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Everything posted by Diff
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Unfortunately not, I tried a few weeks back and didn't see any difference. After looking on the forums, I saw some people saying it even has the potential to make it warmer due to it being a transparent block.
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Just making sure, the treasure hunter trader specifically?
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I went file diving to find out, so spoilers:
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Normal wood doesn't burn hot enough, but if you burn firewood and starve it of oxygen in a charcoal pit, you can get charcoal that will burn hot enough to smelt with in an ordinary firepit with a crucible like Dekoser mentioned. If you press H, there are guides for smelting and for making proper charcoal pits in the handbook. If you hover over a fuel, you can see the temperature it burns at, and if hover over a metal nugget you can see the temperature it smelts at.
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It was always a requirement, but in 1.21 it did change from .net 7 to .net 8.
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It's so good, I only learned about it the other day from I think @Thorfinn, VS is spoiling me after having to manually collect mod zips and manually merge and compile XML files for Dragon Age Origins. ModMaker makes tinkering with VS so much easier.
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Just commenting on this narrow bit, it's very easy in 3D for rotation to affect position. In 3D, you aren't moving/rotating/scaling objects, you're moving/rotating/scaling the actual space they exist in. If I scale down on Z to make a cube flat, it's actually still a perfect cube, just in flattened space. If I rotate a cube, it's easily possible it'll move around wildly, because I'm not rotating the cube around its center, I'm rotating the space that the cube exists in around its center. If those two centers aren't in the same place, the cube will move as well as rotate. So to solve your problem I think you need to figure out where your transform origins are. This is all generic 3D stuff though, not specific to VSMC. It's been a while since I've been in there, so I'm a little fuzzy on the VSMC-specifics. A full JSON file to toy around with might be helpful in figuring out where it's going wrong though.
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Seeds no longer have random traders, food, etc.?
Diff replied to StaryPierdziel's topic in Questions
Nah, in that case I'm more inclined to say that I'm full of it. -
New world with imported base, but playerdata is messed up
Diff replied to Grelf's topic in Discussion
Saw one suggestion in a thread like this, I think it was @LadyWYT? But dump all your stuff into a chest or two, then use the worldedit tools to export it from the old and import it into the new. -
I HAVE INADVERTENTLY CHOPPED A TREE WITH A WILD BEEHIVE
Diff replied to lampyridae's topic in Discussion
Definitely done that before. Even worse, my Steam Deck ran out of battery immediately after, and when I loaded back in, the world was in a weird state where the tree was still chopped down, but I didn't even get the honeycomb out of it. Just gone into the void. Way too easy to miss, especially if you've got the volume low/off. At least without something like subtitles. -
Seeds no longer have random traders, food, etc.?
Diff replied to StaryPierdziel's topic in Questions
Did she have BetterRuins/Do you have BetterRuins? I don't recall any full on castle ruins in vanilla VintageStory, but I have seen them in the BetterRuins mod. -
Scratch the above yet again, the real updated deal is now available on Flathub, Discover, Bazaar, and your local Flatpak dealer.
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Yeah that's about it. Mods like that are typically a bunch of patches/changes to make to the original file, so even if the original file changes or gets replaced, the game will still have the changes it needs to make. Worth noting, changing the original files is the first step for a lot of mods. There's a program called ModMaker in the same install directory as Vintage Story that will take any changes made and spit them out into a brand new mod for you.
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Allow users to report bugs here in your forum.
Diff replied to jumpityjumpjump's topic in Suggestions
You should post that on GitHub or Discord, and include more information when you do. What exact steps do you take to reproduce it, what is your system like, do you have any mods installed, does it still happen when they're disabled, what do the logs say? This information is really important to actually finding out what's going wrong and fixing bugs. -
Seeds no longer have random traders, food, etc.?
Diff replied to StaryPierdziel's topic in Questions
Everything generated in a world depends on the seed. If you use the same seed, you get the same world, same crops, same traders, same climates, same everything. You can restart the game, but you'll only get different results if you use a different seed. If you're saying it didn't work like that before, that's v surprising to me since the whole concept of a random seed is for predictable randomness. If you saw things changing within a seed before, it sounds likely that it was a bug. And if it's no longer working that way, one that was fixed? -
Is it possible to change the seed of a world? If so maybe you could change the seed, then regenerate all chunks.
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Thing about this is that it's not about the forums, or the workshop, or the cards, or any other feature. If Epic had all of those features, someone saying "No Steam, No Buy" wouldn't be swayed, because it's not about any of that. Steam is just the horse they're backing. It's the ecosystem they've invested in. They don't need to worry about installing and managing other stores and worrying about their policies or quirks, just Steam. VS is unique in a few ways that make it being Not Steam less of a drag, like not requiring a separate full launcher like EA, Ubisoft, Epic, whatever else, but whether that's enough is up to the person's personal preference about it just Not Being Steam, not up to a wealth or lack of features.
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Trying to teach an old mod new tricks.
Diff replied to Diff's topic in [Legacy] Mods & Mod Development
Nevermind, hit the books and confirmed, managed to target the patch appropriately to the new function and deambiguated it, because the runtime errors told me to. I think I may need some extra reworking but this bridge at least is crossed. -
Alternatively, you can take the archive you downloaded and follow along with this: But given what I've found about the Flatpak above, I think it's also likely to run into the same issue.
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Flathub hasn't been updated with 1.21 yet. It's not fully automatic, it needs manual approval from the maintainer, so you can't do it through Discover until it flushes through. It's on its way: https://github.com/flathub/at.vintagestory.VintageStory/pull/101 But when testing it, it crashed for me. It looks like it needs .NET 8.0 installed, but the Flatpak is only set up to ask for 7.0. I think it's probably best to wait for the moment.
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Hi all! I'm trying to update an old mod from 1.14 for 1.20... or i guess 1.21 now. But this is my first code mod and I'm having a hard time figuring out what's going wrong with the old mod. There's a StartClientSide method that calls harmony.PatchAll, and there's only one annotated class: [HarmonyPatch(typeof(ClientPlatformWindows))] [HarmonyPatch("AudioCreate")] public class Patch_ClientPlatformWindows_AudioCreate { public static void Prefix( SoundParams sound, AudioData data ) Now, just based on a stack of assumptions, this patches the AudioCreate method inside the ClientPlatformWindows class, and it prefixes the existing method with the new functionality defined in this file? Since 1.14, it seems that the method's been renamed, there's now a CreateAudio method with the exact same signature. But just swapping the names around isn't working, so I'm building up my assumptions from the bottom to see where I'm going wrong, because currently I'm only getting this error when the mod calls harmony.PatchAll: Exception: Patching exception in method null. So is there something small and obvious I'm missing, has Harmony updated how it works since 1.14, or do I just need to sit down with some documentation rather than trying to throw stuff at the compiler and seeing what sticks?
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It's way more. The list is incomplete, so you can't use it to make statements about the overall proportion. I can tell you that out of the 38 games installed on my Steam Deck right now, a lot more than 3.6% are DRM-free, and many aren't on that list.
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Based on this topic over here, I think a launcher would be a pretty easy way to implement it, maybe keeping separate folders for each modpack and tacking on the appropriate path with --addModPath. I see there's also flags to leap straight into specific worlds (--openWorld) and to connect to specific servers (--connect) which oughta make things very smooth.
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