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Everything posted by Teh Pizza Lady
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installMod.sh #!/bin/bash # Function to download a file function download_file() { read -p "Enter the URL of the mod to install: " url # Extract the filename from the URL using curl filename=$(curl -sI "$url" | grep -o -E 'filename="?([^";]+)"?' | sed 's/filename=\"\?//' | sed 's/\"$//') # If the filename is not extracted, fallback to the URL's last component if [ -z "$filename" ]; then filename=$(basename "$url") fi # Create the mods directory if it doesn't exist mkdir -p ./Mods # Download the file to the mods directory echo "Downloading $filename . . ." curl -L -o "./Mods/$filename" "$url" if [ $? -eq 0 ]; then echo "Download of $filename is complete!" else echo "Download failed. Please check the URL and try again." fi } # Main script loop while true; do # Prompt for downloading a file download_file # Prompt for next action echo "What would you like to do next?" echo "1. Restart the process" echo "2. Download another file" echo "3. Exit" read -p "Enter your choice (1/2/3): " choice case $choice in 1) echo "Restarting the Vintage Story server..." ./server.sh restart echo "Server successfully restarted! Exiting the script. Goodbye!" break ;; 2) echo "Preparing to download another file..." ;; 3) echo "Exiting the script. Goodbye!" break ;; *) echo "Invalid choice. Please enter 1, 2, or 3." ;; esac done updateServer.sh #!/bin/bash # Check if a URL was provided if [ -z "$1" ]; then echo "Usage: $0 <URL>" exit 1 fi URL="$1" OUTPUT_FILE="vs.tar.gz" ASSETS_DIR="assets" # First backup server.sh file mv server.sh server.sh.old # Download the contents of the URL into vs.tar.gz curl -o "$OUTPUT_FILE" "$URL" # Check if the download was successful if [ $? -ne 0 ]; then echo "Error: Failed to download $URL" exit 1 fi # Remove the local assets folder if it exists if [ -d "$ASSETS_DIR" ]; then rm -rf "$ASSETS_DIR" echo "Deleted existing $ASSETS_DIR folder." fi # Unpack vs.tar.gz into the current directory # Overwriting all contents if necessary tar -xzf "$OUTPUT_FILE" --overwrite # Check if the extraction was successful if [ $? -ne 0 ]; then echo "Error: Failed to extract $OUTPUT_FILE" exit 1 fi # Restore server.sh file rm server.sh mv server.sh.old server.sh # Notify completion echo "Successfully downloaded and updated Vintage Story."
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If it's easy for a new player to do on day 1, then it definitely would need limitations: Using a Mortar and Pestle (M&P) should take significantly more time to process the same material. This is to account for the fact that a M&P in real life cannot grind a lot of material efficiently nor quickly. If used to grind grains, the M&P should grind them them into a "rough" flour instead that would have less food value than a finer-ground flour from the quern. This is to account for the inconsistency of grinding things by hand. Using the M&P should consume a fair bit of hunger due to the physical exertion required to use one in real life. It should also be necessary to mash the horsetails to make poultices with a M&P but it should be a quick mash, just to get the goodies out of them and wipe the shmoo on the bandage before applying it.
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your entire vintagestory folders need to be owned by the vintagestory user. When you run the script and it fails please show the output of these following commands: > whoami (inside the /var/vintagestory directory) > ls -al This might give you a clue to the problem.
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a stone bowl and rock with a stick attached would be a great mortar and pestle idea. But why stop with making it a portable quern? I think it would be great if we also needed it to mash the horsetails before they can be combined to make bandages
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not at all. I die more to bears and wolves than I do the new underworld mobs. I'm not above living in a hole in the ground and only venturing out during the day.
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How do you keep Blackguards from eating all your food??!?!?
Teh Pizza Lady replied to Teh Pizza Lady's topic in Discussion
yeah so I offered to let her cook her own food, but when I asked, "Are you gonna eat that?", she just turned to me and said, "Yup" and proceeded to slurp down the entire contents of the cookpot without even so much as a pause to breathe. It was truly horrifying to watch. Also all the food stores have been thoroughly raided and all that's left are a few grains and berries. I'm starting to contemplate keeping a crock or two with emergency rations under my bed. [EDIT] I just checked outside and the pigs we have in our pen are already labeled Bacon, More Bacon, and Stew. I didn't put these labels on them. I guess they're her pigs now. -
Anybody else finding the Temporal Storms too difficult?
Teh Pizza Lady replied to Mourning Wood's topic in Discussion
Does normal weather get worse the longer you play? -
I'm ready for it to be updated to 1.20. I think the author said they were working on it.
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Oh it wasn't the only time it happened either... so picture this: There I was with an empty pot of stew and a grudge against a certain Blackguard *cough cough* and still needing food. I decided to try something different. Something more portable, more secure, something that whispered, "I'm self-sufficient and in control of my food." I made a pie. Not just any pie, mind you. This was a black currant pie with a perfect ratio of golden, flaky crust to juicy berry filling. In fact, I even ventured as far as to make two. I sat there and admired it baking in the oven when I felt a familiar presence behind me and heard the dreaded words in the discord voice call. "You gonna eat that?" I turned around to see the same Blackguard from before eyeing the half-baked pie in the oven. I closed my eyes in defeat. I heard giggling, unearthly cackles and opened my eyes again in time to see her standing there mid-pie. Not cutting a slice. Not leaving some behind to share. No, she had the unmitigated gall to shove the ENTIRE PIE into her face like some unholy pastry vacuum. Crumbs flying everywhere, filling dripping down her chin. She didn't even let it cool first! I don't know what to do. My shelves are not safe. I have no hope of surviving the winter with her around, because we both need food! I think I'm going to start leaving decoys around filled with sand and gravel so I can keep the real food to myself. Or maybe I can just follow her around and steal whatever food SHE makes. Turnabout is fair play, right?
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Prospecting is tedious and ruins the game for me. {Help!}
Teh Pizza Lady replied to Danny97's topic in Discussion
I once dug up an entire chunk looking for iron that had a fairly high change of being high quality. Never did find it and the drifters took over the mine 'cause I ran out of oil lamps to ward them off. -
How do you keep Blackguards from eating all your food??!?!?
Teh Pizza Lady replied to Teh Pizza Lady's topic in Discussion
Am I just the camp mom now? I'm already sorting the storage... -
So, uh… does anyone else have this problem? So I'm playing on a multiplayer server with a friend of mine. I picked Clockmaker and she picked Blackguard. While she was off mining, I spent an embarrassing amount of time crafting the perfect stew. Like, I’m talking Gordon Ramsay levels of effort here. Red meat, bearded tooth mushrooms (do you know how hard those are to find?!), and turnips—TURNIPS, people. I simmered it all down into what can only be described as “a pot of warm hugs for your soul.” When it was done, I proudly poured it into a crock, sealed it like the responsible adult I pretend to be, and lovingly placed it on the shelf in our house. I stepped outside for maybe five minutes to check on the bronze I had poured earlier, and when I came back? The crock was empty. EMPTY. At first, I thought, “Wow, I must’ve been hungrier than I realized.” But then I saw crumbs on the floor. Crumbs. And there, just beyond my window, was a Blackguard trotting off into the sunset, probably picking her teeth with a twig and muttering about “a nice stew that could’ve used more salt.” WHAT. JUST. HAPPENED? Is this normal? Are Blackguards, like… food critics in disguise? Should I be flattered or offended? Why do they even want stew? Do they have digestive systems? Can I lure them into a hole with a trail of stew-soaked turnips? More importantly, HOW DO I STOP THESE GREEDY JERKS FROM EATING MY FOOD?! Do I need to build a stew vault? Hide my food underground? Barter with them? (Do they like pie better? Should I bake pie?) Or is there some secret mechanic I’ve missed entirely? Because if I can’t keep my hard-earned meals safe, I’m going to have to live off raw bushmeat and regret. Please help. I’m tired of feeding the local population. And also, I miss my stew.
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which is currently the default for anyone playing on an RC version of the game.
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Upon further investigation, there is only one reference to the SpeedMultiplier for boats that is in the BoatEntity.cs file where I got the original code. It's in the vssurvivalmod repo so if you can modify it, and compile it into working VSmod code, then you could theoretically try it. I don't have my computer setup for VSmod coding so I can't do it right now.
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I'll have to dive deeper into it, but they appear to be separate. The boat speed is directly tied to the boat entity and doesn't reference player movement.
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... yet ...
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Hmm... and which one might that be??
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I'll have to dive into the code when i'm not at work, but it would seem that the water resistance is only simulated at this point because the forward momentum of the boat is calculated as a limit. // Add some easing to it ForwardSpeed += (motion.X * SpeedMultiplier - ForwardSpeed) * dt; AngularVelocity += (motion.Y * SpeedMultiplier - AngularVelocity) * dt; Once the ForwardSpeed is the same as motion.X * SpeedMulitplier, then no more speed can be added to the boat. Increasing the speed multiplier would increase the top speed of the boat, and that ratio appears to be linear, though I do understand that 2 data points doesn't really make a good graph. so while this could simulate water resistance, it is not calculated here.
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I should add that I didn't see a way to control the angle of the sails or that the wind direction had any bearing on the boat's speed. Also there didn't seem to be any way to use an oar to help paddle the boat.
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I saw a thread yesterday where a player was using the sailboats and thought they were extraordinarily slow. I did some digging into the game's code on GitHub and found this: Another section that defines the value of the motion variable (used below): And finally: From my own testing, the sailboat cannot be controlled from the passenger seat and so it cannot exceed a STR rating of 1. The physics engine scales the motion so in case of lag spikes, the boat moves further during the spike instead of resetting its momentum (controlled by DT which gets larger as the framerate goes down). This would seem to indicate that the raft (with a passenger) could theoretically go faster than the sailboat since the passenger rowing adds 0.5 to the STR rating for a maximum of 1.5. This seems to indicate that the rowboat would indeed go 50% faster than the sailboat. In order for the sailboat to be worth it, the distance you would need to travel would have to exceed half reasonable distance that a rowboat could travel in a day to ensure that making round trips with the rowboat would be ineffective. Both are still slower than the elk so if there is a land-based route then it's possible that the elk would be the quickest way to get from point A to point B, but that's beside the point. The point is that sailing has always been faster than walking and the sailboat, as far as I can tell, is clamped to walking speed due to the nature of its control scheme (driver seat only, no passengers can assist with rowing, etc). Am I doing something wrong here or is the sailboat really that bad?
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Are you playing on a multiplayer server? If so, maybe someone decided to help you out. If not, then the only logical explanation is that your sow was joined by two others, one of which is pregnant. This makes even more sense if you have your pen setup with dirt on one side so that a male can easily follow you in.
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I have a hammer with a hard steel head and a wooden handle. The hammer head is older than the handle because the handle has been replaced twice. If you want realism, then you need a separate durability for the different parts of the tools, which would add a bunch more complexity to the overall systems. Perhaps requiring nails to attach a metal head to a wooden handle would be in order, but having a bunch of bindings for different materials is adding a level of complexity that would only serve to increase the amount of stuff you have to carry in the already-limited bag space. I don't think this is as good of an idea as it sounds without some way to ensure that you won't become over-encumbered carrying the things you need to gather in order to craft simple tools.
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This is a good idea, but trees can actually worsen the situation if the problem is bad enough.
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Imagine you're sheltering from a temporal storm. It's the nastiest one yet. You're pretty sure the bowtorns and shivers are coming together to make a new type of nasty monster to deal with. Somewhere outside, is a bear eyeing your abode waiting for you to come outside. Then an earthquake strikes out of nowhere (because real earthquakes cannot be predicted without majorly advanced technology that doesn't exist in VS). Your house collapses. Suddenly 20 drifters, 3 shivers, and 19 bowtorn all decide you're the most dangerous thing out there and the bear is hungry. You my friend are screwed. If that happens to me in-game, I'm turning it off and deleting that world. #nopeRightOnOuttaHere Same thing, really, for hurricanes, tornadoes, and volcanic activity. It's not going to be fun, not even in the slightest bit. You are suggesting an unmitigated disaster on top of an already harsh world that actively punishes you for daring to exist.
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- better weather
- more ocean animals
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