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Everything posted by Diff
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The traders shouldn't be there, but there are still hostile creatures even without supernatural monsters. Several kinds of wild animals will still be after you, primarily wolves and bears. But also mooses, goats, boars if they've got piglets.
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Spotted these two on a midnight walk, but I haven't seen them in any of my playthroughs before. Is this new with 1.20 or did one of my mods sneak some sentient snowflakes in while I wasn't looking? sentient snowflakes.mp4
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Ah, I think that's the misunderstanding. There's two flavors of colon with totally different meanings. Domains always have a : separating them from the rest of the path, but inside the quotes with the rest of the path. For this line in your face files: "seraph": "entity/humanoid/seraph-naked" "seraph": isn't the domain, it's the key/name/ID used to refer to this texture later, as "#seraph". Change that, and you'd need to change #theothers. A texture referring to a specific domain might look like this: "seraph": "game:entity/humanoid/seraph-naked" Here, "game" is the domain. And like I mentioned earlier, if there's no domain, it defaults to the mod's own domain. So for the original files from the built-in "game" mod, they default to the "game" domain, and since they're looking for a texture, VS will look for a PNG inside the textures folder inside the domain: "assets/<domain>/textures/<the path you see in the JSON>.png". For the original game files, that ultimately adds up to "assets/game/textures/entity/humanoid/seraph-naked.png" which I do see existing: To reference the same file in your mod, you'd need to use "seraph": "game:entity/humanoid/seraph-naked". If you use the existing paths verbatim, they'd default to the "insertyourmodhere" domain and look inside "assets/insertyourmodhere/textures/entity/humanoid/seraph-naked.png" instead.
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Just on the storms, at least based on the wiki, and a third qualifier, it looks like they only extend in duration and cap at 4.8 in-game hours. And that's a really fun concept for a game world!
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I don't completely understand your question, so apologies if this is completely off base, but I think it's what @xXx_Ape_xXx is referencing with mod domains. Without a prefix, paths will use the same assets folder as the mod they come from, so they're referencing assets/game/textures/entity/humanoid/seraph-naked.png. The existing faces come from the game mod and look for textures also from the game mod. If you want to tap into the same texture, you can either copy those files into assets/yourmod/... or change it to game:entity/humanoid/seraph-naked to reference the original from the game mod. The "seraph": means that inside this json, it'll be referenced as "#seraph", and the path after that is the path to the texture, inside the textures folder of whatever mod you're referencing. By default, your own mod.
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Ohhh you know I guarantee that's it. I copied my clientsettings from my Steam Deck so I wouldn't have to keep logging back in when I found out that was possible. I bet you it's looking in /home/deck/.config from SteamOS, not /Users/jaromino/.config from macOS. I guess the Open Mods Folder button doesn't follow clientsettings.json?
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Ditto on what Echo Weaver said. Was totally unaware unaware that paths were moving for 1.21. Unfortunately I'm still on 1.20, so the location I have *should* be correct. But that link you have does mention a secondary location, the mods folder in the installation folder. On macOS that would be inside the vintagestory.app bundle itself, which is very odd. I thought that would break 37 different things with signatures and whatever else but it actually seems to work. Doesn't explain why the first folder is broken, but hey, it works!
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I used to be able to, so I'm not sure what happened, but today I restarted developing one of my old mods, compressed it (with the contents at the root of the zip, not the containing folder), put it in ~/.config/VintageStoryData/Mods, just like Linux and... doesn't show up in the list. After double and triple checking, I couldn't find anything wrong, so I went to go steal a working mod and harvest it for parts but it turns out that nothing I put in the ~/.config/VintageStoryData/Mods folder loads at all. This is the correct folder, when I click the "Open Mods Folder" inside VintageStory, this is what opens. It's just not actually loading anything from there. And ~/.c/VSD/ is being used, there are recently modified files in here, and if I create a new world, it pops up in /Saves. It just doesn't like /Mods. Any idea what I might be doing wrong here?
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Underground music no longer triggering inside player built structures
Diff replied to Ikana's topic in Suggestions
Found some references to something that looks right, a meta block (music)? https://mods.vintagestory.at/yourownmusic https://github.com/anegostudios/VintageStory-Issues/issues/4379 -
Oh definitely. That and occasionally brainstorming. One time I needed to draw dirt in an Art Nouveau style, nothing I was splatting down looked any good at all, and there were no references to be found. Feeding that prompt into an AI... actually only gave me brown soup, but I did fish some ideas out of it that got me unstuck. I've been labeled as a luddite who will be left behind in the supposedly inevitable AI revolution, but AI has utility. It just also has big limitations and severe legal and ethical concerns that techbros love shoveling under the rug so they can move fast before they break everything. The hype train is vastly outrunning the actual tech and smashing obliviously through the all problems with it because that's easier than acknowledging them.
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A thick skin is the first thing a professional creative develops. It's understandable to be demoralized when you spend time on something you think is nifty and get differing opinions. (Proper) critique of a work is meant to improve it, give you alternative perspectives and paths for improvement, and isn't any reflection of the person behind the work. As mentioned earlier upthread, this is just fundamentally something that AI is going to fall short of the level of handcrafted textures. It'll make textures. But you're going to get odd AI artifacts, you're going to get breaks in tiling, you're going to get inconsistent design choices that all mostly match the description but don't match each other (particularly on the cobble, some of the highlights and shadows are exaggerated, but by different amounts, or in different ways). You're also going to run into gaps and strong attractors in the training data, especially with some of the more niche minerals out there. I can see the AI took, I'm assuming, "peridotite" rock and just drew solid peridot gem. These are the pitfalls with the approach, and unfortunately with AI implementing feedback can be challenging. As someone with 500+ textures of my own for VintageStory sitting in a box in my digital garage, texture packs are just a fr*ck ton of work. When you're dealing with numbers that large, there's no way around it.
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I'm not seeing a direct BDcraft similarity, although the vibes are there. Maybe it's something like style transfer? I don't think it looks like fine tuning an existing model. They do seem to be based on existing textures though. While the tiling is not good, it would be way worse if they weren't fed an existing tileable texture as a starting point to then disrupt. Could also explain the odd "extension" artifacts where the AI tried to (sorta) draw past the bounds of the original texture, causing little "echo" hiccups especially noticeable along the vertical seam in the copper ore. AI Seams.mp4
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Went to see if I could find an answer in the ancient texts, and turns out in assets/survival/worldgen/structures.json, it was written that traders shall not spawn if it's colder than -14C outside. Similarly, arctic supplies don't spawn if it's any warmer than -14C, so that seems to be some sort of snowball tipping point for worldgen.
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I've never snowballed myself, but I did watch a youtuber snowball the other day, and they had traders spawning in. Caused a small problem on that run cause one of the few rare pieces of grass was protected by the trader's claim.
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civilizations Looking for 100 players to stress test a Dedicated Server!
Diff replied to TheN8IV's topic in Multiplayer
Seems fun -
Another game with similar mechanics (and more tuned to wilderness survival (which was mentioned briefly but I want to throw more spotlight on it)) is The Long Dark. Certain actions cause or risk injuries, animal attacks, walking on steep ground while overloaded, getting too cold, eating spoiled food, not eating enough fruits. Minor injuries might cause nothing but pain, and threaten to progress to a major injury if aggravated further. And major injuries often just temporarily reduce your max health, speed, carrying capacity, or stamina and unlike Zomboid often don't need any ongoing attention as long as they're treated. At least on the max health front, I think that vibes pretty well with VS's current system of balanced diets boosting max health.
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Up at the top of the site, there's a glowing tab labeled "Client Area." The answers you seek lie there.
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So recently I was trying to join a server that was locked at an older version of VintageStory for Reasons. On the Steam Deck, installing stuff from the Discover store is relatively easy, but installing something like from the Client Area can quickly become A Pain, especially on a mostly-immutable system like SteamOS. If Only There Were A Better Way! Thankfully we live in the future, but it requires popping open the terminal. We need to find the ID of the old version, then we need to "update" to that specific version. 1. Find the ID of the old version. Run this command in the Konsole or your terminal of choice. It's filed under System in the main menu in Desktop Mode. We have tab completion, so for much of these you can press Tab to autofill things in after typing a few letters. flatpak remote-info --log flathub at.vintagestory.VintageStory This command reaches out to the store and requests a log of versions. It's a bit messy, but this has all the info we need. It'll look something like this: Vintage Story - Wilderness survival sandbox game ID: at.vintagestory.VintageStory Ref: app/at.vintagestory.VintageStory/x86_64/stable Arch: x86_64 Branch: stable Version: 1.20.12 License: LicenseRef-proprietary Collection: org.flathub.Stable Download: 68.2 MB Installed: 121.9 MB Runtime: org.freedesktop.Platform/x86_64/23.08 Sdk: org.freedesktop.Sdk/x86_64/23.08 Commit: 8773e8f47f7a40082f592d2a43e6529c74f5ba4d195f556bc1ef1cf063b234f8 Parent: 41e459b2897b423e671fa69aca87746440f6a4d82a2964703f655eca96718d41 Subject: Merge pull request #100 from flathub/update-master-2902b25 (b82373a574c8) Date: 2025-06-08 18:19:42 +0000 History: Commit: 41e459b2897b423e671fa69aca87746440f6a4d82a2964703f655eca96718d41 Subject: Merge pull request #99 from flathub/update-master-1105e90 (3fc1695f107d) Date: 2025-05-28 11:00:07 +0000 Commit: 787cd31e0c48c0c1d74d818f04cc2f029fed330183e06845271ec0cd3bc2075d Subject: Merge pull request #98 from flathub/build_only_x64 (a551f57ad9f7) Date: 2025-05-05 16:35:23 +0000 Commit: bb5e55b971c5efc4d6283559575b7934fc718ad2d7539a0e9aa85be663fcfead Subject: Merge pull request #97 from flathub/update-6a4bf05 (cf894ec7dabe) Date: 2025-05-05 14:32:38 +0000 Commit: 37cb7ce575de3536f8c1e4b8cf1e50e37ace32a0d06bc280745cd30b698f66b6 Subject: Merge pull request #95 from flathub/update-12e60a9 (fe8cf1b55f9a) Date: 2025-04-22 14:45:34 +0000 Commit: ae78911920852de61d6f5b33312e3246d54ab684506ac9b395e0f0dece5666ef Subject: update description (0aceb070) Date: 2025-04-01 13:22:29 +0000 Commit: 1129910a81ecffb94387bc40bd6e432355ba99009f30cf9b2a351ec4d32695a1 Subject: need to use raw links (ae6a7700) Date: 2025-03-24 13:15:46 +0000 Commit: a6aaf77dc6e3273c8b4e489d2a65819ba34be4ad588715b82e8558755c562c4f Subject: Add 1.20.5 release description (7b7300f5) Date: 2025-03-18 17:19:46 +0000 It starts off with some info about the app, then launches into the change log. Each entry has a Commit ID, a Subject, and a Release Date. Now this unfortunately isn't super consistent, but if you're lucky, the VintageStory version you want will be explicitly mentioned in the Subject. If not, you might want to compare the dates here to the release date of the version you're looking for. But once you find the right entry in the log, copy its Commit ID. In this example, if I wanted 1.20.5, I'd copy "a6aaf77dc6e3273c8b4e489d2a65819ba34be4ad588715b82e8558755c562c4f" for the next step. 2. Install the ID of the old version. Installing is fairly straightforward: sudo flatpak update --commit=INSERT_COMMIT_ID_HERE at.vintagestory.VintageStory Two things to pay attention to, replace INSERT_COMMIT_ID_HERE with the commit ID you copied earlier, and notice the sudo at the start. Flatpak doesn't allow installing specific versions as a normal user, so we need sudo, which will ask you for your sudo password. If you haven't set one up yet, you'll need to. You can do this by running the "passwd" command in Konsole. Don't forget it, because there is no "Forgot My Password" system here. After you enter your password, it'll ask you to confirm the backwards update, and after a few moments it should be installed. Pop it open, verify you've got the right version, and you're all set.
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Honestly would love customizable crafting of functional items in general. Like, smith out your own sword or knife blades, as long as it's close enough to the existing pattern. Clayform custom storage vessels as long as it's watertight and has enough interior empty voxels. Or being able to add decorative chiseled elements and accessories to armor or clothes.
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Am I looking at macOS running on a Lenovo laptop?
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Welp. That's this thread for me, see y'all in the next one.
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True, every person affected by the global recession did in fact live in a society, but that's quite the leap to get to "this is your fault, actually." Let's assign blame where it's clearly due rather than shrugging our shoulders at big problems because big solutions are hard to come by. I learned in middle school that the antidote to plagiarism is attribution. It's not enough to say "hey yeah I stole this," you must cite where you draw from. Man those are some funky nonstandard definitions you've got there.
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What are you wanting out of a mod manager that we don't have now? One-click installs from the ModDB and being able to enable/disable things in the game itself seems pretty snazzy, but maybe I've been playing/modding too many 2010s games with awful modding support lately to know what's good.
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It's something we'll have to deal with sooner rather than later. If we can automate all jobs, what do the people do? Right now we're (according to silicon valley) on the path to automating the creative work and leaving only limited drudgery, tedium, and manual labor for the humans. And eventually, not even that. By having AI gated behind large companies, we divert the pay that would go to the workers instead to the executives and an increasingly small numbers of people working to put themselves out of work, like you say. The goal here isn't enhanced creation or the transformation of jobs through the assistance of AI. It is explicitly the elimination of jobs to reduce workforce costs and squeeze more work out of fewer employees, and ideally no employees except an executive giving orders to agents who give orders to sub-agents, the same as it ever was, except with the AI industry collecting everybody's paychecks for them. This isn't pain in service progress any more than the 2008 recession was. It's profit-chasing whose critical long term faults are being ignored in favor of short term gains. There are negative externalities that won't bear to be ignored for very long. A post-scarcity world demands radical social change, as our current social structure would see us all unemployed and on less-than-subsistence government assistance with no prospects or opportunity for growth. Introducing a post-scarcity world into our society is not something that can tolerate Silicon Valley's sacred dogma of "move fast and break things."