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Found 8 results

  1. The weaponpack mods are a series of individual mods focusing on their own individual section of combat- melee, ranged, defense. The mods attempt to overhaul and/or improve existing mechanics in the game without straying too far from the vanilla style by offering modded weapons that are slightly better than their vanilla counterparts, this keeps vanilla things untouched most of the time and lets me have a lot more freedom with what I can do with the additions. Some important info: WeaponPackAlpha: WeaponPackBeta: WeaponPackGamma: Downloads: Alpha- https://mods.vintagestory.at/weaponpackalpha Beta- https://mods.vintagestory.at/weaponpackbeta Gamma- https://mods.vintagestory.at/weaponpackgamma Old versions (alpha):
  2. These mods are simple quality of life tweaks to some parts of the game that I thought could use some tweaks, each tweak comes in its own zip so you can only install the individual mods that you want. Better Archery: Better Backpacks(and optional increased backpack cost add-on): Better Poultice: Faster Barrel: Full-Drop: Craftables: NoMolding: Stackables: Useful-Scrap: MushroomMod: OrePulverizer: My other mods: ArmorTweaks-[New armor stats] BetterDrifters-[More loot, or difficulty] SuperFuel-[High Heat fuel] Creativables-[Creative rotor and TL in survival] TemporalTinkerer-[Repairable tools, and tech] WeaponPack-[New Weapons] MoreClasses-[Better Classes] Downloads:
  3. Better drifters is a mod dedicated to making drifters more notable as an enemy. Most importantly it scales up their models, adds new sounds, and a new nightmare drifter model, all in hopes to make them more intimidating. It also changes many aspects of their stats making them slightly less common but more dangerous, tweaks the loot tables to be slightly more generous to compensate, and adds a new weapon drop to high-end drifters, below are a deeper breakdown of the changes: Combat tweaks: Drifters have all had their health increased by a few hitpoints on the low end and progressively more as their tier increases. Max spawn count for each drifter has been decreased by a large amount so there should be fewer drifter swarms and more 1-1 encounters but they should be more dangerous All movement speeds (except surface) have been increased by a scaling amount depending on tier up to double speed Drifter aggro/sight range now scales with tier from 14 blocks to 20 Now deal slightly more damage, the rate of attack has been slightly randomized and now scales with tier so harder tiers hit more often. Surface and deep drifters take a little longer time before they damage you in a swing so you have a a tiny bit more time to dodge them. Chance to flee when hit has been reduced overall, means fewer cowardly drifters that wont finish what they started Scaling with their larger models, each tier also has larger hit boxes to mach the size MOST IMPORTANTLY: The priority override for stone throwing has been fixed to make drifters not interrupt themselves with an absurdly high rate to throw stones, in addition to these next changes this means drifters will try to only throw stones at you when they cant reach you The cooldown between thrown stones now scales with drifter tier but has been increased by 3x at the minimum and up to 8x at max, so drifters cant just spam stones but higher tier drifters can throw more often Loot and cosmetics: Drifters have been tuned to have slightly more drops, added flax twine to loot tables and gave surface drifters a tiny chance to give rusty gears, flax fiber drops really commonly but the other drops have only been increased by a small amount Harvest times with the knife have been cut in half New weapon drop from corrupt, nightmare, and double headed drifters, rare chance to drop on the first two but the weapon offers lots of damage but does not have that many uses Drifter size has been increased, surface/deep have had a 30% increase in size, double headed is 2x larger, and the rest have are increased by 50% Nightmare drifter model tweak- now has many glowing eyes, don't stare into them for too long... New sounds for all drifters, corrupt and up have reverb added to sound more otherworldly Images: Downloads: https://mods.vintagestory.at/show/mod/547 Alternate hardcore version available in comments. Thanks to Thaliusfor making those changes. For those who want a even bigger challenge.
  4. The armor system is pretty flawed in its current state, but the foundation is actually pretty good. This patch reworks how armor stats are distributed and gets rid of the Tier system to allow its true potential to shine. Items that previously had High Tier Protection will instead get a +50% damage reduc in its place. Instead of focusing on Damage % reduction, Flat Damage is the focus, and % reduc is used as a bonus. Instead of calling it Flat Damage Reduction, I will be calling them Defence Points. Each defence point lowers damage by 1. Simple. If you have Damage Reduction, that calculates after defence points are applied. Did you know that Leather Armor is actually High Tier Protective? Yeah, for whatever reason the tooltip doesn't show for this, but thankfully the new system means it gets a nice 50% damage reduction. Not bad for an early game set. The values are so intuitive I don't even need to explain them, but i'm going to anyway: Improvised Wood: 0.5 defence points Leather Jerkin: 1 defence point Wood Lamellar: 2 defence points Leather Armor: 2 defence points + 50% damage reduction Copper Lamellar: 3 defence points Bronze Lamellar: 4 defence points Woven Cloth (Gambeson): 5 defence points + 50% damage reduction For metal armors, a different system is used. Take the base value for copper, add 1 for bronze, 2 for iron, and 3 for steel: Brigandine 8 base defence points Chain: 9 base defence points Scale: 11 base defence points + 25% damage reduction Plate: 12 base defence points + 50% damage reduction Bonuses: Bismuth Bronze is worse than Tin Bronze, so it has 5% less defence points Black Bronze is better than Tin Bronze, so it gains +5% more defence points Iron and Steel are strong. Everything made out of them gets a bonus +10% damage reduction Anything made out of Gold gives +20% extra damage reduction Anything made out of Silver gives +15% extra damage reduction and 10% more defence points Meteoric Iron has 2.5% more defence points than Normal Iron Pristine Antique armor has the same defence value as Steel Plate Damaged Antique Armor loses 10% of its defence points of Pristine Broken Antique Armor loses 600% of the defence points of Damaged Be careful taking big hits with armor not designed to do so. While damage reduction will always apply in full, damage dealt to durability remains the same. You might find your armor taking heavy damage from attacks of higher tier. Download is now available on the ModDB. Enjoy! And feel free to leave feedback.
  5. It is a relatively shared issue/opinion that berries are too strong. They are one of the easiest to obtain and lowest-maintenance food sources in-game, and are very easy to collect in mass quantities until the player effectively needs no other food sources outside of winter (given you're not surviving in extreme climates). Though, there are a matter of "false" solutions to the problem: - Nerfing saturation threatens more problems than it solves. Berries are already one of the lowest time:saturation ratio growables, and lowering them further would make them tedious to eat and require more berry gathering (which is tedious on its own) for the same satiety. - Increasing natural bush rarity, making bushes harder to translocate, decreasing berry harvest size, or increasing length between harvests doesn't solve the issue, it just increases the labor it takes players to reach the aforementioned tipping point where they need no other foods. Players can still collect berries in mass to reach this status, and the problem persists--you just have to eat more of them for the same satiety, which adds tedium. Both of these changes add tedium to the berry-usage process (and makes them generally less useful), which can threaten the abandonment of berry usage as a whole. Though, making all of these changes but in small amounts may avoid more glaring consequences while still maintaining a nerf to overall usefulness, but it is a patch over the wound at most--not a full fix. The problem lies with how berries are obtained and cultivated--they are far too easy to collect and plant in obscene quantities. The solution relies on changing how berry planting functions with minor tweaks elsewhere to complement such changes, but nothing severe enough to discourage berry use altogether. A few example solutions: - Berry bushes must be planted in tilled soil like crops, and consume nutrients. A rather unelegant solution, this poses problems: they may have to be removed to regenerate soil nutrients, they don't naturally grow/function like soil crops (no growth stages, seeds, etc.), they'd now need water for the soil, etc. On the other hand, berries would now be limited (like other crops) by soil quality and quantity, access to water, nutrient regeneration/crop-cycling, etc. which begins to solve the prolific-propagation problem. - Give berries alternative, useful uses. Encouraging players to use berries for uses other than eating will simply reduce the amount of berries used for satiation. Things like brewing alcohol (which can be drunk or traded for non-satiety benefits) or baiting wild animals (have them eat stray berries on the ground) provide alternative use that creates more content or solves other existing problems, respectively. One could also make berries significantly more useful for generating rot/compost than other options (which helps solve the problem that compost takes so much rot it is not worth actively pursuing... it takes 1 stack of rot for 1 compost and 8 stacks of rot for one high-fertility soil block). The main issue with this is that it is a pseudo-solution: players do not have to actually pursue/utilize these alternative uses. The reason I mention "minor tweaks elsewhere to complement such changes" is that, with proper tweaking, one can create the most solutions while preventing the most problems. I personally think that a combination of a slight all-around nerf to raw berries as food plus enough alternative uses would slightly discourage their usefulness (and commensurately use) as food while greatly encouraging using berries for other purposes. This would not only create more content and depth to berries in the process (a positive change), it would largely avoid the negative repercussions that may come with major numbers nerfs. There are definitely more potential solutions I have not thought of, but I think it is safe to say that berries need some form of tweaking in order to balance them.
  6. ModDB entry Source Code MouseSwapper is a mod that swaps the Right and Left mouse buttons ingame (block placement, interraction, etc. Not UI). It was developed because of personal preference, and because the game currently lacks mouse button rebinding. Additionally the help/interaction prompts are also swapped. Hope you find it useful. Developed by Me and Lyrthras l
  7. IMPROVED POULTICE MOD BY DYTHANOS Welcome to my first ever published mod! [be gentle] This mod serves to add much needed features to both the single player and multiplayer experience by tweaking the current poultice item and adding a class that uses them more effectively. Poultices in this mod will now be usable on other entities allowing you to heal wounded animals and other players. (or even drifters if you are feeling cheeky!) I have also lengthened the time it takes to apply poultices (much less so for linen poultices, which are now called bandages) and improved their basic healing amounts. For example: Reed Horsetail Poultices now heal 3hp but take 1.75 seconds to apply and a Linen Honey Sulfur Bandage heals 8hp and takes 1 sec to apply. To heal yourself with this mod, press and hold the RMB while not targeting another entity. To use on another entity, you must be near that entity and press and hold the RMB. For use on another entity, you do not have to keep the reticle on the target, but you must stay relatively close by or you will not complete the healing. This mod also adds the Medicine Man class, a village wise man that communes with nature and is highly effective at using poultices on themselves or others. He lacks the youth to fight in melee and is too set in his ways to learn new technologies, but even with these weaknesses, they will be a welcome addition to any village. If you experience any bugs with this mod, please let me know below. improvedpoulticemod_v1.0.0.zip
  8. IMHO, killing poor drifters from dirt pillar are... m-m-m.... Kind of cheat? It is sad, but there is no enemies with ranged attack at this moment (only in roadmap). But... We have bees and locusts. Both of them can ignore pillars. So, can anyone make mod, which adds spawn of locusts during temporal storms, and give tainted/corrupt/nightmare drifters ability to spawn swarms of flies (corrupt bees?) with configurable chance? Thank you.
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