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NastyFlytrap

Vintarian
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Everything posted by NastyFlytrap

  1. 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........
  2. I actually have some very basic C# experience but its been almost a decade since i learned it so im probably rusted to hell and back. That being said, if we can do the monkey patching thing, that'd be much easier than editing the DLL itself and having to recompile it and everything
  3. Maybe try monkey patching? https://wiki.vintagestory.at/Modding:Monkey_patching The wiki is a bit hard to navigate because it has many pages that arent linked to, from other pages, bug i found this and it might just work. Although, i am not a coder so i feel out of my depth here
  4. 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?
  5. 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....
  6. 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.
  7. 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
  8. 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
  9. Ah. Yea, it seems i did. Oops. Didnt realize it
  10. 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
  11. I see the idea, but, meh. I am fine without it
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. How do the cave ins work, exactly? Does only cracked rock fall, or do normal rock can fall too?
  19. While technically true, this is one of those things that shouldnt be part of the game because it'd make the game a pain. If you dont have one on you, or if you're building large, constantly looking for a pickaxe, or making them just to take apart blocks would get annoying quick. Im already frustrated that if i place a wooden log down, as part of my house, then i need an axe to pick it back up, because i dont usually carry one on me. Only time you'd need it is when you're chopping trees, which i do in bulk, so i never need it unless im leaving the house with an empty inventory intent to come back with countless stacks of the stuff. Dont even get me started on the durability. Tools break way too god damn fast, and im not even building large. If i did i'd have gone insane already from the amount of axes and pickaxes i had to smith. Shovels too, *shudders* Even now, with a completely normal sized house, i burned a stupid amount of meteoric iron axes, pickaxes, and shovels, just getting everything i need. The last bloody thing i want is for my building prototyping to also take that precious durability away.
  20. For example, im trying to find where the recipe for the forges and the bloomeries are. I want to change what they accept. Obviously they are not going to be in block types, because thats for the block itself, not what the block does, its not in recipes because those are the crafting recipes for the blocks, so any way i can go ingame, punch in a command, and be told where to look? Like a .edi command, or something like that?
  21. I know, and i hate this mechanic in every game. It'd be much better if everything was tied to the seed. Since, thats the whole bloody point of them!
  22. It may be free food but by the time you can make use of them you'll be in year two or three and you'll have enough seeds that food is not an issue with or without the trees.
  23. Its quite silly that i press sneak + guidebook on halite, it says there are no ores it can host, and then turns out sylvite can only appear in halite. Easy fix, any chance you could put it into v1.20?
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  24. .... Or digging up lakebeds for coal, which is what im *trying* to do but these invisible water currents arae driving me up the wall! I hate them! I hate them so fucking much! Ugh.... I dont even miss the water elevators, thats just dumb, but thankfully the two arent related so fixing my problem shouldnt have any effect on the water elevators
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