Porkbrick
Vintarian-
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Everything posted by Porkbrick
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It seems it was a temporary bug. I reloaded my world and beams now drop as expected. beams and chiseled blocks still permanently weld though.
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I figured it out. It was indeed the case that the regenerated terrain was just not tall enough to accommodate the entrance.
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I finally got the map and made my way to the resonance archive (hooray!). On the way I noticed some terrain borders misaligned. The world is using conquest landforms mod and I think there is some mismatch between the 1.19 compatible, and the new 1.20 compatible versions. No problem, I haven’t exposed a lot of area with the updated mod. I reinstalled the older version and started regenerating the affected areas. I regenerated the area including the resonance archive with the plan of regenerating it after the terrain was updated. I didn’t actually check to see if the archive was gone after the terrain change and before I manually generated a new one. The archive is there, I can noclip down and there it is. But, the entrance and the shaft did not generate with it. My guess is that the new terrain is too low and that is preventing the entrance from spawning. Is there a way to regen the area with a higher altitude? Or delete the archive here and respawn in a nearby location with better altitude? edit: I strongly suspect that the archive is the original game generated one. All of my attempts at using: /setstorysrucpos resonancearchive I[] gave me missing coordinates messages when I tried it.
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Beams are awesome! the building possibilities they offer is really unique and nearly endless. to start: the flaws/drawbacks as they stand now. -they can be really difficult to place accurately. lots of times, you think you have it only for it to jump to the wrong point when you click. -they are very hard or downright impossible to break once placed. the hitbox is super tiny and doesn't even show depending on what you have in your hand. also, it seems that beams placed on chiseled blocks become permanently attached to that block. -im pretty sure this is a bug, but last time i was building, breaking beams vanished without dropping anything. -its hard to find the precise point to attach to. there is a grid of snap points on every block. 5x5 on every face and any exposed internal portion (stairs, slabs, chiseled blocks). but there is no visual hint as to where those points are. i think Tyrone has said there are plans to extend the beam hitbox the the entire beam. one problem solved. hopefully the behavior with chiseled blocks is just a bug and gets fixed, as well as not dropping when broken. i propose a clear visualization of the snap points available while you have a beam in your hand. simple clear points should do, and maybe give the beam some level of transparency while its being placed so the end doesn't obscure the points. or maybe holding shift or ctrl would show the grid. there should be some mechanism for picking up a placed beam end and moving it to a new spot. maybe holding a hammer in the left hand with a beam in the right hand lets you left click the placed end and move it. if the hitbox is the full beam then whichever end you are closest to would be the end that picks up. what do you think? any other ideas? maybe beams of differing thickness could be a thing? edit: almost forgot the issue of the beam hitbox causing collision issues. that definitely needs addressed.
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i already follow the thread. i did some looking into it and apparently threads you follow don't show if there are no new posts since last you checked? that's why i couldnt find it i guess. or maybe something else happened. i dont know. it shows up where it used to be now though, so maybe im just crazy.
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@Brady_The thanks for the link. now i know its there. i still have no idea how to navigate to it without the link though . agree on the manure, glad its not just me.
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i really don know how to use discord, but i did find the one roof discussion on there. now i cant find it anymore. did something change? i dont really want to clog up the comment on the actual mod page so i thought id ask here. for that matter, i cant find any discussion here either. there must be something.
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not sure if its even possible, but.. so many times my fat finger accidentally clicks the mouse button and deletes a block, or i center click to duplicate a block and lose the chisel in my hotbar, or i miss-click and place a beam wrong. it would be awesome if there was a way to ctrl-U your last action! so many times ive had to search the inventory just to get back the hammer or chisel i had in my hand. like i said, not sure its even possible. for miss-clicks i try to hold the hammer in my hand whenever possible so i don't randomly delete stuff, but then i lose the hammer to an absent minded middle click another, sort of related issue is the range you have in creative. working on something in front of you and accidentally placing/deleting a block 50 blocks away is a bit annoying. is there a way to customize your reach in creative?
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breaking beams drops nothing. is this intended behavior? i feel like it must be a bug as i have stacks and stacks of rotten beams i collected from ruins before updating my world to 1.20. also curious if beams placed on chiseled blocks becoming permanently part of the block (copying the block in creative will copy the beam as well) is intended behavior.
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i figured out a few half way work arounds for this. it is very material intensive though. in my case i wanted to make a wood plank floor with visible joists running 90deg to the floor boars and a beam under that running parallel to the floor boards. so it seems that slabs will always orient north/south, and planks will orient based in how you place them down. if you lay down your planks oriented eas/west, convert them to chiseled blocks and then add the slab to the chiseled block you now have a block that you can make the boards orient perpendicular to each other. you can us 3 or more different materials so you can have floorboards and joists distinct but you cant add planks and slabs of the same material unfortunately.
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i think this 1000%. so many times ive clicked to place the second end of a beam only for it to snap to the wrong point. it would be so nice if you could just pick either end back up and move it! im not sure if its a bug, or new to 1.20 but breaking beams no longer drops them now. they just vanish. kind of sucks when using harder to source materials like aged/rotten wood. while im talking about it, it would be so nice if the snap points were visible when holding beams. the corners are easy to find, but there are 25 possible snap points per block face(including edges and corners) and getting the right one is a pain. especially if you are at an angle to the block.
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is there a convenient list of the mods that are now more or less folded into the base game now that 1.20 is out(ish)?
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yeah, i was disappointed to find out that the half blocks were not in fact 22.5deg slope. also a little bummed that the "bottom" half block cant be positioned at the top edge of another block (like slabs allow) to make eaves. i was really hoping we could get a rue roofing "slab" with situational orientation similar to current slab blocs, but alas. i would love to see a demo still
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anyone know of a guide or demo on how the new roofing blocks are supposed to work (not the beams, those seem pretty straight forward, if not very practical yet)? for the life of me i cant figure out how a few of them are supposed to be used. the half block top and bottoms don't seem to be made to fit together at all and the half ridge piece seems like it faces the wrong direction no matter how i place it? i was so excited about all the new roofing options, but i just cant seem to figure these out. fortunately, the one roof mod looks like its matured to the point that i can just ignore the vanilla blocks altogether. i would like to know if others have the same issue or if I'm just dense tho. cheers
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I might be wrong, but I think the walnuts are currently edible. They just drop in such low numbers that you’d never be able to get enough and still have any to replant
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So your guide here is for installing multiple instances of vintage story, and basically dedicating each one to a set list of mods? works for sure, but it sure would be nice if such a mod friendly game could make it easy to pin mods to respective save games and automatically activate or deactivate them based on that.
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I did consider that. I like that the acorns mod requires a bunch of steps to prepare the acorns. Makes it less of a free lunch as it were. You have to dry them, shell them, crush them, and finally grind them to get the most out of them. oaks are inedible without preparation in the real world, so that works in game. Other nuts that are edible with no/little processing could still need a proper drying process to make them storable. Raw nuts don’t have a great shelf life. Could also be fun if you had to compete with deer and pigs for the nuts when they drop. instead of the cutting propagation system you could have a less than 100% success rate on planted seeds
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I would love to see the fruit tree mechanic expanded to include nut trees. In particular large forest nut trees. Walnuts, chestnuts, pecans, even oaks can grow to be giants and produce amazing quantities of food for both wildlife and ancient humans. They were so important in times past that whole societies revolved around them and the food they provided. Most of the northern temperate species are deciduous and only drop nuts in fall. Seems to line up with the fruit trees in n the game. Size is of course something that would need to be addressed, as well as possibly high numbers of trees having to be tracked by the game all the time. I have played quite a bit with the acorns mod and I like it a lot. It does a good job of balancing the quantities of acorns you can gather (a lot), with the effort required to prepare them for eating. The mod just adds the acorns to the existing oak leaf blocks, that means they are available all year long and you have to defoliate the tree to get them. Also, when you don’t need them they drop regardless. Ideally they would only be available in fall and they would be harvestable or fall to the ground without chopping the tree. walnuts do make nuts now, but I feel lucky if I get more than a few per tree cut down. IF having nut trees work like giant fruit trees could work in the game engine then that opens some cool possibilities. Careful consideration would need to go into balancing. While it would be nice to have a bunch of easily stored food suddenly available just before winter, you wouldn’t want it to be so easy that you don’t need to prep at all. In the wild, you would have animals eating the nuts, the weather spoiling them, and harvest times being short or inconsistent. Additionally, a lot of these big forest tree produce on alternate years or every few years. So you need to really look around to find a good harvest. Lots of technical stuff to work out. I think it could be pretty neat.
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Can we tie a mod list to a particular save as well. The more mods I gather the harder it is to remember which ones I have active on different saves.
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Hive finding tools are an interesting historical real thing. Basically a small two chambered box with a closable passage between. The idea is that you would capture a foraging bee or three at a flower patch in the first chamber. The second contains sugar water or honey. Find a nice open space, give the bees you’ve captured access to the sweet treat and let them go. They will fly back to the hive and more bees will return. Now you can note the direction they are approaching from, capture a few more and move in that direction. Do this enough times and you are able to triangulate the location of the hive pretty reliably. I’ve tried it in real life and it actually works. And it works really well. Anyway, bee hunting is fun! And you can find a hive up to two miles or so distant!
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I had no idea that this would be such a contentious topic. I knew of course that messing with core game mechanics is delicate and would need to be very well considered of course. Lots of aspects to gameplay differences between single and multiplayer I hadn’t really thought about. I still think that sleep, as it is now, feels a little bit incomplete, or like a bit of an afterthought. Certainly not broken, and not necessarily in NEED of fixing, but there is no doubt room for something. it’s obvious to me now that there really shouldn’t be any downsides to not getting sleep, as that would just punish players in multiplayer. I really do like the idea of tying sleep to temporal durability. It doesn’t add another stat bar (no thirst please), it doesn’t punish anyone for ignoring it (if it’s done the way I’m thinking), it ties in to lore potentially, and It gives more purpose to the various beds we already have. It also gives a little more depth to the temporal stability mechanic itself, which I also feel is a bit incomplete. In addition, I think having temporal satiety or durability tied into the game code could open the door for more interesting and intense mods around sleep and consequences for lack of. Treat sleep like food and temporal stability like hunger, but default your stability never drops due to lacking sleep. Sleeping can bring your stability back up if it’s down, it can hold your current level where it is for an amount of time proportional to the tier of bed you just used (same as better meals give better satiety). This gives some incentive to build better beds other than aesthetics. this way, nobody is punished for ignoring it, it offers some lore tie in, and it gives more purpose to the beds, and opens opportunities for mods to develop the mechanics further. multiplayer can ignore it ( or at least treat it the same as it is now), solo players can use it to regain stability after deep cave exploration or time spent in an unstable area, or use it to pause the gear in preparation for a deep mining mission.
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The more I think about it those more I think that sleep should just be disabled for multiplayer. Or at least any sleep mechanic other than time skipping could/ should be disabled
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Isn’t sleep currently limited in how often it can be used already? I assumed it was.
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If I’m understanding correctly, I think what they mean is that in a multiplayer game you could simply “tag” your bed. Maybe 30 seconds pass and you’ve successfully napped.it could work if the rewards for sleeping were relatively minor, or if they scaled with sleep time. Not ideal. But sleep seems pretty useless in multiplayer right now anyway.
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I really appreciate your perspective. Multiplayer is really not something I’ve played at all, other than 1 on 1 at home with my son. I’m really curious. Do most servers just ignore sleep altogether right now? It seems like adapting any new sleep mechanics would, like you mentioned, need some vote to or forced sleep. Could do away with the time skip aspect and just “tag” the bed, but that’s not very useful. Or just have to disable the mechanics altogether for multiplayer. They would have to be inconsequential enough that missing out on it doesn’t feel too bad. Thanks for discussing this!