Hal13
Vintarian-
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Everything posted by Hal13
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I wrote i use gamepads but meant gamecontrollers (sorry for the confusion), but only when the game is meant to be played with them, which most first person games are not, even when they did try to keep playing via controller in mind. mouse and keyboard, if set up correctly, are not less ergonomic than most controllers i had tested, but tbh i would never pay nearly €100,- for something that limited in use like that gamepad you linked to. i use my setup for between 90-120 hours sometimes even more a week and don't get any problems with it. interestingly afaik, even most games that are meant to be played with controllers seem to not use double tab for sprinting but pressing a second button, oh and there are no games meant to be played with gamepads like the one you linked to, as their marketshare is nearly zero. and with more older people (yes 40+ isn't that old but it's far from what used to be the main market for video games in the 90s) getting into gaming i don't see they will implement such a thing. And you don't respect the position of people playing via keyboard, you only tolerate it, else you wouldn't argue against doing it and trying to evangelize keyboard users. respect is about accepting the choices other people make without feeling superior to them or the constant urge to get them to change their way. aren't they still giant clunky monstrosities? maybe without suction cups. but other than the old ones which were rather inexpensive, todays can easily cost more than a lowtech pc.
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actually i use the default keys in most games And only use a gamepad if the game was made for them (most of the time not even then). ctrl for sprint and shift for crouch/sneak makes sense for me (in MC and VS) as you can hold it relatively comfortable with your pinkie for a long time, in other games crouch on ctrl is more useful, as you have some stamina mechanic in them or maps are smaller or you need to crouch more often than you need to sprint. But maybe a toggle option instead of holding the button might be an option? like MC introduced in 1.15
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Even with leather backpacks that have 12 slots each, you'll have to go several times.
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I see several problems here, missing blocks make a room incomplete, and metal for pipes are nothing anyone is able to afford for quite some time into the game. maybe stone/brick chimney blocks of some kind? I think it could be good to implement something like this early on, that way there will be much time to fix bugs with it before adding the Steam Age at some point.
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please only optional, if at all. two keys are easier to use in a precise matter. btw. who presses shift with their thumb? (okay mumbo jumbo does, but even he sees that it's unpractical) anyone who needs to type regularly and/or much knows to use the left pinkie for ctrl, shift and caps-lock.
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a sword blade, pickaxe head etc. all can be cast and are equal to 100 units of metal and any unfinished workitem can be smelted back into the full amount of metal it is made of (which in most cases is 1 ingot) as long as you don't get the metal shavings back when smithing, to resmelt them later, there shouldn't be a huge loss of material when recycling the item. shears and knifeblades are less than half an ingot, but still you need to invest the full ingot. I think it would be nice to make smithing/casting a tiny bit more complicated: ingots (which are 42 voxels) stay at 100 units. when casting you'd need 2.5 units of metal per voxel of the items recipe (rounded up at the end) when smithing any metal voxel you hammer away gives you a unit of metal shavings worth 2 units of metal any metal item can be turned into an amount of shavings equal to voxels of the recipe times left durabilty over max durabilty, rounded up or in case of workitems voxels left of the ingot that would mean casting and recyling you'd lose 20% of the metal; smithing and recyling in the end slightly less, because you get 2 bonus voxels when casting an ingot, but mistakes in smithing might come at costs. That way smithing would be better than casting without actually having to touch itemstats.
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thanks i couldn't see any water in the videos above.
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looks good, but do i see it right and you don't need any water for the water wheels to turn? is it just a remodeled windmill?
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If it doesn't use the original mod, linked in the first post. btw. nice addition that rectangle of the prospected areas. should be way easier to find the messages on the map that way.
- 35 replies
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Minecraft Java Edition accounts forcibly being moved to Microsoft
Hal13 replied to voxhaul's topic in Other Games
Don't forget the global bans over all MS games, which regularly happen to the wrong person (proven innocent players) and that can't be undone (though you'd be able to play on a cracked server or singleplayer still). -
Minecraft is adding new mechanics similar to Vintage Story
Hal13 replied to Perlinfall's topic in Discussion
And don't forget as far as is known, this mechanic will only work in the archeologic site potentially even only with the blocks generated within, and it's not really a new mechanic but only a new block breaking animation. sure you can find new and old rare opjects with it, but it's not comparable with the panning in VS that you can do with any sand/gravel in any water. -
i think it would be nice to have a way to prospect vertically too. maybe prospecting could have a reach of about half worldheight, and depending on the sample layout you used you could prospect in different directions? for example if all 3 samples were on the same y level you would prospect like now, but you'd need to be on at max half height to detect the lowest y levels. and else you create a symmetry plane with the sample points and get a reading for half worldheight blocks in both directions perpendicular to that plane. the ore generation with ores generating kinda in a layer isn't that bad, just that it's always kinda a disc shape, more height diffences in a ore deposit though would be nice. Everytime i found iron i'm good for the rest of time, but the earlier metals not so much, especially zinc, bismuth and/or tin are just way too rare (or just way too hard to find) everytime i find a deposit it's really small often not more than an ingot or two worth of metal in it.
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i think it would be best to just stop installing it into a predefined directory completely and just extract the files to wherever people want them (like most early access indie games do), make all paths relative to the executable, that way if there is a new version you could just copy the save to the new location and have a working backup version if that fails horribly. That would potentially make more people try out the early new versions, meaning more bugs get reported before release of the new version, meaning a more stable first release version, maybe no need to have big bugfixing updates after the stable version gets released.
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But the 5mins only count as long as the chunks are loaded, else the items stay forever, or better until someone kills all item entities on the ground via command (because sometimes it just needs to be done *glaring at all the technical players building farms without any overflowprotection*). To be honest, most of the time I use keep inventory, the MC dp isn't good for VS atm, as you need way more time to get to the stuff and you'll most likely will have to face the things that caused your demise when you get there. A gravestone/corpse that can be lootet later will be better, even though i think food should spoil at least at a rate of x1.1, and depending on the difficulty tools might get damaged once (maybe by a random amount, lets say 0-10% of the remaining durability, with a minimum of 1 point). Would be good if a waypoint would be added automatically to the deceased players map, but anyone should be able to loot the body?
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Okay before i've seen animals, a player has bred, had an indicator which generation they belonged to. it seems since some point in the 1.13 cycle that got lost. Now i have no idea which animal to butcher and which to breed further. Is there some way to see that information?
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Minecraft Java Edition accounts forcibly being moved to Microsoft
Hal13 replied to voxhaul's topic in Other Games
As I don't like and don't want a Microsoft Account (which needs me to create a Xbox life account too), I prepare for forcing a refund (if necessary via lawsuit) when they force me to migrate (but i won't have big chances if they only force me to migrate after december 2021). After all, i paid for a lifetime Mojang Account and the ToS for these are highly different from Microsoft Accounts (and here they have to make sure i'm able to access the items I bought for at least 2 years). I couldn't care less for the argument "Bedrock and other Mojang games use them too", neither do i have any of these, nor have i any motivation to get them (and you won't get them for free just for migrating either), in fact i'm annoyed by the amount of advertisments for them in the normal launcher (which is why i don't use that one too). It sure does present an opportunity to expand VS player base, but i don't think VS can actually profit from that forced migration too much at its state today. There are too big differences between MC and VS atm, and i'm not sure if any modder will even think about a conversion. Too less content for technical players (without mods), too slow and too much grind for most casual players, too little mods for modded players, too little interesting combat for the pvp and pve players that like fighting stuff a lot, too little servers for multiplayer, maybe builders might be interested. If somehow channels like the one Ashantin has got a big influx of people seeing VS, that might change, but seeing most of the content seems to be german or russian, i doubt people will stumble upon them too easily. -
My idea was more you program only one (no matter which) and a conversion will be done by the game, that way the modder doesn't even have to know how to convert fahrenheit to celsius or vice versa.
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There are only a dozen countries (even counting Canda to them) worldwide that use Fahrenheit in any way. Therefore i don't think it should be a high priority to implement a system that takes temperatures and converts them in another scale. But i think such a system could make it easier for modders and players. For example an US modder adding something that uses temperature (let's say a steam engine) could just program it in the scale they use and behind the scenes the game would convert it to the prefered temperature scale for any player. And such a system could do even more, for example a modder could program totally other scales for immersion purposes and instead of having to modify every item they only need to add it to the conversion table, such a conversion system could handle weights and volumes and temperatures. maybe vintarians measure weight in rusty gears (just as a dumb example one gear could be around 0.1kg/0.22lbs) and volumens in metal units (100 per ingot, could be equivalent to 1 litre maybe?). And for the few that would like a Kelvin scale, heck that'll be no problem either with such a conversion system. BUT I'm not sure how much workload such a system might create for the players pc if everyone uses different scales in their mods (and some people like to heavily mod their game) and it has to convert it on the fly, maybe it could look for any used scales in used mods and convert everything in there before starting the game, might lengthen the loading time a tiny bit but then it won't have to do it on the fly...
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Chains & Hinges [Pulleys, Elevators, Drawbridges, Chisel Doors & More]
Hal13 replied to Kiptrix's topic in Suggestions
That's what i expect to be part the mechanical power in VS at some point. I want to be able to engineer complex machinery, maybe some rube goldberg machine like traps, mob sorting throug trapdoors and different weights, etc. -
vs 1.15.0-rc.2 VSHUD 2.0.10 (Formerly WaypointUtils)
Hal13 replied to Novocain's topic in Mod Releases
okay, after a complete client restart , i get ctd and i highly suspect it's because of VSHUD not being compatible. first log with the compat mod enabled: Version: v1.13.4 (Stable)06.12.2020 01:04:03: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei VSHUD.FloatyWaypointManagement.Dispose(ClientMain game) bei Vintagestory.Client.NoObf.ClientMain.Dispose() bei Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _VtIDI6oYFpyEcQSZBFso9UVxS9aA._ZnYzeuHqveMMiEvOnpahncAMjfg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._4BykKOCicJqCBHpyWIgTmxWrTrg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._6XmOxKoTYrFLRCGd58p58XW43nD(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _lYLQLGyldvbDG9rPQyiRVeIqQVp._EEzpApWBQHtHR4iMJabXK2wDvlA(_ex0VSgRAdtsvhANmJHZHaf9ATWt , String[] ) bei _IcGByoJhapvESnm6vaOawAHbkeU._EEzpApWBQHtHR4iMJabXK2wDvlA(ThreadStart ) ------------------------------- And after deactivating it produces this: Running on 64 bit Windows with 16 GB RAM Version: v1.13.4 (Stable)06.12.2020 01:06:42: Critical error occurred System.MissingMethodException: Methode nicht gefunden: "Vintagestory.API.MathTools.BlockFacing Vintagestory.API.MathTools.BlockFacing.get_Opposite()". bei VSHUD.LadderPlacement.TryGetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block block, BlockSelection blockSel, Block& orientedBlock) bei VSHUD.PlacementPreviewHelper.GetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block invBlock, BlockSelection blockSel) bei VSHUD.PlacementRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _VtIDI6oYFpyEcQSZBFso9UVxS9aA._ZnYzeuHqveMMiEvOnpahncAMjfg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._4BykKOCicJqCBHpyWIgTmxWrTrg(Single ) bei _LSAAgZhw31Rqs2is6nnojfZBbQC._6XmOxKoTYrFLRCGd58p58XW43nD(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _lYLQLGyldvbDG9rPQyiRVeIqQVp._EEzpApWBQHtHR4iMJabXK2wDvlA(_ex0VSgRAdtsvhANmJHZHaf9ATWt , String[] ) bei _IcGByoJhapvESnm6vaOawAHbkeU._EEzpApWBQHtHR4iMJabXK2wDvlA(ThreadStart ) ------------------------------- Definitely it's VSHUD deleted the files and now everything works fine again. -
Sadly even if I stay in my base, several drifters (surface and deep ones) will spawn in the cellar where ich store food stuff. I can prevent most of that by skipping most of the night. No idea since when slaps and lights do not prevent mobspawns anymore.
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until now everything respawned after some time and absense of the player for me, therefore i think maybe animals only respawn outside the renderdistance?
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wdym 14 hours? i only need the strawbed (7h) in my latest world to sleep nearly through the entire night (at least the dark parts of it). is the duration of the night maybe in relation of the coords? longer the further away from equator? in my creative world i use an aged bed (9.5 hours) and that skips the whole night even when using it just when dusk starts i wake up after dawn. doors are not really simple things, especially ones that stay shut, for hinges alone you'd need some durable metal (read iron) and for wooden houses you only need a stone axe, sure it'll be a log house, but for planks you need a saw. scavenging and deconstructing ruins was a common practise in the past to get ressources for building without having to cut stones. some wicker doors or curtains might be interesting though, but they should only block sight not actually keep anything out (for that you could just put strawblocks in the doorway). as you do stuff when awake i think you lose saturation a bit faster when awake, other than that sleeping gets rid of most of the dark parts of the night and you are rather safe from mobs while you sleep. I sure think it's sometimes a bit too grindy and/or luck based, depending on the starting location, in my first world i had really big problems finding enough tin for a bronze anvil, pickaxe and hammer to mine and work the huge iron vein under my base (and i never found any bees for lanterns, had to buy lime as there was nothing for tanning near my base and had many problems getting enough fat for any automation). Even with severely heightened sliders for tin surface deposits and deposits overall in my latest survival world i only was able to find 3 nuggets over the past 11 hours, even using the prospecting pick. The bronze age seems the biggest bottleneck for me and after getting there it's the iron age shortly after. Other than that i hope the mechanical side gets bigger, i'm thinking water wheels, early elevators and cranes (that could lead to port cullis and drawbridges), etc. eventually steel axles that lose less power... That being said it is still in early development and much will be added until release.
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vs 1.15.0-rc.2 VSHUD 2.0.10 (Formerly WaypointUtils)
Hal13 replied to Novocain's topic in Mod Releases
can't get VS 1.13.4 to recognize the mod in any way, the compability mod is enabled in modmanager, but still commands are not recognized and keybinds do neither function nor can be found in the settings. isn't it backwards compatible to the latest stable version? I only found this thread searching for VSHUD. -
1.15.0+ QOL Tweaks- Better Archery, Backpacks, Poultice and more!
Hal13 replied to Mr1k3's topic in Mod Releases
With Microsoft forcing their damn Microsoft accounts onto Minecraft Java players next year, that's not a bad thing to do. i totally would play a convertion modpack.- 71 replies
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