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Thalius

Very Important Vintarian
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Everything posted by Thalius

  1. Love the direction you are going in with this. Tried it out without the Mystic Metals mod and am considering adding it to my server. I did have a few questions/suggestions though, if I may. I want to tweak a few things with regard to drifter types that will change battle up quite a bit- namely remove the ability to "pillar" up. What I'd like to see in addition to what you have added here is the following: Extend attack range of tainted, corrupt, and nightmare drifters on random attacks to be able to hit a player standing on a two block pillar. Not on every attack, but if they could randomly land a hit on a player that has pillar'd up, then standing on a two block pillar might give you an advantage, but is not entirely safe. Allow deep drifters to be able to climb at least two blocks high. They live in caves and have both hands free. Surely they have learned how to climb a bit. Add a config file to allow adjusting loot drops. I like that the loot drops have been increased, but it feels a bit overpowered for what we would like on our server. We may also want to be able to disable the blade drop on nightmare and corrupted drifters. Glad to have the current changes you have brought. I have been considering trying to figure out a mod to do some of the same things you have in yours plus the changes I've put forward here, but it would feel a bit redundant. Especially enjoy the larger sizes of the drifters, by the way. Hopefully submitted for your consideration... ~TH~
  2. Yeah, I looked at their mod as well as one other. I'll message the author and see if they are interested in helping me figure out what I'm looking for, or maybe adding it to theirs.
  3. I don't usually bump my own posts, but I am on this one, at least once. I'd seriously enjoy seeing this or some other similar mechanic make it into the game, either as core content or a mod. ~TH~
  4. Greetings once again! I wanted to ask how difficult it might be to create a mod that adds a config file that allows me to, as the post title says, modify attributes of specific drifter types? I can see where I can modify various things, but aside from damage output, item drops, and health points, any other adjustments I make applies to all drifters. Also, some key things I'd like to adjust are not available at all in the drifter.json file. Along with all the options we currently have, I want to be able to do such things as: Extend the attack range of individual drifters (tainted, corrupted, and nightmare drifters in my game since they obviously have pipes and swords attached to the end of their arms, which should give them at least close to the same range a player has with a longsword).. Enable step height (climbing more than one block high) for individual drifters (deep drifters in my game, since logic would imply that in their time underground they have learned to climb to some degree, and both hands are empty- unlike with their more deadly cousins, making it impossible for them to climb). Adjust walking speed for specific drifters. Adjust aggro range for specific drifters. You get the general idea. I'd love to be able to tweak these settings to make each drifter type a bit more varied, and remove the ability to pillar up and slaughter them wholesale at the player's leisure. It would keep player's on their toes a bit more in combat and remove the pillar-ing option in most situations beyond dealing with surface drifters, and without adding any new mobs or behavior to the game. Another humbly submitted request... ~TH~
  5. I'd love to see the OP suggestion work it's way into the game eventually. I have nothing to say to add anything to that- it would be a fantastic addition, and anything that moves us away from the crafting grid to something more immersive and enjoyable gets a thumbs up from me. On the other idea raised in this, the idea of things degrading over time: I think if it is made an option that can be toggled on and off and be configured to customize rate of item degradation then fantastic. Personally, I'd turn it on in my server as soon as it became available. I think this might be a tough one to balance though. It could be done, I am sure, but it would need to be done with care. Not all things that should wear out, should wear out at the same rate, and should only wear out with use. An axle should probably last a very long time, if made from the right wood (but adding attributes to wood types is a different discussion). Wood gears however should wear down at a pretty steady rate, but only with use. An axle, which should last longer, and a gear, which should wear out faster, each would need some sort of timer attached to them that essentially counted down- and the rate at which the timer counted down would be determined by if and how fast the windmill was turning. Tapestries hung under a roof should last forever, but left out in the elements or rugs that are always walked on should take damage and need repair or they turn to tattered rags and fall apart. Even with that- they should last a LONG time. Beds should require a bed frame and a mattress- two items crafted separately. Bed frames would last forever, but mattresses and pillows (another separate item that can be added to a bed to increase comfort and sleep time, would wear out with use. If not repaired, one would find themselves waking up to a bare bed-frame. All that to say- I think adding a state of general decay to appropriate game elements would be a game changer in a good way if done right, especially for multiplayer environments. It would be an entirely new sub system to the game though, and one that would could easily be done badly. If done right though, it could give an option to a server that could bring an added level of maintenance to the game world which could deepen the experience, and provide a need for various ongoing industries to supply resources needed for upkeep as well as expansion of various game elements. The idea probably needs it's own suggestion thread, honestly. A lot could be said on this topic. ~TH~
  6. Honestly, I think advanced firearms would ruin the experience for me. Even black powder rifles might be a bit too much, but if it were a challenge to acquire the materials for ammunition, then perhaps you might be able to make powder rifles work, but I doubt it. When I envision firearms in the VS world, I picture hand cannons at best- accuracy beyond short range targets would need to be horrid, or damage scaling down quickly the farther away a target is. Up close they could be brutal, but they would be meant for close contact or multiple targets in a close group. To expand on that technology maybe have some small to larger artillery cannons, and grape shot as an option- basically the cannon version of buckshot, and useful when shooting at multiple targets that are in a generally small target area. Until we have some larger target to take down or enemy camps or strongholds of some kind to assault, I don't really see the use in larger artillery cannons anyway. But PLEASE, no rifles or auto loaders in the core game. Just my two coppers worth on the idea... ~TH~
  7. Thalius

    Water

    Alcoholic drinks do not have to be that strong. I'm fairly sure that, in the age that VS seems to sort of reflect, many brewed drinks were so light in alcohol that getting drunk off of them was hard to do. A modern day, second world cultural example from where I live can be offered here- There is a jungle potato type root where I live that can be cooked and prepared much like any potato can be. But, they also use it for a drink. They boil it for a while and then mash it up, place it in a large container and let it ferment for a bit. They then take the mash and add it to water to drink, often in place of a meal. The drink is safe to consume due to fermentation, but the alcohol content is so low at first that you would have to drink more than you can hold in order to get drunk off of it. I imagine early beers and other fermented brews were the same way. One would have to let it sit for a while and add other things to it to make it highly alcoholic. I say all that to offer that I could envision a realistic an immersive way of making fermented drinks appropriate to the game world era without having to offer a strong inebriation element to consuming them. I've played other games that had such mechanics applied to consuming alcoholic drinks in game, and it always came across more as a joke and silly rather than constructive to the game environment. None of this has any real value as being necessary though unless, as the OP offers, water from lakes and such is not considered safe to drink unless it is prepared in some way first. Unless, of course, you are lucky enough to find some rare, pure, freshwater spring you can drink directly from as I've also suggested (for those players that really will not enjoy the brewing process).
  8. I've seen a bit of this myself, but can't replicate it at will. I've had knives, spears, trade mats, leather helmets go missing from chests and once, very noticeably, two full stacks of cut maple lumber in my inventory just went *poof*. I've been trying to track down the circumstances under which these issues have occurred but as I said, I can't replicate it and was therefor unsure how to report it or if perhaps it was just a fluke isolated to my own experience. Seeing this post though, I thought it worthy to mention that I've had similar experiences lately. I'm running 1.14.8 version on my client.
  9. Spawn rate of drifters, bells and locusts were increased after community discussion on the subject of making the Wilderlands a more enjoyable and challenging experience. 50% boost to drifter spawn rate. Bells and locusts will also spawn a bit more frequently. See OP for more details. Welcome to a more dangerous world... ~TH~
  10. Glad to have you both join the Wilderlands community. Many things are still in the beginning stages, but things are moving steadily. I spoke with Ory in Discord and I understand you can't join us there. I'll message you via the forums if I need to reach you directly and I don't see you in the game, but will otherwise pass anything else along through Ory. Feel free to message me directly as well if you have any questions or issues arise. May you survive long and prosper. ~TH~
  11. Thalius

    Water

    I was thinking this exact thing, but was not sure how realistic things should be taken. Storing water long term with no added elements to keep it clean is only a recent thing in history. That being said, there was news that stills are in the works, and if we are going to have those, hopefully putting away barrels of wine for fermentation will find it's way into the game too. Interesting part will be: what role will thirst and different types of beverages play in the game...?
  12. Thalius

    Water

    I'm sorry if I offended. I'm wondering if there might be a language barrier issue and I came across other than I intended. I meant no offense. As for my statement regarding a clean spring suitable for drinking, this is not my opinion. I certainly understand that it is safer to assume all untested water sources are dirty and need purifying before consumption, and the WHO recommends this because it is the only way to be sure when testing is not available, but there are clean, straight from the earth, drinkable water sources. In ages past these were determined because folks drank from them and did not get sick. In today's world they can test the water to see if it is safe. In my personal example I had in mind a clean water spring in California that was a community water source. It was tested and proven pure, straight from the side of a rock in a national park. It was and in some places still is common for wells to be dug into the earth that pulled water unfiltered from the ground that is clean, unfiltered and drinkable. Where I currently live one can do the same if they know the science of it. I understand that what you wrote is your opinion and am not challenging that, I am just offering some additional info to support the idea that there could be rare sources of pure water in the game if such mechanics find there way into the game. A local clean spring would be a charming thing to have nearby. Humbly submitted... ~TH~
  13. Thalius

    Water

    Pure water safe for drinking is found in springs coming out of the ground. I've seen and drank from them without issue. Streams no- they are open to the environment and anything can get into them. A freshwater spring straight out of the ground or rock can indeed be perfectly safe for drinking. The key though is acquiring it at the source. Once it hits the ground and enters the environment, it can be contaminated. I honestly don't see the need for this in the game, but it would be an interesting feature that would add another level of depth to the experience. Especially once some sort of thirst mechanic makes its way into the game.
  14. It happened when he had a stack of 128 nuggets in the crafting grid but only one bowl and one stick. It created a ton of them, and one he called "cursed" because once he picked it up, he could not drop it without picking it back up, and it kicked him from the game every time he did. We had to remove the mod. He also said that none of the compasses worked- they just spun irradically. At the time it was only one of two mods on the server- the other being the tradeomat mod. Nothing was installed that could have conflicted with it.
  15. Greetings! Another update for The Wilderlands... Big changes! We have changed hosting services! Since it's start, The Wilderlands has been using the VS hosting services that have been in testing phase. I want to say that the Vintage Story hosting service that will go live soon has been fantastic. For families and small friend groups, it will serve its purpose well. Thank you to Tyron and the gang for bringing that service to the Vintage Story experience! The Wilderlands is acquiring a community that will require a few things not yet available via the VS hosting service though- larger player slot options for one. I know VS hopes to offer that down the road as demand grows, but The Wilderlands needs the expanded slots now. One day, hopefully, the Wilderlands can return to hosting by Vintage Story. We'll be keeping our eyes on progress there! The hosting change affords us the ability to do a few things- namely, increased player slots. The server now has 12 player slots, with ability to expand as server needs demand. Max of 30 slots is a loose goal. Server is still whitelisted, and you will need to join our Discord page for that. https://discord.gg/DgwfgsSbr5 Server is now also lightly modded! This allows us to scale back the mapping function in the game to make wilderness exploration a bit more dangerous and complicated, since you can get lost now, but without removing all navigation helps altogether, so it is a little bit easier than it otherwise would be to get un-lost. We have also added the Tradeomat mod for an added, and strongly desired, mechanism for secure, 24/7 trade availability. Links to the needed mods are also on our Discord page, or can be found with a little effort in the game forums. See the OP for all the details, which I updated a short while ago. Hope to see some of you in the Wilderlands soon... ~TH~
  16. I think bows work ok as they are given that, I think, what we have are supposed to be lower tier archery weapons anyway. That being said, I think there is room for improvement such as possibility for critical hits and/or a chance at maiming an animal in a way that prevents it from running, or at least keeping it from running for long. I don't use bows much at the moment though because they can't really compare with spears. Spears do more damage and have a duel functionality as a ranged weapon I can jab with if/when a baddie aggros on me after the first throw and gets close. Bows have longer range, but given the low damage output it just makes more sense to use a spear as a ranged weapon. If arrows inflicted something more though- a bleeding wound or maiming dynamic and caused the animal to run away rather than aggro on the player, and slowly bleed out over certain period of time with a chance of the bleeding stopping before death occurs, bows would be more interesting and provide a different hunting style compared to spears. This would make sense since usually the range of a bow shot and the manner in which it is made in secret leaves the target bewildered about what hit it resulting in it running out of fear, and not looking around for a person to tear into. One could argue that throwing a spear is a lot less stealthy and the target would be more likely to detect the presence of the player in the act of making the throw, and then getting hostile when it feels the pain of the hit. In short, as it stands now I don't really see a benefit to archery over spear use. It is basically the same ranged weapon dynamic with different tools, and the bow and arrow are at a disadvantage, in my opinion. Give archery some status inducing effects and a stealth factor though, and it would be an interesting alternative that I'd certainly use more often for actual hunting of animals. I think spears and longswords will always be my go to methods for dealing with drifters though, at least with the current arsenal of weaponry at our disposal, even if archery did get a buff such as I've described. ~TH~
  17. You had me up to the acquiring creative flight abilities suggestion, l33tmaan. Acquiring a way to navigate the world via flight maybe, but creative mode flying- I'd have to down vote that one. But all the rest- I big thumbs up to all of it.
  18. For me, personally, neither skills nor loot would ever be a significant personal goal nor a satisfactory one to chase as an end game pursuit. If either or both are the driving force of game involvement, then eventually I have maxed out skills and nothing more to work toward, or I have more loot than I can do anything with, and going after more gets dull. Don't get me wrong- both could be a great bonus along the way if done right, but for me to enjoy the game long term I need challenges. I need much more than loot and skills, and more than just a final boss fight or a big boss critter to take down like a dragon. I want to see things along the lines of what the goblin camps mod brought- baddies in the world spawning in dynamic and complex ways and affording me and my fellow players the challenge of taking them down, with unique and not so unique weapons, armor and treasure to gain in doing so. Troll like critters spawning under bridges and around ruins. Dark things crawling in the depths of the earth or swimming in the deep waters of a seemingly bottomless lake. Polar bears hunting me down in the north, and jaguars stalking me in the jungle. I want the fun and challenge of hunting them down in return, and, if I prove the victor in the hunt, to be able to mount their head in a trophy room. I look forward to procedural dungeons of some type to explore. I want to be able to push back the temporal stability of the world- and push it back again as it tries to reclaim the parts of the world I've purged it from. I look forward to and hope for recurring challenges and obstacles in the world; Less a world to be conquered and more along the lines of one where peace and security first have to be won, and then kept. ~TH~
  19. One, this is a new trick for me, installing mods on a public server with a hosting service I've not used before. Mod config file did not show up immediately after running the game the first time. No idea why, and I figured I may have to modify the mod a bit to get the vending machine out and thought I might be able to do that as I outlined trying above. Two, mod config file is showing now, so I should be able to turn off the vending machine as mod was originally intended to allow for. Sorry for stepping on toes.
  20. Installed on The Wilderlands server and had a player post the following bug- When crafting a magnetic compass, they ended up with this:
  21. Trying to do simple things with mod files keeps me humble... I'm trying to turn off the vending machine option. I've unpacked the mod file and opened the patches/disabler file and altered the vending machine file to /disable, zipped it back up with no luck- vending machine still is in the game. I've also left that line at /enable and changed the following line to /true I've also changed it to /disableVendingMaching, /disableVendingMachine and set the following line to true as well as left it at false.. vending machine remains. I've tried every combination I can think of in the disabler-/vendingmachine file and can't get the machine out of the game. Help?
  22. I wanted to vote on this, but did not see an option that suited my thoughts on the issue. I've been spending a lot of time mining and learning the prospecting mechanics and such recently, but I'll not say much aside from: Leave prospecting alone. I think it works fine, once you know how to do it. For those that just don't like the search for a good location and then the time it takes to locate and mine out the ore, there are settings to increase ore spawn ratios to make finding it easier. Ore generation needs an adjustment, but I can't say exactly how. I can see the pros and cons to every suggestion made on this particular issue. Maybe ores should have a chance to spawn in all of these manners, varying by rock type, depth, and geography, perhaps. I think my main issue with mining though is there is no real reason to stay in an area. I mean, I find a good location, mine out all the ore I can find, abandon the hole(s) I just cut out and go prospect for another shaft and hole to dig. It works, and I'm finding ore, but it feels odd. I'd like something that actually felt more like setting up a mining operation. Not sure how to acquire that though, naturally. Carry capacity weight limits? Cave-ins requiring reinforcements? Rare, massive deposits of ores scattered in small pockets or veins scattered over a large horizontal and somewhat vertical area, or the opposite- numerous small pockets of ore scattered over a large vertical and somewhat horizontal area? A mix of all of those, along with variations of previous ore deposit suggestions? I'm not sure, but the answer is in there somewhere. Geography, depth, and rock type should have a lot to say about how ore deposits form. I guess I'm looking for something more dynamic in the way ore deposits occur and the shape that they take. ~TH~
  23. I have a room I've constructed for temporal storm events, and after several storms I can say with certainty that, at the moment, this works if you want a spawn proof area in all conditions, light or no light, storm or no storm: Turn all floors you want spawn-proof into chiseled blocks. Drifters simply will not spawn on them at all, ever (at this point in the game at least). In a storm however, they can spawn in any two block high space in mid air above the chiseled block. (The block of air touching the chiseled floor is protected because of the chiseled surface, but two blocks above that is fair game for spawning in a storm). Make sure the space from chiseled floor to ceiling is no more than three blocks high. Place blocks on the ceiling and chisel them back to leave a few layers, rendering the chiseled floor to ceiling height a bit less than three blocks. This means that above the block of air in contact with the chiseled surface, there is not a full two block area for drifters to spawn in, so they won't, ever. Congrats, you now have a spawn proof location. You can take these factors into account to create a spawn proof cellar or other room as well, as long as you don't mind a low ceiling. ~TH~
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