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Thalius

Very Important Vintarian
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Everything posted by Thalius

  1. We've had a dark patch on our server for a long while now. Restarting the server does not fix it. There is nothing overhead, and no grass grows there. It is a void of sunlight in an open area.
  2. Could also call the emotion state "startled" or something like that. Honestly, when I first looked at the .json file for bighorn sheep, I thought "alarmherdondamage" was an emotion state that would cause the herd to flee. Did not take lot to figure out it was doing the opposite. What I want to achieve is one emotion state that would, for instance, cause a pack of wolves or hyenas to turn and confront a threat with hostility, (which is what "alarmherdondamage" gives us), and another emotion state that will cause a herd of entities like sheep and pigs to flee when a herd member takes damage. For that we need a new emotion state.
  3. Still looking for help with this, if anyone might be interested. I have no idea how hard it would be to add this, honestly. I would think it would be simple, since all that is basically needed is copying the "alarmherdondamage" code, changing the code name where needed, and changing the effect on the herd from making them aggressive to the player to making them flee the player, then patching that as an addition to the game. I have no ability to understand where any of that is in the code though, much less how to make the changes, so it could be much more complicated than I think. Not nearly as straight forward as tinkering with .json files. I'll bump this from time to time till an interested party comes along or until we have something like this added to the core ai emotion state options.
  4. Greetings... I've been working on a mod that modifies the ai of animals in the game to be more dynamic with regard to the way they relate to each other as well as to the player. I was able to pretty much achieve what I was looking for, but it broke the taming mechanics in the process. If you don't care to tame sheep and pigs, then it works as intended, but is not a good fit for a multiplayer server. I have no skill in understanding the core game code much less how to manipulate and patch it, so I'm putting this request up here to see if anyone is interested. After a lot of thought, this is what I think would most easily provide what is needed to get the desired results and leave taming mechanics untouched: I am looking for an emotion state called something along the lines of "warnHerdOnDamage". This emotion state would cause the herd to be warned when a member of the herd was attacked, and the herd would flee. This would be more in line with they way their natural behavior would work anyway, which is what I'm looking for. Basically I want to take the "alarmHerdOnDamage" emotion state and make "warnHerdOnDamge" do the opposite and make the herd flee rather than become aggressive. I don't want to alter "alarmHerdOnDamage" because that emotion state is still needed and useful in various cases. A patch file that would add this emotion state to the game and that I could include in the mod I'm working on would be very useful and much appreciated, if it can be done. ~TH~
  5. A bit of a teaser... An Übok and his pet wülf. Not nearly as cute and cuddly as this pic makes them look. Rare, but found in nearly all climates. Nomadic and tribal in nature; some varieties are friendlier than others, though none should be approached lightly.
  6. I hesitate to work on any mods that are currently active and supported by their author or another that has taken on support for them. I also have no clue how to write code- I've just learned how to manipulate .json files using existing code. Modifying behavior is not overly difficult, just time consuming in testing and altering and testing again to find balance between entities and get them to get them to act as you want. I could take a look at those mods if their author's did not mind or if they have been abandoned and see what I can make of them, but it might be a bit before I can spend time on them. I'm currently working on a mod that is a fork of the abandoned Wild Goblins mod, using that mod's code and shape files as a framework to create a new entity that will have some interesting things going on with them. That project will have my attention for at least another week or two.
  7. Wilderlands Ethology Mod A simple mod created for the Wilderlands server that alters some traits as well as the ai behavior of some of the main animal species in the game with the following results: Bighorn Sheep spawn in larger herds but less frequently. They also will flee when the player gets close enough. Getting close to sheep is much harder to do if they have the open space to run, but they will sometimes aggro on the player if enough damage is done. They basically can become desperate and turn to fight rather than flee. Hunting from a pillar becomes obsolete, and ranged weapons for hunting are a must unless you can use environmental trapping methods to chase them into an enclosed area. Trapping in this manner may require aid of other players if your aim is to capture multiple sheep or the majority of a herd. Very rewarding if you can pull it off. Wild pigs now only spawn in dense brush and forest, but across a wider temperature range. They will aggro on the player if they come too close to them, but usually will not chase the player far- they are more interested in chasing the player off than they are in killing them. Except for boars- They sometimes get sideways with intruders and might just decide to give the player a hard time over a longer distance. Boars also do a fair bit more damage than females. Wild pigs run upon taking damage, but will also turn and fight if the player inflicts enough harm. Hunting them is harder, but worth it, as they drop more meat and fat. Sows also birth a wider range of litter size, from two piglets up to 12. Wolves will hunt lambs now, and rams and ewes in return will attack wolves if they come within the herd. When confronted by rams or ewes, wolves will turn tail and flee upon taking damage from them. This will result in sometimes seeing rams and/or ewes chasing wolves, but rams will not chase them far if there are any lambs left in the herd as their ai keeps them within a certain distance of any young. Also, wolf attack power has been slightly reduced, but pack size is now potentially larger. Hyenas are a bit unpredictable. They hunt primarily at the end of the day and through the evening into early morning, and sleep and rest most of the daylight hours. They will hunt the player if they are hungry, but might otherwise ignore you altogether during the day.. maybe. They also hunt wild pigs as well as chickens and other small prey. Pack size of hyenas has also been slightly increased. Health of all of these entities has been increased. AI and traits of some other entities have been adjusted slightly to account for some of the changes in the AI of some predators. The results of the changes are a more challenging hunting experience and a more dynamic relationship between not only the player and animals in the environment, but also more dynamic interactions between some of the animals themselves in the game world. As stated in the beginning, this mod has been created for use on the Wilderlands server, but we saw no need to keep it to ourselves. Feel free to use in your personal game or on a multiplayer server if you like. I will keep it updated as long as there is a need for it, and will incorporate new ai behavior and other entities as more options become available in future game releases. Feel free to message me with any suggestions or critiques based on your experience with the mod. Feedback is welcome. ~TH~ Update: Finally got the time to release an updated version of this mod that works properly. With the Wilderlands Ethology version 2.2, the skittish nature of sheep is tamed out at first generation. Pigs have also been made skittish until tamed at gen one. Aggressive seeking nature of sheep and pigs has been removed till a future game release allows for taming out those ai tasks. All other changes to entities are listed in the original posting, and unchanged. Link to Mod Database download files: https://mods.vintagestory.at/show/mod/1172
  8. Lol! Being that I live in the jungle and work in it from time to time, I can say this is probably the most accurate, literal description of what a location like this would feel like in the real world. Well done!
  9. Greetings, all! There is an update to the hardcore, Better_Drifters_Wilderlands_Version of this mod, which I am posting and will keep updated in this thread comment. A big thank you to Mr1k3 for permission to do this! Main changes included in the updated hardcore version: Balancing of loot drops. Adjustments to attack range of various drifters, both horizontally and vertically. A few other fun surprises Feel free to message me with any suggestions/questions, should you have any. ~TH~ Better_Drifters_Wilderlands_Version_1.1.0.zip
  10. The humid air rests heavy on your damp skin as you survey the area. Countless unseen insects can be heard, their song mingling with the sound of the wind in the bamboo grove and brush surrounding you. The stagnant smell of algae and wet earth catches your attention for a moment, coming from a nearby pond, but the scent is quickly lost in the strong breeze. You are keenly aware that any number of dangers could be lurking nearby, despite the serene looking nature of the place, and you proceed with caution.
  11. Spring has sprung in the Wilderlands! If you don't know how the server's time passes, it takes approx. two full real life months to pass one full game year. The arrival of spring is a significant event, and a great time to get started if you've been thinking about joining the WIlderlands! Some other exciting things on the horizon as well. Look forward to seeing some of you there... ~TH~
  12. I'd love to see "biome" dependent ruins and other things show up as well. Something ancient and buried under mountains of snow and ice in the arctic would be a fun thing to very rarely encounter. That would be a lot more love for the arctic, after the other things I first laid out find their way into the game. I want to be able to live up there first, though, and in a way that is fitting to the environment- i.e. meat dependent diet, having to travel long distances to haul wood for fires, needing clothing made from seal hides and polar bear fur, etc. As for other "biome" and zone dependent critters and ruins and such- I certainly expect that we will get those things in time. And, on a personal note, I hope they nail the jungle climate areas. I live in the jungle. It would be fun to see some of the native plants and wildlife I see most days be accurately ported into the game world. I'll probably make a post about that one day, but in my server I first want to make a roadway into a jungle area and live there for a while and get a good feel for it before I suggest any additions.
  13. I have gotten in the habit of just hitting "e" and pulling up my inventory box. That freezes the camera so I can more easily work on smithing and knapping projects. It would be nice if there was a key you could hit to freeze the camera though, and leave it frozen till you hit the key again. I see no problem with the mechanics though, personally. They could use some fine-tuning, which Redram said is being discussed and will be addressed to make the process smoother. That will help make it more enjoyable, or at least more tolerable for those that don't exactly look forward to blacksmithing work.
  14. Due to popular demand from the Wilderlands community, the server is now using the CarryCapacity mod. Thank you @copygirlfor a brilliantly simple and immersive qol addition to the VS experience! ~TH~
  15. Sent you a pm with some info, @Kai Effelsberg
  16. Ah, understood. I was actually going to send a message to have the server listed there, once I have a screenshot and possibly a server logo of sorts. Working on that in the next day or two.
  17. .The Wilderlands server can be found in the list of public servers in your client->multiplayer->public servers page in the list of whitelisted servers. Being that it is whitelisted, you will need to be added to the server to get access For that, join our Discord forum if at all possible.
  18. ~A Wilderlands Update~ Server has been updated to version 1.14.10! In addition, a few significant adjustments have been made to the server world: With permission from Mr1k3, a modified version of the Better Drifters mod has been added to the server. Loot drops slightly decreased (but still improved over default settings), deep drifters can climb anywhere, deep and corrupt drifters take no fall damage, tainted drifters are large enough to hit a target on a two block pillar but are too big to move through narrow passages, nightmare drifters are slightly faster, and tainted through nightmare drifters have a longer attack range almost on par with a player's longsword range due to basically wielding weapons themselves. Use of coins as currency has been disabled in the tradeomat mod. Server economy is based entirely on rusty gears and trading resources for resources. Loot drop improvements to drifters makes it a bit easier to attain rusty gears. Even new players with minimal gear can acquire currency right off, if they are willing to kill for it. Compass mod has been added to the server, and ALL MAP FUNCTIONS HAVE BEEN DISABLED. This means no coordinate system or mini map. All navigation in game is done via use of compass and landmarks. The Wilderlands aims to be a VS community built around challenging exploration with dynamic combat and strong economic elements, all while holding as close as possible to the vanilla Vintage Story building, crafting, and world gen experience. The recent changes have been made with those goals in mind. Further tweaks and improvements have also been made, and more may follow. Join our Discord channel for full details: https://discord.gg/DgwfgsSbr5 See you in the Wilderlands... ~TH~
  19. Following. Hope to hear more on this soon. -Rare goblin camps in mountain areas under mountain overhangs and in caves would be fun. -Add some stashed loot that they tuck away- gold and gems and such, and rarely weapons, clothing or other artifacts one might buy off a trader. -Have them wandering around at night around the area where their camp is located, hunting, and they return close to sunrise. If you encounter them in the night one could try not to kill one and wait for sunrise, then track it back to it's camp. They should wander around in shaded mountain overhangs and underground in caves at all hours though. -More rare large camps/strongholds could have a goblin king/troll type warriors. -Most use flint or stone weapons which they drop on death, but some stronger goblin warriors might carry and drop better weapons. Maybe even light, crude armor. Could be an early source of crude armor and light weapons for new players. Just some thoughts. ~TH~
  20. Looking forward to when they can offer modding and higher player counts. I know they are working toward that, eventually. Would love to bring The Wilderlands back "home" one day.
  21. Success!! Figured out how to make only deep drifters climb. A big thanks to Mr1k3 for pointing me in the right direction. Now to figure out how to tweak attack range of specific drifters. I think that is going to be a harder nut to crack.
  22. When I think hand cannon, I picture something like this:
  23. This, for me too, lol. Only thing I pan is bony soil.
  24. If/when they add mobs that require such weapons, I might change my opinion. Personally, I think good bows (which are planned, and steel tipped spears along with shields and such will work just fine, depending on what is added. I like the feel of the game as it is and the direction they seem to be taking it. If the game advances to the point where one needs advanced guns like auto-loaders and long range rifle type weapons (even the steam punk version), it will have gone in a direction I'm not sure I'd enjoy as much. Just my opinion though. ~TH~ Oh, and as for "nerdpoling"- I despise it and am looking for a way to alter the reach of drifters with blades and bars growing out of their arms so that you can't "nerdpole" on two blocks. I also want give deepdrifters the ability to climb a bit. Pillaring up (or nerdpoling as you called it), should not be a completely secure option, in my opinion. Again, just my opinion.
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