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Everything posted by Krougal
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I'll tell you after 1.21 final drops I haven't tried it yet, but I just stumbled across it and thought, I should probably bookmark this for the imminent future, because I am a little tired of starting from scratch constantly (I'm on like my 5th start since 1.21 started dropping). She is active in the forums though, I remember just talking to her the other day.
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I like how you make everyone speak Italian Yeah, the lack of water...well, probably started because...*glances around nervously and whispers* the game still has it's roots in MC. Even if you plan on totally revamping something later, it is easiest to just use a lot of things as a placeholder because you need to have something, but your priority is to work on something else. There also isn't a lot of ocean content at the moment, so most people would find large expanses of open ocean boring. The sailboat is only a fairly recent addition (outside of a mod). As we get more ocean content, they will probably bump up the %. They even did in 1.21, granted it was very conservative and I doubt it is enough, but I haven't generated enough maps or explored enough to form a valid opinion. Even with the slider, I am still not sure where I prefer it. I have played with 70% ocean and it does make building a boat more of a priority.
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Well, it's a living document and I am constantly editing it as I play. I don't talk about the story parts until the last chapter, (yeah, I need to make a ToC) and I don't really give away much. How to get started. What you will need. The wiki has a pretty good walk through so I didn't feel the need to re-iterate it. That is a good point, I should talk more about bismuth and black bronze. Tin is easiest to find in granite, but yes, surface deposits are hard to find. The guide isn't really geared so much for first play-through as more beginner-intermediate. I tend towards speed running, but I am making assumptions that RNG has been kind, and we all know what a cruel mistress RNG typically is. Yeah, when you design interfaces for the government, you have to be aware of things like the Americans with Disabilities Act (ADA). There are actually like 4 or 5 more types of colorblindness and all in all, it is a lot more common than most of us realize. There are WCAG guidelines, which I always need to remind the creative types of, because they like to do stupid things like font & background colors that have very little contrast from each other because it "looks cool".
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That's probably why the color map isn't the default; it makes it very obvious.
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I'm sure it isn't easy to see for those with red green colorblindness. There are at least 2 mods that make it easy to find, even if you were colorblind did you try either of them? We've had so many recent discussions about it, I can't be bothered reposting them. I also make all kinds of mod recommendations in this guide (although it may be considered full of spoilers by some, read at your own risk): https://docs.google.com/document/d/1ub-kQ-oJZM1N4sDTBcyRP_KBJH6A3EGLjktOudwae-Q/edit?usp=sharing
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Yeah, I am not sure if the wind issue they introduced in 5 is going to be fixed, but it has gone away in 6. Granted you can delete all the chunks around your base, regen, then move all your shit to new chunks and delete the rest of the old ones, but still probably better off just starting fresh. Like the lady said, you can make a schematic, I just discovered @ArtGnat has a short and sweet video on how to do just that How to Copy & Paste Builds Between Worlds - Vintage Story it's only 7.5 minutes.
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Easy or not is subjective too. Some of us just don't feel like scouting several hundred square km before we find basic resources. I suppose that is a good use for it. Hey, anyway was looking for you, that's not what I want to talk about, I want to talk about windmills, you said you run with 4, how do you hook them up? Do you use a gearbox? I just went to 4 and I am not getting any more speed than 2...not even sure if I am getting more torque or not. Of course the windspeed is still all wonky with rc6.
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"output": { "type": "item", "code": "game:hide-raw-small", "quantity": 2, "copyAttributesFrom": "H", "attributes": { "transitionstate": { "createdTotalHours": null, "lastUpdatedHours": null, "transitionedHours": null }} } You'd think this would work, but no, it crashes the game on load. Neither ChatGPT nor Grok could help me. I'm about ready to give up.
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I don't think the complaint is over realism or not, it's playability. At least to me. I find huge expanses of gravel boring and useless. Especially if I start in the center of km and km of it. I guess some people don't. Yes, it's very subjective.
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FFS! The crate label example is horrible. Considering that "label: paper-empty" doesn't even exist until you combine the crate with parchment, copy doesn't really make sense. This is actually setting label to paper-empty. As I understand now looking at it in debug mode. So it needs to be "transitionedHours: var" but possibly preceeded by "transitionstate" somehow. I don't know how to get a var either, since there is absolutely nothing about working with attributes I can find for debug mode and outside documentation is pretty sketch too. My Google searches are starting to refer back to my own posts, which is always amusing but not helpful. So I've puzzled out part of it, but still not there.
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What length do you set temporal storm fruequency?
Krougal replied to Delusional Dunmer's topic in Questions
Also like Mrozak. I like to have the option. When I was learning the game, I used to almost always sleep through them. These days, I seldom do. It pisses me off that it interrupts my plans for the day and I make the monsters pay for their insolence! The odd Jonas part is nice too. -
Maybe for the first few storms, but they get harder as time goes by. I was mighty glad to have steel chain in December when a storm loaded with t3 and 4 baddies came. It was good fun, but the double headed didn't drop anything good for me It also seems like it gets a lot darker, I could barely see in my lit base, even if I threw a lantern down next to me. I really hate the visual effect of the storm. It is just headache inducing cringe. As far as regular nights, calm nights you should absolutely go out and do stuff. Low is usually fine too. Medium you need to maintain situational awareness. High I wouldn't bother. Apocalyptic? Fah'get'aboudit! If you are just going to run non-stop from point A to B though, pretty much anytime is fine, just keep moving and don't fall off cliffs or into deep holes.
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Gotta say though, the mountain in his second image looks like it would make a great fortress with a little work.
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Yeah, I cringe when I see large areas of gravel. So useless.
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and ice fishing!
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Well Radfast did work on GalacticCraft, so maybe it's not out of the question...
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Oh, and furthermore, read the flippin'roadmap: https://www.vintagestory.at/roadmap.html/ Improved world generation Very large scale patterns that alter the current world generation Regions of distinct flora and fauna Richer caves Experiment with river generation Rich ocean life Procedural dungeons
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customizing the item/block indicator thing
Krougal replied to ThatsAsh's topic in [Legacy] Mods & Mod Development
Oh. Yeah, that would be useful. +1 -
This may be the pot calling the kettle black, but you frequently do come off as condescending, and honestly in this discussion I agree with @clseibold. It generally doesn't bother me, as even when we disagree, I feel we generally have good arguments and you still bring something to the table. I know at a very high level how perlin noise works, but I was not going to get involved in the discussion since I don't care to get down in the weeds of it either, however your assumption that the devs are satisfied with the world generation is fairly presumptuous. They might have compromised? *GASP* In this "uncompromising survival game"? How dare they! They might actually take feedback from their customer base to heart? Bastards! Here is my moment of condescension: </sarcasm for the people too stupid to understand it, cause I know your trained monkey doesn't get it>
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To answer your question, for the most part no. There were maybe a few small mods that were made no longer necessary (they were workarounds for bugs). Similar to Thorfinn, although my vanilla run will be very brief. Most of the mods I use are QoL, tweaks, and GUI changes. Any content that is added is very small and player created items.
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Haha, no the teleporting fish. Ok, I guess it wasn't a fish.
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Copied from Subnautica?
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Wow, it does not like this. "output": { "type": "item", "code": "game:hide-raw-small", "quantity": 2, "attributes": { "transitionstate": "createdTotalHours", "transitionstate": "lastUpdatedTotalHours", "transitionstate": "transitionedHours" } } Just putting the hide and knife in the grid causes an instant crash:
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Actually @Brady_The how did you get all that debug info? I went into dev mode and selected top 2 options, but I don't get all the info you were showing. Nevermind, Reddit to the rescue. Debug mode, and then hold shift while hovering over item. From that, I am thinking I don't need to copy either of these values, I'm thinking it is "createdTotalHours" and "lastUpdatedTotalHours" that need to be copied. Or maybe just the "transitionedHours" SMH! That is the prop you said to try, I didn't realize there were transitionHours and transitionedHours