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Everything posted by Diff
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Looks like a complex answer, this is the code responsible, but it varies based on a lot of things and I'm not finding a single max speed written in stone. You'd have to trace out how high the math goes to figure out the max speed. I also can't find any multipliers for boat type. I believe this code handles both sailboats and rafts, but the only modifiers I see for speed are the status of the sail and how many people are rowing.
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No, from the store page:
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Just based on the error, I'm guessing that the problem is that the core game files aren't JSON. JSON always has property names enclosed in quotes like this: { "name": "paul", "number": 2, } Vintage Story stores things in almost-but-not-quite-JSON, which doesn't put property names in quotes, like this: { name: "paul", number: 2, } There's a program called ModMaker stored next to the Vintagestory executable that can convert the game assets to and from Vintage Story's not-quite-JSON format. Since your error says "Expecting property name enclosed in double quotes", I'm expecting you'll need to do that before opening any file in Blender.
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Most creatures do have an aggro noise that I believe is used when they notice you. The aggro sound for shivers is a kinda choked growl. Some creatures don't though, bowtorn stay silent and just focus on sniping you.
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Nifty idea, only see one issue with it, but it's a big one: texturing. Right now, pixels in textures map pretty directly to voxels. What color is this voxel? Just look at the one, precise pixel that it aligns to in the texture. That all breaks when you cut corners. Your sketch works in 2d without textures, but try drawing or imagining how a surface gets smoothed with a texture applied to it. Does it get stretched? Are there multiple seams in cases like your curves? Both could look pretty bad, and I'm not sure there's a good solution.
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it's an emote, like "(╥﹏╥)" or "૮₍ ˃ ⤙ ˂ ₎ა" but stripped down to the bare necessities.
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Nitpicking this, you're spot on elsewhere (30% is a large wedge, too many new users too fast can be a problem), but as far as I'm aware there are no requirements for anything like this on Steam. The only DRM mandated by Steam is a Steam account, basically the same DRM we have here. There would have to be changes so that Anego's servers would accept Steam accounts as valid, or some other changes to help turn Steam accounts into game accounts, but those are practical considerations, not orders from above. There are plenty of games on Steam that are more DRM-free than VS.
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Good news about that then, I revived the mod LadyWYT mentioned earlier and heavily enhanced it: https://mods.vintagestory.at/captions
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AppData is Windows, but macOS does have a /Users/ folder at the root of the disk. On macOS the correct path is ~/Library/Application Support/VintagestoryData/ The Library folder (and some others) are hidden by default in macOS. Gotta hit Cmd+Shift+G in Finder and then you can paste the path in.
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Vintage Story doesn't have native controller support. When you launch VS through Steam, are you using the Steam Input API to remap your controller to keyboard and mouse inputs? If you're using a preset community profile, which one?
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Patches not working in multiplayer
Diff replied to Slye_Fox's topic in [Legacy] Mods & Mod Development
Long shot, but I believe it may need to be lower case "client". The examples on the wiki and the majority of examples I can scrape together on GitHub are client: "server" rather than client: "Server". The few on GitHub that are client side patches do use a lower case "client". -
Patches not working in multiplayer
Diff replied to Slye_Fox's topic in [Legacy] Mods & Mod Development
It works in single player though? How are you installing the mod? Are you just putting it in your client mod folder? -
For Flatpak, the VintagestoryData folder is inside .var/app/, not .config. What's probably going on is that you copied your clientsettings.json file. Inside that file is the path that the game loads mods from. If you copied it from windows, it's trying to look up your Windows AppData folder on your C drive, which doesn't exist. I would just back up the clientSettings.json file and delete it. The game will regenerate a fresh one for the correct platform. You'll have to sign in again and tweak your settings however you had them, but that's probably the easiest fix.
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Yeah that was ambiguous. When I say <instrument> I mean <insert instrument here>, it's a handful of folders inside the survival/sounds/voice/ folder with names like accordian, flute, clarinet, oboe, harpsichord, that each have sound files with numbers like 1.ogg, 2.ogg, up to 7.ogg. Those are the player's voice.
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My closed captions mod might be able to help you pin down where it is, or at least what it is.
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They are referenced a few times but as far as I can tell are entirely unused. There may be some obscure way to provoke them into playing, but like you noticed they're very human groaning noises and not instrument sounds. AFAIK, all player sounds are sourced from survival/sounds/voice/<instrument>/. There's also survival/sounds/voice/saxophone.ogg that I believe is the source for the trader's voice.
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From what I can tell from past research for past mod ideas, this is the code that manages health for entities, and while it has the information necessary to know where damage came from, it always just plays a "hurt" sound and doesn't pass that information along to anyone else. I think a mod that wanted to change that would want to replace that method. It didn't end up being immediately useful for what I wanted to do with it, so I hope it's useful for this instead.
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Can confirm it is all being played from one sound folder per voice instrument.
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What do you guys think about the recent Bluesky posts from the devs?
Diff replied to Facethief's topic in Discussion
Oh I saw this post somewhere else besides bsky. It lets blocks be placed on top of gear axles without interfering with them spinning, so you don't have to rip open a hole in your room just to have mechanical power in it I think. -
Damn you weren't kidding. First time I've personally seen anything like that. I'd start off disabling all mods and creating a new world just to test. If that works, I'd suspect one of your mods. If it doesn't, next I'd try backing up and deleting your clientsettings.json from your VintagestoryData folder and letting the game create a fresh one.
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Looks like Tobias.
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I think there's something not quite right with your screenshot. It looks completely transparent, it's much too small for a 4K PNG and file(1) says that it's a 1bit colormapped image.
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Get it here. This mod adds ashes to Vintage Story. They have no functionality other than falling into little piles. This mod also makes block fires leave behind ashes when they fully burn out. Peat fires now leave behind charred landscape, buildings become blackened debris, and your flower patch turns into a thin layer of ashes when struck by lightning rather than vanishing under mysterious circumstances. Longer-burning blocks produce more layers of ash. Full disclosure: This mod was made to test out Google's new Gemini 3 model, and while it made a ton of mistakes and is suffering from continuous API outages, it also got close enough that I felt it was worth tidying, polishing, and finishing. I'm still relatively new to modding, but at least to my own modding ability I've verified every line of code written in this small mod to be more or less sane. There is one drawback. In the vanilla game, as blocks burn they vanish, opening up other blocks to be available to the fire. With this mod replacing that empty space with ash, fires become more likely to choke themselves out, particularly in flammable but dense structures where the fire has to burn downwards. Peat fires only scorch the top layer with this mod, for instance.
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