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Omega Haxors last won the day on October 12 2023
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The save file is going to be the hardest part. I run a similar setup (very limited but extremely fast memory) and I'm constantly hitting into OOM issues when the world gets too big. For whatever reason the game INSISTS that you save to the same drive that the game itself runs on, even when you set the primary directory to a hard drive. Also I don't think RAM is as fast as you think it is. A solid state drive is going to give you pretty much the highest performance you can get, and much cheaper.
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Experience with using AI to generate texture packs?
Omega Haxors replied to Thorfinn's topic in Discussion
I'm driving the tank to your house to appropriate your toothbrush and other private property as we speak -
Experience with using AI to generate texture packs?
Omega Haxors replied to Thorfinn's topic in Discussion
I will have to admit, it's refreshing to see an AI proponent take the criticism on the chin rather than using it as an excuse to speedrun a crashout session It might be a good idea to reconsider your neo-aristocratic view of the world before it causes substantial damage to your public image. Nobody likes a snob. Ah... a capitalist. Then I'm afraid your material conditions will alienate yourself everyone here. I would encourage everyone to cease dialogue before things get messy. -
Experience with using AI to generate texture packs?
Omega Haxors replied to Thorfinn's topic in Discussion
Your contempt is clear here. Nothing we say is going to convince you because you've already made up your mind. -
Experience with using AI to generate texture packs?
Omega Haxors replied to Thorfinn's topic in Discussion
gAI is useless at everything it users could hope to accomplish. Even if you were to succeed through tons of personal effort (more than if you had just done it yourself) it would be on the backs of millions of plagiarized works. There's only two legitimate uses for it and that's for fulfilling whatever personal desires one may have, and making hilarious political propaganda like that guy who did a Pixar parody of 9/11 and made it impossible to ignore the clear IP violations made trivial through its use. Every other case it just people trying to force it where it doesn't belong. Their intentions? I do not care, but they're never any good. Oh, and I guess its main purpose which was to fabricate a justification for burning a crap ton of oiI for a dying industry just like with Crypto and NFTs before it, but that's not a topic that's necessary to get into here when there's so many better angles to hit from. There's two fundamental flaws that makes it unusable: 1) It is incapable of creating new material, only stealing 2) It only tells you what it thinks you want to hear Creativity can never come from such an environment. This isn't coming from a place of hatred, but rather of practicality, as someone who gave it a shot and very quickly saw it for what it was. You do not play with AI, it plays you. The tech behind it is very cool and I look forward to seeing where it evolves, but as it stands now? I'm not buying it. -
You've proven yourself competent this far, I have no doubt that you've got what it takes to manage this well and I look forward to following its development. Having it be a separate game mode is a really good idea to expand and trial content for the main game without it turning into a 'too many cooks' situation. It brings to mind the healthy relationship between Runescape 3 and OldSchool Runescape, where they are unique yet connected through a shared vision.
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People these days just aren't good long-term thinkers, i'm afraid... They don't see all that work as a permanent 2.5x increase to durability and 20% increase to speed. Back in my day you'd spend 10x that effort to get a fractional of a percent increase, because the amount of work it would cut out long-term was plainly obvious. It's not even this game, there's lots of games where most players fail to see the Return on Investment if it drops below a certain threshold of instant gratification.
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Cool, hopefully integrates well with Mortal Damage because that would actually be a really interesting interaction. If not, i'll patch it so it does. Makes sense because bleeding doesn't stop instantly just because you put a bandage on. It does take a little bit of time before you get its full effect. EDIT: Works flawlessly. Well done.
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How would sharpening tools be balanced well?
Omega Haxors replied to MagpieOAO's topic in Discussion
I thought the same thing. Try it for yourself and tell me what you think. https://mods.vintagestory.at/whetstone If you think the implementation is crap and that you can do better: do it. Modding this game really isn't hard. Steal my code and make changes, then upload it as a fork. If you wanna do something a little more advanced there's a ton of people who've been running the circus for long enough that it's probably easy for them. They can lend a hand. -
Fun fact: The saturation value of foods is equal to its real life counterpart, and hunger drain is realistic to a human with the proportions of a seraphim. If you're having issues with food, try not holding down the sprint key near constantly. You'll run through your calories way faster than necessary. EDIT: Oh right and avoid that stupid 20% hunger debuff when holding something in your offhand... hate that. Makes zero friggin sense. You have this mathematically perfect system and then just ruin it by making overpowered overunity cooking pot to counteract the fact that holding an item in your left hand somehow tires you out super fast.
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The lore has the player going to the past from a time machine, so why not pull an Alucard and have a tutorial level in the future where you get shown a basic build for various things allowing you to play around with it as much as you want, then it ends with you picking your character/class and being sent to the past. It would fix the issue of just dropping you in the world while you choose your character, plus gets the player VERY invested in the story by showing them right out the gate what's going on and why they're important. The huge benefit of such a setup is that those who are new or curious can play around in a safe environment to get a hang of the various mechanics, while those who would rather figure things out as they go can skip the tutorial completely by just grabbing their handbook and then being sent into the past.
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This serves as both giving newer players a chance to get started, while also giving more experienced players the challenge they're looking for. For those wanting a harder challenge from the get-go they can set the 'start time' which applies all the modifiers up to that point at once. Modifiers are stuff like: Drifters will now throw rocks at you New enemy types spawning in Higher tier enemies can spawn more often Enemies can spawn during the day Enemies can now spawn on player-placed blocks Food will rot faster Your tools will rust Crops may die at random Enemies can attack blocks to (very slowly) break in Temporal storms exist to temporarily raise the difficulty to give players a taste of what to expect in the near future, with light storms only increasing it by a little bit, and heavy storms increasing it by a lot. The point is, the difficulty always raises over time meaning you can never get too comfortable with the current status quo. Think of it like ascensions in roguelikes, only it's a personalized experience of the game growing over time as you play it. There would be a canon list of modifiers with set times, but also the option for players to make their own modifiers or have them randomize. Play into the fear of the unknown by not telling the player when these thresholds are crossed, let the player flip when suddenly a trick they've been abusing stops working because the enemies developed a counter.
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To be fair I played a much less refined version of the game so there's a pretty good chance they have addressed a lot of the core complaints I had about the difficulty. (Also in the future, please break out your sentences into paragraphs. Your posts had a lot to contribute but was pretty hard to read) My core problem with the handbook is that it should be more guiding the player towards how to play but it feels more like it wants to infodump every detail in a way that's not exactly easy to follow if you just want a quick hint to get you back into having fun. The only things that should be hard spelled out are things that can't be intuited, like controls.
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They just announced they're quitting on today's stream I don't blame them either, they got stuck in a death loop on their first light temporal storm even though they were doing everything they possibly could to stay alive. I don't get why this game feels the need to make temporal storms more and more unplayable with every update while never giving the players any real means of pushing back. The lore has people dying to stuff like starvation but if the gameplay was anything to go off of, they all got one-tapped by an enemy spawning on top of them during a light breeze.