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Everything posted by Teh Pizza Lady
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Just a small gripe here from a math minor with a BS in Computer Science degree. Because you cannot have fractional nuggets of iron, it is said that the number of iron you have can be counted, even if doing so would take an unreasonable amount of time, in that you can assign a countable number to each nugget you get from the iron ore. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 and so on. If you were allowed to have fractional amounts of iron such at 1.0275, then it would be said to be uncountable because there is no counting number (1, 2, 3, 4, 5, 6, 7, 8, 9 and so on) that can be used to described a fractional amount. Thus whole amounts are countable and fractional amounts are uncountable. Iron is a countably finite resource. Charcoal is a countably infinite resource. The amount of f___s you're required to give is zero.
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lol that's fine! So if both are installed, you can over eat to gain fat in both mods. My mod's fat can be considered "bad" fat in that building it up will lead to game play changes that I haven't quite spelled out because I want the user to discover them for his or herself. Tasshroom's mod's fat can be considered "good" fat in that building it up will allow the player to go for extended periods of time without food before they begin to starve or take damage from not eating. With some config tweaks you can get both to cooperate and play nicely with each other but that would be a question for @LadyWYT because she did all of the testing for the mod when I was creating it.
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As an example, if you were to eat a meal that is at 90c and your body temperature was at 30c: Difference is 60, so continue. Divide the difference by 30 and get 2. 1 is smaller than 2 so we continue with 1 as the intensity. Assume you ate an entire serving of food with 1280 satiety points total. divide the 1280 by 80 to get 16 and multiply by 1 (intensity). to get a final value of 16. 16 is far greater than 5 so the value is clamped to a maximum of 5c which is enough to warm you up!
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this is true Your body heat is increased a little bit by eating hot meals. This code gets the temperature of the food in the bowl. Then it compares the meal with the player's current body temperature. If the difference is greater than 10, it continues. Then it gets the intensity of the effect by taking the difference between the food temperature and the player's body temperature and dividing it by 30. Compare this value to 1 and take whichever number is smaller. Finally, the game will add to the player's body heat by multiplying the meal's satiety points by the amount of servings to eat and dividing that number by 80. Then multiply by the intensity of the effect and prevent the number from exceeding 5 or going lower than 0 degrees. This final number is added to the player's body heat, making hot food an effective way to keep from freezing in the winter. So yes, implemented correctly, hot chocolate would 100% warm you up to drink it!
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https://mods.vintagestory.at/expandedstomach ExpandedStomach is a Vintage Story mod that enhances the game's food system by allowing players to continue eating even when their normal Satiety bar is full. This mod introduces a secondary "stomach" system that lets you store additional food beyond your character's normal saturation limit, creating more realistic and strategic eating mechanics. Features Secondary Stomach System: Continue eating after your normal Satiety bar is full Drawback System: Overeating can cause negative effects, such as weight gain, which can affect game play over time Stomach Size: Your stomach can expand over time based on eating habits 7-Day Average System: Your stomach size is based on your average daily eating habits Configurable Difficulty: Multiple settings to adjust the mod to your preferred play style Immersive Messages: Optional in-game messages that provide feedback on your character's fullness Mod Compatibility: Designed to work with 'Xskills', 'Hydrate or Diedrate', and any mods that add food items by extending the BlockMeal and CollectibleObject classes
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Because AI doesn't know what a pizza actually looks like. I mean have you actually *seen* pepperoni the size of salami? I wish it existed.
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There is also a chimney mod but it follows the vanilla behavior for smoke particles instead of just counting the top opening of a chimney block as a smoke emitter.
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Correction: That is a *massive* pepperoni pizza.
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intentionally pressing the jump key should cancel it but having your character knocked around shouldn't. I don't know why someone hasn't made a patch for this yet...
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Multiple block coding tutorial errors
Teh Pizza Lady replied to thund3rmonk3y1's topic in [Legacy] Mods & Mod Development
Just wait until you're injecting code with Harmony. -
Multiple block coding tutorial errors
Teh Pizza Lady replied to thund3rmonk3y1's topic in [Legacy] Mods & Mod Development
sometimes it's the simple things. -
Most of what we call vegetables are technically fruits because they come from the flower of the plant. Cucumbers, tomatoes, peppers, and squash are all technically fruits because of this. Celery - stalk Lettuce - leaf Carrot, beet, radish, turnip - root Potato - tuber Corn, rye, and other grains are technically fruits because each grain is an individual fruit with a seed inside. The main difference is: If we're eating something that came from the flower and has a seed inside, then it's a fruit. If we're eating a part of the plant that is not a part of the flowering or seeding process, then it is a vegetable. -------- Knowledge is knowing tomato is a fruit. Wisdom is not putting it into a fruit salad!
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Really though, just adding a chimney block would go a long ways and help. It could even go sideways for short distances. Any chimney structure that has a fire beneath it will become filled with smoke and will emit smoke particles from the top of the structure. Chimney structures count as sealing blocks.
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Multiple block coding tutorial errors
Teh Pizza Lady replied to thund3rmonk3y1's topic in [Legacy] Mods & Mod Development
Did it actually compile? try adding a dummy modicon.png file (just make a blank image in paint that's 480x480 pixels in size) to your project to clear that error. Go see if it actually made a .dll file. To get there, you can just right click the solution and go to the bottom of the pop-up menu that appears. Then go to \bin => \Debug => \Mods => \mod and see if the .dll file is there. -
The 8 block limitation on chimneys is a bit disappointing. I definitely think that if you have a hole in your house that is 8 blocks long, however, it should count as a ventilation shaft and not contribute to counting whether you're indoors or not.
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I mean if you want to get technical, copper vaporizes at 2595C and the temperature of a lightning bolt is about 10x that. But lightning rods don't melt during a strike. Let's examine why. First the temperature of the lightning strike comes from the internal plasma of the bolt itself, reaching temperatures of over 25000 degrees Celsius. However the math works out that because the duration of the lightning strike is so short, that the temperature of the metal doesn't rise very much at all. Typical strike duration: t = 500 μs Typical rod resistance: R = 0.001 Ω (measured as the resistance of copper at its thinnest point) Typical strike current: I = 50,000 A We are able to use a formula to calculate the number of Joules the rod must be able to dissipate as heat: Q = I²Rt In our case: Q=50,000²×0.001×500×10-6=12,500J Copper has a specific heat capacity of 0.385 J/g·K. This means we can begin to calculate the temperature rise of a 5kg rod as. ΔT=mc/Q=12,500/(5×385)≈6.5 degrees C 6.5 degrees C is not enough to melt the copper. Let's re-examine using the data from the typical Lead/Tin solder. UH OH... we have problems. The melting point of solder is around 180 C and has a lower heat capacity of around 0.21 J/g·K. Plugging this information back into the formula gives a temperature increase of around 160 C which would be enough to melt 10g of solder in the rod which would already be at a temperature of around 25 C on a typical day. However the surrounding copper can serve as a heat sink and a sufficient mass of solder would increase it's thermal capacity, but I think it's safe to say that soldering pieces of a copper lightning rod together is not a feasible way of joining. Much better to use copper/copper joints with clamps to avoid thermal issues. In short, you're right. Solder wouldn't be useful unless it were used in excess and even then it wouldn't be as reliable.
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The new healing mechanic makes the RA boss frustrating
Teh Pizza Lady replied to Kiko's topic in Discussion
For me, bandages are also the last-minute emergency heal where I might die trying to soak them, but I WILL die if I don't, so I take the risk. 9/10 it works out. -
The new healing mechanic makes the RA boss frustrating
Teh Pizza Lady replied to Kiko's topic in Discussion
I haven't done the RA boss on the pre, so I cannot attest to this but on 20.12, it's pretty quick and easy to drop the jug and 2-3 bandages in the crafting grid and soak them RQ. If you have an empty hotbar slot they will go there, you can close the menu and the jug will go back into your bags and you can use the bandages you soaked. I would never pre-soak them before a fight. -
The new healing mechanic makes the RA boss frustrating
Teh Pizza Lady replied to Kiko's topic in Discussion
Yes the healing mechanic certainly does shake things up a bit. Have you tried soaked bandages to see if you can get more healing before you are moved vertically... dunno. I feel like the bosses in this game are supposed to be hard and take a long time to complete. For example, the chapter 2 boss very nearly killed me twice and it did kill my blackguard friend in one hit. Probably for future bosses, they will fine-tune things, but I guarantee you that the heal over time getting cancelled by vertical movement was implemented with the RA boss in mind. I would even wager on it being the reason they added the cancel to the heal over time because before that change, it was kind of an easy fight.