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Everything posted by NastyFlytrap
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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
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God damn. Actually works. Put dry mash into the fruit press, nothing happens, right click with empty hand, one free mash. Cannot be stacked, so i dont think this can be exploited further, but you can set up a macro that switches between a hand with fruit mash, puts it in, and an empty hand that takes it out.
- 2 replies
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- dry mash
- praise the dry mash
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Or more accurately, when is it even calculated? At world load? I very much doubt it. I have a mod that nullifies the extra hunger drain from holding something in the left hand, however, its buggy, and sometimes it forgets to do that, and the hunger increases, gets saved into my savefile, and i cant decrease it back from there because the game thinks this is the default rate + the minuses from my armor. This happens even when the mod is not loaded because all the mod does is add a -20% hunger drain whenever you're holding something, to counteract the +20% from the game, and then it removes this buff when you unequip the item. Somehow my hunger keeps getting stuck one notch above normal, so even when im not holding anything i have the +20% drain rate debuff. If i could somehow make the game recalculate it, it'd probably realise that its wrong and fix itself, but it never seems to be recalculated. Mod in question: https://mods.vintagestory.at/offhanddebuffpatch Specifically the removal file, not the others. I opened it DnSpy and its super simple, enough that even i can understand it but i have no idea why its breaking or how to fix it. Sometimes it fails to apply the debuff and the game fails to take that amount away, and then i end up with a permanent increase. Edit: For the time being i fixed it by also downloading https://mods.vintagestory.at/show/mod/8034 and running both at the same time but even that results in an extra 5% hunger drain, and this is only a temporary fix until it breaks again. I know a bit of C#, im willing to make my own mod to fix this once and for all, especially because the two older mods only take away 20% and its a 25% drain now.
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Can i just be honest and say that the meaning of alpha and beta, and full release became quite dumb at this point? Not just with vintage story, but in general. We have a fully functional game thats mostly bug free, 'not having as much content as planned' is not a good way to measure this, since all of that is up in the air.
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I wish this mechanic would depend on how much air cracked rock surrounds the rock tiles, instead of just increasing the more blocks you dig out. I have big caverns i dug out that really shouldnt cave in. Not to mention that putting cave ins, into a game where floating gravel, sand, flower, and vine blocks can exist, simply because they were generated that way is a bit silly. Those should be fixed first, this second.
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Interesting. I'll have to try doing this because it seems kinda fun, but it also has a huge potential to end up like the landslide mechanic which is ass.
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How do the cave ins work, exactly? Does only cracked rock fall, or do normal rock can fall too?