Jump to content

All Activity

This stream auto-updates     

  1. Yesterday
  2. Milo Christiansen

    [VS-1.5.5] Darkagecraft PVE: First Public Modded Server

    @Matthew Rozycko You are now whitelisted, go have fun!
  3. Matthew Rozycko

    [VS-1.5.5] Darkagecraft PVE: First Public Modded Server

    1: Polska_Bear 2: 26 3: Eastern time zone, U.S.A. N.Y. 4: Yesserie sires and madams
  4. Erik

    Inventory overhaul

    Well, I guess I learned something new. The current system, as far as I know, is not moddable in any way, which really is a shame. Color coding would indeed be something nice. I thought of action slots, because I thought, the inventory system needed some standardization to be moddable. Action slots are an easy way for modders to expand the functionality of the inventory, like adding new types if armor. The moddability using action slots could be so easy, as modders could remove the option for multiple backpacks by just editing the json files. Implementing the system wouldn't be 'as hard', as the game already has some form of a html/css-like GUI system (It's only mentioned in one of the first news posts), it would "only" require some major refactoring.
  5. redram

    Inventory overhaul

    As far as differentiating containers, I think each slot should impart a different color to the background of the inventory slots it applies to. This would make it very simple to tell which container goes with which slots. I do agree that having four backpacks is ridiculous, it should be just 1 backpack allowed imo. But I have no problem with the four slots being where they are. But these things don't require an overhaul to accomplish. I guess I'm unclear what the 'action slots' are accomplishing as well. Is it really entirely un-moddable now? Even minecraft can have adjustments made to the inventory by mods...
  6. Balduranne

    Inventory overhaul

    If you hover over the pouch, it'll show you a list of what's inside it
  7. Erik

    Inventory overhaul

    The problem with the current system is the implementation on the four pouch slots: Other than carrying four backpacks being absurd, the player doesn't know, which item is stored inside which pouch. Having the pouches placed next to the quickbar is an odd design decision, as it ruins symmetry and has no real practical use, other than obstructing the players view. What the modding api currently lacks is the ability to create GUIs with inventory slots. The proposed system wouldn't only allow for easy creation of new GUIs, it would also allow for easy modification of existing GUIs. For example: A mod that adds capes could simply add a new type and add an action slot of that type to the players inventory via coding or json patching. Multiple mods can add multiple things to the same GUI without compatibility issues.
  8. redram

    Inventory overhaul

    I'm unclear what problem this proposal is solving. And yes, I get you're trying to make the inventory 'moddable', but what problem is *that* solving? What do we get from this system we can't get from the current? Giving mods the ability to expand the inventory beyond the current max?
  9. tony Liberatto

    Inventory overhaul

    Love the idea, specific where it concerns to having specific type slots. I have been asking for inventory expandable containers that are made to carry only specific items or blocks. I.e. a straw basket for seeds and food items. A wood container, like a chest or barrel for ores.
  10. Last week
  11. Erik

    Inventory overhaul

    The inventory in VS is very unfinished, so I got a small idea on how to expand it. First, I'll introduce a new property for blocks and items: The type. Types are just categories for items and blocks, a type can be attached to any item or block via json. Custom types can only added by code mods, using an IType interface. Some types can also require additional data in the json file to fully work. Possible types: Backfit (for backpacks and the like), Helmet, Chestplate, Tool, Weapon, Pouch, Ore, Ground, Flower, Food,... Now, I'll introduce the item slot types: Normal slot: A absolutely normal slot, every item fits in. Filtered slots: These slots only fit items and blocks of a specific type. They render as a black slot with the type image in it. The type image is defined in the types code. Action slots: Action slots are type slots with the ability to utilize the item inside the slot. The handling of the item is described in the onEquip, onEquipped and onUnequip functions of the corresponding type (in the class that implemented IType), using properties defined in the items json file. Action slots look like filtered slots, but have a bar next to them and are surrounded by an inventory box. Custom slots: Can be added using mods to add special functionality to inventories, like the inventory of a furnace. They can be created by inheriting from the abstract CustomSlot class. Their appearance can also be defined using coding. Technically speaking, all slots implement the IInventoryElement interface and all inherit form the CustomSlot class An example for an action slot: Backfit type action slot. Used for backpacks and barrels: When the player puts a backpack in the slot, the action slot "expands" and adds new slots to the inventory, some of them even being action slots: When the backpack is pulled out of the action slot, it keeps the items stored inside the item, making swapping out backpacks easy. Armor is also using the action slots to be equipped. Now that we have covered slots, we will quickly cover my vision for a moddable inventory system. An inventory is defined via json. The inventory has a size (width, height in % of screen). There are multiple elements that can be fit inside an inventory, notably slots, filtered slots, action slots, custom slots, other inventories and other inventory elements. There are three types of inventories: static, floating and custom inventories. Inside static inventories the elements are statically fit using coordinates in percentages of the inventory. Floating inventories have the elements inside positioning oneself by order, like floating in css. Floating inventories also have a scrollbar, when the elements inside would not fit the width and height of the inventory. Custom inventories are often dynamically inserted into inventories, using action slots. They can also be defined in json or generated by code, the coded approach being more common, like in the case of the backpack. Custom inventories are also either static or floating. An inventory that is not inside another inventory is the window object. Custom inventory elements, like progress bar or buttons can be defined by implementing the IInventoryElement interface. The coding of inventory handling should be very reminiscent of Javascript DOM scripting, having to append objects, getting objects by class or id and so forth. Inventories in the survival mod should be stored in json files as mach as possible, to warrant maximum modding compatibility. I know there is some html/css like system in place for GUIs right now, but right now it isn't moddable, and I thought of this as one way to solve this. Implementing these changes would obviously be a massive, but worthwhile, undertaking, as it is basically a rewrite of most of the GUI system, things like shift-click behavior on items have to be entirely rewritten etc. This was a very technical description of a easily moddable system, and while my "how to design it code-wise"-suggestions might not work so well, the basic premise of a floating player inventory with action slots is what should definitely be implemented somehow.
  12. tony Liberatto

    [VS-1.5.5] Darkagecraft PVE: First Public Modded Server

    Welcome to the server, You are whitelisted as _Mistininja_ with the underscores. Have fun.
  13. Balduranne

    [VS-1.5.5] Darkagecraft PVE: First Public Modded Server

    Your dad is awesome!
  14. Erin Far

    [VS-1.5.5] Darkagecraft PVE: First Public Modded Server

    IGN: _Mistininja_ Age: 15 You might know my dad, IvanErmia, who usually posts his builds on discord.
  15. Earlier
  16. Ivan

    The case for ships

    I like that idea the most. Tyron talked before about in game schematics. At the time I did not see the point,in a 3d schematic to 'fill in', because I work in Creative mode 99% of the time. But they would be a great link in Survival mode, between custom building and prefabricated elements.
  17. tony Liberatto

    [VS-1.5.5] Darkagecraft PVE: First Public Modded Server

    Welcome to the server. You are now Whitelisted. MrUnhandy Have fun.
  18. MrUnhandy

    [VS-1.5.5] Darkagecraft PVE: First Public Modded Server

    Vintage Story Player name: MrUnhandy Age: 21 Time Zone, If you prefer Country and or State. The Netherlands Do you agree to follow the server rules?: Yes.
  19. Balduranne

    Warframe

    I don't think many people play it, but Warframe is an online game with a surprisingly fair F2P system. The titular Warframes are, in essence, robotic puppets which function as characters with different abilities. The combat system is fast paced with a multitude of options to dispatch the enemies. One caveat is that, while it's gorgeous, it's not for everyone - The multitude of light and particle effects are likely to cause eystrain, sensory overload or seizures to people prone to these conditions. With that out of the way - The game is great. It keeps getting updated, and you really don't need to spend any money on it. The premium currency is used to trade with other players (And can be gained in such fashion) or to purchase cosmetics off the store. You CAN buy guns and frames through it, but it's a waste of money, as they are available normally. Does anyone here play it?
  20. redram

    Logical Mechanics

    507...presented 10 at a time. Because apparently whoever made this page thinks we're still in the 1990s of internet. At least there's an index I guess. Still a good resource.
  21. Back from long vacation. So my late responses: - In game maps. Seriously. No seriously. People will miss these if they are not present. - Finalized prospecting. Personally I like it how it is, but in any case it needs to be 'finalized' before release. It's too huge a part of the game to go switching it about wholesale after release. - More content. Again, I really thing it should have at least a sketch of all the major TFC stuff. leather working, armor, basic cooking, more detailed farming, quern, animal domestication, fishing, etc. Also steel tech at least. Possibly also a better handle on how weapons are expected to balance, and how bows play into it all. Ideally a detailed hunting mechanic, if such is the plan. Also seasons and an accompanying nerf to berry bushes, and getting healing in it's final form. Don't release the game with the food and healing in their current stopgap state. - Some basic server protections for SMP play (both protecting the server, and claiming and protecting player property), plus whatever backend stuff. I don't know that stuff. Nice-to-haves: at least 1 mountable animal, some basic mechanical stuff (wooden cogs to power querns, at least). Also SMP prism of some kind, as Tony suggested.
  22. Eloraam

    Linux: Critical Error: Requested GraphicsMode Not Available

    Okay, I managed to get mono 5.12.0 installed. I'm still getting corruption on the home screen sometimes?
  23. Eloraam

    Linux: Critical Error: Requested GraphicsMode Not Available

    Gentoo doesn't really have versions, per se. It's a continuously updated distribution with a system called 'portage' that builds packages on the user's system. If they're just using DllImport, then yes, that does sound like a Mono issue. I wonder why I've never seen that before with other C#/OpenGL things? Several Zachtronics games use that combination and work fine. Mono 5.4.1.6 is the most recent ebuild, though. Upgrading to a more recent version would be... a bit more difficult. I'll check for an overlay.
  24. Ivan

    Desktop wallpapers

    'Ocean of Memory' 1024 view distance and 768 view distance
  25. copygirl

    Linux: Critical Error: Requested GraphicsMode Not Available

    @Tyron Like they said it's also likely that it's an issue with Mono. Like, if DllImport doesn't respect "ld.so.conf". @Eloraam Would it be possible for you to try with an even more recent version of Mono? Such as 5.12?
  26. Tyron

    Linux: Critical Error: Requested GraphicsMode Not Available

    Is there any gentoo issue tracker where we could report both problems? [Edit:] I'll try to report them on their bugzilla [Edit:] Ohwait, I should probably report the Gentoo Version too. Which version are you running @Eloraam?
  27. copygirl

    Linux: Critical Error: Requested GraphicsMode Not Available

    Got a response from the guys working on OpenTK:
  1. Load more activity
  • Newsletter

    Want to keep up to date with all our latest news and information?

    Sign Up
×

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.