Dark Thoughts
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I think Matrix would have the same issue of being a black box though. One of the big issues of Discord is that you need an account AND you need to join a chat through an invite (which often is already expired) to read the convoluted information, downloads, or whatever else inside of it. There's no way to read it from the outside, there's no crawlers for search indexing to find it through search engines, and if the whole thing shuts down, all the its contents will be gone forever with it.
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I use the Butchering mod and think that's fine in its representation, and honestly less weird / gross than what you described. lol Edit: That being said. Considering how the rust monsters are severely corrupted & deformed humans, with split heads and ripped apart chests, I fail to see how a skinned carcass and a red liquid filled bucket would be too gory. The vanilla game is way grosser than that already.
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Make iron feel more valuable and satisfying to find
Dark Thoughts replied to aleq's topic in Suggestions
If your definition of fun is to go into any random cave in any random location to dig out small random pockets of iron wherever you go, then there's plenty of games for that already. Vintage Story however is a survival game and prouds itself to be a fairly authentic experience. If you don't enjoy that, you can either change the ore generation settings, use mods, or move on. Because I don't see them backpedal on ore generation at all. Interesting. I was using Rare Dense Ores but this may be a bit better while still doing the same thing it seems. I'm curious though, does this ore gen still follow the terrain above? Because that's what affects the pancake generation. If it spawns in hilly terrain the ore pancake would also generate in a hilly form below ground, if it was on a cliff side, it would generate in a very steep pattern. -
Make iron feel more valuable and satisfying to find
Dark Thoughts replied to aleq's topic in Suggestions
I vastly prefer the rare but large ore veins over the tiny MC like pockets that other games also typically go for with their resource nodes. Feels more rewarding to finally find something that's valuable to you in that moment and may even encourage you to set up some infrastructure or decorations, like a proper mine entrance. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dark Thoughts replied to Tyron's topic in News
If glacier ice is going to melt, how is that going to be handled when water moving is disabled? Does this not mean you can create water source blocks with glacier ice? -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dark Thoughts replied to Tyron's topic in News
Technically you want to not puke because you want to continue to digest the good stuff for the trip. Unless you're some esoteric shaman who may believe that you also vomit out all that bad energy with it. Generally I would advice against vomiting if you can avoid it as the acid is extremely damaging to your pipes and teeth - and based on people with bulimia purging can become a sort of addictive disorder. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dark Thoughts replied to Tyron's topic in News
Another thing... If we add psilocybin mushrooms, then we should severely reduce the health damage of fly agaric too. Fly agaric has a long history for being used as a drug, and to eat enough to be lethal, you would have to shove more into your stomach than you could handle. You'd be vomiting your guts out long before that - and the same happens with psilocybin shrooms too btw, hence why you typically dry or even bake them to reduce that effect on your stomach. -
Potential visual difference between stable and unstable areas
Dark Thoughts replied to LadyWYT's topic in Discussion
The purpose of what? I don't think there's any intention to unstable areas being subtle for the sake of being subtle. I never said anything about placing locust nests. They're not directly part of the rust world so that would not even make sense for the lore. I just gave the example of locust nests because that's where you usually find rust layers on natural blocks. I don't really see how my suggestion would change that. It would just add visual variety, which would, imo, further enhance the otherwise fairly repetitive sights in the world, and make unstable areas more immersive and more than just an annoyance. As they are right now, they might as well be gone. They have no flavor, no purpose, other than prohibiting you from building in certain locations. -
Potential visual difference between stable and unstable areas
Dark Thoughts replied to LadyWYT's topic in Discussion
It already is completely obvious anyway, that's not the point. And the world IS explicitly unnatural thanks to the temporal shift that caused this, this would just be a way to visualize this fact better and make unstable areas more interesting. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dark Thoughts replied to Tyron's topic in News
Just let me carve a spoon to eat directly out of the pot. That's how I do it in real life too. Have a base time and add a decreased speed modifier based on temperature instead. -
And strewn straw, and cob. Rammed earth also has like 5 different textures to cycle through. There's also two types of packed dirt. Stone paths are also accessible early on. Firepits do not spread fire. The only risk here is if you accidentally target a flammable block instead of the firepit when lighting it.
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Potential visual difference between stable and unstable areas
Dark Thoughts replied to LadyWYT's topic in Discussion
Maybe I'm too Thaumcraft influenced, but my hope for visual indicators of unstable areas would be something akin to Thaumcraft's taint & taint biome (which, IIRC, had Vis instead of stability) - but with rust features. The more unstable an area is, the more rust features is has, starting from small patches of rust layers like in locust nests, all the way to very corrupted land like that around the tower with a dusty rust-esque air. Because to me it would make sense that in unstable areas the rust world sort of seeps into / merges with our own. -
I have a 5700X3D, 32 GB ram and a 9070 XT and it takes about 3+ minutes to load my creative world. I think a lot of time is wasted on loading mods though, which unfortunately happens on world load, not game load, even though you have to restart between world loads anyway or the game will continue to grow in ram usage.
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While it does not give absolute player numbers, Google Trends is actually a very good popularity indicator too.
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So potentially we solved the rot problem by making it their problem, which then became our problem again. Certainly a very human problem.
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You probably reduced your view distance. I'm not super familiar with the timeline. Were the rust monsters and corruption events pre or post rot? Maybe the temporal shift was them shifting the rot into that dimension, turning it into the rust world.
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Sorry but people here are completely off with their CCleaner crap and whatnot. Her laptop only has 8 GB of ram, that's the issue. Despite the weird gaming marketing name, it's not suitable for gaming at all. Modded Vintage Story eats up insane amounts of ram, and she's running out of it, causing her system to use a swap file on her drive, which is significantly slower than ram. I have 32 GB of ram and even I often run out of memory. Today I removed Wildcraft and gained 8 GB back for example, for just two mods + a dependency mod. As far as I can tell, any mod that adds a lot of different items, static or dynamically, is going to bloat your ram usage like crazy, because it's all being loaded at any time. Your two food items and I think Better Ruins are also well known offenders. But with 8 GB of ram I'm not even sure how well even vanilla would run.
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While I did not have that issue on Linux, other people might do, for which you did not provide any help when they potentially find this thread in hopes of a solution.
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And that's why you don't use LLMs... You're thinking of Carry On. https://mods.vintagestory.at/carryon If you want to pick up an empty storage vessel in vanilla you have to just "break" it.
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A way to craft boards without saws.....PLEASE
Dark Thoughts replied to Flavortownsbest's topic in Suggestions
A stone axe isn't really that sharp, because a proper sharp edge would be so thin that it would break immediately. They're more like blunt weapon with a bit of an angled edge, which is not suitable for log splitting. Also, the saw is a technological gating mechanism that opens up a whole bunch of items. It's part of the progression into the metal age. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dark Thoughts replied to Tyron's topic in News
This unironically may be thanks to Hytale. I've seen a lot of people talk about VS since Hytale gets a lot of MC comparisons, so now people who missed VS start to hear about it more and more. And since Hytale gets stale after a few hours they may look into other voxel games that aren't MC. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dark Thoughts replied to Tyron's topic in News
Just in case you don't know, but there's a UI mod that shows the exact percentage - positive and negative. https://mods.vintagestory.at/statushudcont -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Dark Thoughts replied to Tyron's topic in News
Hm. I was hoping to finally see a tule drop buff. It's really not worth gathering over grass, which is more easy to find (literally everywhere), regrows almost instantly, and since it is everywhere you can also gather it much quicker. Are rivers out for 1.22 entirely or just for pre.1? And btw... Are those boobs? //content.invisioncic.com/r268468/emoticons/wacko.png