-
Posts
485 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Broccoli Clock
-
..good sentiment, let's keep religion and politics out of it. So it's really disappointing that you post this.. ..if you don't want people to expand on the topic, stop trying to claim that Lovecraft was just a bit kooky for the time but held totally normal views. I cannot overstate this, he was an avowed racist, even for the time. There is not a modern scholar that thinks differently.
-
Password vaults are not a panacea, but I certainly recommend them. I actually have KeePass installed locally, although I don't actually use it as I have LastPass as a browser extension. Is LastPass the most secure? Nope. Am I lazy enough to put up with the minimal risk? Yes. Have I used it for nigh on a decade? Yes. Have I ever been informed (or noticed) an account being hacked? No. As the username/password is the same as the client area, and I needed to log in to download the game, the details are already in LastPass, but it's a browser extension so it's never going to automatically log me into a (non-browser) application. The same is true for KeePass. The only way for it to work is for the application devs to intentionally build this in.
-
I mean in the air, not in your inventory. It's weird as almost everything else has a tool tip. Look at a tree and it'll tell you the type and tool needed. Look at a rock and it'll tell you the type and (dependent on settings) the cave-in stability value. Butterflies? Nope, even with dev tools turned on and "extended debug info" enabled, there is no tooltip. Is this by design? Because there is a "literal shit ton" (technical term) of them, and each one is different, so is it intended that we should work it out by the design alone? Happy to install a mod if needed, and I'm looking to add in Eternal Butterfly so that collecting them doesn't kill them, allowing me to release duplicates.
-
I regularly have dev mode on, and for one simple reason, the debug data on the tooltip as it provides not only the full item id but also a lot of detail on chiselled blocks. However is there a reason not to? I'm intrigued to know what "problems" that could arise from using it?
-
This could just be for game balancing, but it seems a little weird that for some things the lantern (and by extension the candle) doesn't operate as a source of fire. I mentioned bloomery in the title and perhaps it's a bit of a stretch to use a candle to light something so industrial, but a fire pit should be no problem as it uses a base of dry grass.
- 1 reply
-
- 1
-
-
I literally wrote my own mod because while I don't mind the early game struggle I was frustrated at the lack of sticks mid game. I made it use an axe and a plank (board),as I felt at the point you are able to make planks it's just a matter of splitting those planks into sticks. https://mods.vintagestory.at/show/mod/21934
-
I agree that it shouldn't necessarily be a dev, in general the wiki for most games is maintained by fans rather than devs. The devs should focus on development. The wiki is locked for fan edit, though, which goes against the whole point of having a wiki. It's literally in the name. Don't get me wrong, I understand why that might be the case, the game is still developing and you don't want to have to go and sanity check every entry added. However, the wiki contains more detail than the handbook, and (imo) it's easier to access that information due to it being in a web browser. You could argue that the obfuscation is intentional, that you shouldn't have the granular level of detail available in the wiki shown in the handbook, and it's a point I could agree with if it wasn't for the fact the wiki is hosted on the official site, so there is clear intent for the player to use it. Frustratingly I asked for editing permission (I'm certainly not knew to wiki's in general) because there was no entry for Rammed Earth and I wanted to add it. I was told no. Which I respect, I'm not complaining, and I am just some random who could spam all sort of nonsense if given the opportunity (I'm not, but I could understand why they'd think that).
-
Sorry but I completely disagree with both of those statements. This is also not correct in regard to Lovecraft. Even in comparison to the times, he was a hateful person, intentionally so it seems. Do I want this discussion to end with me posting a 5 page essay on just why Lovecraft was shitty, no, so I'll just leave it at the classic "agree to disagree" stance. Now, the important thing, does that hate reflect upon the game? No, because it leans into the classic horror tropes that while Lovecraft could be seen as the figurehead of they certainly weren't the only proponent of.
-
I am building a little web app, at this point just a proof of concept and unlikely to go public, but I plan using the images that are in game for certain things. The example here is the pear, but it could be any item. The wiki does have a lot of images, but their sizes are inconsistent, take for example the difference between a red apple (400x400) and some red meat (100x100). I have checked the assets folder and can find textures but not a static image. Is it just the case that when shown in your inventory it's rendering it in real time? Thanks in advance.
-
The Aged Owl treasure chest should show its contents...
Broccoli Clock posted a topic in Suggestions
-
Yeah, Lovecraft was a pretty f*cking hateful person. Even for the time, he went the extra mile. It's why I know of his work but have read very little of it.
-
There is a thread on here covering the mod... Personally I like the idea of character progression, but I would much prefer it was within vanilla, as I don't think they would be so OP (imo). I'm sure it can be tweaked, but the buffs such as the ability to do extra high jumps or have constant light underground just doesn't seem right.
-
Yeah, you'd be surprised. imo.. it's OK, but to claim "everyone thought it was awful" is a bit off. Either way, whether you liked it or not (heh.. and it seems not!) doesn't really matter. I mentioned the two titles as examples of where dynamic music is used, both being situational, but with 7 Days' music being prominent, and the switch in music being played is noticeable. whereas DayZ is the very definition of "less is more".
-
From looking at the message, and how it came about, the first suggestion would be to do a complete uninstall, grab the recent exe from the client area on this site, and re-install. I know that's not the most exciting reply, you might find someone who has suffered similar in this subforum.. https://www.vintagestory.at/forums/forum/15-vintarian-support/
-
Yeah, I had figured as much, but didn't spend time looking into it. I might include it in my next world, but seriously nerfed in terms of items.
-
Do you mean it has a current? Hard to tell from a still image. If so, your answer is a Bucket. (wooden boards and twine). VS is slightly odd with it's water blocks in that placing them counts as a permanent water source (unlike the "other block game"). If there is a "flow" in a square, then facing it with a full bucket of water and pressing [ctrl] and [right click] it should place a full water block in that location and remove the "flow". Repeat as necessary.
-
I watched that video too, here's a link for people if they want to, and trust me he's hardly scraped the surface! My recommendation is to still go in blind, but for the love of God, do the tutorial/first steps guide. Boffy didn't and they spent the first hour getting nowhere, the next hour figuring out shit that was in the first steps guide.
-
There is a mod for firearms, but remember the lore... this game is set in the ~13th century and muskets weren't invented for another 3 centuries at least. You did have cannons as it's about this time that they were invented in China.
-
v1.20.12: Purely stable performance, 1.21 update notice
Broccoli Clock replied to Tyron's topic in News
Always nice seeing bugs you reported being worked on. While it wasn't a big deal, it shows reporting to github works. For those wondering, the video in the spoiler is how the bug manifested itself: Thanks @Tyron and to the rest of the dev team. -
I agree, but I would recognise the meta (of an approaching storm), the problem you have is for people who don't/won't and need that "head's up". I've mentioned 7 Days to Die before on this forum, and there are similarities in that during an event (VS: temporal storm, 7 Days: blood-moon horde) both games act like tower defence. 7 Days more so because their mobs can actively damage structures, with VS it's more about hiding (or farming the mobs). The reason I mention 7 Days is that it has 2 different ways of informing you that this night is the blood moon. One of them is when you look at the time/day you are on, it's red after 08:00. You can disable this. The other is when it comes to 18:00, the sky turns red and there is thunder and lightning. The default blood moon trigger time is 22:00, giving you either 14 hours or 4 hours (in game time) warning to get to your base/safe location. To summarise, I agree with your point, and I think it's best resolved by allowing you to disable either of the messages, and from there you either "raw-dog it" by having no warnings, or as you suggested (and in a similar way to 7 Days) having environmental cues.
- 5 replies
-
- temporal storms
- immersion
-
(and 1 more)
Tagged with:
-
Two games that I play regularly (7 Days to Die and DayZ) both have dynamic music systems, and both have been praised for their in game music. However they both do it differently. With 7 Days (7 Days to Die OST) the amount of music played is based on the frequency % you give it, I think the default is set to somewhere between 60 and 80%. Which specific music track is played is based on what the game thinks you are doing. There are effectively 3 different "action categories" (exploration, suspense, combat) with exploration having the most number of tunes, and music for things like the blood moon (this games tower defence bit), or talking to traders, being the same every time. You are relying on the game switching these tracks, and making the right guess as to what it is you are doing, and sometimes that can be a bit jarring. It works in general though. With DayZ it's more a generic ambience experience, based on time and location. Music will continue during combat, and there is no specific combat music. YouTuber WOBO did a much better job than I would of explaining which music is chosen and why - WOBO - DayZ Ambient Music Showcase .. with the full OST (including tracks not included in the current release) being here.. DayZ OST Although I don't listen to music in game, I do like the DayZ soundtrack (very lo-fi) and would happily listen to it when doing something else. Both systems are dynamic though, with 7 Days inserting itself into your game, meanwhile DayZ trying to be dynamic but totally low key with it.
-
balance Make Drifters only throw rocks at long-range
Broccoli Clock replied to Warentan's topic in Suggestions
Thanks for the reply, but I wasn't being entirely serious..