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Dark Thoughts

Vintarian
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Everything posted by Dark Thoughts

  1. You have to actively hold down a button for it to work, so I'm not sure what you're experiencing here. lol
  2. I also think Verticality would fit well into the vanilla game. I just wish there was a UI element for the charged jump.
  3. Too early to tell. I'd have to play 1.21 for a bit to see where we're at. 1.20 was unfortunately a very buggy and incomplete experience that had a lot of issues. I would at least hope this won't be the case for 1.21.
  4. You guys make it way harder on yourself than it has to be. You can just use VS Launcher and manually import the pre-release as another VS installation. https://mods.vintagestory.at/vslauncher
  5. I'm on Bazzite so I'm kinda dependent on the Flatpak version.
  6. There's some confusion here right now because Tyron stated parameters that are currently not in the game. Currently, if you want to have oceans, you reduce your landcover worldgen setting, and landcover scale is used to determine the scale of oceans. You have to explicitly set this before making a world though, as the current default settings are set to 100% landcover, meaning 0% oceans. Tyron's mentioned 5% would not work as you cannot go that low, and would be an extreme setting too. Either way, worldgen settings are usually NOT changed in existing worlds by updates. In singleplayer it is even hard to do this as a player (again, there seems to be some additional settings menus coming for this). The only reason I could see them changing the default worldgen settings of already existing worlds, is if they plan to add a story location that explicitly requires oceans.
  7. That's for the protection of the rift ward.
  8. That's not going to change the world settings of an existing save and neither will the update do that. There is a mention of being able to change the world settings from the edit world screen though. One should however keep in mind that this will most likely cause harsh looking chunk borders. Is it still as streaky as the current vanilla world gen? Landforms aside this is one of my biggest issues with it because whenever you look at the map you can follow the curves of what looks like someone chaotically splattering & smearing paint over a canvas and it really kills the immersion for me.
  9. You don't need a converter, just learn some very basic ranges. 0 = freezing temperature of water, 10 is pretty cold, 20 is mild spring like temperature and roughly your average indoor & t-shirt temperature and 30+ is very hot summer / heat wave type of temps. Everything below 0 just gets more and more frozen wastelandy and is kinda irrelevant as far as the game goes anyway.
  10. What does that mean? Are the two "Landcover" settings going to be deprecated for something else? Finally. On that note, it'd be very nice if world height settings would be copied & pasted with the world copy & paste function too. So, is the rate determined in real time or at the time of applying the healing item? Like, am I going to heal fast if I apply it naked but then put on armor & likewise am I healing slowly if I apply it with armor on even if I remove it? Or does the rate change dynamically and requires you to go naked until you're fully healed? Does that mean low tier falx are better for harvesting loot, since they require more hits to kill? A lot of enemies often have 0 loot, so I'm not sure how to interpret this. Given that the game does not unload the mods properly and then doubles the ram consumption with each consecutive load I would recommend a game restart every single time you go back to the menu. Overall very much needed fixes & polishing though.
  11. I've not read too much of the lore yet but from the bits I found it kinda sounds like humanity somehow used the rust world to power a lot of their technology, until it backfired. There's quite a bit of lore updates yet to come too so I am sure there's some revelations that will come with that as well. Imo the dialog from the trader makes their human origin already pretty obvious.
  12. The issue is mostly dotnet, which is more of a MS thing to blame. Flatpaks are as easy as it gets, at long as you don't need it to interact with anything outside its sandboxed environment (so far I only know of one mod that would benefit from that). Since I see this a lot: It's completely unnecessary if you use the Flatpak version of VS. Flatpaks come packaged with all dependencies they need to run the application and are entirely sandboxed in their own little environment. They do not touch any of your locally installed dotnet versions at all and you don't even need to have any installed to use them. Generally, listing Flatpak installations here is completely unnecessary because every distro that can run flatpaks (which I'd guess is probably almost all of them), can also run VS.
  13. Not sure about some of your suggestions, or maybe I'm not finding the tracks you have in mind, but you probably would enjoy the Starbound soundtrack. To me it always had this feel of "endlessness" and "emptiness" that really work well with those desolate procedurally generated worlds and making you feel lonely - in this case for the large variety of planets, but this principle also goes for the post apocalyptic landscape in Vintage Story. I agree though. I think the soundtrack in VS does not really work well with the game. For me it is way too upbeat and very busy too. One of the things I liked about Minecrafts soundtrack when I played that game first was that it gave me the same feeling I described above. This, coupled with the unknown of the game at the time, really made you wonder and awe at the time. So, regardless of the actual style of the music, I would slow the tracks way down and reduce a lot of the instruments in general. Another issues though is that the game does not actually have any sort of dynamic music at all. We live in a time where other games sort of procedurally generate tracks ad-hoc based on what's happening in the game from various different songs & samples. There's a mod that at least adds something smaller, but lacks tracks imo and some are also not super fitting: https://mods.vintagestory.at/vintagesymphonyx
  14. I'm not into coding nor 3D modelling or those tools, but would it be feasible to add a feature in VS Model Creator or to write a separate (cross platform) command line tool to import GLTF & OBJ models to convert them into its .json shape format? How is this relevant? Why post in mod related threads if you don't care for mods?
  15. Hopefully this time without any new critical bugs. Also, this was probably the fastest flatpak release I've seen. Usually it takes several days for it to land on flathub.
  16. I 100% liked it better with the more moody lighting. It was already hard to do moody lighting in VS because mobs spawn at light level 7 instead of 0, like in oldschool MC before they changed that. But now it became even less feasible because even low light sources emit a lot of visual light. Makes me wonder what's even the point of oil lamps or even candles if we can't use them for moody light conditions because they're either causing mobs to spawn or now because they're not even moody anymore. Also, I got to say the updates recently seem rushed and lacking QA testing. Each hotfix brings in another critical issue or two it seems, and the game already had a lot of them to begin with - especially since the last major update or two.
  17. Max room size is 14x14x14 blocks. It was 15 for a short while in 1.19 but that seems to have been a bug unfortunately. Also, thatch roof does insulate. No need for extra blocks there. There's also larger sized doors btw.
  18. Unfortunately it's true at the current time. Hydrate or Diedrate is a mod that helps a little bit with adding a challenge, since temperature affects thirst rate, but there's still no direct heat related equivalent to hypothermia, like getting heat strokes or something. You likely also want to install biomes & floral zone mods, along with the Fotsa animal mods, because in that regard the warmer regions are also quite lacking behind. Right now, the colder regions are where the core gameplay and content is at.
  19. Yeah, leaded glass panes definitely work for greenhouses. The problem is that they are only square in their form. It just is nonsensical that a 1 block thick glass "pane" is insulating, but a chiseled block of the same thickness is not. Hell, most houses had chimneys, Nordic longhouses rather big ones even above their hearths, and their homes were still warmer than outside. A bit of a hole isn't going to completely turn your indoor temperatures to outside temperatures, like it works in the game. The new chimney blocks are cool and all, but also severely limited, as they are pretty much only for one story buildings and you cannot integrate them into something like a Nordic A-frame house with a cutout roof in the middle. Used trapdoors previously to "seal" them but now that we got solid trapdoors, the grated ones don't seal anymore either, making it kinda impossible.
  20. I'm not snarky, I'm just explaining the discrepancy of understanding here. You don't have to be offended by it.
  21. Well, okay. But that's a "you" problem. The amount of times I've done that is literally zero.
  22. I just don't see how you get gaps in the first place.
  23. Yes, that was one of my complaints back then too. You can't even get through a lot of them on foot, let alone on a horse. I would've liked them swapping the spawn chances for regular trees & big trees, so that you had somewhat more accessible forests and not just dense shrubland. It's even dumber when you consider that they have a whole breeding feature for horses to improve their stats too. One of the many things where MC went into the opposite direction of what I would've wanted it to go.
  24. What for? The pit stops smoking when it is done. There's absolutely no need to waste glass on this, since the pit does not function like a real life charcoal pit.
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