Jump to content

Clockwork Mind

Vintarian
  • Posts

    10
  • Joined

  • Last visited

Everything posted by Clockwork Mind

  1. The vanilla game allows you to set the font of its text, using any font on your computer. But almost nobody knows this is possible, and even fewer know how. 0. The hardest part of this is actually finding another font that looks good and works well for the game. It's truly so much harder than you'd think. After dozens of hours of searching, the best I've found is Caudex Bold. (Honorable mention to Albertus Medium, which is amazing for everything except rendering the corrupted text in chats sent with low stability/during a storm.) Download the font, unzip and open the TTF file, and install it. 1. Go to C:\Users\...\AppData\Roaming\VintagestoryData and open clientsettings.json. (Make sure the game is not running while you edit it, or your changes won't save.) 2. Find the line with "defaultFontName" and edit the value to the name of your font and save the change. You can also change the "Decorative Font" on the next line, which is the text rendered on Menu buttons and lore discovery text, among other things. 3. Save the file, open the game, and the change should be made! Happy reading! Here are some in-game examples of Caudex Bold (and Unifraktur Maguntia for Decorative Text).
  2. WAIT. Created ONE day ago?? Oh my god, thank you so much for letting me know about this font mod! And thank you to the creator!
  3. Unfortunately it really isn't so plain and simple for him as it is for us. Between the fact that players don’t like change (even changes I consider to be almost objectively for the better), and questions of readability and accessibility for different visual and neurological conditions, just the process of selecting a single default font that works for everyone is far tougher than it might seem. And more importantly, even if you found the perfect font, actually using it in the game runs up against the Final Boss of game development: Licensing. I am not a lawyer, and couldn’t divine the exact terms of Albertus Medium’s license, but I’m pretty sure you couldn’t package it with a game and sell it for money without paying a license. If you’ve ever been annoyed at needing to pay a few dollars for a font you found online, just imagine how that would scale up for a game you’re selling to thousands. I first went down this rabbit-hole 18 months ago, when I first got the game, saw and hated the default font, and found Jobediah’s sacred wisdom. I was doing my research in order to write a petition to Tyron about changing the game’s default font. Then I unearthed all these complexities and complications, and scrapped the petition. Much as it galls me, I have to accept that because the game does allow you to customize your font with the json file, the existing situation is acceptable enough for now. The smallest scale of a solution is making this sacred wisdom more widely known, which is why I posted my reply in the first place. I want more people to know they can do this, I want more people to see this thread when they search “font” on the forums. Maybe have it added to the wiki as well. One step up from that solution would be a mod that adds a menu option for selecting fonts, that just changes the values of clientsettings.json. A step up from that would be that menu option being added to the vanilla game. Then finally the biggest solution would be if someone made a brand new font (which I have honestly considered doing, probably inspired by Albertus) and made it public domain (or whatever is the legal term for “you can use it in commercial products”), so Tyron could add it to the game without licensing issues. Would probably still want the customizing menu option in any case. The reason I haven’t put any effort into making a mod, or especially a font, is because I don’t know if anybody would even care. If everybody else loves the default font, I don’t want to put a ton of effort into making it easy for them to change. I’m just forum posting for now, in the hopes that more potential people who’re annoyed by the font will have the opportunity to find this. Hopefully this helps some people.
  4. I can't quite tell if this is a question or a statement, or what exactly you're saying with it, so this response is a hail-mary. I do believe that is Lora, which is the game's "decorative font." You can also see it on the menu buttons and several other places. You can change it in the same way as the default font. I've never had a problem with how it looks, so I've never bothered finding a replacement.
  5. I actually agree about how bad the default font looks (though perhaps not your specific phrasing of the issue). To me it makes the game feel cheap and amateurish, like I'm playing a pre-alpha build that wasn't really meant to be seen. Given just how well-unified most of the game's aesthetic is, I was shocked that the text has been left so plain and unfitting. Almost as shocked as I was to find that apparently nobody else seems to notice or care. Fortunately, you can actually change the default font to any of the fonts you have installed on your computer! And I am about to utter the instructions for seemingly only the second time in human history, echoing the ancient wisdom of the sage, Jobediah Timberman, the sacred text of which be found in this random post about a mod they updated. I spent ages testing out dozens of fonts that might fit the game well, but couldn't beat Jobediah's suggestion of Albertus Medium. Good style for the game, and good thickness and readability for the resolution. 0. (To install a newly downloaded font, like Albertus) Unzip and open the TTF file like any document, and Windows Font Viewer has an Install button at the top. 1. Go to C:\Users\...\AppData\Roaming\VintagestoryData and open clientsettings.json. (Make sure the game is not running while you edit it.) 2. Find the line with "defaultFontName" and edit the value to "Albertus Medium" (or whatever your chosen font is called) and save the change. (You can also change the "Decorative Font" on the next line if you want, but Lora is already good.) 3. Open the game, and the change should be made! Happy reading
  6. Woah, I knew it was a small dev team, but had no idea it was this small. Thank you, that puts all of this into better perspective.
  7. I was hoping for something a bit more immersive, on the level of using a rope or handheld food, but I suppose the slightly janky cages are preferable to the gameplay void of the base game. How is this still a problem that needs mods to fix it? Animal husbandry is a whole mechanical system that's tied into the main progression. How is there still such a big hole in this gameplay loop, and why does the community just seem to accept it? I don't want to seem ungrateful to the devs, who seem to be working really hard to prioritize development time, I'm just confused that the community doesn't talk more about this. It seems like a really big oversight to just accept as the way things are, like if Minecraft didn't let you craft Sticks, and you could only get them from loot chests.
  8. I've read from the survival guide and forum posts that herding animals requires luring them with leapfrogging food troughs, or hurting them to use their aggression/fear. I've also read from posts last year that people were wishing for ropes to be able to attach to animals and pull them around. Is this really still the only way to do this? It seems utterly insane (borderline unacceptable) to be playing a game that features a wide open world and animal husbandry, and yet the only way to move them is by spending actual real hours abusing their existing pathfinding. Am I missing a newer feature in the game? Is there an up-to-date mod that adds some kind of actual lure or leash that I wasn't able to find in my mod search?
  9. Is the timer shown in the player's inventory accurate? Since it seems that additional multiplier isn't shown on held items, I'd hope that the temperature modifier doesn't apply there.
  10. I'd thought about this early-on as well. Thirst is one of those survival mechanics that can be very interesting and deep, but is so easy to just make into a Tedium Meter. It needs to be more than just a timer on how frequently you need to take a swig from a water jug, no matter how dynamic and interconnected that timer is. This game's Hunger system works because of the variety of the food groups, and how they all tie into different ways of making food, which are themselves tied into major progression mechanics like farming, milling, and preservation. Thirst would need to do something similar, with things like juices being more valuable to drink than just water, soups and stews getting their own hydration value to incentivize cooking them, higher-tiered water containers like leather waterskins and metal canteens, and probably either very streamlined and infrequent manual water collection in the later-game, or fully automatable water collection + storage, to ensure that even hundreds of hours of dealing with hydration doesn't become a major annoyance. It also ties into other aspects of the game like World Generation. If water becomes a vital survival resource like food, then you'll want to have it relatively nearby wherever you decide to settle. The thing is, simple food is easy to forage on the fly anywhere, and seeds/bushes are easy to relocate to your home. Will the same be true for water? Will a player's choice in home location be constrained by the random fluctuations of procedural generation? Would people stop exploring/settling in deserts because they're too much of a pain? Buckets currently require access to smithing, which is a not-insignificant progression gate for something as vital as hydration. Would water relocation have to become easier, and what other parts of the game would that affect? It's a big and complicated topic. While I would absolutely love to see my dream-version of a Thirst mechanic implemented, actually doing so would be really hard to pull off, and I'd understand if the devs ultimately decide that a Thirst mechanic just wouldn't be worth trying to implement, and focus on other things instead.
×
×
  • 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.