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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. I was initially skeptical of the kind of indie business model that relies on low prices and no additional charges for huge amounts of expansion content, but Tyron has been pretty clear that the game's pricing structure is more than meeting the needs of the company. I guess the game sales really do make it up in volume, He also mentioned that things like his hosting service are providing a big financial lift, and there'd be nothing to host without the game. So it's all an ecosystem. My biggest question is how one generates ongoing income when presumably someday everyone who would be inclined to buy the game has already bought it. Folks with more skin in the game (heh) than I do are certainly looking at the economic angle. I think he's wise not to have a demo mode, though. That would just cost additional effort to maintain, even if it's only a subset of what he's already building.
  2. (Looking this up on the wiki) Holy crap. I would not call a reverse-gravity chute an Archimedes screw. An actual Archimedes screw seems like something that would totally be worth modding into the game, especially as a part of the hardcore water transport mod. Chutes can't be used for liquids, can they? Also, water is weird because of water source blocks. Obligatory plug for a well-digging mechanic. Folks seem to be far more interested transporting water from very far away than the totally real-world logic of digging a well to feed more localized water transport or irrigation.
  3. Oh, that makes a lot of things clearer. The very places where the current handbook handling of recipes is most troublesome are the ones hardest to fix. I should have guessed I agree that mod integration into the handbook is a bigger deal than the confusing cycling of ingredient variants, which doesn't mean that the confusion is no big deal. It does seem like the recipes based on criteria not part of the blocktype could be reduced. Quern and bowstave are harder to approach, but I've also butted up against recipes that require any form of bronze. Bronze is special in that it has three subvariants, but that really SHOULD be recorded in the blocktype. Moreover, I'll buy that the tuning spear needs to be bronze, but I don't buy that the mining bag needs plates that are bronze or better (and brass, I guess, since that's the example in the wiki). It's just not a powerful enough item for the extra gating over just any metal.
  4. I haven't attempted to make or use one in this game, but isn't upwards water transport what an Archimedes Screw is for?
  5. I'm not sure I follow. Which parts of the thread do you think are low-priority and which parts of the handbook are high-priority?
  6. I had no idea you could mouse-over and scroll. If you must mouse over, the material presented in the crafting grid stops cycling.
  7. Listing eligible materials seems important, but this stuff is never random. The wiki usually states what material category we're talking about, such as hardwood or any type of bronze. That text should be in the handbook.
  8. The ice melting issue seems to be related to the user being far enough away from the area that the chunk is not loaded in memory. Plenty of of long-duration activities are managed correctly for offloaded chunks (bee swarming comes to mind), but stuff from very old parts of the game don't. This is also true of livestock pregnancies -- they don't advance if you are far enough away from your livestock, even though the crops do ripen. Kind of crazy-making. I hope that this stuff will be addressed in a future dejank release. Ice in the bay in a temperate climate in August bugs me too.
  9. Hmmm. Now that I released the mod, I realize I never tested whether you can get drunk on cider soup.....
  10. +100 I made this mistake early on and went hunting for meteoric-friggin'-iron to make a chisel when I just needed a generic chisel. But I also made the reverse mistake several times, assuming when I saw a bunch of options flashing by that any material will do. Mining bags require specific metals (bronze?) and I made copper plates. Recurve bows must be made with hardwood, and I couldn't figure out why it wasn't working with pine until I looked it up on the wiki.
  11. OK, here's the mod on ModDB. It's still listed as draft. I'll sit on it a little while before switching it to released. The soup strings should be fixed.
  12. Dang it, I know I added proper strings and tested it. Oh, looking at the string ID, I see that it's because I tested with the liquid as the SECOND ingredient, and that's actually a different code that the FIRST ingredient. I guess that's why it's it's in testing. Ha! Yes, I want to make an icon for it and need a screenshot for the listing. I hope to do that tonight. Thank you so much for testing it!
  13. @Krougal and @Never Jhonsen, you do the game a great service by answering this question over and over again. This is Mechanical Power 101, but lots of us don't have that much knowledge or a clue what we might not know. Is there anything I didn't find in the Handbook or Wiki that would have pointed me in the right direction? It does seem like this is obscure enough knowledge that the game ought to give us a bit more nudge. BTW: My power train is running the three devices like a pro now.
  14. I will put it up as soon as I can, but you can just download from the link I put in my comment if you haven't already. I did not add any liquids to stew because I figured that would just make it soup, and I already edited soup. I did not add fruit juice. I'll have to think on that. Cream soups and alcohol reductions are real things. I don't know about fruit juice soup .
  15. Oh, that sounds like it's the right thing to do. I'll look into that.
  16. VariantMeals.zipIs it legit to post mods for testing on the forum like this? Here it is. Feedback welcome. I have tested it going back-and-forth between Creative and Survival in my flatland save for building experiments. I've loaded it in my actual personal game, but we haven't had a chance to do much cooking yet. Changes: - Mushrooms can be pies, but if you combine different types of mushrooms, it just turns into vegetable pie. I haven't figured out if it's possible to turn it into a generic mushroom pie. I also haven't determined whether poisonous mushrooms still cause damage. - Grain is an optional ingredient for stews - Milk and wine/cider/ale can be used as liquid base for soup with appropriate nutrition. - Milk and cheese are optional ingredients for porridge. - I made the milk nutrition match the Porridge with Milk mod so it wouldn't cause trouble. It does something slightly different to porridge and should be compatible if you wanted to have both. - I don't know how to do config files, so the recipe changes are all-or-nothing. - To my disappointment, the milk and cider textures do not show up in the bowl or cooking pot.
  17. Well, there's still a steady stream of one-off stuff one wants to get rid of -- your copper tools when you upgrade to bronze, items picked up in ruins that turned out not to be useful, etc. I would love to have a trash can in VS. I don't know if there is a modded one, though I haven't seen it browsing the mod database. Yeah, in Minecraft, where lava is available midgame, I dug a hole in the floor of my house, dropped lava in it, and put a trap door over it. ETA: OK, there's this one, but it's not immersive: https://mods.vintagestory.at/vstrashcancontinued
  18. This mod works now, with the correct nutrition and language strings. The one that that doesn't work is the textures in the cooking pots and bowls. I posted a question in the modding forum, but it doesn't look like the mod forum here is a good place to get modding help. Does anyone know a better way to get answers to modding questions?
  19. How would you discard items you actually want to despawn?
  20. Heh, so despite trying to search on this before I asked, I made the noobest mistake, and of course now that I know what I did wrong, I can find LOTS of iterations of this question.
  21. I've had a simple mechanical power setup for my helve hammer for a while, and I wanted to add a pulverizer. It seemed like the logical thing was to set them both up with transmissions and clutches so that both could be connected but only one run at a time. In order to connect two devices to my power train, I understand I need a large gear. So I made a backup copy of my world to mess around in Creative where I could tear down and build up various configurations. I added a large gear to my existing axle descending from the windmill and built what I thought was a pretty tidy configuration. Then I engaged the clutch, and the helve hammer would not move. I tried a bunch of other configurations, but just adding the large gear and nothing else seems to convert my power train from one that runs a helve hammer just fine to one that can't move it at all, even when the wind is set to hurricane. Here's the most recent, simplest configuration with just the large gear and the helve hammer. I even set up the helve hammer pointing each direction in case there was something about the direction of spin. What am I not getting?
  22. I made a mod that allowed wine/cider/ale or milk to be used as the liquid in soup. I'd like this to show up in the texture in the pot and bowl, but it doesn't. Meal models and textures are pretty complicated -- different ingredients have different shapes, and I'm pretty sure there are different shapes for an ingredient based on whether it's primary, secondary, or optional. If I use milk as the liquid in a soup, I'd expect the soup to be white, but it's colorless. Same with cider. The food items and liquids specify a texture for containers, but that seems to be able to storage in a barrel. Meal json specifies the shape of an ingredient, but not the texture. I don't see how the texture for the pot and bowl contents are specified. Can anyone help?
  23. Well, I think I have this thing working. Learned a lot! ETA: OK, I lied. You can add milk or cider in place of water in soup, but it doesn't appear to be adding in the nutrition. So, more testing and tweaking.
  24. Dangit, looking at other people's builds makes me so sad I seem to be completely unable to come up with anything interesting on my own. I love this. It's just the kind of rustic thing I'd want to use as a base in my game. (I realize it's a bar.)
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