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Helst_navngivet

Vintarian
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Everything posted by Helst_navngivet

  1. 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?)
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  2. 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)
  3. this was quickly drawn while processing iron blooms by hand, drawn in MS-paint (if it isnt clear)
  4. 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.)
  5. 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.
  6. 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.
  7. 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!
  8. [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!

     

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    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"

  9. 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

  10. 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!
  11. 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.
  12. As always, shading and color is amazing! I cant help but get a little jealous of your anatomy skills. Love that there is so many artist in the community! I might be stupid, so correct me if im wrong here, but: I notice that crest has notably shorter hair here compared to another piece of art you made ("crest fighting off a shiver"), is there a reason for this, or is it a redesign/other decision? Keep on making art! (Not imperative)
  13. Perspective in this one looks super awesome! Love your interpretation of the shiver, i also imagined them as some sort of bony demogorgon style dog! Also adore the shading, the way you captured light in the tiny crevices of the cobblestone looks really good!
  14. This guys music taste rocks (literally)

    Also the banner art is pretty dope :D

    1. San2244

      San2244

      Happy to hear that.
      I do plan to eventually start posting drawings inspired by VS. ^^

    2. Helst_navngivet

      Helst_navngivet

      That would be awesome! More artists are always welcome!

  15. It seems like new discussions about AI use in modding constantly pop up once or twice every month on the discussions page, and without fail they all kind of seem to devolve into a nihilistic cesspool of subtle insults and "we are doomed" talk. Can we not do that? Im not against having those sorts of discussions, but i am very much against heated arguments. These sorts of topics all seem to follow the /forum/discussion: AI-in-modding cycle (see attached image) and that kind of sucks. I would love to see a debate about this where both sides are respectful, because that sort of thing is really rare on the internet, and having a welcoming community that doesnt go into a digital civil war every few weeks is something i believe most people are pretty desperate for. Can we prove we can do that just once, and make June the "month of peace" or something? An ideal argument should be something like this: Person a: i dont like AI in mods and i wont download them Person b: im not against AI in general but i accept your opinion A BAD argument is something like this: Person a: i dont like AI in mods and i wont download them Person b: i support AI and because of that i think you suck I want to state that i still think vintage story's community is already very respectful and full of wonderful individuals, but i still believe we can do better. To all the people who choose to remain positive and respectful: thank you for being such fantastic people, and i hope you have a great day/week/year/life. BEFORE ANY DISCUSSION HAPPENS: THIS IS NOT A POST ABOUT AI!!!! THIS IS A POST ABOUT POSITIVITY AND KINDNESS!!!!!! PLEASE be respectful, this is a forum, not a battlefield.
  16. Welcome to the forums! For these kinds of issues its better to post in the /forums/forum/vintarian-support/ page. You might want to clean install/reinstall, BUT BEFORE THAT, there might be some other more experienced people like @Byrnorthil who probably have a better idea of the issues at hand. If it boils down to a clean install, then that sucks, however you might be able to save some of your progress by backing up specific files. (Can someone with better knowledge of these types of things confirm if this would work? Thanks!) It would help a lot if you could explain a bit more in regards to your hardware/OS, is your ram/cpu running on 90%? Are you running VS on linux? What does the ingame FPS counter say? Hope this helps!
  17. little artwork of that one time me (guy with the lamp) went cavediving with my friend (full copper plate) and got completely and utterly mauled by sawblade locusts and corrupted shivers (both of which we had no idea what was supposed to be at the time) Turns out copper plate armor doesnt make you invincible, and the handgonne is not at all a viable self-defense weapon. I think the shading could have been better, but im pretty satisfied with the overall result. Im not very good at living beings either, but i think the proportions are good enough. (I just realised that it looks like a redraw of the thousand yard stare, this wasnt even intentional lol)
  18. Thank you all for the amazing responses, I am very grateful for being part of such a kind community!
  19. @Rainbow Fresh Thanks a lot for the great answer, this was just the kind of response i was looking for!
  20. based on the infamous turnip garden incident of '26 i sadly fell victim to
  21. If its really bothering you, switch off temporal stability in gameplay settings or "/worldconfig temporalStability false" (without quotation marks) Regarding why, it might be because of 1.22 doing 1.22 things, but thats mostly regarding migration from 1.21.x to 1.22, a similar thing happened to me with animal spawns. Hope this helps!
  22. In regards to upkeep, support, etc. Is it too much to handle? I want to make a mod, but i also dont want to be one of those people who burn out and lash out at their fans and become grumpy and irritable. If its something like an hour each day its acceptable, but any more and its too much for me. Second question: is it fun? And if so, what part makes it fun/enjoyable? Would love to hear from some experienced modders! Thanks in advance for any answers!
  23. Its simply amazing, i spent my first night outside (kind of forced to, no house to speak of) and i found it so cool that there was so much detail for the nightime skybox compared to games like minecraft, i especially like the yellow blobs/galaxythingies! Kind of got me thinking if its viable to navigate using the stars if you play with no map on. (can any no map players answer this?)
  24. Looks amazing! The advice on watercolor is greatly appreciated, probably using that on my upcoming arts and crafts exam. Also, i really like the way you make lineart, the potent black on the muted colors go so well together!
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