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Everything posted by Diff
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If you transfer the clientsettings from a different computer, it's easy for wires to get crossed that way. That's how I shot myself in the foot. And worse, if you hit Open Folder from Mod Manager, it ignores what's in clientsettings.
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VintageStory does have a feature called Dimensions that I've bumped into while swimming through the docs. I'm not sure it's equivalent to Minecraft dimensions though. For building a new dimension I'm sure you would need a pretty hearty amount of C# and a hefty amount of research to power it all. If you're starting out modding, I'd definitely recommend checking out the guides and tutorials for it on the wiki!
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Game can detect a room, can it detect a house, so things stop spawning in it
Diff replied to Monty B's topic in Suggestions
Yeah it'd be nifty if an area's overall stability also operated similarly to the like rain levels of an area, so more unstable areas see more severe rift activity more often. Or if they experienced temporal storms more often, cause right now temporal storms are more like temporal earthquakes -
In-game, you hit unbreakable mantle at a surprisingly shallow level.
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Suggestion: Add a 'Perceived Temperature' Indicator
Diff replied to Dead Sigma's topic in Suggestions
This may shock you, but I have been. Absolutely impossible, yes. Absolutely. So to be explicit about it: everything I am saying only applies to a warm, dry human and a small, well-insulated space. I do trust you know what you're talking about. I also trust my own experience of having built snow shelters where I had to remove some outer layers to keep from overheating. I also trust the Inuit and their igloos which are capable of holding warmth without requiring a lamp to add warmth. Your body loses heat to your surroundings. Your surroundings lose heat to their surroundings. If A is greater than B, your surroundings will gain heat until the two stabilize. If your surroundings are insulated enough, that point can be comfortable. The amount of heat your body dumps into its surroundings is variable and relatively small, but it can be enough if you set yourself up for it. For a small contrived example, just climb into a sleeping bag and pull it up over your face. You've created an enclosed area that'll get quite warm quite fast even in quite cold weather, and that basic principle from earlier doesn't break down if you give yourself a bigger sleeping bag, install some poles, and realize you've now got an awkward miniature insulated tent. It doesn't break down if you swap the awkward insulated tent for a snow-insulated shelter. There is a tipping point as you increase the size, but if your insulation is enough it can at least be the size of a one-person shelter. -
Not an uncommon opinion. What would you change to improve them?
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Suggestion: Add a 'Perceived Temperature' Indicator
Diff replied to Dead Sigma's topic in Suggestions
Underwater is a silly oversight, but you *can* warm up quite a lot in a small enclosed space under your own body heat. I myself have never cared to hang out anywhere colder than -23C, but at those temps you can keep warm just by retreating from the open air. A snow shelter will warm to well above freezing temps just by virtue of you being inside it. I don't disagree either that this still leaves room for improvement, but it doesn't seem as patently ridiculous to me as it does to you. -
If the pathfinding prioritizes going through already open holes, then there wouldn't be a ton of broken blocks. And if rather than vanishing, they transitioned to a broken state that has to be explicitly repaired, that'd make it less jarring in-universe than blocks popping in and out of existence. Could also be limited to certain types of blocks. We need axes to chop down logs, it'd be weird if rotbeasts could just punch their way through them. But if breaking was limited to doors, windows, and fences, that'd make more sense and be easier to manage. It might also add a little bit more variety to the enemies. I can't see bowtorn or shivers managing to break down a door on their own, but drifters could. Maybe a shiver could break open a window or tear down a fence. Even then, unless you have suitable windows or extra large doors, it's not likely for shivers to be able to get inside, making them primarily a threat if you get chased out of your house. Same for bowtorn, they're not likely to want to get close enough to actually come inside but they might snipe you through broken those windows and doors.
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Suggestion: Add a 'Perceived Temperature' Indicator
Diff replied to Dead Sigma's topic in Suggestions
With you for the most part besides here. It's not just being out of the wind, it's having an enclosed area trapping the heat from your body. An ice/snow shelter can be quite comfortable (well above freezing) even when it's well below zero. The -1M° thing is also kinda like. Like let's engage the game on its own terms. The game doesn't simulate temperature at -1M, it's not trying to. It's trying to simulate normal freezing at normal winter temps. For the same reasons as the snow shelters, we should be able to get a small fire going in there and really keep it toasty, would love to see that in a future update. And player body temp management for high temperature (same as low temp) is an often requested thing, too. -
Best Linux Distro for Vintage Story gaming (Nvidia RTX)
Diff replied to Lingam's topic in Discussion
let me qualify it a bit more then: "bare minimum to keep their corporate clients off their ass." nvidia consistently drags their feet on implementing features needed for regular desktop users and seemingly only fixes longstanding quirks if they affect their corporate clients. when they work, they work well. but the seams are there. a huge amount of effort is burned by the various desktops to work around specific nvidia quirks so that end users don't have to worry about it, until they run into one of the seams or quirks that can't be papered over. -
Best Linux Distro for Vintage Story gaming (Nvidia RTX)
Diff replied to Lingam's topic in Discussion
No worries there, Nvidia has demonstrated an incredibly consistent commitment to the bare minimum for Linux drivers over decades. And as far as distros, don't overlook Ubuntu. It's had its controversies, but there's an awful lot more firepower and testing behind it, and it's what Mint ultimately builds on. I'd personally recommend Ubuntu over Mint, Mint has had some issues stemming from the way they delay/alter the Ubuntu repos. -
Apologies, I edited that line out a moment after posting because it was uncalled for and distracted from the rest of my comment.
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Having lines of water blocks is something different from having rivers flowing from and into lakes, reservoirs, and oceans, especially if they're going to be a new source of mechanical power. That's complex, and not necessarily straightforward to implement alongside the current terrain generation. Can't help but notice that "abusive behavior" is not "criticizing the game," and abusive behavior cannot be excused because it accompanies criticism.
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Half height terrain blocks / gradual elevation changes?
Diff replied to Avimimus's topic in Suggestions
This is getting a little off-topic, but I think the answer to both of these is lurking within the game itself, as well as some of the problems that you mention. When I'm clayforming or smithing, I place down one whole item, and that item vanishes and is replaced with a handful of cubelets. In the case of smithing, I can see those cubelets. But for clayforming, they just kind of vanish behind the curtain and we only see them as we place them down. And the game already engages with this on some levels and suffers currently unsolved issues from it, like the fact that the little bit of dirt or snow can't be excavated from buried stone ruins. All of those hint at blocks being made of voxels. This is also well supported by the entire chiseling system. The problem with half blocks of terra preta evaporates if instead of getting blocks, you get voxels of a certain material. To place down a whole block, you need the appropriate amount of voxels. This isn't a magic solution to every problem. And it introduces a lot of problems itself. Building with voxels would be unwieldy, how do you tell the game you want to place these voxels down as a block vs a slab? Something like satisfactory where you have to declare your intent and the game draws from your inventory automatically? And it all starts coming apart at the seams when you think about the different between a log, a plank, and a stick and discrete items as a whole. Can I make a log out of sticks if they both dissolve into wood voxels? Why would I need a saw to create planks from a pool of arbitrary wood voxels that I can magically reconstitute logs from? But I think it's interesting to think about. Some items like dirt, sand, clay, and metal that are just pure materials are really easy to think about in this way, and a lot of those items overlap with terrain blocks. Half ore block just gives you less units of metal, the intermediate representation that everything ends up as anyway. -
New mini version 0.3.1 that (again) marks the mod as client-side so it can be used on multiplayer servers. That's what I get for letting Jesus take the wheel when resolving merge conflicts.
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I had an issue for a bit with the captcha here on the forums. I turned off my VPN, cleared my cookies, and that seemed to do the trick. But yeah, sometimes the cloudflare turnstile just decides you are a bot and not to be trusted no matter how many captchas you solve.
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New update, first big update. Did a lot of internal reworking of things, a lot of external reworking of things, there's now a large variety of options and settings you can use to customize appearances. Make font scale with the rest of the UI. Add support for Primitive Survival. Moving sounds should now be tracked properly. Sounds that come into range after starting should be tracked properly. Sounds are now captioned until they stop or go out of range. Added support for configuration via JSON or Auto Config Lib. Made size, position, color, and style configurable. Added two colorblind-friendly modes. Configuration is currently done through Auto Config Lib, and includes a large amount of customizability: Two highly requested features have been added, ability to adjust the position and size of the captions, as well as two hopefully colorblind-friendly options, inverted warning colors for increased visibility and added symbols: And that's about it for this update. Next I'm looking in the direction of overall usability tweaks and improvements, particularly in condensing continuous ambient sounds or allowing users to suppress them. For example, "Wind rustles" and "Wind blows" are always a matched pair whenever there's wind, so there's no need for them to both be there. Currently the captions also don't take volume into account, but I want to get more playtime and experience with them to know how to best tweak them. As always, feedback is warmly welcomed!
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Add a mechanism to let players stabilize surface areas.
Diff replied to Mac Mcleod's topic in Suggestions
People intentionally use grayscale filters on their computers all the time. I've got one running in my web browser as I type, and I use one on my phone to signal when it's time to start winding down. The majority of accessible websites use additional signals alongside color to indicate... whatever it is they're wanting to indicate. I don't use them while playing games, but people with monochromacy have no problem using computers. Human vision leans heavily on luminance, that's how we get away with chroma subsampling. On temporal stability, what about clock hands? A second hand could spin clockwise/counterclockwise to show increase/decrease, and an hour hand could show the stability. Both stop when fully de/stabilized, but the gear keeps turning. -
I've never seen a rift a particle a canal panama before, is this a mod?
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Mod Building .. the beginners frustrations
Diff replied to Mozzie_GWG's topic in [Legacy] Mods & Mod Development
It's been a few days but this popped back in my head and I had a thought, this sounds more like a modpack, and it might be worth pushing things in that direction rather than a single monolithic mod. Based on your description, there are a lot of small features that don't necessarily integrate directly with each other, or at least integrate at arm's length, like some of the chat commands. It would probably be easier for you and for any AI to focus on just one thing at a time. And if you do, I think you'll find that a small number of your features already exist, like bed spawns, that you could just slurp up into the pack. One thing that really trips up LLMs is extraneous information in the context window, and a mod that does a million things has a lot of extraneous information in the context of focusing on just one of a million at the moment. For a human, that also means a lot more moving parts to hold in your head and a lot more ways for things interacting to go off the rails. That also gets simplified by having independent mods that only interact over specific communication channels you establish. It also means you can have small, concrete chunks that you can tick off one by one, and after each mod you still have a fully working release and a fully working game that you can fully play as you build. Hope that helps. -
Yeah, this exists. https://mods.vintagestory.at/petai Currently mods have been written for pet wolves, cats, foxes, horses, bears, rabbits, chickens, and locusts.
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If you're up for modding, this is one of the things provided by the Primitive Survival mod.
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So there's an extension for desktop browsers (and Firefox for Android) called Stylish, it lets you write custom CSS for websites so you can make your own tweaks to their styling. Here's the tweaks I've collected for this place. If you're also my flavor of nerd, feel free to share your snippets. /* Don't fade profile pics */ .ipsUserPhoto img, .ipsDataItem_lastPoster .ipsUserPhoto, .ipsUserPhoto_large { opacity: 1.0; } /* Don't break Unread Content and Mark Site Read buttons when the title of a topic is too long */ .ipsBreadcrumb { align-items: stretch; } /* Make capitalization consistent in user titles and in Unread Content/Mark Site Read buttons */ [data-role="group"], .ipsBreadcrumb > ul { text-transform: capitalize; } /* Cap signature height to 200px max */ [data-role="memberSignature"] { position: relative; max-height: 200px; overflow: hidden; margin-bottom: 1em; &:before { content: ''; display: block; position: absolute; top: calc(200px - 1.5em); left: 0; right: 0; height: 1.5em; background: linear-gradient(transparent, rgba(255, 242, 211, .9)) } }
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Not runtime errors, which are often more relevant when having issues with mods. You already tracked down your solution here, but in the future do keep the logs in mind if you run into any problems that the Mod Manager doesn't answer for you! If nothing else, they'll tell you exactly which mods the game is actually loading and using.
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You change anything in the past few days? Do they still show up in the Mod Manager? The Mod Manager doesn't report errors, any errors would show up in the logs folder. Anything interesting in yours?