeper down you go, the more dangerous and larger versions of the mob can be found. Let them spawn in greater numbers during temporal storms. The more deadly ones can also have bits of rusty metal attached to them, like larger, sharp, rusty looking fin blades. Let the largest of these mobs perhaps have bits of metal that spark occasionally as it swims. They drop meat and fat, and the larger ones have a small chance of dropping rusty gears. Humbly suggested for consideration... ~TH~
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.