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-Glue-

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. Ohhh, I thought you were saying that the mod was the reason they had a low render distance in the MC screenshot or something. My bad. Oh, I wish. I don't know anything about creating mods. My expertise is more so in level design, not coding lol
  2. So, what you are likely failing to see then, is that just because one game has bad performance/lower visuals, does not mean all games in that genre are limited to that same standard. All games are made differently, and its all about how talented/passionate the devs are when it comes to quality. Sure, if you just toss a high quality asset into a game, it will degrade performance, but if you actually take the time to properly implement it, and optimize around it, you could probably get away with little to no performance hit. Cranking up fruit trees would also not give you a good idea of the impact, because they are likely not optimized to be used like that. The only way to know for sure, is if someone actually mods in fancy trees. I'd also kill to have trees spawn a bunch of leaf particles during fall, and have leaves pile up all over the place, kinda like snow.
  3. You should be able to use the command: /worldconfigcreate bool colorAccurateWorldmap true to change it to the old color system. If you've already revealed a lot of the map, I think you may still see the old color map, and have to "rediscover" all the old areas to get the new colors. Though I am not sure.
  4. We all know MC has notoriously horrible optimization, so that's really not a good performance baseline. Especially since VS (I think) uses C# instead of java. I don't think it would be as massive of a performance hit as you'd think. Even if it was, there are definitely ways to optimize it. I mean, just look at the Distant Horizons mod for MC. No one ever thought we would get a render distance like that, and it even improves performance in some cases. Its definitely a big task though. I don't expect it to happen, and I would prefer seeing other things like birds, improved caves, and more immersive crafting features waaaay before new tree models. I just think it would be neat to have.
  5. Yeah, thats something I overlooked. I have been in the late game for a while, and haven't thought about pit kilns and all the times you need to pick up groups of objects. The most simple workaround would be to allow us to pick up items when something is already in our hand, and if its not stackable with what you are holding, have it go to a different slot, or inventory. Maybe even an alt binding to pick the item up into that slot, and put what you were holding in the inventory instead? Where I am now, I always get annoyed, because I will pick up a crock or bowl to fill with food, it goes to the wrong slot. I pick up a tool from the ground, or rack, it goes to the wrong slot. I pick up my book that I have my notes in, and it goes to the wrong slot, etc. Its just a bit tedious when I am moving things around, or just need to use something real fast. This could feel worse for me, since my scroll wheel has been jank for over a year, and scrolling through hotbars can be frustrating at times because of it.
  6. That's a good point. Could potentially have it so if you pick up an item while already holding something, the new item goes to another slot. Or it could swap it out, putting what you were holding in another slot. If you don't have space, it could just not let you pick up a new item. Oh right, I forgot crocks don't stack. I did mean specifically for items that allow stacking. Things would get weird otherwise lol Unless you could use both hands to carry a stack of unstackable items. Just imagine someone walking around with a pile of crocks stacked in their arms lol They kinda something similar currently, with stuff like lanterns and chandeliers. You can chisel everything except the exact point they connect to a block. Though, stuff like bowls and books are probably on a different placing system.
  7. Honestly, I think more detailed and shapely tree models would really fit into VS, and help set it apart from other block games. The best example of what I mean would be something like the Dynamic Trees mod from Minecraft. (Image for reference) Where the trees can have trunks of different thicknesses, with branches, uh, branching, out in all directions. It would also add visual variety between tree species, instead of them all having a 1m thick trunk.
  8. As the title says. Whenever you pick up placed things like bowls, crocks, books, etc, it goes to the first available hotbar slot instead of your hands. Meaning you have to scroll to actually hold it, which feels clunky and unintuitive. It would be far more streamlined and immersive if it went to your actual selected slot instead. You are physically picking up the item with your hands after all. Also, you can't seem to pick up empty bowls and crocks when already holding one in your hand. They should easily stack when right clicking one while another is already in your hand. Side note: I also think these types of items, which can share a single block when placed, should be placeable on vertical half slabs. Like, 4 placed on a full block, 2 placed on a half block, 1 placed on a quarter block. I have a fancy chiseled mantle over my fireplace that's dying to hold some trinkets!
  9. I was finally able to get a few friends to buy VS, and with 1.20 right around the corner we were gearing up to buy a server to play together once that drops. I just wanted to ask a couple basic things to help smooth out our experience, since I know we are going to hit a few bumps. Sorry if some of these are obvious. - If we have a server running 24/7, is there a way to have time progression pause when no one is online? I don't want to log out in the middle of Summer, then come back at the start of Winter. I suppose we could crank up the season length, but I'm sure that would come with its own problems. How do you guys set up your servers for optimal season progression? I feel like its either going to progress too fast while logged out, or not fast enough when actively playing. - The servers available for purchase here don't seem to support mods? (Or US based servers at all from the looks of it) If we wanted a few basic mods, like QP's Chisel Tools, or Stone Quarry, where should we look for alternative hosting options? Would it be more expensive, or overly complex to manage? - Is there a server render distance setting to worry about? And how much does rendering high distances affect the server performance? I don't want to be stuck at a low distance, but don't want the server to lag either. I may add more questions later as they arise, but do feel free to give any miscellaneous tips you have for hosting and managing a server in the meantime! Fyi, its just a small private server for three or four people, so nothing crazy. (I know we could port forward, but my router company makes it a massive hassle to do)
  10. I ended up enabling the option that lets me sleep through them. Sure they are good for getting temporal gears, but they are always a huge inconvenience. I used to try finding work to do in my house, so I didn't waste time, but the screen warping effect makes doing stuff way too annoying. Like, I was trying to chisel some stairs once, and I just ended up ruining all the blocks around them lol. Imo, the Temporal Storms need a rework to make them more worth while and interesting. I already fight endless amounts of enemies every time I go into a cave, I don't need it happening at my house all the time too.
  11. Yeah, I also agree. I never even bothered getting to steel because Iron was more than enough. Plus, learning a whole new system, and grinding out all the resources for it just didn't feel worth while. I think each tier of tool, copper, bronze, iron, steel, etc. Should all have a distinct feature or reason to strive for, other than more efficiency. Copper is already a good goal, its your first real set of tools. But past that, its mostly just durability and speed. I think once VS starts to fill out with more content, it will be easier to split that content between tiers of tools. For example, implementing the quarry mod, but locking plugs and sledgehammers behind Iron. Not sure what could be locked behind steel. That feels like its getting far more industrial, so maybe some ways to alleviate the grind of smithing? Or improved mechanical power? Either way, the more avenues of progression each tier offers, the better!
  12. A lot of people are really not understanding how (relatively) simple this would be to implement. You would not need to code two temperatures for everything from now on. That's just a ridiculous notion. It would be a basic equation that could retroactively change all instances of temperature. Even modders could add in new content, and the game would handle the conversion for them. It would be a single addition that wouldn't require any more work once its in. Want proof? I've been using this mod since I started playing, without issue. Modded content all works perfectly fine with it. https://mods.vintagestory.at/freedomunits I do think it should be added to the base game sooner rather than later. Its not like the US is a small, underdeveloped country that no one is from. Its likely a large portion of the playerbase. But, for now this mod, and others like it, should help those who want Fahrenheit.
  13. They could definitely add some fake ambient sounds temporarily. Then when they add in the actual animals, they could replace the fake sounds with the sounds of the new physical animals. Might be a weird moment of adjustment when they swap over, but it could alleviate some pressure to get the animals in. Personally, I think the sooner we get physical birds, the better. They would likely have the most significant impact on ambiance and sense of life in the world.
  14. I agree. The more immersive ambiance we get the better. I am really hoping we get some crickets at night, like the upcoming grasshoppers and such. Shouldn't be too hard to add since they got the system set up. The more audio diversity we get between time of day, world location, and season, the better. I don't think we will get any bird ambiance until we get actual physical birds in game. Which is planned as far as I can tell. I just hope we see it soon. Distant animal calls would also be a great addition. We kinda have distant howling from wolves, but only when you are near to them. Hearing wolves, or deer calling way off in the distance could be nice, not just for ambiance, but for helpful info on your surroundings. If you hear a deer, you know you can hunt. If you hear a wolf, you know to keep an eye out, etc.
  15. I think its to incentivize cooking actual meals, and balance early game to be more difficult. One bowl of hearty meat stew can last you well over a full day before your hunger starts dropping. Whereas eating all those ingredients on their own wouldn't even fill you up. So cooking is really the only proper way to keep yourself fed.
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