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Everything posted by NastyFlytrap
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Well, there are three kinds of rooms, as far as i understand. There's just the basic, which only changes the ambiance of the room, kills the external wind noises, etc, there's the cellar, which lowers the spoilage rates and has its own criteria for it to count as a cellar and not just a room, and the greenhouse, which increases the temperature on the blocks inside the greenhouse by 5C. I still dont have any clue where the file is that defines how this mechanic works, and since making this post i finished building my greenhouse and turns out its too big to count as a room so i really want to mod the mechanic now because i hate it. I want that bonus and its not fair that i cant get it because of badly implemented mechanics. I wish someone would show me where the code is that i need to edit to change this. I cant seem to find it
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Ah, i see. Really impressive stuff! Wish i had the creativity for something like this. I just spent several hours designing lantern holders for my greenhouse and they look OK at best.
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Not sure but maybe you could leave an empty block in there and build the sink around that in a way to make it look like the water is in the sink, instead of the water being one full block with no voxels in it, and everything being on an adjacent block?
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While this looks absolutely breathtaking Why is the church flooded? lol
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Yeah i found this out the hard way too... The way the room calculations are done is frankly ass and i wish i knew which file defines them so i can modify it to like 50x50 and get this over with. Dont tell me how to arrange my house or my greenhouse, game.
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While i agree that there should be a way to have a door that looks like this without it breaking, i also think that its hilarious that it breaks. My idea to make this work is use the reinforcement system thats already in the game. Has the player reinforced the door? Then dont make it fall off. Seems like a good solution to me. It'd give players a reason to try the reinforcement mechanics and play around with them, it'd solve the door breaking problem for those who want to use this door specifically for its looks, and it'd also feel yet another immersive mechanic in a game full of immersive mechanics. I do like your idea of having the door jam. Maybe make that an additional effect of an unreinforced crude door, along with it breaking? It sounds like a fun mechanic to me
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I selected roof tiles in my hotbar, used the brush to replace selected blocks, but the orientation the new roof tiles are places is not the same as the orientation of the roof tiles that are already there. Is there any way to make the game not be stupid and just do the thing i want it to do? Every time i use world edit i feel like im wrestling with the controls because none of them do what i want exactly how i want. Its just like using GIMP........
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Yea, i agree. This is why i called him a forum troll the other time and blocked him. He's simply just a pain in the gnards to deal with. I dug around in the jsons aswell and gave up after checking everything that might have it. I didnt know how to check the actual code Its thorfinn. Welcome to the forums. Its actually a nice place, with some outliers Where did you find this? How did you even dig into the code of the game? I wanna know aswell because this is a handy skill. Reading the github source code?
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Server Hosting Question: Pregenerating all map chunks?
NastyFlytrap replied to Oulana's topic in Questions
Unless chunk generation is bound to time literally passing, which would be nonsensical, this is probably the way to go. Also, i hope 88 is your birth year.... -
Yikes, body and items disappeared after death
NastyFlytrap replied to Kevin Eric Snell's topic in Questions
Yea.... As Lady WYT said. Items timing out is bs. I get why its done, but i still think its stupid. There's a reason why the corpse mod on the mod database is one of the most popular ever. -
Server Hosting Question: Pregenerating all map chunks?
NastyFlytrap replied to Oulana's topic in Questions
Im not sure if you can turn time back. I tried to take time away with the time add command after a suggestion here on the forums but it didnt work. I just assumed it was possible back then and not anymore -
Nope. Its just like this. Its imitating the generation of beta minecraft, like pre end dimension, that kinda era, and while its good at that, and as much as i love beta minecraft, i dont want that generation in vintage story. I want vintage story to have a really nice generation, with rivers going through caves, and magnificent sights like that, instead of something thats a 2D noisemap... I dont like this world gen either and i wish they'd create their own
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Ah. Yea, it seems i did. Oops. Didnt realize it
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Yea, i agree with that. Vintage story would be so good if simple things like this were real world actions, but i suppose we might get a 'de-interfacing' update where they make hundreds of small things like this real world interactions
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I see the idea, but, meh. I am fine without it
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I presume DNSpy is missing the vintage story specific libraries, and files, and stuff that gets attached when you're making your mod in VS Code, but i dont know how to give these files to it. Its saying things like 'The type or namespace name 'ModSystem' could not be found (are you missing a using directive or an assembly reference?)' but not just for ModSystem, but also for 'IServerPlayer', 'ICoreServerAPI', 'Vintagestory' and many others