Jump to content

Diff

Vintarian
  • Posts

    303
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Diff

  1. This feels nitpicky, but it's not sanity, it's temporal stability. You're not hallucinating when you see Dave, you're just slipping into the rust world. Currently there are two boosts to stability, killing rust world natives and sacrificing some health to a temporal gear.
  2. It's not really a matter of size, just simplicity. The official server hosting tries to keep things simple, and mods make things complicated. If you need mods, you'll have to find a third party host like WinterNode that Migo mentioned. There's also a list of hosting providers on the wiki, along with some coupon codes for some of them.
  3. Big question is what server? Is this hosting that you've purchased or self hosting? If it's purchased, who did you purchase hosting from? Reason I ask is because the official server hosting from here: does not support mods. If it's some other kind of server, we can potentially help.
  4. Crossplay works great! With the magic of Microsoft you don't even need to cross compile (nearly all) mods. I develop mods on my MacBook that I then run on my Steam Deck, playing multiplayer on (probably) Linux based servers with other players who are running Windows clients. I've seen only one mod that isn't cross platform, and it was a mod that overrides the font the game uses by using a Windows-specific system call.
  5. it's not explicitly made clear, but considering they're using AI pretty extensively like. Everywhere. Their avatar, their signature, the entire description of their mod, debugging their other mod, combined with the enormous scope of this mod for a beginner, and especially combined with this sentence: I just kinda assumed it was also being used to write code. EDIT: Sniped. One comment, Mozzie, I just want to make it clear that "I copy a section and paste it in" is still the AI writing code, even if you have to mop it up after. Are you copy/pasting ChatGPT or using something integrated into your IDE that actually has knowledge of your codebase, because you'll solve a lot of your cleanup headaches by using the latter. Talking to a chatbot through the internet will result in many miscommunications because it can't see what you're looking at. I'd also really recommend actually typing out the entire suggestion the AI makes rather than copy/pasting anything.
  6. Oh hey this topic has come to life. Last night it was 404ing for me for some reason. No, never. This seems mostly like normal learning curve pains, but this part right here seems horrifically exacerbated by AI, so a word of warning: AI can be a useful learning tool. I myself have outside programming experience, but I'm not always familiar with the quirks of C#. And I sure didn't know anything about Cairo, or Harmony, or VintagestoryLib, or the public VS API. So a lot of my time is spent researching and exploring new APIs, not chasing errors or even writing code. And some of that research is asking an AI questions. The last three conversation threads in my AI of choice are: Does CairoSharp expose a wrapper for cairo_set_operator? How do I access internal C# class fields from outside? Does C# let me slap constants in the root of a namespace or does it have to belong to a class? And in two of those, I know that it gave me blatantly incorrect information based on my knowledge and research and I had to redirect it in order for it to give me useful information, information that I still didn't trust and had to test to verify. I don't let any AI agents run loose in my codebases due to this. I would highly recommend that you don't, either, lest ye end up with 58439 commits, 3964 errors, and no idea what's going on. Ask it questions, ask it follow up questions, but make a point, especially while you're learning, of writing every line of code yourself. You will forget semicolons. You will mess up syntax. You will forget other tiny details. Yesterday I forgot to clear my Cairo ImageSurface between frames, leading to some amusing visual glitches. It happens, but it gets rarer and rarer as you the syntax sears itself into your brain. So a lot of what you're talking about sounds like typical learning curve problems, but also, don't let AI send you on wild goose chases and make a mess of your codebase. And big one: don't be afraid to rewrite code multiple times. It is common in programming, with or without AI, to spin up quick prototypes that are then entirely discarded. A lot of times you don't know how to architect something well until you've architected it poorly, and boy is AI good at architecting things bad. And when you're learning, you should be asking a million follow-ups for anything that you don't fully, 100% understand. This helps to learn the tradeoffs and consequences of choices that AI is not thinking about when it's churning out tokens.
  7. Typically for crashes on opening, the first thing to look at is if you have the latest version of the mods, and if the mod has been updated for 1.21. A lot of mods still haven't.
  8. Do you only have it installed through Flatpak? How do you launch VS? What are you doing with the install.sh?
  9. Diff

    Closed Captions

    Same for a long time, learning about it kicked this over from a "maybe after I figure out modding more" project into a "let's use this to learn more about modding" project. Like LadywYT said, it's been hibernating for a good few years since v1.14 so it's been quite a learning experience. Side note, first update has been pushed through fixing two small bugs. This mod is properly marked as client-side, so it should be possible to use on multiplayer servers. Thanks to @DigitalHare for showing me the one true path. Added one missing sound effect, the leafy rustle when walking through bushes.
  10. Maybe we could get chickens to eat the grasshopper particles that hiss at all hours of the day
  11. I have a Ko-Fi over here if you're feeling generous. Get it here Add closed captions/subtitles to Vintage Story. Make the game playable on mute! Based heavily on goxmeor's existing subtitles mod, but now updated for v1.21, and refined visually somewhat, sorta. Features Directionality For sounds within a normal field of view, there will be no arrows or other indicators. For sounds at the edge of your field of view, a single directional arrow is drawn. For sounds to your sides, double arrows are shown. And for sounds behind you, two dots are shown on either side of the sound description. Colorfulness Sounds are also color coded. "Dangerous" sounds that might alert you to a dangerous situation are highlighted in orange. A small handful of positive sound effects are highlighted in blue, like the "projectile hit" tinkle or lore unlocks. Completeness As of v1.21.4, I believe I have mapped all vanilla sound files to have audio descriptions. If I've missed any, instead of displaying a description like "Drifter groans," it'll show up as "creature/drifter-aggro." If you see any like this for vanilla sound effects, please let me know! Compatibility Only vanilla sound effects are currently added. Any sound effects added by mods will show up with a placeholder/name. I'm happy to add support for some of the more popular mods myself, but I believe that any mod can add compatibility with this mod by adding caption keys to their language file. If you have a sound at assets/yourmodid/sounds/creature/dave-singing.ogg, you'd add a key like this to your language file: "captions:creature/dave-singing": "Dave sings", But this is entirely untested. Let me know if you try it! If you want to add support for a sound effect to this mod, I welcome pull requests. For just adding audio descriptions, it's not too terribly technical, so don't be afraid to jump in and ask questions! Limitations Like the original mod, currently there is no way to move or resize the captions dialog. This is planned for the unknown future, but pull requests are welcome. Currently, sounds' directions are pinned to where they start, so if the source of a sound moves while the sound is still playing, it will not update. A fix for this is planned. Related to this, sometimes sounds that occur at your location like "Footsteps" and "Armor clatters" will occasionally flicker as showing as behind you as you walk away from your footsteps.
  12. I'm not sure. If it is a problem, there's a good handful of things you could do to mitigate it. 1. Round the ElapsedSeconds to the nearest hundred or thousand seconds to shrink the possible problem window. 2. Use coherent noise instead of random noise. That way a slight difference in input will only result in a slight difference in output. 3. Use ElapsedHours or ElapsedDays, possibly combining with either #1 or #2 since these are doubles rather than longs. All those just reduce the problem than actually solving it though. It's more complex, but for a full solution maybe you could register a new network channel for your mod? Have the server generate a random seed on startup, and have the clients all ask for it when they start up.
  13. Just stumbling on this now, a bit late to participate, but I appreciate you putting the effort into organizing this, it's a really fun idea!
  14. How about the current in-game time through ICoreAPI.World.Calendar.ElapsedSeconds? It's monotonic across world loads and seems like it should match between server and client.
  15. flatpak install --user https://dl.flathub.org/build-repo/217065/at.vintagestory.VintageStory.flatpakref Paste this into Konsole in Desktop mode, it'll update you to 1.21.4. For future generations, this will only get you 1.21.4, not any later version.
  16. Are you playing on a multiplayer server? The game doesn't pause on multiplayer servers.
  17. Those are creative mode light blocks, they come in a variety of colors and light intensities, my resolution is set really low because my "development" machine is severely anemic. So I use them to mark my testing areas so I can find them easier, especially at night. Thanks for the mod recommendation!
  18. Running into this issue while testing out a mod. I just want a bunch of chickens to sit in one place and yell at each other, but they're helping each other phase right through the fences. ESCAPE!!!.mp4 It happens with any number of chickens greater than 2, although more chickens means more physics shenanigans. Usually by the time I get back from checking on my drifter colony, I'm down to one fenced chicken abandoned by everyone she helped break free of my tyranny.
  19. A culinary artillery hasn't been updated for 1.21 yet, and 1.1.2 isn't the latest version of it. Like Echo Weaver said, you also don't have the latest version of hud clock. Chisel tools is also out of date, you're using 1.10.4, which was released in 2024 and was for VS 1.19. That's two game versions out of date and dozens of versions of the mod itself. I would double check how you're updating your mods, cause that's just the first three in the log and they're all very out of date.
  20. I do not, I'm really kinda surprised that it's fallen over a month out of date, but this oughta work (untested) in the mean time: flatpak install --user https://dl.flathub.org/build-repo/217065/at.vintagestory.VintageStory.flatpakref from https://github.com/flathub/at.vintagestory.VintageStory/pull/106
  21. You can eat while asleep. When I was like 7 I would feed my little sister cheez-its while she slept through road trips. Fall asleep with a bowl of hearty pork onion stew on your pillow and I'm sure nature will find a way.
  22. After doing way too much to work around this myself, I discovered this: https://wiki.vintagestory.at/Installing_the_game_on_Linux#Easy_installation_options
  23. It Returns
  24. I think I remember the Shiver's strokes being driven by code.
  25. The crickets driving me up a wall is what got me into modding VintageStory.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.