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Everything posted by Tj Pepler - Critcher
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🎃 Vintage Story Pumpkin Carving Contest! 🎃
Tj Pepler - Critcher replied to Decorem's topic in Builds
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I would look into machines, maybe poke the auto rotor, powered querns can go much slower, the rotation speed doesn't line up between manual and machine, manual the quern animation is quite slow and is around 8 seconds I think to grind a stone, but the machine is slower up to around .8 or .9 then it's about the same as hand grinding but the animation is very fast. Otherwise you are right, there is no setting in the stone itself, just density which seems not used?
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I decided not to stop posting after all I have added icicle trim for all of your winter building adventures.
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I really am asking for opinions here please. I would like to know what people actually prefer but, I can't do that without some input If you think you might use a mod like this private or on a server... Would you rather if everything were available for free or would you prefer if everything had a crafting recipe? Also I said I'd stop but I wanted to post one more little thing to show that they are all actually twinkling lights, not a flat texture... twinklelights.mp4
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Hello folks, It has come to my attention that I am in fact an old man, with a big white beard, and a belly that may in fact jiggle somewhat like a bowl of jelly so this seemed like a perfectly natural project. I am going to be releasing a Christmas themed mod on Nov.01 I am quite far through the process now and the package will contain the following, Dark and light trims featuring either a bow or candy canes, also a matching corner attachment for both. Lights are multicolored and function, they twinkle randomly. Dark and light wreaths, also have working twinkling multicolored lights An artificial 6 foot Christmas tree* current plan is fully pre-decorated and lit, but if time permits I may try making each tree level a shelf so you can place your own decorations (maybe maybe maybe) An artificial 9 foot Christmas tree* same as above Gift boxes you can fill and place or give away Stockings you can fill that have an empty and full state (maybe...) Christmas music cylinders And finally, having a couple of issues right now, but almost for sure a Santa suit I would like opinions on dispersion though, would people prefer everything in a free gift box or would you prefer everything actually be crafted and earned? Currently there are no recipes but that is super fast .json stuff so I'm good either way.
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Disable Specific Mob Spawns?
Tj Pepler - Critcher replied to PhotriusPyrelus's topic in Mod Requests/Ideas
I'm sorry I missed this when you posted it! You can come to https://www.critchersmods.ca I have an application called mod maker, you run it run there and you can change almost anything about your game including enabling and disabling any of the creatures (I almost always disable bowtorn) then just download the zip and drop it in your mods folder. You can get to it from my link in the Mod DB too Critcher on the Mod DB Just uncheck any creature you don't want, or slow him down, weaken him or make him blind! LOL. Can do any creature and their spawn rates so another good one I do sometimes is double the bee spawns -
AHEM... I am wrong, I made a mistake because one of the mods I am running changes black coal to tier 2 as a mining requirement and seeing that made me think everything was broken. Since without mods tier 3 tools are required, that breaks my entire argument. Everything is fine, return to your seats folks!!! This is me right now, a derp
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I think the best solution is to create 4 ore bombs, Tier 1 - The existing bombs, can do copper / tin / zinc / bismuth Tier 2 - New bomb that requires (copper / tin / zinc / bismuth) one of these metals as an ingredient it can do gold / silver /iron and below Tier 3 - New bomb that requires (gold / silver /iron) one of these metals as an ingredient it can do nickel / uranium and below Tier 4 - New bomb that requires (nickel / uranium) one of these metals as an ingredient it can do chromium / titanium and below (A bomb that requires uranium, what could go wrong ) If anyone has any input I'm all ears, otherwise this is a fairly simple mod I will post it in a few days.
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Hi all, I came to the realization that ore blasting bombs have got to be changed, at least for my server. I will make the mod and post it, but I'm looking for a fair idea. This is why... I wonder if there should be tiered bombs? That would be easy, tier 1 could blast up to tier 3 ores, tier 2 could do tier 4 ores and tier 3 could do tier 5 ores maybe, with each tier of bomb having proper ingredient requirements? Another way around the issue would be to make it so hammers are restricted to what level they can break so they can't turn the advanced ores into bits at all? (eg, you need a bronze hammer to break an iron ore) Input and ideas greatly appreciated!
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You want a layer. It can be used for a million uses It's the same as in game moss, dirt and fungus layers. This doesn't require any code and is a basic system in the game. Layers can be applied to chiseled surfaces so you can apply it to thin windows, hanging signs, anything you want really. No charge or anything, this mod can be used and modified by anyone who wants it. Go into the mod, change the textures, make sure it's reversed like the existing signs and re zip or don't it's not really required, just don't keep the zip and the unzipped mod both in the folder, one or the other. Signs_1.0.0.zip
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The current AI/Low effort blocking system doesn't work.
Tj Pepler - Critcher replied to godlikeion's topic in Suggestions
This is my point, we can argue technicalities but your statement is based on what you consider 'no use' but a data center enemy would say that your tools are products of AI and thus you use it. And that is just a way of saying why I get so upset, there is no standard, there is no 'level of acceptable use' because they all have a different definitions depending on what influencer is their favorite. But almost every single thing in computing is influenced or built by AI, so what is the line here? And if the problem is slop then let's try and remember how many people lost their systems to malicious code on olden days code sharing sites because they just copy pasted replies so, slop comes from humans too. And some of the folks out there are just bad coders, that too is slop. If people would be clear that would be helpful, are you anti AI or are you anti slop? What do you actually want? Or is it both? -
The current AI/Low effort blocking system doesn't work.
Tj Pepler - Critcher replied to godlikeion's topic in Suggestions
First I would like to know which mod programmer (code mods) you know that doesn't have any AI influenced tools in their workflow? Can you name a single mod? No. Then I would like very much for an AI protester to show me a workflow and tools I or anyone could use to create these mods for you for free as we do? What can I use as my OS? I don't even know of a AI free OS, but after you solve that, what IDE do I use that is not AI??? Can I go to coding sites and copy code? What if that was made by AI and I don't know? I will need a new language and compiler because .NET is of course heavily developed by AI systems. Gee that makes me wonder how this very game is compiled... Imagine how dumb someone would sound trying to prevent AI from being used in a mod for a game in which AI was used in development... that would be something eh? So let's make a rule then, if you want to complain about AI use, then you provide the author with the tools and workflow to produce it to your standards. (hint : no such thing exists anymore) -
Ban AI Mod Development
Tj Pepler - Critcher replied to Micah Holmes's topic in Mod Development Questions/Troubleshooting
Please understand what I am saying, If you take someone who has no idea how to paint and give them a paintbrush, and they paint your house, it will be sloppy, you will not like the result. A professional painter with the same brush will do a wonderful job and you will be happy with the result. AI is a tool and in unskilled hands it will produce unwanted results, in experienced hands it can do great things. It is inevitable and every power and authority in the world uses AI now, no matter how you feel, or what you think, the trajectory will not change, AI is everywhere, in everything and everyone uses it, 99.9% of the people who oppose AI are hypocrites using systems built and maintained almost exclusively by AI, Windows, Linux and Mac OS are all heavily supported and built by AI now. Every piece of software you use has been touched by AI and even the game you are defending is built using tools influenced by AI. I hope that this can put an end to all these comments, they are not helpful in any way and only serve to cause negative feelings and rifts in the community. /2 cents -
Here's a fun little mod to bring some more color into our builds Comments and suggestions are welcome. https://mods.vintagestory.at/dyedsails
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Mods like this are actually very customizeable if you are willing to do some work. If you extract the mod and dig all the way down the directories in assets, somewhere you will find the actual builds, they will be .json files like happyvillage.json. Copy the .json file into your games worldedit folder and start a new game, creative is best by far for this, then using magic wand hit tilde and import button, from the drop-down select happyvillage.json then click the ground, place it and confirm placement. Now go ahead and make all the changes you want. change soils, blocks, add things, remove buildings, anything. Then you grab your magic wand and hit tilde, use the copy tool to gather the entire thing in a box and /we export happyvillage.json Leave the game and copy happyvillage.json from your worldedit folder to the extracted zip folder from the beginning and overwrite the old happyvillage.json with your edited version. You don't need to re zip if you want to keep making changes just remove the zip from your mods directory and keep the unzipped mod folder. Anyways if you do all that, when Novadegree's mod kicks in and loads happyvillage.json it will be your edited version. You can do this with other popular mods that add structures as well.
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Heya folks, I have a hard time placing slabs, sometimes I have to break 3 or 4 for every 10 I place. I GET how they place but I always seem to miss the mark. So this mod will project the slab shape before you place it, it should work with any slab that conforms to standards from other mods as well. Nothing fancy, just a simple helper tool to make building easier. https://mods.vintagestory.at/slabbity
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Another option if you want to specifically place the village at precise location you can copy .../vintagestory/assets/survival/worldgen/schematics/story/village.json to your games /worldedit folder. Then using the magic wand and import you can place the village exactly how you want it. Works for every default structure in the game.
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It looks like a neat tool but I am curious the incentive to use it? I think you may be rebuilding existing in game tools? For external models export any of the compatible models with a real modeller and save it as .json to your worldedit folder, writing your own python converter to do something that the modeller will already do seems to me like asking for trouble, I could be totally wrong but I imagine a lot edge cases popping up in conversion all the time. OR for in game builds you want to reuse Use magic wand hit ~ tilde, and select your build - (precise selection tools are available) type /we export myhouse.json - saves your build to your worldedit directory Using magic wand hit ~ tilde, and Import provides a complete selectable list of all models in the worldedit directory and you can rotate, adjust height, undo etc. You can access the same worldedit directory from any game you make PS : I rewrote my own version of .tfedit in my custom modeller because I had no idea a tool like it was in game,lmao! There are a tonne of really awesome build tools in the game they have just been buried away in the corner and you have no way of knowing they exist, they are mysteries you have to discover!
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Hi folks, I'm working on wall pieces that will become a tileset to generate random dungeons for Hollow World, but I need feedback on what people prefer, the greebled mixture of many block types or the builds using all similar blocks. The door is not greebled, the wall is. Which do you personally prefer? None of the above is valid too
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As I have stated before I use AI in a limited capacity when creating my mods, I have switched completely to local models being powered by my own power bill and none of my tools are powered beyond inception by a data center BUT, I still report my AI use via tag, as required by the Mod Db. So I add the AI tag and, as expected, I have had a drop in downloads, no problem. But the issue is that a lot of people I have talked to who are anti AI don't have a problem at all with local models and AI that is not powered by a data center. The funny thing is that the local models (IMHO) actually CAN'T produce a proper functioning mod on their own anyways, they are a reference tool and handy helper only. My question was about the possibility of having a local AI tag and a Data center AI tag? I know some people are anti AI across the board but there are many who don't have a problem with local models and they may miss out on mods they would enjoy because of the blanket coverage. Does anyone in this community see a difference as well?
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This is taking longer than I had hoped, getting the ride smooth has been very difficult. I am at the point where the players ride is totally smooth and the player has full mobility even jumping and attacking while riding the lift and the elevator 'motion' is smooth BUT I still have a minor vibration in the cart itself during movement, it doesn't effect anything but it's a little annoying to look at Otherwise, the modelling and such is going very well and it will launch with 4 elevators and 2 different shaft styles to chooses from.