Jump to content

LadyWYT

Vintarian
  • Posts

    4555
  • Joined

  • Last visited

  • Days Won

    204

Everything posted by LadyWYT

  1. I figure the one advantage AI image generation will offer, is allow the project lead to whip up some sample images to demonstrate the general idea of what sort of look they want something to have, and show it to the art team. The art team can easily drum up some concepts from there. Sometimes you might have a picture in your head about how something needs to look, but fail in translating the idea to someone else in wording.
  2. I would if I knew exactly which block it is, but I unfortunately do not. I just know there are a handful of command blocks that do various things, one of which is control music triggers--it was advertised in one of the trailers...1.19, I think.
  3. Or I mean...it could be that too.
  4. I can verify though that 1.20 will run on .net8...or at least, I've had no issues running it after installing .net8. I've been bouncing back and forth between 1.20 and 1.21 without problems.
  5. Welcome to the forums! The only thing I can think of to do is reinstall the game. You might try grabbing a new download from the client area, just in case something went wrong with the original download.
  6. This would make class choice a lot more important in multiplayer, yes, but it would penalize small servers that can't cover all the classes, as well as practically shoehorn singleplayer into picking Commoner every single time. The way the classes are balanced currently may not be the most exciting thing in the world, but it allows each class to function well in a singleplayer world, while also letting players have a bit of a niche role in a multiplayer setting.
  7. The game itself, or a specific world? If it's a specific world you can try checking the log files to see if any errors are being thrown. You can find the logs in the Logs folder, located in the VintagestoryData folder, which will be wherever you told Vintage Story to save your worlds and things to. By default, the VintagestoryData folder will be located on the C drive under your user profile--AppData > Roaming > VintagestoryData If the issue is with the game itself not responding when you try to start it though, the first thing I would do is restart your computer to see if that clears up the issue. If that fails to clear it up, then I would back up any saves and mods that are important, before doing a complete reinstall of the game.
  8. Yeah there's nothing wrong with taking inspiration from other sources, and Sphax doesn't have a sole claim to using pentagons and hexagons as gems, ore, or whatever. But it does appear to be a copy of the style, and the TOS displayed on the Sphax page are pretty clear on what they do and don't allow regarding use of their assets. Personally, I don't care what you do with your texture project, and I doubt the Sphax team really cares what people do with it for their own personal use. I am, however, pointing out that it could be an issue given how similar the two are, if it were made available as a public download or something. That's all. Edit: Reading the TOS more closely, it does look like they allow users to port the textures to other games, as long as there isn't an official Sphax release and the port isn't monetized in any way.
  9. The ore and stone textures are a dead giveaway. Sphax PureBDCraft has a specific cartoon style that uses a lot of sharp edges, pentagons, and flat colors in its textures. Some of the textures still seem to be vanilla VS(but upscaled), so I'm guessing it's probably a mix of VS textures, Sphax, and possibly textures from elsewhere that have been mixed in as well. Which...given that Sphax PureBDCraft has some specific TOS, may or may not present a problem depending on what the user intends to do with the work.
  10. It can. The generation only matters on the female animal when breeding--the male animal can be any generation.
  11. In all fairness, it seems to be a modified version of this Minecraft resource pack: https://bdcraft.net/downloads/purebdcraft-minecraft/
  12. Same. I've been lurking the github and I don't see any more major issues getting reported, and haven't run into any huge issues in rc6. So I'm guessing the devs are pretty close to having a stable release ready.
  13. I'm thinking it might be a website feature, or maybe a feature of whatever web browser one happens to use. Everything is getting translated to what the default language setting for the user is, so an English user will see everything in English, an Italian speaker will see everything in Italian, etc. An untranslated post still pops up from time to time, but it's been a while since I've seen one.
  14. Adding one option alone doesn't necessarily clutter the interface...it's when multiple options keep getting added that things can get cluttered. If one makes the case for adding a specific thing as an optional challenge in the vanilla, then the same logic could also be applied to every other suggested optional challenge. Hence why it's not uncommon to see more veteran players default to "great as mod, maybe not so much for the base game" opinion. Mods are a great way to handle various options for players, without cluttering up the vanilla game settings.
  15. It is possible to spawn near an ocean--this happened on a trial world. However, I don't think oceans are prevalent by default yet, because water content is still a work in progress and not as fleshed out as land content. Since there is now something to see in the oceans, the defaults have changed so that the player will encounter an ocean...eventually. I'd wager the chance will be increased as more water content is developed; otherwise, all players are really getting is more water but nothing to really do with it, which is kinda just...wasted space.
  16. Are you playing with Hydrate or Diedrate? This mod disables the drunk effect by default, but you can re-enable the effect in the mod's config.
  17. I forgot about that. I assume that when it happens, poor henny-penny just couldn't make it to the nest box in time and just...made do with the ground. The only other thing I can think of to try is putting a nest box or two on the ground to see if that helps. Judging by the screenshot, the chickens should be able to reach the boxes, but it's possible there's no path they can recognize to reach them.
  18. The latest stable version, or the most recent release candidate(which is unstable)? If I understand the mod page correctly, the mod version for the stable Vintage Story release requires a mod-specific nesting box for the birds(species doesn't seem to matter) to use. For release candidate versions of the mod, it looks like vanilla nesting boxes can be used instead. I'm guessing that you're probably playing on the stable release, and have vanilla nesting boxes in the chicken house. I would try replacing them with the mod's nesting boxes, and see if that makes a difference. If the crafting recipe is missing, you might try getting the item via creative mode(/gm 2) and switching back to survival(/gm 1) when you're done replacing the boxes.
  19. I didn't even consider this. I'm not sure there's that much in the game that would be causing issues with colorblindess, but a color blind option might be a good idea. In the case of clay though, since there seem to be many players having issues spotting it...I'm inclined to partially agree with @Echo Weaver--the block texture might need a bit of tweaking. Or instead of tweaking the texture, maybe just a setting that makes certain resources easier to spot(clay, resin)? That way it can be toggled on to give a boost to those who need, but left off by default to preserve the overall challenge. Surface tin is incredibly rare by default, and not worth looking for. If you happen to stumble across a deposit, it can give you a big boost for progression, but otherwise it's much better to use the prospecting pick to find the minerals you need for a bronze alloy, or even just trade for the minerals needed. In terms of stats, bismuth bronze seems to be a tiny bit weaker in terms of attack power, but is a bit more durable to compensate.
  20. I'd wager that would also come with a link to the modpage on the VS title screen itself. That way everyone is not only aware of the existence, but has an easy way to jump straight to the appropriate page without needing to sort through the database.
  21. In all fairness, you haven't seen a drifter thread yet either. They're rare, but they do happen. This is the general forum community though, thankfully. For bushes? Probably blueberries, or currants. For fruit trees I'm partial to the classic red apple, although any apple tree will do.
  22. Welcome to the forums! As others here have noted, clay is one of those things that's difficult to spot, until you learn what the block looks like. It gets easy to spot consistently after that. Red clay will spawn at higher altitudes in areas that get enough rainfall, and doesn't need to be next to water in order to spawn. Red clay is the most common clay type you'll find. Blue clay spawns around sea level, in areas that have enough rainfall, and also seems to consistently spawn next to water, so looking around bodies of water at low altitudes is a good strategy for finding this clay type. Fire clay only spawns naturally in bauxite biomes(regardless of rainfall) or under black coal/anthracite deposits; it's not likely you'll be finding this one nearby. Aside from the naturally spawning deposits, you can also acquire clay from panning, from certain cracked vessels, or for sale from some of the traders.
  23. A really good point when it comes to balancing the negatives of mechanics like this--went through similar with a friend when working on a mod. Different concept, but same logic applies...how do you apply appropriate negatives without making it too frustrating for the player, or engineer it so all the negatives can't be erased just with a death? In our case, we just made the negatives persist even after death, but also added plenty of configuration options so the player could choose how easy/hard they wanted their experience with the mod to be. And that's one of the main advantages of making something like a mod instead of baking it into the game--the players that want that kind of challenge can have it, while leaving the base game unaffected for everyone else. Likewise, I think it's easier to pack a ton of configuration options into a single mod due to how the config files work, whereas for the base game you'd need to be concerned about cluttering the world creation options too much.
  24. I don't think there is, unless it's a story location. Given what others here have said though, it sounds like it's probably due to picking the Snowball Earth setting--the world is getting treated like it's the arctic, so not much is spawning.
  25. Welcome to the forums! The answer is...it depends. I would say probably, since there have been some pretty severe issues with chunk generation errors and certain story locations not spawning at all. Generally, it's best not to play cherished worlds or start new worlds(that you intend to keep) on a release candidate, as these versions are unstable and often contain several bugs. If you haven't progressed very far, it's probably best to just start over. If you've done a fair amount of building and really want to keep those builds, you should be able to save them as a schematic with the world edit feature, and place them into a new world once a stable version of 1.21 releases. If you had items you really want to keep as well, make a list and then use creative mode(/gm 2) to retrieve them in the new world. You can use /gm 1 to return to survival mode and play as normal once finished. The only other thing I can think of that you can potentially do, is just keep playing the old world on the stable release, and try to regenerate problem chunks and structures as you find them. Depending on how much is messed up in the world though, it may not be worth it in the long run.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.