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copygirl

Very Important Vintarian
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Posts posted by copygirl

  1. I just want to add when it comes to modding, think the most important specific change that should come first from improving modding user experience is to switch to having mods enabled based on the world / server one plays in. Especially when it comes to mods which add, change or remove content. It would be bad to accidentally load Immersion on a Vanilla world, for example.

    (We also happen to have a tracking issue on modding on the issue tracker.)

  2. 1 hour ago, Erik said:

    Also on a completely different note about Steam, why not release on Steam with a higher price to compensate for the 30% cut? Something like 22€ would still leave the devs with just over 15€ and provide regional pricing as well as more awareness and probably boost sames a bit. While not perfect, it seems like the best compromise. 

    Unfortunately, I believe when you put your game up on Steam you agree to not sell it below that price elsewhere.

    7 minutes ago, ApacheTech said:

    To me, creating a MultiMC-esque clone would be largely pointless. So much of it is manual that we might as well just copy zip files into folders, and call it all done. Creating a Twitch Launcher clone, however, would add huge playability to the game. You shouldn't need to manually download any file, open any browser window, or open Windows Explorer at all, ever, to be able to mod the game, and run multiple instances, over multiple versions, on multiple accounts.

    That's all well and good and that can be provided, over time, with a custom launcher. Something like MultiMC isn't even required. Something like the Twitch launcher isn't going to cut it - it's not integrated with the game. I've already outlined why I think it would be a bad idea. A launcher needs to be able to manage different game versions, and updating the game itself. The game itself should handle mod managing better, perhaps even mod discovery. We'll see how the game develops in the future and how people would like to share maps and mods.

    I highly disagree that we should depend on a third party for this, which would likely not be able to provide the best, most fluid experience. Involving another company is a bad idea. Do you want to have to restart the game to select a different modpack to play on a server, when the game wouldn't even have to be restarted for that? I also don't like that there's a single point (of failure) where mods have to be shared. Why not let people put up their mods on the forums? On their GitHub? Why force everyone on a platform they might not want to use - one that Anego Studios doesn't even control?

    Just now, ApacheTech said:

    Just checked online, and Twitch Desktop App does seem to work with Wine, and is used widely by the World of Warcraft community for modding and managing WoW on Linux.

    Question is whether it would start Minecraft in Wine, too. Because that would be a bit silly.

    And it's unfortunate that MultiMC has stopped working with Forge 1.13+. If I remember correctly, there were attempts at resolving this, but ... as is common in the MC modding community, there was drama, or something like that.

  3. 6 hours ago, ApacheTech said:

    1. Not even with WINE?

    2. Curse (Twitch) gives a massive amount of flexibility, which is exactly what you need for these games. If I'm on a multiplayer server running 1.12.8, and I want a sandbox world in 1.12.9-rc.1 for mod development, and carrying on my 1.12.6 SSP with different mods, complete with the ability to use a camera account for third person timelapse videos... that's only possible on Curse.

    3. With Curse, and Steam, you get the potential of millions of new customers, instantly, at no extra cost.

    4. Linux users... well, there can be a bespoke native launcher in with the game as well. Linux has always been clunky, and unelegant compared to Windows, when it comes to stuff like this.

    1. I haven't personally tried, and wouldn't really want to, but it looks like nobody has had any luck getting it to run.

    2. MultiMC is an open-source, cross-platform alternative for managing Minecraft modpacks. It does everything you want from the Twitch/Curse launcher and more. It also can download CurseForge modpacks - though to be fair, updating is a thing you have to do somewhat manually. I love it and have used it since before Twitch took over everything.

    3. First, regarding Steam: Proper integration would actually require a lot of work behind the scenes. And as you know, they take a 30% cut. With both, you're limited to how they do things, and what they decide in the future. That is a cost. Steam and I believe Twitch also require creating an account, and thus having to agree to their terms.
    Vintage Story is in a sort of interesting position, where you can load mods without restarting the game. And ideally, with the modding API, mods may be compatible across multiple versions. We should focus on that, get the modding API stable, and give people less reason to run an old version. We don't have to fall into the same traps as Minecraft modding. But yes, a launcher would be nice, like I said, for all the reasons I've mentioned in my previous post.

    4. Linux has been massively improving over time. Sure, it's - at times - rough around the edges, but at least you own your computer, still. Everyone knows Apple tries to control what's available on its platform and what you can do, and they try to make sure you don't own your device. Microsoft has been pushing into that same direction, lately. Sure, it has its upsides, because everything is supposed to be stupid simple. But we need Linux - It's the only way into a brighter future. We need the freedom, the customizability, the control, and not to give in to our corporate overlords - this also applies to Twitch and Steam, by the way.
    At least Steam knows it can't lose to Microsoft. They've been pushing for and improving Linux Gaming, with Proton / Steam Play for example. I think they can do this because they're not a publicly traded company, by the way. They can still choose to do what they find interesting and important, rather than to try and maximize their profit (while keeping expenses low).

    All in all, people should come to terms that not everything will or should be available on their favorite launcher. We should be able to retain our freedom and flexibility we have. Even if it means the effort of writing our own launcher, and making sure the mod managing experience in-game is as good as it can be. At the very least, this should be the #1 priority in this regard. If, after that, we have time to offer the game on different platforms, we could try to do that.

    Vanilla Minecraft also comes with its own launcher. Notch had been approached by Steam but denied. (In hindsight, I would've preferred that over Microsoft.) But look at where it is now. If you have a good game that excites and interests people, they're willing to go the little extra step.

    • Like 1
  4. I will reiterate that the Twitch App or Launcher or whatever it is called nowadays is not supported on Linux, which the game so far has tried its best to support (Mac OS support has been spotty due to lack of hardware to debug on). As such I don't think it's appropriate to use, because it will be leaving behind a number of people - Vintage Story has gathered a little bit of attention in the Linux Gaming world, already.

    Certainly, at some point we will be reviewing how mods are dealt with, allowing them to be selected per-world, and per-server, maybe even auto-downloading mods with have been vetted by the team. Additionally, the game is already loading a ton of content from asset files, so it would be a bit silly to have entirely separate installs for different versions (or worse, just different sets of mods) of the game taking up a large amount of space. This could be dealt with much more intelligently, having smarter mod managing and such all within the game itself, or through a custom launcher application that would manage downloading, updating and selecting different installed game versions and associated assets.

    • Like 1
  5. On 2/15/2020 at 9:45 AM, Aira said:

    Starting to think about updating to the latest version. Will the mod work on 1.12? Or will I need to hold off on adding it to my server? :P Thanks!

    The release-candidate version (0.4.7-rc.1) should work for 1.12, I have not yet found any issues.

    However, I am delaying another release because the game now renders backpacks on players when one is equipped, making it overlap with blocks carried on their back. I have not yet quite decided what to do. Tyron recommended I patch out the backpack showing up when equipped but I don't know if I should take away Vanilla features, even if it's just cosmetic.

  6. I put out release candidate 0.4.7-rc.1 of CarryCapacity for Vintage Story 1.12.0-pre.9 to address these issues:
    - Rotatable blocks keeping their orientation from when they were picked up, when placing them back down
    - Ghostly floating blocks at your feet in multiplayer when a player is out of view sometimes
    - Most importantly, a hang and crash when exiting a world or disconnecting from a server

    Please let me know if there's any remaining issues or one of those fixes didn't work.

  7. @Aira Labels can only be changed by those with access to the repository (as in, the team / developers). In general it's best to go with one of the templates I provided for now as a base, they come with default labels, and I usually go and adjust them if needed. "Bug report" for anything that seems unintentional and "Feature request" for suggestions, enhancements, even feedback I suppose.

    The developers generally look at any place you leave feedback, so I don't think there's a best place to do so necessarily. I personally prefer the GitHub issue tracker, but to each their own! If an issue ever appears to get overlooked, you can always bump the thread / issue or poke the team directly on Discord.

  8. Alright, version 0.4.6 is out to fix this and a couple of other issues, such as being able to place (but not pick up) blocks inside claimed areas, and animations breaking when trying to do so. I also made it so carrying blocks on your back doesn't slow you down quite as much. I'm still wondering whether the in-hand slowdown is too much, considering you already can't sprint anyway. But it feels immersive.

    • Like 1
  9. 2 minutes ago, Balduranne said:

    There's an absolutely hilarious bug with this mod in 1.11 where instead of being slowed down, you move _faster_ while carrying things.

    That is indeed funny. I wonder if that's because they somehow (accidentally?) made it so the (now obsolete) walk speed modifier is added instead of multiplying it? Hopefully I'll get around to fixing this, tomorrow.

  10. What about doing something similar to food regarding the stacking, to follow up on @Tyron's post? Picking up a farmland block with lower than full nutrients will store its nutrients on the item itself. If the nutrients are similar enough to an existent stack in your inventory, they automatically stack. If not, you can still forcefully stack them, like food with varying amounts of freshness. Either way, the nutrients will be averaged.

    • Amazing! 1
  11. 5 hours ago, DrTenabrae said:

    or you only get a block back when the tilled land is at 100% nutrient (so you're essentially 'preparing the soil for transport'

    That would be confusing for players who don't know about this rule, and frustrating in general. And doesn't make much sense, in my opinion, to drop nothing when you dig up farmland.

  12. Just now, Nikolai Hronicek said:

    I put the files in the mods folder but in the menu there is no mod listet. what might i be doing wrong?

    You said "the files" - did you extract the .zip file? Don't do that, just move the .zip file you downloaded into the mod folder. The game will extract the resources from it.

  13. 10 minutes ago, Balduranne said:

    Does this still work on reed baskets? We have this mod on a server, but I can't seem to sneak+right click things

    Do you see the world interaction hint ( JktFaLl.png ) when hovering over the block? If not, I'd guess the mod is not properly installed / loaded and you should check if there's any errors in the log. If it does show up, make sure you aren't holding anything in your off-hand slot.

  14. On 9/30/2019 at 3:23 AM, TheGofa said:

    Current version doesnt stop mobs spawning, really like the peaceful mod.

    From what I can tell from the description, it isn't supposed to make hostile mobs not spawn, just make them non-aggressive (unless way too close or you're attacking them).

  15. Version 0.4.5 has been released!

    You can now carry loot and storage vessels - even on your back! Barrels got the same treatment. (Blame Aira!)
    (Unfortunately, since you don't pick up loot vessels as an item, you can't use them with traders.)
    The first person renderer looks a little bit more fancy as well. Wiggle wiggle!

    As you can see, you can now keep your ponytail well-hydrated even on longer travels~

    1j9QMuJ.png

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  16. 1 minute ago, Tyron said:

    Well perhaps more like make the farmland drop soil with a special "was farmland" attribute and when placed it'll remember its state until tilled or so

    If you actually make the soil items remember their state, then they won't stack anymore. I still like my idea best 😛

    • Like 1
  17. Farmland Drops Soil changes the behavior of farmland to drop soil when broken, depending on the nutrients available.

    oGpuPlo.thumb.png.c3640cfa189e1bc517f641b4d5fc4d3f.png

    This is for those people that got frustrated by losing their precious Terra Preta when wanting to move their farms to a better, fancier place or even their entire base. Well, you can't! Except with the amazing Farmland Drops Soil mod. When you break a farmland block, it will have a chance to drop their respective soil block, depending on the nutrients available. If you wait for the nutrients to fully recover, you always get your soil back. Otherwise, it will pick the lowest nutrient, and adjust the drop chance based on it. For example, a Terra Preta farmland with N=80, P=60, K=40 has a 50% chance to drop the soil block (40 / 80 = 0.5).

    [ VSModDB ]
    [ GitHub Releases ]
    Source code is available on GitHub as well.

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  18. Just now, Cjleeh said:

    Ah okay, sorry I added a bit extra to my post. I will add it here, because I am not sure you will see it if I don't.

    I do have a question since I do not know if I ask anywhere else that it will be seen. I am playing the Neolithic Mod. Version 2.0.6 for Vintage Story 1.9.10. I tried to let them know I think there is a bug, on there GitHub issue tracker. Every so often when I kill a animal in the game. It will disappear, but not drop it's carcass. It happens a bit too often. Don't believe it was intended. I have not gotten a response back for 5 days now. I wanted to ask if you know anything about the mod, and if what I am experiencing is out of place. Thanks!

    https://github.com/TonyLiberatto/The-Neolithic-Mod/issues

    Yes, I didn't see. I've only played a few hours of the mod with friends, and this never occurred to us as fair as I know. I couldn't find The Neolithic Mod's implementation for "drop this carcass as a block" - it looks like this might actually handled by the game itself. So possibly a thing to report to the game developers. 😛 Are you able to reproduce this more consistently if you do certain things? I wonder if it can't be placed if both the animal and the player are in the same block space, for example.

  19. 1 minute ago, Cjleeh said:

    For there to be optional behaviors. Would the Mod API need to be changed for it to work? I am also a Minecraft player, and there are quite a few mods that do not have hard a dependency. Though that is of course related to Minecraft modding, not VS. Thanks for the reply CopyGirl, very much appreciated!

    It depends on how @Tyron wants to handle this. The game could simply issue a warning for behaviors it can't find instead of refusing to start the game, basically making all behaviors optional; or it could offer a way to mark specific behaviors as optional so the game just doesn't load those behaviors if they could not be found. I've tried my hand at implementing this change a long time ago, but it wasn't a simple surface change and I don't know the codebase as well, so I gave up. The API itself would not have to be changed. All it would need is an { optional: true } field where the behavior is used in an asset. For example:

    behaviors: [
      { name: "Container" }, // Required behavior.
      { name: "Carryable", optional: true, properties: { ... } },
    ]
    1 minute ago, Cjleeh said:

    Also on a unrelated note. I had invested some time to research who is on the VS team. Looks like you do quite a bit of pro-active stuff in the community.

    I did small things here and there for the game. I think the most useful change was rewriting the mod loading system, which I'm still very proud of, and hope will be useful going into the future. But to be honest, besides CarryCapacity and the recording sessions with HelDM and crew my attention is currently on other things.

  20. On 6/18/2019 at 6:08 AM, Cjleeh said:

    @copygirl, Would it be possible to for your mod to support the cupboard in the Vcupboard VintageStory Mod? I would like to move the cupboard in that mod around like we can with the official content in the game. Please, and thanks for the consideration!

    Sorry for the slow response. I looked into making it possible to carry the cupboards, and write the required patches to allow for this. I could include this in CarryCapacity, but I feel like it would make more sense to include in BVcupboard. Unfortunately, due to the way behaviors work, it would create a hard dependency on my mod. Behaviors can't be optional, at the moment. The game refuses to load if a behavior isn't found.

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