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Everything posted by Diff
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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?
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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.
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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.
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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.
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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.
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Mod Building .. the beginners frustrations
Diff replied to Mozzie_GWG's topic in [Legacy] Mods & Mod Development
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. -
Mod Building .. the beginners frustrations
Diff replied to Mozzie_GWG's topic in [Legacy] Mods & Mod Development
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. -
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.
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Do you only have it installed through Flatpak? How do you launch VS? What are you doing with the install.sh?
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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.
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Maybe we could get chickens to eat the grasshopper particles that hiss at all hours of the day
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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.
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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.