Dilan Rona
Vintarian-
Posts
733 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Dilan Rona
-
yea, i'm boycotting discord. did find Cygnus656 on planet minecraft
-
Found a proper developer, so going forward, the project will no longer be ai assisted. New rails system for turbolifts in place (undergoing testing). Existing pads will still work (grandfathered, and no longer craftable), once they are broken, it will return a newer slimmed down version of the pad, and the turbolifts now require rails for connections (existing turbolifts will still utilise the older and depreciated network name). Older pads will be left in a working state for the time being, but will eventually be phased out of the mod.
-
Regarding that screenshot, and Cygnus656. Is there any way to contact him? I dont see him on the forum, other than that original post that mentions him.
-
i love it. but i do understand it can cause issues with some people.
-
this might help also. https://mods.vintagestory.at/recipeselectorfork
-
one mod that nailed the waterwheel perfectly is medieval expansion. 3 types of waterwheels, depending on how the water acts on the water wheel. https://mods.vintagestory.at/medievalexpansionpatch Use the patched version though, as the original has a rather nasty bug with the collision box with the aurochs.
-
honestly, i would have gone with two tiers of water wheels, a slower one for normal water, that needs bronze. and a second tier that needs rapid water.
-
it used to. got changed with later versions of vintage story.
-
i dont know. personally i'd go for the same tier as the waterwheel, and you can make the waterwheel hub with miron, iron, or steel only. so it makes sense to restrict to miron, iron, or steel for that weir.
-
well he did mention this as concept features, he might be open to the idea if you ask him And tbh, requiring steel for the recipe is a fair point, given it allows you to convert normal water to rapid. But I guess Iron would be a better choice, nothing lower than that though.
-
https://mods.vintagestory.at/ndlrapids https://mods.vintagestory.at/rapidsinbucket Personally, I'd go with ndlrapids, but i'll leave that choice to you.
-
there is a mod that i can recommend for the rapids if you are open to that idea, @Mark Watton
-
i left them for a week. they moved positions, but were all still present. Another cave system had a bell for 2 ingame months with no one clearing it out on a server. Eventually I dealt with it as it was near a translocator I frequented a lot. the mobs the bells spawn does despawn (with the exception of the locusts).
-
they dont
-
The current AI/Low effort blocking system doesn't work.
Dilan Rona replied to godlikeion's topic in Suggestions
Excellent point there, @Tj Pepler - Critcher. Couldnt have said it better myself. And its shoved in literally everything now. Where its not shoved into something, it was used to develop something. -
The current AI/Low effort blocking system doesn't work.
Dilan Rona replied to godlikeion's topic in Suggestions
people cant complain over the use of ai when the same people refused to help others when they needed modding work done for their ideas. eventually it gets to the point where they realise its better to do it themselves. Took me a while to get fed up enough to get to that point though. and in my eyes for the best. i got a mod that does EXACTLY what I need it to do. Got a second one thats well underway (and i can finally take over myself), with another 3-4 being planned. -
The current AI/Low effort blocking system doesn't work.
Dilan Rona replied to godlikeion's topic in Suggestions
the problem is there are people that will do that just because of that fact, or if they think (with no evidence) that it was. It will only hurt the modding community in the long run. Only reason I resorted to AI end of the day is the fact I couldnt get anyone that was willing to do the coding for me (or in the one case where I did, wanted to charge what amounts to over a quarter of my monthly salary for a mod, where he himself was planning to use an ai to make the mod). So in a way, the people that wasnt willing to assist is to thank for me resorting to relying on an AI to get the job done properly. -
The current AI/Low effort blocking system doesn't work.
Dilan Rona replied to godlikeion's topic in Suggestions
but as stated before by others, there are servers that could be relying on such mods. And the game will download the mods regardless. It will be up to the user to decide if they want to continue to join, or to stay on said server. And I for one have a minimum standard regarding quality that I will not upload unless it matches exactly how I need the mod to work, and will not cause problems for the user. Or conflicting with other mods for that matter. -
They usually do, unless of course you are said mod creator, and dont get notifications about people leaving comments about your mods. If not, you can tag the author with @ followed by the name. For example, @Chase22
-
The current AI/Low effort blocking system doesn't work.
Dilan Rona replied to godlikeion's topic in Suggestions
For the time being I'm making extensive use of AI. And compared to ChatGPT, Copilot, and Workik; the one I am using is far superior. My first atempt was using signs (that needed a lot of harmony patching to actually detect the signs, and the writing on them, and that was with copilot assisting chatgpt). Eventually I gave up, tried another one, and it had a proper mod going on the second recompile. Busy with a second mod for visuals (thats at a point where I can take over myself, and use AI for assistance if I get stuck), with a third mod that i'm thinking of making. Content mods is easy enough to start maintaining myself now, now that I have a proper understanding of how they work. Anything C# related will take a bit longer for me to get to grasp with properly, and I would just as soon have mods thats of a high enough quality (even if its AI generated) that there is little to no issues, bugs, or crashes present, and as I get better I can start doing it more myself, and rely less on the AI. I know how everyone here stands regarding AI (for and against, and I myself am absolutely against having AI shoved into my face in everything and on every app and device. If I want to use it, I'll look for one to use that can do the job.), and all I can say is to each his own. Love it or hate it. Its here. From my point, it mustn't get to the point where we stop thinking for ourself how to do anything, especially coding. And especially with children, who absolutely have to be able to think and reason for themselves, and not rely on AI tools. End of the day, thats what it is. a tool. And it can be used for good, or bad. Just like any other tool. -
Happy Birthday, @Unaert.
-
Take a look at the expanded foods mod for the time being
-
close enough i suppose, 8 chapters planned.
-
No other screenshots yet, working on an update regarding turbolifts. And busy with a second content mod for walls, decks, computers, etc. For the most part, you craft the turbolift or transporter, and place it in your world. When you shift right click it, it will ask for a network name (ie Voyager, Enterprise, DS9, etc...), and a deck name (ie Bridge, Engeneering, deck 11, etc...). When you right click the pad, it will show a menu of all registered decks in the network for that specific pad. There is a third pad you can craft, but it was designed to only work with the transporter pad, and will only take you back to the last transporter you came from, so its also the only pad that doesnt use a network name, all transporter networks will see that one.
-
nice work, @Micah Holmes.