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Everything posted by NastyFlytrap
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Could you let us turn the grass interaction prompts off?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Yea, that too. I try to do anything and the off center grass gets between me and the target block constantly, forcing me to either switch to something else so i dont damage my tool with *grass* or aim at the block, right next to the grass, but not on the grass..... Its annoying. -
The barrels have a set limit for each hide type, figuring out how much a hide counts as if it was a different size, is mathematically really easy, therefore, as long as the current limit of 25 small hides to 5 huge hides isnt breached, all hides in the barrel counted, we should be allowed to mix them together. Just to clarify, im stating that we should have a system that tells us how many hides of a different size, one means. Right now, one huge hide means 5 small hides, for the ratios, right? Just make it so we can mix and match as long the combined size of all hides doesnt exceed the current limit. For example, 2 huge hides and 15 or less small hides should fit in the same barrel. Same goes for the other hides in between
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While i agree with you that in the real world a lot of these are modified to look "idealistically pretty", in the game, these are just ugly. I've been to forests that havent been preened clean for tourists and i still liked it. It *was* a natural nature, you know? In the game it just looks plain ugly. Not sure why exactly. I guess real life has nuance in its non uniformity and clutter, meanwhile the game just vomits ""bushes"" and ugly two block trunk trees everywhere. I want to enjoy my exploration in this game, and that requires it to be pretty. The shading, lighting, foliage animations, rain, those are all great, its just the world gen that produces mediocrity.
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Could you let us turn the grass interaction prompts off?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Thats great, and i'll try that, thanks, but i am asking *specifically* about this one prompt, because the others dont exist on my screen at all times, this does. -
Why is there a bear with you? On a more serious note, i have this problem too, but i found that in a world as big as vintage story, (so not dont starve where my thing applies to the whole map), i can just keep a nice, 1-2 km circle around my base natural, since thats where im going to be spending most of my time, and just pillage the rest for all its worth. That being said, i am not a fan of vintage story's world gen, with its damn ugly ""bushes"" and tiny trees that have one or two blocks for their trunks, and grass thats too tall everywhere, and flowers, it just gets so cluttered, and not pretty real fast, so i kinda turn into a dad and have to mow the lawn, and organize the berry bushes because if i dont, then i go nuts from just how ugly this random sporadic spread of stuff is.
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Good point, make it depend on the type For grains 10-30 days should be red, for things like meat it should be half a day. Of course we should work out the breakpoints for yellow and red for every food type, but that shouldnt be too hard to do.
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Its a bit immersion breaking that im looking at the 'press this to cut grass' prompt all the damn time I'd be fine with a mod, too, i just dont know how to make it myself
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Its molten metal after all
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Can i start a petition to move hallowcraft.ogg to combat music?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Ah, right. My bad. Still, i maintain my position that its combat music and should be moved. It should only play when there's actually a danger -
Can i start a petition to move hallowcraft.ogg to combat music?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
I umm.... I think this is the wrong post -
Can i start a petition to move hallowcraft.ogg to combat music?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Yea mine too but because i keep assuming that its combat music and thinking im about to be ganked -
For people in the future, now you put them into the crafting grid to make them open crates. A very dumb and inelegant solution for a game thats so interactive. I should just be able to make them open in the real world. We should be making as few things crafting grid actions as possible.
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I am a potemkin main and i eat glue for every meal.
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I hate that the ground is covered by these pseudo leaf piles everywhere, and i think it looks dumb. How can i mod that out of the game? Speaking of which, since we're on the topic of foliage, trees. Are the trees in this game affected by dwarfism or what? Why are their leaves so close to the ground that they are literally touching it? The layer where the trees' crown of leaves begins should be atleast 2-5 meters off the ground. How do i make the trees taller?
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I really like the track, but it sounds like the kinda music you'd hear when you're fighting the first few temporal storms, *not* when you're just walking about. It creates a really strong sense of being in an arena where i need to fight to the death, with the tribal drums and everything, and everytime it randomly comes up i get the urge to square up before i remember that im not actually in danger, the game's just playing tricks on me. Really good track though, must say, just not used properly. Its combat music, not exploration music.
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Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Huh. Right. I did not consider the security implications. In my mind it was just turning off the guard rails, and taking the kiddy wheels off and doing things manually, like memory management, garbage collection, and stuff like that. I didnt know it outright allowed cheat engine-like memory editing of others things, and such. In that case, big yikes. -
Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Admittedly it does look like it, the textures are probably ripped and being used as dev textures -
Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
That video uses a custom 'game' (more like an extremely impressive tech demo, really), and it runs in unity, and therefore C#, and there's some built-in safety limit disabling using burst, or whatever it was called. I understand that people may not have time to watch or read an entire thing, but this is an egregious example of 'only reading the title'/'only looking at the thumbnail'. The video explicitly addresses this. -
Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
This is kind of why i suggested it because even if only 30% of this is viable to implement in VS, thats still a win! These are great things he's showcasing here and would be a shame to not be 'inspired' by some of them -
I know the entire thing is cancer to watch, and im not a programmer so i dont actually know what he's talking about, but the comments are acting like this is a genius thing, and i do like the sound of 'chunk based rendering that lets the height to be effectively infinite' so im suggesting it here. Also, insane performance is always welcome. Obviously, this'd require extreme rewrites of how the game functions, but, based on what i've seen of the dev team, they seem to want the best for the game, and if these things are as good as the comments make them seem, i think it'd worth the huge hassle.
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Vintage Story is not worth the Time or Money.
NastyFlytrap replied to Sabrium48's topic in Discussion
For me its mostly creature mods, to make the world livelier