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Everything posted by Krougal
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Experience with using AI to generate texture packs?
Krougal replied to Thorfinn's topic in Discussion
There's a lot of necromancy around this place lately. I blame all the Hytale refuges (and no, I don't even know if they are actually a thing) -
Experience with using AI to generate texture packs?
Krougal replied to Thorfinn's topic in Discussion
Yeah, the AI right now is still mostly a glorified search engine. It's hard not to get sucked into the hype these days. I saw some youtubes, this guy asks AI stuff, mostly political, and it is all outright bullshit. I've gone and asked all the AI the same questions, phrased the same way and I get a very different response. Most of them will even respond that they are just a program and they don't have an opinion of their own if you try to bait them with loaded questions. -
Experience with using AI to generate texture packs?
Krougal replied to Thorfinn's topic in Discussion
I don't get it. Is it vibing? I need to go back to Rust so the kids can unironically (they like to say unironically a lot now, even when it doesn't make any sense most of the time) catch me up on the slang again. -
I think y'all are reading too much into and dwelling on the "friends" thing a bit too much. Or maybe it's just cause I haven't payed a lot of attention to the other threads either, and I skimmed past the part where he said he was best buds with these people. Relationships with former coworker friends are usually a little more complicated than your "outside" friends. Sure my best friend is a former coworker, and I have some really close friends that were former coworkers, but most of them once you leave the job (or for military, even just get redeployed) life happens and you just fall out of touch with people. You might reconnect if you find yourself working together again, or just in the same locale. Maybe if you find yourself looking for people for a project, you will think of recruiting the more talented and useful of them, but nobody I've ever met who is running a successful business is going to just throw money away because they liked some people when they worked together. I've got some people who I've worked with who I like very much, but I wouldn't want to work with again, or even put my reputation on the line to give them a referral they don't merit. Some very likeable people just lack work ethic and skills, a lot of my extended family fall into this category. I wouldn't give them jobs or lend them money... And yes, I don't know what has happened to consumer expectations either, they are just at an all time low. I love how even people will leave a fairly negative review, even with well thought out and legitimate gripes, but it's like they are still afraid to hurt anyone's feelings so they give a thumbs up on Steam, or like 3 or 4 stars on Amazon. Then there is the over-tipping thing. Combined with a general decline in customer service. Don't get me started on the tips screen at the point of sale systems. You put my order in a bag and checked me out. That is not service. That doesn't merit a tip. I must be doing something wrong in my life, since I work hard for my money too and I don't feel the need to give it away. With the way the inflation has been lately, I feel like I've got a lot less disposable income in general.
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Ok, you got me at the cool factor on the tool rack. Tools with durability, not cosmetic at all. As fast as I go through hammers, yes, maybe steel is a bit extravagant, but meteoric iron all day every day and twice on Sunday. If tongs had durability, would be using higher quality tongs too (it would be a nightmare to implement durability on them so I think we are safe). The last thing I want to do when I am in the middle of a job is stop to make new tools cause the one I was using broke, and cheaper tools break more often. Compared to MC and some other games, mods are a lot safer. It isn't like there is pointless obfuscation that changes every version just because. If the things the mod touches haven't changed, then mods can continue to work for several updates. Granted, 1.21 has broken a lot of mods. Most of the time though, you will no right away if the mod is broken and you can remove it, no harm no foul. I've never had my VS save corrupted by adding or removing mods midstream.
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@xXx_Ape_xXx is the man ape!
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I was thinking about that, but I don't know, how long would it hold up? The ignition point is a lot lower than the workable temperature for most metals. It's amazing how many basic scientific things one can forget over a lifetime of not making use of the knowledge.
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Experience with using AI to generate texture packs?
Krougal replied to Thorfinn's topic in Discussion
I sure would. Especially since I don't even know WTF vibe means. Damn kids today! -
Well, the problem is, how are you going to forge iron tongs if you don't have a forge, hammer and iron tongs? For that matter, where did you get that hammer? You need an iron anvil to forge meteoric. Jus'sayin' I suppose from a realism standpoint; the wood tongs would only be good enough to lift the crucible out for casting, and you'd need to cast bronze tongs for forging. From a gameplay standpoint; does it really add any value?
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Well as it is now, there are multiple sets of entries for generation for some ores, shallow and deep. So this would be a third set. I think it would be accurate, or at least as accurate as the game is now. I don't know enough about geology to be certain how any of it works either, so I'm in the same boat as you.
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Therein lies the problem; we don't own any games. We only lease them.
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Flares, Flare Arrows, Colored Fire, and You:
Krougal replied to WanderingStoryteller's topic in Suggestions
Oh...Right...I knew that -
Flares, Flare Arrows, Colored Fire, and You:
Krougal replied to WanderingStoryteller's topic in Suggestions
Well @traugdor we have sulfuric acid in the game already for making sturdy leather. What do we need boric acid for though, we going to treat athletes foot and yeast infections? -
Now one of you nerds smart people needs to go make a calculator. Some function of the world size and ore density parameters along with the generation constants should be able to give you a rough approximation of just how much iron your world will have.
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- water mechanic
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LOL! Yeah, the drop rate from drifters is awful too. Maybe flax fibers should be the common currency? I could see this for something like a MP kingdoms type server (although I dunno how many people you can get on a server at once) maybe, but otherwise it doesn't seem very practical. Granted, as just another way to let the player express their artistic talents it could have appeal.
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Agreed. Maybe some unique bonus to animal husbandry, which would really give the class some appeal. True but, I'd say the function of the commoner is to allow people to opt out of the class system, since it has no bonuses or penalties.
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Well, even things like unnatural floating islands. Some people love them. I think anyone looking for a realistic looking world hates them. So there isn't an absolute better. I don't know what would help the devs, but noticing patterns maybe. It depends what/how you are doing it I guess. So like you've generated a lot of worlds, are they all with the same settings or not? What is different between them and what is consistent. Generating with the same seed and different settings repeatedly is going to give different data than a random seed with the same settings. A lot of it is still going to be just anecdotal. Anyway, just spit-balling ideas here.
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Yeah, that was my observation as well. I feel like I truly hit the lottery this time though, so consequently I haven't generated a lot of worlds. 1.20 I went through so many worldgens I was unhappy with, it really soured me on the game for a while.
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My main gripe with the VS traders is by the time I have whatever it is they want to buy, they have reset and usually no longer have what I wanted to buy nor what I have to sell. It was mentioned that the devs are aware of the traders shortcomings and plan on doing something about it at least. Oh, and bandages and alcohol are a good option instead of poultices. Granted that means post windmill building for flax. I make tons of booze and since the cranberry isn't as nutritious, most of it winds up being aqua regia. You can carry a jug of it and a stack of bandages. How did we get off-topic? I am not taking the blame this time
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Yeah, it was a good choice to include that option for sure. Otherwise, I could take of leave the classes. The bonuses and penalties aren't so restrictive that you can't do everything effectively still. Like I barely notice the mining penalty as a hunter, and when switching to melee combat is situationally advantageous I don't feel unduly hampered by that penalty either. As you mentioned the lore though, yes, having hit up the library finally, and starting to know the lore, it does make the classes that much more interesting. Like I always thought blackguard was an odd name for the soldier class, but after reading the lore it makes more sense.
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Yeah, I hate the current implementation of traders even more than that other games big-nosed villagers. I did add a section in my guide on sturdy leather by the way, since it was a little confusing to me at first, but @LadyWYT really covered the basics.
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This. If you kept any kind of notes, maybe time to start a thread and/or send the feedback to the devs. Being there are so many combinations of settings and seeds, this is really time-consuming work that requires a small tweak and then another large round of testing. It's also still very subjective what makes a good world or not, so we really need to give the devs more sets of eyes to get better results.
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I'm of a split opinion over it. For multi-player? Sure. It encourages team work and roles. Being able to produce wanted goods creates economic opportunities on larger persistent world games. Single-player? Meh. I'm not fond of class systems, especially in a game like VS. Add skills and levels and I really hate it. I just want to experience the game and I don't want some artificial limitation on what I can do. Having to be self-reliant means there is no one else to go to and I don't want to be RNG loot dependent. I think your ideas got some merit though and it would be good to see fleshed out, even as a mod.
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Along with a cast iron stove better campfire mechanics in general. We were told better campfires was never integrated because at some point it would all be scrapped and done right. Campfires shouldn't burn out or lose all their heat so fast, we should get coals for hours. A very simplistic solution would be just having it stop burning or losing heat when it is done cooking/smelting, and even that would be an improvement.