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ruggbean

Very Important Vintarian
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Posts posted by ruggbean

  1. On 10/23/2022 at 9:03 PM, Hal13 said:

    A schematic of a build could be better (legally) protected (it's rather clearly made by a person, it's not part of another work of art that may not be possible to protect, ...) and easier identified and tracked, it may even be possible to add junk code with a watermark only visible when not just copy-pasting the file's content (similar to comments in a program's code), additionally the file size would be way smaller, outside of creative you'd still have to build it and even in creative you'd still need to modify the terrain around it to incorporate the build into your world, meaning you'd actually would have to put some work into it. Hence a database for schematics might be a more useful thing to make.

    So, how would the database for schematics work in a way that is different from adding a world file and what is stopping someone from claiming that the schematic is their own? I'm asking because I have no idea how schematics work in VS - I've never seen them and have nothing to reference as compared to a world file or a mod.

  2. 8 minutes ago, Hal13 said:

    Re-uploading a mod is possible, but not without much work. Other than the world file which is mostly procedurally generated, a mod's code has way more content to identify the original author, it's rather easy to prove who made the mod (if the mod exceeds a certain size) and who just reuploaded it. Even with a simple reskin or remodel mod there could be some hidden signature / water mark in/under the texture or inside the model or other marking. As such a reuploaded mod can get taken down again rather quickly. But with world files it may be rather easy to just purge all text from signs via a command, changing a few blocks here and there or copy the desired building to another world, so it is technically worked upon / added to the other creator's work, clearly not the same world...

    But yes, as long as there is no money to be made with it, it might be possible to keep up a honor system. Though schematics (which you can copy / paste in creative if i'm not mistaken) might be the better way to go as they wouldn't be as bloated and could be added into other worlds.

    I'm sure that there is a way to make it to where you can download a file and incorporate a watermark into it in the same way that mods do, which I do agree would make the idea more palletable, especially because people put a lot of work into some of their worlds. It could even be a matter of somehow merging the kind of JSON that modinfo is, reformatting it as a worldinfo JSON, and making that information available as one would see in the mod manager.

  3. 4 minutes ago, Hal13 said:

    The good news is: world configuration commands, seed and such are in the world file(s) and wouldn't be needed to be stated. And it IS already possible to share world files if one wanted to do it.

    The bad news is: builders are fond of their creations and technically there are rights involved with those, the server admin sharing world files, without the builders who built it consenting to share it, can get messy or even pull apart the scene, especially as it's easy to copy the world, change its name and re-upload it as one's own. Stolen content, like adventure maps and skins, being sold might be the biggest problem with Minecraft's marketplace, hence Idk wanting something like that market place (refering to comicbookguy here) for VS seems to not really help the argument.

    I mean, we upload mods and when we do, we get the consent of all of the people involved in the process of making the mod to put it up on the database. If you load the file and not every has consented, then you can seek arbitration in the same way one might for mod disputes. And none of these downloads would be sellable in the same way that you're not allowed to pirate the game.

    By the same token, it's just as easy to download a mod, change the name, and re-upload it as one's own as well. But as far as I've seen, people are willing to work on an honor system here and I don't see why we can't give people the same benefit of the doubt. 

  4. As with the mod database, for those that don't necessarily want to build their own content but want to partake in the content of others, there could be a database for people to download copies of their worlds and share them with people.

    It would share information like world seed, world configuration commands at time of upload, theme or inspirations (like Greccan Steampunk or Medieval German or World of Warcraft), mods required to utilize the world, and could be updated in the same way that mods are updated, where there are versions of the world and there is an audit log of those updates in a separate tab. 

    Thoughts?

    image.png

    • Confused 1
  5. 6 hours ago, Streetwind said:

    That's not quite correct. He hosts and operates it, and sometimes assigns user permissions and such. Though these days it's typically Stroam who handles it in his stead.

    @ruggbean - I recommend heading onto Discord into the #wiki-and-translations channel, and talk about your suggestions there. That will either result in someone going "sure, i can do that", or, more likely, you being told "make an account and tell us, we'll give you edit permissions, then you can do it yourself".

    However, you will also be told that in this particular case, it's intentional for the alloys to not be on the metals page. Because there's a separate alloys page, which already lists them all. The first paragraph of the metals page links to it.

    So your actual task here is not to find someone to make the changes for you, or even to make them yourself; rather, consider your task to start a discussion about whether the current model of having the ingot listing split across two pages is good or not, and what can be done to improve it. That could be merging both pages into one, but it could also involve making the reference to the alloys page more visible, or some other solution like it.

    That's why it's a chat channel: to discuss things with other people :)

     

    Appreciate you!

  6. I was looking at the wiki for a small project that I'm trying to get going, mostly for myself, and I noticed that the Metal page doesn't show the alloyed ingots, only the pure versions. Would it be possible to update the wiki to reflect both the pure and the alloyed ingots? 

     

  7. In the 1.17.0 update news, there was a note that mentioned:

    • Shield durability is now dynamically determined based on the materials used: hardwoods and stronger metals add durability to the base durability value

    As far as I can see, however, there isn't anything that quickly denotes what is a hardwood and what is a softwood. I think that the Storable In/On is a great idea for their respective items, and I think that it would be great for identifying woods as well. 

    I think that it could be done one of two ways:

    1. In the entries about logs/planks, you could add an indent for wood type like so:
      Redwood Quarter Log
      Material: Wood
      Type: Softwood
      Burn Temperature: 800°C
      Burn Duration: 72s

      Board (Redwood)
      Type: Softwood
      Burn Temperature: 700°C
      Burn Duration: 6s

      ______________________________________________
       
    2. Redwood Quarter Log
      Material: Wood
      Burn Temperature: 800°C
      Burn Duration: 72s

      Obtained by breaking

      Ingredient for

      Wood type
      Softwood

    Personally, I like the style of the first one more, but I think that it could be doable both ways.

  8. On 7/18/2022 at 1:11 PM, Hal13 said:

    Yes, that's the known behaviour, it's something in the interaction between fruit press and bucket which prevents the bucket from being filled completely, I'd guess.

    It makes me wonder why it has a problem specifically with 10L.

  9. I hope this isn't a recurring topic or something that has been explained elsewhere - I tried searching and I didn't see it - but if it is, if you can link me to the topic, that would be greatly appreciated. 

    I am a little bit confused as to the purpose of coke in the process of steel making when you are not only capable of using other coals to power the cementation furnace, but brown coal, which has a max temperature of 1100°, can heat up the same completion percentages as coke, which has a max temperature of 1350°. Is there a way to either create an apparatus for the cementation furnace that will only hold coke and charcoal, or a way to restrict steelmaking fuels to a certain max temperature threshold like 1300°, which would prevent brown coal, black coal, and anthracite from being used, and function similarly to how smelting with the crucible operates?

  10. Hello,

    This is a problem that I've been having for a little while. I'll have flowers, paths, or fences down and the grass grows in, sometimes in places that would not grow grass, as you can see from my screens. I used regular basalt rock and chiseled basalt rock for this iteration of the problem, and the road that I replaced with the rock was packed dirt, which did not grow any grass on it until I put down the wooden paths.

    Currently, I am in 1.16.4, on a multiplayer server, and this has occurred with mods and without mods. The only mod that I'm running right now is Carry Capacity.

    image.png

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  11. 8 hours ago, Hal13 said:

    I'm only aware of a workaround for now: 16 do reliably press into 5 litres.

    Just went through the changelog for 1.17.0-pre.1 and haven't seen it fixed, hence it should still occur there.

    I believe that I saw a comment like this (it may have even been yours) and I've been doing the 16 fruits. In its own way it solves the problem, but now pressing the fruit is a little bit more tedious.

  12. On 7/6/2022 at 6:21 AM, RobinHood said:

    rotten food shoul be toxic too, 1-10% only very little health damage, 10-49% heavy health damage, 50-99% death will come for sure. Food from temporal unstable areas shoul be toxic too ... this is radiated e.g.

    Ergot very toxic too, if you get by harvesting grain ergots too, your grain is toxic / wasted ...

    https://en.wikipedia.org/wiki/Ergot

    Yes! More kinds of things like this, like diseases and toxic parts of plants. And the point is that you can eat them if you have to to survive, but you take penalties and debuffs for it.

  13. I mean foods that you have to soak in order to unlock their potential as foods. Like cassava but also, if we ever get bean varieties in game, a lot of beans are poisonous when raw.

  14. I was wondering if there might ever be a mechanic or a mod in which we are able to consume toxic foods, such as cassava, and have a immediate gradual health decrease effect, a delayed health decrease effect that happens at random, or if it straight up just kills you, possibly depending on how much you eat.

  15. Hello,

    So I've noticed that if you have a chest on your back and the mod is uninstalled, the chest seems to go into limbo, where it's stuck on your back, invisible, and you can't access it. Is there a way to access the chest, at least for the purpose of getting it off your back?

     

    Thank you 

  16. Hello,

    So I recently discovered that you can add mods to a multiplayer server via the moddb utility and debug command. There are currently two mods running on the server.

    I have been unable to delete via moddb/remove command one of the mods that was installed and I have tried different ways to uninstall it to no avail.

    • I tried removing the mods in alphabetical order
    • I tried removing the mod directly on a few different days
    • I have asked the server owner to check the hosting site and he was unable to locate the mods on the site
    • I tried moving the mod from the ModsByServer folder to the Mods folder and removing the mod

    However, I was successful at removing the mod from my single player world.

    Is there something that I am missing regarding the moddb command?

  17. This is a bug that I've noticed for a little bit, but I don't know if it's been fixed in 1.16.5 or 1.17.1 (I didn't see any changes, I hope that I'm not blind) and I was holding out to 1.17 to see if it had been addressed or not.

    The fruit press exhibits a tendency to say that 32 fruits will press out 10 litres of juice but will actually produce 9.89 litres. This is an issue that I'm not sure if I am the only one having, but I am able to consistently replicate every single time that I press fruit into juice.

    I managed to capture a 3 minute video where I press 160 fruits into 49.45 litres. https://drive.google.com/file/d/1HbgQYke3q0UJ0lQKMyiK1kLH314D9Vks/view?usp=sharing

    Please advise on whether or not there is an individual fix.

     

  18. 13 hours ago, MSwampcroft said:

    That looks wonderful!!

    Thank you! I was really inspired by others' builds and by the front page builds. 

    I'm not nearly where I want to be chiseling wise, but this whole project proves (at least for myself) that I have the capability to do work on larger, more complex projects and it can only get better from here.

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