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Bumber

Vintarian
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Everything posted by Bumber

  1. Of course, the setting shouldn't effect story locations (e.g., the devastation). (I'd prefer it if there could be a bunch of mini-devastations generated around the world to replace the surface mechanic, personally.)
  2. Being a cube, the complexity increases n^3 with respect to dimension. To make up some numbers, it's possible 20^3 (8000 blocks) causes old hardware to struggle, 30^3 (27000) causes new hardware to struggle, and 40^3 (64000) is non-viable at present. 7^3 (343) was probably chosen for having no noticeable impact in the worst case (breaking a shared wall) and being reasonable in concept (heat insulation).
  3. Notch also said he'd open-source Minecraft when he stopped development. What actually happened is that he handed over development to Jeb, before ultimately selling rights to Microsoft to be rid of responsibility for the game. (I don't think Notch ever intended to go back on his word, but the game's popularity was clearly a major source of stress for him. It's not like we didn't end up with a bunch of Minecraft clones anyway.)
  4. The problem is that you can't say that VS's download servers will outlive Steam's, nor that Anego couldn't similarly decline after Tyron retires. Will GOG.com still exist in 50 years? (VS isn't even on GOG, of course. You're forced to use Anego's platform in actuality, with the same indefinite rights.) It's not like you've got a finished Vintage Story CD-ROM sitting in your room. You don't still don't own VS, because it's not how software law works. Your ability to play is strictly limited by all obstacles to installing and running the software, and VS isn't FOSS. Your only means of playing any given game in at an arbitrary future date may be a legally dubious one*. Having the game available on more than one platforms is at least an improvement. *Due to copyright law, running previously installed software you no longer have the license to use is basically indistinguishable from just pirating it. Only difference is the additional unauthorized transmission of data.
  5. I think "/worldconfig lungCapacity 40000" might be case-sensitive, and would need a server restart. The one for entities is "/player [playername] entity maxoxygen 20000". (Wiki gives different defaults for these two. Not sure which number is accurate.)
  6. I'm unconvinced of the benefits in telling someone exactly how you feel about, e.g., all their annoying habits if you're actually upset at something else. There's a certain amount of tact required for society to function, and we're already seen what social media has delivered thus far. Emotions are habit-forming, and catharsis is bunk.
  7. IIRC, hematite and limonite ores work for cave painting. IDK about malachite, lapis lazuli, and cinnabar. Limestone and coke give slightly different colors from their counterparts.
  8. Asking the developer to change their game to suit you, making bold assumptions from ignorance, being refuted with facts, then doubling down and defiantly proclaiming you were right all along is cringe to watch. Your next move will be to claim it was actually your immutable opinion, and you aren't interested in discussing it further. The game with temporal storms is the game that was sold to us. If anyone doesn't like them and isn't satisfied with modding or turning them off in settings, the developer has been clear: If you don't enjoy the game, they don't want your money and will gladly refund your purchase. Saying they could be better is fine, but suggesting they should just get rid of them is unreasonable.
  9. It doesn't have to be sunlight, but they will despawn if left in insufficient light for too long. Do they stay contained when leaving the area and returning later? I've always assumed unloading chunks was an aggravating factor.
  10. Days since last peat accident: 0
  11. Possibly an extra mouse button, or mouse wheel scrolling. If you don't know what it is, you should probably just rebind it.
  12. Since we're on the topic of lore: Are drifters, et al, canonically referred to as "rotbeasts", or is that a player assumption? Haven't played since RA, but the lore from tapestries and books seemed to imply that the rot was an unstoppable spreading affliction, resulting in the host rotting away into black goo. Imagine a wolf with blackened, tar-like ooze dripping off its decaying bones, aggressively spreading super rabies before it eventually succumbs and becomes an unrecognizable puddle. It really captures the horror of an eldritch plague. Drifters are rusty, not so much "rotting". I don't presume they're contagious, even to non-seraphs. It seems like they should be considered something different, e.g., "rust monsters". From what I've read on the forums:
  13. One of the ideas of all time, in fact.
  14. One Block at a Time
  15. Is TOBG really an offender of that? It didn't even have a in-game guide on crafting recipes until much later in its development. You're left to discover how to cure villagers and make nether portals based on hints from structures that were also added later. Wither summoning is based on an in-game painting. Potions are still just complete guesswork without a wiki. IIRC, using dripstone and a cauldron to duplicate magma was explained in a patch note. Meanwhile, VS has a detailed handbook that mostly replaces the wiki.
  16. You mean like generative AI? Dall-E can give us its impression of a pig.
  17. Do any of them buy a thing the other is selling at a profit?
  18. You might be able to shave off some time with beds?
  19. Isn't it basically inevitable with auto-pickup enabled?
  20. PSA: Don't drive while drunk or at low stability. Don't be a lane drifter.
  21. You're essentially modding the game in your example, so you're pointing out that there are inefficiencies in the way we're allowed to modify game data. As mods cannot be created without access to game data, this is 100% at odds with you telling players to mod things they don't like. The alternative is that Anego puts the Cooper's reeds drops in compiled code. Then you can't change the number of reeds dropped. You definitely can't give them a chance to drop some dry grass. There is no Wild Farming mod to let you craft more reeds, because a flexible system that lets you specify a cattail root and a bucket of water as a recipe would take up too much precious RAM. (We'll just have a code loop that iterates crafting slots for integer IDs of items, and a little function to check the contents of a bucket, then rule out recipes using "if" statements. No need for a "liquidContainerProps" attribute or anything human-readable to make dough. Just store an integer for a bucket's fluid type and a float for the amount. The program knows the memory offsets of these fields for the item type; nobody else needs access.) What it comes down to is that allowing mod customization in the first place has a far greater RAM cost compared to exposing an internal variable to an in-game menu.
  22. IDK which mod is causing it, but the crash happened when attempting to pour a crucible. (As if the player stopped existing mid-pour.)
  23. You're talking about mods here, which are unpacked from .zip files each time you start the game because that's how Anego implemented modding. There are also .dll mods (mostly involving shaders), which are compiled (making it harder to check for malicious code) but still need to be hacked into the game using Harmony. Recent updates have added large amounts of models and sound files. I don't see you complaining about these non-optional RAM hogs. (Maybe you really enjoy listening to insects and watching uncatchable fish?) Anego actually has the option of just adding lightweight compiled code for "uncompromising" gameplay changes, but there's always a bunch of .json files anyway to support modding (i.e., your suggested solution). If the option sliders themselves use any significant amount of RAM, then there's an optimization problem on Anego's end, and suggesting people use mods is just an excuse to ignore the problem.
  24. TBH, this particular talking point is nonsense. VS is already doing so many checks per tick that any option not enabled is a pebble on a beach. The real issue is development time. A game needs to work for any combination of features, so it needs to designed and tested as such. It's the developer's responsibility. The tradeoff with mods is that they will break with other mods and future updates. A mod creator can disappear without giving permission to use their code, and then the mod is permanently broken unless someone makes another from scratch or violates intellectual property guidelines. The decision for which route a feature goes should be based on if it fits the dev's vision for the game and can be implemented without ugly workarounds.
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