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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. So, there's what I consider "standard" falling blocks, e.g. gravel and sand. Then there's the mode where dirt and cracked stone also collapse. Which setting is "Falling Blocks?"
  2. I've been meaning to ask on the forums what those pieces are for. I tried to use them, but they don't fit anything I visualize.
  3. Oh, thanks! I guessed it was something straightforwardly stored in the dataPath directory, but I didn't want to do the digging. I'll try this out.
  4. Wow, @jayu. This was magical. Thank you! I also use Rider. It was so validating to see someone else talking about it here. Since I have a bunch of mods on my default installation, I added a "--dataPath" arg to point the game to a fresh folder with no mods. I guess the alternate option would be to uncheck all my mods before opening a world while testing, but it's a lot of mods.
  5. I haven't seen the official text, but I've been reading that VS plans to support separate mod lists soon. That would really make my day. I assume that multiple parallel versions are still going to require separate log-in. Maybe we'll get lucky and they'll have a solution for that too. Considering how much they depend on players who want to test their release candidates, it would be nice if they'd take a look at making the process smoother for folks who maintain long-term games on a stable release while testing out RCs. I don't plan to mess with RCs until I've played through the existing story at least once
  6. This is a really good idea. I use Player Corpse with no timeout because this kind of stuff makes me crazy
  7. I generally think that stuff is just because folks like to get together and hate stuff. I played Minecraft for a long time. I might go back to it. The mood is very different from VS.
  8. I totally believe that he would, but there are plenty of situations where one could imagine the game servers shutting down abruptly due to factors Tyron doesn't have immediate control over I don't like DRM on games, and with VS in particular I have to log in a lot because I maintain separate mod folders. But VS DRM is better than a lot of games, so
  9. Sure I use scythes. I just don't take them very far from base. Snow is an issue everywhere in the winter.
  10. I didn't know livestock despawned in the dark. Thanks for the warning.
  11. A mod was released for 1.19 called Scraps that does exactly what you describe. I still have it installed in 1.20, but not all of the recipes match up now. I have been trying to figure out how to fix them myself. They're not that complicated, but there's something in the way that clutter subtypes are referenced that I haven't grasped yet. ETA: Scraps is decently well-balanced. You need tools to break down the clutter, which helps gate the materials until you're at least in a metal age.
  12. Wait... is a cellar limited to only being 3 blocks high? I totally missed that. My current cellar is 4 blocks high. Though it did show green when I tested for room, so it must be flexible.
  13. That's an interesting observation. A snow shovel would be one more specialized tool to haul around, but I agree that it gets annoying to waste durability on snow.
  14. I'm in late game with my first playthrough, and there are a lot of things I'd do differently. The big thing being that EVERYTHING requires more space than I thought. I started out ok. I built a 3x5 dirt hovel near spawn. Then I built a one-story base with a kitchen in one corner, a smithing area in another, table and wall racks on the third, and stairs going down to a cellar in the forth. The animal pens, which became a barn about 50% larger than my base. At that point, I found a nicer location and wanted to build a new base. I also had a good supply of temporal gears and could change my spawn point. If you're playing with temporal gears to change spawn, it seems like you HAVE to build your first base near spawn. Unless you play with permadeath like some guy who doesn't need to be tagged into this thread. For my new base, I built out a cathedral ruin and extended the spire to a nice height for a windmill. The base was 3 storeys and easily 3x the space of my previous base. I think it looks pretty cool for an architecture-impaired person like myself. Then I built out a nearby ruin (I guess the whole area is a village ruin) into a barn and bisected it for sheep/pigs. Getting the livestock moved over was the HUGEST PAIN. This was in 1.19, but getting 3rd gen livestock to move with rope leads is still a lot of pain. Moving my inventory was also a pain, and doing it without Carry On would be worse. Half of my base has gone to smithing and automation, with the manual smithing stuff on the ground floor and the second floor hooked up to the windmill power train. I had to go through a dozen drafts in creative to figure out how to cram all three automatable devices in there. And it needs 2 forges because running back and forth from downstairs when you're helve hammering is just silly. The barn is also too small now that I've bred out my livestock a bit. Expanding the existing barn would be weird because of its ruin foundation, so I'm probably going to build a separate barn for the sheep and devote the original one to pigs. Worst, I've run out of places for storage containers convenient to the places that need them most. Sooo.... I guess this overly long post is to muse on what could be done better. 1. It would be nice to not move your base mid-game, but considering respawn mechanics, I'm not sure how. Maybe just try to scope out a permanent location earlier and plan to move as soon as you get your first temporal gear. Since right now livestock pregnancies and aging don't progress unless you're close enough to the animals for the chunk to be loaded, it's not really practical to set up your initial barn far from where you plan to spend most of your time. 2. Once you're in midgame, it's hard to overestimate how much storage you'll need. Even with the large stack size for ore nuggets, I had to move from chests to crates pretty quickly for smithing. Imagine everything you're collecting in quantity will need its own crate eventually and build out your space accordingly. 3. It probably is better to make the windmill and forge its own building. There may be more lessons learned. I'll think on it.
  15. As I'm entering, I guess, late game on my first playthrough, I'm finding Storage Vessels to be kind of annoying. Chest-like storage is fine until you get to having a lot of stacks of the same thing. What I'd really like to have now is something more like a crate with the top off -- store a whole bunch of the same thing in a single storage item and be able to tell at a glance what's in it. Additionally, the way of adding and removing items with a crate works well when you're dealing with higher volumes, and it's overall more immersive. Afaict, the only thing that works like a crate is a crate. Every other storage container I've poked through in the game seems to use the stack-slot inventory UI. In fact, the only thing I've found so far in mods that works like a crate is the flour bag in Storage Shelves. The suite of the lovely containers in Storage Shelves probably covers my use case, except that for my Vanilla+ game I really don't want something that elaborate. Just one tweaked crate would be enough. I set off to make my own. Creating a new crate or patching the existing crate to have the spoilage rate of a Storage Vessel is easy. The problem is that you can't see the spoilage status of the contents on the tooltip. Considering that the vanilla crate already tells you its spoilage rate on the tooltip, it seems weird that it doesn't contain any info about the contents. It LOOKS like one actually needs to make a full-on code mod to change the crate tooltip. I guess before launching into learning the API, I wanted to sanity check. 1. Is there no json-available behavior for a container show the spoilage status of its contents? 2. Has nobody really made this thing?
  16. It looks like you solved your earlier problem with wild cards! Those look sharp. I won't pretend I have any input on your actual problem.
  17. @cosmobeau, I went back and looked at how you edited your OP, plus the frustrated recent post where you clarified your position related to the rude posts taking positions against Adventure Mode. I have fresh respect for how you've tried to keep a controversial topic civil. (FWIW, I thought your clarification post came across justifiably frustrated but not inflammatory.) It made me think that maybe there ARE some interesting things left to discuss around this topic, which puts egg on my face for my earlier ugliness. I do generally have the perspective that Adventure Mode is a reasonable project for Anego to take on, and that they are the ones qualified to sort the capacity of their team. I'm also not totally sure if my thoughts weren't already said. @Thorfinn covered the game engine vs separate game issue pretty thoroughly. If I understand correctly, your primary concern centers around mixing the Adventure Mode project with VS while also claiming it's a different thing. The beef that I'm developing is that Anego is classifying VS as early access in the first place. When you have a roadmap that goes out 10 years and the game is playable now, that's not EA. That's a released game with planned expansions. It's really just a terminology issue, but it matters when we talk about Anego's priorities for "finishing" VS compared to working on other games when afaik there are only vague distant plans for ever finishing it. Don't get me wrong -- I LIKE that model. I really, really don't want to hear plans for completing the game content next year or whatever. Existing games with regular new content releases keep me playing for a long time. I just don't think it's an early access model. ETA: It occurs to me that the early access framing really did have a big effect on the way the original announcement thread went down in flames. When you say, "We have a roadmap going out 10 years," and the new content is considered expansions on a released game, that's exciting. When you say that about a game that's considered incomplete, you're really saying, "Don't expect a finished game for at least 10 more years," and that doesn't feel so good. I'm curious as to whether that framing of VS as a fully released game with regular planned content updates affects your view of the Adventure Mode project. Or maybe there's no way to have a thoughtful discussion on a thread invaded by ad hominem attacks.
  18. OK, yeah, that's a classy trailer. I'm going to go look up what there is to learn about Everwind. Interesting that it's popping up now. Hytale had a classy trailer too. Vintage Story has a jump start with mature game engine that can be built upon toward fantasy adventure features, but I'd be shocked if they've dropped a line of code toward it yet. The original Hytale might come back from the dead. It could be a bunch of projects stepping on each other's markets. It could be a golden age for voxel games. Sometimes having multiple games in a genre at the same time feeds all of them. It could also be a nothingburger where none of these games materialize. Considering how many fantasy adventure games exist in other formats, I'm not terribly worried that they'd all end up the same if they all make it to market.
  19. I just want the "boards" under the roof to match the material I'm building with. Looks like One Roof does that. Definitely adding it to my planned more-modded game.
  20. Well, I won't have that problem because we're about to start making steel.
  21. Hmm. Are you trying to specify two types in one wildcard statement, e.g. cup-glass-*-* where the first wildcard is mat and the second one is wine? Someone with more experience may contradict me, but I'm not sure the json can handle that.
  22. BTW: "You" in that essay was the general you, not your opinion in specific. As I think about it, I could have been more insulting than I intended
  23. Gah. I'm just starting Chapter 1 at last, so I'm afraid to read your spoiler. I'm kind of awed by how little I know about the worldbuilding so far. That's a huge compliment to this forum's respect for spoilers. I'm sure it's a good insight. I'll take your word that there are lore reasons that adding more fauna makes sense.
  24. Eh, I don't think you can take an absolutist position on this either way. You can never know everything that might be useful, but if you know next-to-nothing, your opinion is probably worth less than the pixels used to display it. The world is filled with people talking out their butts, and it doesn't make their insights useful or their decisions "good." I spent years in a sort of existential crisis on how one could have confidence in one's opinions on big issues enough to say, advocate or demonstrate, when there is no way to have ALL the information that would inform your opinion. The conclusion I reached is that big opinions should be reached with caution, not because having an opinion on imperfect information is bad, but that once you really jump in on an opinion and act on it, your ego is involved and it's going to get more and more painful to change course. Adventure Mode, of course, is not what I'd call a big opinion . I think it falls into the category of, "The lower the stakes, the bigger the drama," or something. Having opinions on what's IN this game makes perfect sense, even though we have very little knowledge of what led the devs to make the decisions they did. We have plenty of experience on the outcome. Having a strong, emotionally invested opinion on Anego's business and structural decisions is just making stuff up and then fighting about it.
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