Jump to content

Helst_navngivet

Vintarian
  • Posts

    112
  • Joined

  • Last visited

Everything posted by Helst_navngivet

  1. We just got the glider on our server. Its pretty fun, as we have a very tall mountain, and a tower to build-height on said mountain. You can build up quite a hefty amount of speed, however, our lust for more speed is yet to be filled. I then had the genius idea of: "What if we had a plane/glider mod that went really fast?" and we both agreed that it would be pretty fun. However, there should be a reason as to why you shouldnt just use this super-glider forever and always. My idea would be all of the following; 1) it would be very expensive in the long run. It would require frequent repairs after use, like replacing flax in the wings, structural repairs, etc. 2) it would be too fast. This one i was kind of "meh" on, as it could work, however i dont know how fun it would be. The idea was to make a sort of rocket engine, powered by a huge load of blasting powder, that would then accelerate you extremely quickly. You would not be able to turn it off again, only moderating how much coolant and/or oxidiser it would get(see 3) for more info), subsequently making the plane slightly slower/faster. 3) it would be very hard to fly. things like wings ripping off under high G turns and engine overheating would be something you would have to manage when piloting. The pilot would also have to duck and look through a small glass window in the fuselage after high speed because their eyes are dried out by the wind, which would result in blurry vision. This could probably be negated somewhat by the snow goggle thingys. 4) recovery would be a slog. This would mean it would be fun for... well.. fun, however it wouldnt be particularly nice to use over long distances, as you would have to haul it all the way home. any other suggestions for balancing ideas? (sorry for the bad english btw, it is not my first language)
  2. I will always continue to find this weird.
  3. we just got the map and it was right there just a couple thousand blocks more up
  4. OH MY GOD IF WE HAD WALKED JUST 1000 BLOCKS MORE WE HAD WALKED DIRECTLY INTO THE RESONANCE ARCHIVES
  5. (spoiler because its a tiny bit long) a little context: (sorry for my less-than-ideal handwriting skills!)
  6. just a little story i wanted to tell, sadly i forgot to take a screenshot. I play on a server with a friend of mine. Something very important to mention is that we recently got about 30 gears from a caving trip. I used around 20 gears to buy clothes from a tailor that resides about a hundred blocks from our home. Then i tried to find more tailors, which i didnt, however i did find some other trader, whom i bought a high potential rough diamond from. Then we were very low on gears, so me and my friend decided to go on a grand journey to find a trader that will buy this legendary gemstone. We WALKED 5000 blocks, and found no trader willing to pay for our diamond. We shot those with bad trades, leaving behind a string of abandoned wagons and buildings. We then decided to explore some of the local limestone ruins that were around the area. Nothing of interest either. We decide to walk a little more, just to see if we got lucky and found a willing trader. We didnt. We stop for a moment to look around, just to see if we missed something. Nothing. The howling wind of the plain is kind of jarring. I take a look around. Its quite flat. Except for a singular bump, about 15 blocks to our right. Theres a cobblestone structure INSIDE the hill, barely fitting inside it, but its still inside it. We decide to go a little closer, and find out this is some sort of mine. Then we realise that this is a story location. We went west and found some sort of mineshaft story location out of pure luck. We didnt go very deep into it. we went to the bottom of the vertical shaft, then heard a drifter. I then misclick on one of the walls with a piece of chalk, which startles the two of us. We run out of the mine as fast as we can. Next time we are bringing plate armor. (no spoilers please!!!!)
  7. you chisel your own rocket and power it with the hundreds of plant debris from LMB/RMB mixups
  8. On my server, we have a rather large mill, with a helve hammer connected to it. We recently changed from normal windmill sails (50 Kn) to large windmill sails (75 Kn). The helve hammer still does not function when geared up 5x. How much torque is needed to operate it at a practical speed?
  9. Taken during a somewhat scary temporal storm, when we realised our armor was not helping enough we went inside our (unfinished) house, then sat in the frame for a painting that will likely be finished next winter. Its not the most interesting picture in the world, but i thought it was somewhat nice.
      • 2
      • Like
  10. Our homestead, original house was the sod roofed cobblestone to the lower left, the house was then expanded with the cobblestone tower, somewhat visible, to the left of the picture. During the winter the lower right house was added, this was the first build to use beams. In year 2 (time the screenshot is taken), our main building was expanded once again, adding the big house to the upper right, with the green windows. This made heavy use of support beams, and a 6x4 frame for a painting was made on the upper floor. The big house is not quite finished yet, the windows to the left side of the building (not shown in picture) is yet to be finished, as they are quite detailed. This is the mill, with our quern (functional) and our hammer and pulverizer, the latter two, however, are not functional, as our mill does not have enough torque yet to operate them at a sensible speed. When our flax harvest comes around, we can hopefully make some large sails to finally realize our milling dreams. The attached sod-roofed building was the original building, and is our smithy. The base of the mill was then built in the later part of year 1. The mill as shown in the screenshot was completed at the very start of year 2. The chimney does have quite the unfortunate shape, however. Note that we do have a rather large wall around our home, will take screenshot of it later, aswell as the interior of the different builds.
  11. Its enviromental condtions, but also whether the block its spawning in is valid or not. For most land animals this would be air and tall/short grass. I am guessing the entity spawns are set in the "chunkdata" file, however i do not actually know. hope this helps.
  12. I just wanted to say thank you for making the community so much better to be in. Thats all. (can we get some more Vintage Story fan animations please?)
      • 5
      • Like
  13. it should ALSO be noted that the room this took place in does not have a chair, and the chair in the picture is for dramatic effect (if you could call it that)
  14. this was quickly drawn while processing iron blooms by hand, drawn in MS-paint (if it isnt clear)
  15. We have a rather large base. We also have a helve hammer near said base. One guy lives near the helve hammer, and hates this helve hammer because of its noise. So when he suggests turning it off, one of the others on our server mentions that the helve hammer is needed to process iron blooms. This would normally pass, however "helve hammer guy" is an avid iron bloom hater, and promptly orders one of his "guards" to shoot him. This would later be known as the "iron bloom incident" (i say "guards" because we dont really have a hierachy for that kind of structure on the server.)
  16. Like the title says, are wild elks tameable? This might sound like a stupid question, and thats because it is. I just really want to make sure its worth it to go through with capturing the damn things. Any answer is greatly appreciated.
  17. Bear jumpscared us while we were in our smithy, friend shoots it out of the front window, bear runs on top of roof. Drawn in MS-paint because i was too lazy to use krita. I wanted to do some better shading on it, but light and shadows hurt my brain.
  18. Im not sure that they NEED free space over them, but the hitbox of the henbox is surprisingly tall, so there might be the possibility that they cant nest on it because of the low ceiling. As for your other question, they need to be sitting on the henbox to incubate the egg. Hope this helps!
  19. [READ: this is extremely long and english is not my first language, so there will inevitably be grammatical mistakes.)

    Im planning on making a firearms mod, here is the list of things im making first;

    HAND MORTAR!!!! can fire either bombs (no idea how to make that work) or a solid cannonball of lead. The mold for the cannonball should make like 1 cannonball or something and it should deal 85 damage (tier 5), with the downside of taking insanely long to load, requiring a crapton of powder and being wildly inaccurate, as well as having a relatively harsh drop. For the bomb projectile, it would function sort of like a scrap bomb, destroying terrain and having a large lethal radius, with the downside being it has a maximum range of 40-50 blocks, alongside being pretty hard to load (LIT BOMB into handmortar, ram rod to ram it down, put in match, fire cannon.) if you fail all of these (MANUAL, not all one cutscene) you take a bunch of damage/die. It also has a random chance of the bomb getting stuck when firing, so you have to throw it far away. This thing should be pretty easy to get, being capable of getting casted in bronze, alongside being pretty inexpensive, so it would probably function like HIGH risk high reward thingy. When firing, it would knock you back a single block, alongside dealing 0,5 hp damage. can be used in the offhand, with the drawback being it gets thrown out of your hand. Can be broken into two parts, the barrel and the rest of the gun. This is so if the lead shot were to get stuck in the barrel, you can put it the barrel in a forge to melt the lead shot, clearing the gun and discarding the lead.

    Jamming chance should be around 2%, and it should foul VERY easily, alongside creating alot of smoke.

    the hand mortar can be made in bronze/iron.

    Next firearm: VOLLEY GUN!!

    7 barreled firearm, knocks you back 1,5 blocks when firing, alongside dealing 0,75 hp.                                                      takes about 40 seconds to load (?) if you can land all pellets, it would deal around 125 hp. Drawback would be that it takes a LONG while to load, alongside requiring a lot of gunpowder and knocking you back (more relevant in caves and other such places) To make it more accurate to real life, it would light the block under it on fire. (NO USING IT INDOORS!)

    no jamming, but fouls significantly easier than some of the other weapons, also produces alot of smoke, about as much as the hand mortar, although not as much.

    probably accessible in the iron age w/ steel counterpart.

    firearm 3; handgonne!

    some mix between a firelance and a handgonne, keeping the long handle of the firelance with the general appearance and function of the handgonne. 35 damage, while being somewhat inaccurate. Slow and unfit as a general defense weapon. Can be casted in bronze/iron. Can also be used as a twohanded hammer (no idea how to implement that, but it would be fun!)

    no jamming, fouls easier than some more conventional firearms. Produces about as much smoke as a blunderbuss.

    firearm 4; "Kaeften lukker" (dont translate that)

    improvised firearm, made of copper, reminiscent of something of old. Effective range of 15 blocks, alongside being REALLY inaccurate. Can be casted using copper/bronze. Deals 20 damage if you manage to land everything, which you wont. To add up to the drawbacks, it has a small chance of bursting, killing the user, or atleast damaging them heavily. Furthermore, when firing, theres a decent chance the firing hole (the thingy you but the match in) will went the gunpowder and gasses in your face, dealing 1 flat damage, additionally setting you on fire if you are unlucky. You cannot fire the kaeften lukker in the rain, and attempting to do so will practically always jam it, forcing you to resmelt the whole thing. This is intended as a very early game alternative to the bow, trading the nimbleness, speed and easy use of the bow for raw killing power (that it kind of lacks)

    5% bursting chance, 20% venting/flameout chance, alongside a 25% chance to be set on fire if it does vent. 8% jamming chance, produces about as much smoke as the handgonne.

    copper/bronze age, casting only.

    firearm 5; Anti-elk-gun (no idea what im naming the thing, suggestions are welcome)

    Huge firearm, more akin to a cannon. Made of iron. The barrel would be smithed in two parts, before being crafted into one (preferably with non-grid system, something like warming it up in a forge before putting them together while warm)

    Would be loaded with powder charges, each powder charge eqaul to 12 blasting powder, With drawbacks related to its weight;

    A. Can only be transported over long distances with an elk, with a maximum of 30 seconds or so when on foot, to help set it up. Walking speed when in your inventory would likely be around 60%, furthermore penalising foot use.

    B. Can also alternatively be put on a sailboat like the punt gun, with the bonus of being able to fire it while on the craft. C. When aiming and firing, the user would be restricted to being stationary, laying prone. 

    It would deal 200 damage, while seemingly extreme, i think it is justified for the drawbacks it comes with. Speaking of drawbacks, heres some more! When fired, the heat and burning gunpowder will burn flammable blocks in front of it, up to 3 blocks. this means using it in forests would likely be a bit of a catastrophe. When fired, it would deal 1,5 flat damage, alongside causing serious injuries (see "mechanics" below), likely serious enough to throw off your aim for a while, also, using any firearm after will cause a sprain. Several blocks of penetration, whether thats a good thing or a drawback is up to personal opinion, personally i would think its a drawback, as the potential for collateral damage is extremely high. The lead cannonball (cannonball is the more appropriate term) would deal some splash damage, in a radius of about 2 block, dealing about 9 damage 1 block from the impact, rapidly falling off to 0,5 at 2 blocks. The most accurate of the whole mod, just as a bandaid on the giant, gushing wound. Reloading would likely be fully manual, alongside the reload taking about 1 minute and 40 seconds. Reloading would likely happen as listed here, in this order;

    station cannon on the ground. Equip powder charge, then seat it in the barrel. Equip ram rod, ram powder charge into the barrel. Equip another powder charge. Do the same as the first one. Equip wadding, then ram it into the barrel. Grab shot bag from your elk, place it on the ground and take out a lead cannonball, then ram the cannonball into the cannon. Equip powder flask. Pour about 2 blasting powder worth into the priming pan, then cover the priming pan with the frizzen. The gun is now ready to fire. As you might notice, this is not very practical for hunting, however it is possible to transport the cannon while its loaded, however this requires an additional component, the guncork, constructed from wood and iron, then secured to the firearm using rope. it takes about 10 seconds to remove the cork.

    The anti-elk-gun can only be made from iron, requiring about 10 ingots to make, alongside a new workbench, the rifler, used to rifle the weapon. (could perhaps also be used for the barrel joining?)

    The stock would be made from a whole log, alongside requiring a hammer and chisel for the final crafting recipe.

    iron age, cannot jam (although thats probably fine, it has enough drawbacks already!), Produces a crap ton of smoke, probably enough to choke you if playing with realsmoke. Fouls more than any other gun, being able to fire 4 times before requiring cleaning with a larger version of the cleaning rod. For optimal operation, in this case a scenario requiring quick setup, alongside loading and firing it multiple times, the weapon would require; An elk, A shot bag (special backpack for cannonballs), large cleaning rod, large ram rod, Powder charge bag, powder flask, guncork, rope, large wadding and at last a rock bag. (the rock bag is for backup flint/other sparking materials, as they have a 10% chance to break after each use.), amassing a total of 10 items (elk included) required for operation.

    Other firearms; blunderbuss, musket, arquebuss, puckle gun (?)

    Mechanics:

    Fouling; would probably just be represented as durability, can be cleaned by a new tool, the cleaning rod (shocker)

    Enough fouling would result in more jams and less damage, eventually when the barrel is fouled enough it becomes unusable before its cleaned.

    Firing injuries; when firing high recoil firearms, after enough shots your shoulder will begin to hurt, throwing off your aim and eventually dealing low amounts of damage over time (probably refered to as "sprain" or "bruise" if you continue to fire. No idea how to implement this.

    Realsmoke compat; guns produce realsmoke. On by default, can be toggled off. Guns wont go off in high smoke rooms (?)

    Block penetration; high caliber firearms can damage certain blocks, sometimes going all the way through, fragmenting into multiple pieces. This would probably be implemented alongside the lead shot for the hand mortar, being able to go through dirt with accuracy debuffs, crack rock, break glass, break wood, and break already cracked rock. No idea how to implement this. As for "spall", wood would produce many splinters, dealing light damage in a large cone. As for rock and cobblestone/other stone based blocks, they would produce few large, heavy damage fragments, in a moderately sized cone, This would likely be useful in caves (in regards to the rocks), and also in PVP settings (regarding wood and cobblestone). Block destruction would function as a double edged sword, being useful against hiding players, or monsters behind walls, etc. with the drawback of collateral damage. You could have the shot you fired go through your mill and kill your farmer, or hit your chicken pen, causing you to lose that precious rooster.

    Tinnitus; going deaf if fired in caves or enclosed spaces. (no idea at all how to implement this)

    suggestions, questions, and opinions are welcome!

     

    1. Show previous comments  29 more
    2. Helst_navngivet

      Helst_navngivet

      @Helst_navngivet Great suggestion, I will certainly implement this!

      Thank you for the great response!

    3. Helst_navngivet

      Helst_navngivet

      no problem mate

    4. Helst_navngivet

      Helst_navngivet

      dude i know im diagnosed with aspergers but i did not seriously just infodump me and then have a 31 message long conversation with MYSELF

      also new lime hivemind persona('s?)

      Aggresive helst_navngivet and helst_navngivet pictured below (might have them as recurring characters in the helst_navngivet cinematic universe [which totally exists btw])

      "i know we are diagnosed with autism but this is getting out of hand"

  20. how it feels getting a "thanks" on /support/

    image.thumb.png.2fad7ba22b371c3532a826b3b477ffd2.png

     

    1. Helst_navngivet

      Helst_navngivet

      I know this is like the "twitter users discovers empathy" but it genuinely makes me light up with joy and i metaphorically get the yellow flower and pink thingy particles from tomodachi life around me

  21. You dont have to apologise, /support/ is there to make sure people gets to have the ideal vintage story experience without problems, no matter of how big or small the problem is. Everyone deserves help, regardless if their problem is less serious than anothers, help shouldnt have an entry level requirement. (This applies to real life, too!) Have a great day, and good luck on your journey through this little gem of a game!
  22. Definitely. This was pretty much why i made the post, as it's a team effort to do this kind of thing. I feel like the vintage story community is something of a miracle, as most people are actually pretty chill and reasonable, which is why i believe that its so important we continue to foster that sort of behavior.
×
×
  • 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.