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BearWrestler

Vintarian
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Everything posted by BearWrestler

  1. Thanks for the in-depth insight @ApacheTech. I hope the messy codebase doesn't end up slowing development to a crawl through bug explosion as features pile up, or forcing a major months-long refactor. The OnUninstall method sounds like a great idea that should be introduced sooner than later. As far as the remapping command goes, it seems pretty limited? IIUC you have to map each missing ID to a unique valid ID. But if you had built, say, Lichen tents with their various blocks and just want them to disappear and be replaced by air i.e. all by the same ID, it doesn't sound easy?
  2. Interesting! Is the game's runtime able to unload assemblies? Or do you end up with multiple copies of the game mod loaded (which sounds problematic)? I know standard .NET Framework can't do it, and the ability was in development for .NET Core last I checked, but looking at the game files the game might be using Mono, whose ability to unload assemblies I'm not sure about.
  3. Thanks for the info. At this point I'm thinking that regenerating a brand new world with the desired settings and the same seed, and switching temporarily to creative mode to recreate our base might be an easier solution. If any dev is reading this, it would be appreciated if you guys could complete the wiki pages I linked above, or confirm that the value can't be changed at runtime if that's the case (but I'd be surprised, given you can change so much other stuff in world gen). A command to list or export the list of all worldconfig variables would also be very useful.
  4. I'd like to increase the ore density in my existing Survival world to match the ore density in Exploration settings. I assume it must be possible with the /worldconfig command, but the corresponding value is not listed in the wiki: https://wiki.vintagestory.at/index.php?title=List_of_server_commands/worldconfig Does anyone know the correct value, and is there an exhaustive list somewhere (at least in the game's public source code portion, I assume?) Once that's done, I'd like to delete or regenerate every chunk on the map except the one(s) our home base is on - we've already explored very far and I'd like those chunks to contain the new ore densities. Is there a command I can use for this, or do you have any pointers to code a custom server command that would do this? Thanks!
  5. Some mad math genius already explored pretty thorougly in 2016 how to deal with the deformation of blocks caused by a round Minecraft-like world, as well as how to wrap N/S and E/S edges, making the world a torus (a sphere covered with a grid of uniform squares is unfortunately impossible... a mind-blowing problem when you think about it). He even implemented the whole thing in Minetest! You could download it on their forums and check it out. Some people are also making cubic planets with 6 flat faces... probably easier if you can handle the gravity switch. All those ideas are better suited for a space age planet-hopping game though. I don't think it would be a good idea at all for this game though due to the massive effort required and the unintuitive behavior of a torus. I see it more as a curiosity. There are so many things to do to improve this game first such as water life and better spawning mechanics.
  6. Ahhh, yeah. It would explain why we literally exited the base through the only possible single-block-wide access (we had a roof, walls, and the only open side was over a 4-block-high cliff) and walked a few blocks away, and when we came back to our base shortly after a wolf was inside waiting to destroy us. Do you have any short-term plan to prevent this kind of thing from happening? Frustration was running high in our group. I have a few suggestions to tackle this, in order of increasing complexity: Digging or building on the exact spot of the spawn point destroys it (better than nothing since it prevents the most surprising scenario) Any edit to the map in the vicinity of the wolf spawn point destroys it (exploitable) Any significant to the map in the vicinity of the spawn point destroys it (say, removing/placing 10 blocks) Destroying trees around the spawn destroys it. Wolf spawn point is represented on the map by a wolf "nest" (presumably just the bones of small animals, leftover of the wolves' meal). You can destroy the nest block or blocks and wolves will stop spawning there. (exploitable, unless wolves defend the spawn point and it's long to destroy - then it serves as a fair warning not to build a base there) Wolves actually live somewhere instead of spawning out of thin air. So you spawn wolf "nests" (gotta find a better term) in a suitable area like a cave, and that in turn can spawn wolves going out to hunt, a mother and babies, and will also spawn wolves that will defend the cave agaisnt intruders. If you can get to the cave alive and destroy the "nest" or block off the cave, it destroys the spawner. In my case, it was default server settings, and the only mods are Primitive Survival, Adjustor and Grave Mod. I know anything is possible, but given the nature and stability of these mods and the small overall amount, I doubt the spawning of wolves is affected in any way.
  7. Thanks for your input. What I'm suggesting is pretty much keeping the current map, but covering it with a black shroud that clears in a rather small radius around you. Just like you see in the section I timestamped in the video below. It's pretty much standard Minecraft map behavior. I'm all for a more complex mapping system one day, having to build your own map by identifying landmarks might be interesting if the right balance between realism and fun is found, but I wouldn't put a high value or priority on it until we have a more fleshed-out world with oceans, and especially, more refined spawning mechanics (my nightmare right now).
  8. Agreed. I'm curious to know whether this is the kind of thing that could be modded in cleanly and in a highly compatible fashion within the constraints of the current modding API btw?
  9. I was surprised to see that you start the game with a huge area revealed on the map in this game and that chunks incredibly far from you get added to the map as you explore. I think there's a lot of charm in uncovering the map little by little, it bolsters the feeling of exploration. Hope this can be implemented. The map as it works now also makes ruins and some other types of location super-easy to spot BTW. I find it a lot more interesting to find things by spotting them in the distance when wandering around than having their existence "spoiled" by a map.
  10. On my small 3-player server, we find communication difficult because the map doesn't show our respective location if we get too far from each other. Along the same lines, we'd really like to see each other's waypoints (at least the ones we'd elect to share) so we can mark interesting locations for the benefit of the group. (This could perhaps be tied to the in-game Groups feature so it scales to servers with more players and/or PvP.)
  11. Thanks for the tip. Kind of a "high-tech" one though, since we haven't even found any clay and were too busy getting destroyed by wolves to make any progress towards this. Also, am I wrong or this would light protect from drifters, but not wolves because the latter spawn in broad daylight? Thanks for taking the time to write those detailed tips, much appreciated. I'm cool with the "building defenses" part and the danger overall - it's somewhat realistic (though wolves are not THAT feral unless hungry AFAIK) and I like the challenge. Having to work around the spawning mechanics is rather disheartening though. The more I think about it the more surprised I am that they are not more refined in this game, given the degree of attention that went into other systems. I tend to consider stuff like "don't spawn a creature within a certain radius of the player" and "don't spawn a creature on a block a player can see if the block is within X distance of the player" to be spawning 101 so... I'm confounded as to why is it not covered here? As I said I never had the issue of mobs spawning literally on top of me or inside my base in broad daylight in Minecraft, so I never expected a game like this that built its own engine to get away from Minecraft's technical limitations to behave worse in such a basic aspect. Maybe we were too hasty in our purchase decision.
  12. Playing with my buddies, we had this basic base set up, a dirt platform with a roof, pretty high up on a cliff face. Our campfire was there as well as storage baskets. But this happened to be a wolf-spawning region, and one spawned right on the platform itself! We pretty much had to abandon the region as we couldn't even create a secure location. Later on, we had a base with a basic drawbridge like setup so you had to jump over a deep trench to get into the base. However, a Drifter spawned right in the base, a mere five blocks behind me. We had a fire or two, but I guess that entrance block wasn't lit up enough or something. But torches are not permanent... To be honest it kills the fun of the game for us and breaks immersion. Minecraft always was pretty good at not spawning stuff on top of you, here in this game it seems very hard to make a safe base. It even prompted one of my friends to request that we set the game to exploration mode. We usually don't mind a challenge, but if you can't even set up a good base to work from, it doesn't feel fair or interesting. Overall it seems like the spawning mechanics need a revision... I also often see animals popping out of nowhere right in my face when exploring. Are there any plans in this area? It seems at least that any area that the player has stayed into for at least X minutes should prevent animal spawns on those blocks for the next day or two minimum. And as far as drifters go, some kind of flood-fill from an active campfire to determine the enclosed safe area (and just a reasonable distance from players overall) would go a long way to make the spawns feel more believable. And in the meanwhile, do you have any tips on how to make a safe base early-game?
  13. It would be very interesting to have herds of sheep that need to graze, and you have to change locations every season to find better pastures - head to the mountain in the summer like shepherds do to this day in France. The dogs are essential as protectors and guides for the herd in this scenario. It would be an interesting and different lifestyle in-game than settling down and growing vegetables and doing everything else in one place... at the very least you need to have multiple bases to switch between.
  14. (Moving my post here since it got zero replies in the Vintarian forum.) Hi! Having recently bought the game, I'm starting a small coop server for my friends. Part of the setup is deciding which mods to use - I considered using none, but I think I want at least Primitive Survival and the Gravemod. However, do I have to pick a list and stick to it (really hard when I know we won't get to test some parts of those mods before having invested dozens of hours in our world), or is it possible to add or remove mods mid-game without destroying the savegame? Some posts on the forum had me worried, especially this one: I'm interested in the technical details of what goes on behind the scenes with block ids and what not when you add or remove mods. From my memories of Minecraft, I think it handled this pretty gracefully? What approach was taken here? Thanks!
  15. The ocean... in a Lovecraftian game ? Better be careful what you ask for guys. Or you haven't read the Shadow over Innsmouth or played The Sinking City perhaps. If you combine the Ocean and Lovecraft votes you get 40% of the total so I think this is what you should go for next, devs. Terrorize us with nameless things in the deep and ancient underwater temples of madness-inducing cults that call to us to revive them. Scary legendary lakes are also allowed, see: Loch Ness. That doesn't preclude fishing of course (gotta give us a practical reason to stumble over all this horrifying stuff), but I hope you go for something different than the tired "sit there for 10 min with your fishing pole" mechanic. Primitive fishing such as the one practiced by Native Americans involved catching fish by hand in the water or using nets - no fishing poles AFAIK. The fishing system in Primitive Survival is also pretty great since it's pretty much traps you set up and check from time to time, you just need a variety of bodies of water (streams, rivers, ponds, lakes, lagoons, shallow and deep sea) each with their own ecosystem of plants and aquatic creatures - frogs sitting on lilypads and singing at night plz - to ground it more in reality. Pearl fishing (another reason to dive) also comes to mind. As well as the beatiful variety of underwater creatures such as coral, anemones, squids, jellyfish, rays, whales, dolphins, sharks, seashells, starfish, urchins, sand dollars... given the care you've given to the overland generation I must say I have high expectations for the underwater one. I think your seabed will be a lot more interesting than Minecraft's.
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