Jump to content

Broccoli Clock

Vintarian
  • Posts

    657
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Broccoli Clock

  1. You need to have some algorithm to work out when to chime, how intense that chime will be, and how long that process should continue. You then multiply that by the number of chimes. It's this that gives the wind chimes their evocative sound. It would be better if there was animation for them too, as there were some mods on the "other block game" where the chimes were a solid block with no animation and it looks terrible (well.. terrible in action, in a static image they look fine). I think the point I'm trying to make is that there's quite a lot involved in creating something like this, more than meets the eye.
  2. Stone paths are great but that height difference goes hard with my OCD. However, the reason for this post is ask for the ability clear snow from them without them breaking. You can break snow off path cubes, just not the stairs and it ends up looking silly, especially with the height difference.
  3. Yup, all on board for this, although I feel it'll end up a mod rather than vanilla. If you break down what is needed for it to look/sound realistic, it's quite a lot of work for an object that only a small percentage of people would create (unless you make it so that the wind chimes "scare off" drifters within a set range). You'd have to work out whether the game creates gusts of wind or if it's a flat value that increases and decreases over time, then you have the animations, where each chime (traditionally it'll be 4 or 5) needs to have some independent swing from the other chimes. It's a lovely idea, and IRL I am a big fan of bamboo chimes, but unless I am over complicating the thing, I think it's a lot of work.
  4. No probs. I've always had fairly mid PCs so don't worry too much about fidelity rather than frame rate. There are people out there who have played this game for years, I'd suggest their experience of how the game renders over the years will give you much more insight than my limited knowledge will. With luck those people will add their own comments.
  5. Which makes sense, at higher resolutions it will become blurry, turning it off should make it "jaggy" irrespective of the resolution. For what it's worth, I am on a 3050, use FXAA and run it at 1080, it doesn't seem overly blurry to me, but then it doesn't look that much different to the video you shared. I'm new to the game (1.20) so can't really comment on what rendering is offered and why, but it does look like FXAA is the only one available. This then leaves you to post process, either using inbuilt nVidia settings or perhaps using a 3rd party app like Reshade.
  6. You don't say what resolution you are running the game at, but the FXAA setting is enabled and it can become blurry at resolutions higher than 1080. It's a trade off with speed as FXAA doesn't impact FPS as much as other methods. If you weren't aware, the main difference between AA types is where in the process the actual AA is applied (pre/during/post rendering) As for what nVidia may or may not be doing behind the scenes, I'm sorry I can't tell you. I have a 3050, but I've been an AMD user for ages and don't really know much about nVidia settings.
  7. On a side note to this, I presume a torch doesn't affect the temperature inside a greenhouse? From my testing it doesn't seem to. Whether it's passive or not, I feel you should be able to warm the greenhouse even just a little.
  8. ** Just to clarify, this is related to vanilla and official development, I appreciate there are mods that take advantage of the stats in game ** In the roadmap, here, there is the line.. "Comprehensive Status Effects System" We have a somewhat complex (for vanilla) food and climate system, but having the ability to note what food groups you are eating is all fine and well but if it doesn't affect your character (other than just baseline hunger) then there's nothing stopping someone living a diet of bread alone. (the "other block game" operates like this) There are no diseases in the game, which is interesting as the game seems ripe to take advantage of that with not only the food groups but also a fairly complex weather/season system. Don't eat fruit, get scurvy, is the simplistic way I'd put it, but there's much more nuance you could add. What is officially planned (if anything) to take advantage of the frameworks already existing in the game? This doesn't have to be specifically for the next update, a more flexible "to be done later" is good enough for me. Also is there a wish list for this? Do you have your preferences? Are you happy to have vanilla expose these values, but you need mods to exploit them. If a more complex health/food/disease loop was put into place, I do think that it should be toggle-able in the world generation. I wouldn't want to force people to play a realistic gamestyle if they are looking for a more relaxed, yet still survival, experience.
  9. I've got experience with Invision boards, both using and developing for, so turned my signature on when I was creating my account. It's off by default, which means very few people see it though. However, for others wondering.. top right, look for your name with the drop down arrow, click that and select [Account Settings], the page it displays will have tabbed menu on the left, select [Signature]. From there it will give you the option to enter a signature. Finally in a Captain Obvious moment, you'll need to switch on the "Show other people's signatures alongside their content" option. Be prepared, I bought the game a month or two ago and I'm easily into my 300th hour. It's a time sink, a good one, but one none the less.
  10. It might work, but it just feels 'wrong' to me. That's just a personal take, I'm not telling anyone how to play, if you want to despatch wolves or bears this way, I'm not here to gatekeep. Although I find kiting them through water is a far better strat (obvs you're not always going to have water nearby, and wolves and bears can attack with little warning) and anyone who has been attacked by a dog knows you can't run in circles to get away from them, dogs are considerably more agile and will double back far better than humans can. That said, I think it's more a symptom of an underdeveloped melee combat system. That's to be expected in games like this where development is still adding new stuff. You don't want to review your combat and/or melee interactions until all the mobs and their relevant AI are added. For example it was only in 1.20 that we got bowtorns, and their AI will need to be amended (or already has, can't remember where I read that). So, as unrealistic and, imo, cheesy as it is, I totally understand why people would use it. After all, it's a pain in the ass to be jumped by wolves. I think this method will fall out of favour once a more complex melee combat system exists. Edit: Just for reference, I find the combat system in "that other block game" to be poor too, in fact I find it worse and they've had over a decade to perfect it. That game's combat always feels really "floaty" and imprecise, so if you think I'm having a go at VS alone, I'm not. In comparison I think VS's combat will turn out better in the end.
  11. I had a 3(w)x3(l)x4(h) pit and the top two layers of one corner were gone, as well as a decent chunk of most of the top layers. Was it within the expected ratio? No idea, didn't count, but it certainly seems like it's possible to "lose" more than the top layer. In fact, it was that which prompted me to ask this (I should have started it in the questions subform, though).
  12. Thanks, although I am on vanilla just now. I'm guessing that placing is one of those things, it just clicks after a while, in the same way the "other block game" does.
  13. The wrench is both the must useful and the most useless tool in the game. Absolutely brilliant for the stuff you mention, but ask it to rotate a corner shingle block and it'll not give you any joy. I'll certainly mess around with this now I know what is possible. I'm fairly diligent with searching underground ruins, but I've never come across anything under the beds (and I've seen a ton of them). Whether that is RNG, or I'm missing things, time will tell.
  14. I was going to but was worried it might effect the plant. I'm going into winter so I guess they'll not be growing much anyway. I'm happy to mark this as "solved".
  15. I found one in a previous playthrough but never took it back to my house. I'll be honest, this is more a happy accident as I had resigned myself to it being nothing more than decorative, and tried to place the straw mattress on top of the canopy bed only to find it landed inside it. Upon realising that, I thought I better share the knowledge. I do think that it's something that'll get patched at some time. Not directly, though, probably be an update to models/hit boxes that'll nix it.
  16. I believe there is a wood/peat drying mod. I've not used it, still on vanilla, but I've seen a streamer use it. I really want to go full on with the animals, husbandry, and cooking mods. The things that add real depth to the basic game loop. As I say though, on vanilla for now.
  17. I was told a few weeks back that the beds you find in underground ruins can't be slept in if they needed repairing. Of course, I ignored that helpful nugget of information and went ahead and repaired one and took it home. Imagine my surprise when the thing I was told about turned out to be true! Anyway, not all is lost, as it seems that the hit box of the bed doesn't match it's actual shape, so you can place items "into it". What items you ask? Well, a straw mattress for one. Turning the canopy bed that wasn't functional, into one that is.
  18. Screenshot attached (in spoiler) but I'm guessing anyone who has grown pumpkins before will know what I'm talking about. I've read the wiki, and I understand how they grow, and they definitely look cool, but for withered vines do you remove them or will they naturally disappear? The wiki explains why they exist, just not what to do with them. Considering the poor seed/plant ratio I'm wanting to be careful not to screw with the plant.
  19. With the "Eldritch" stuff, I'm never sure if they are meant to make a noise. It's obviously a lot easier for players if they do. With animals though, definitely. Was discussing this very thing here.. ..and I am very much of the opinion that until the animals themselves are introduced, I'm not too unfussed about generalised bird sounds, especially things like the dawn and evening choruses. Just an (in-game) hour of ambient bird song that happens during morning and night. This sound could be centred on the player and increase/decrease as the density of trees does, or the sound cue is hooked up to a random tree within a copse. There is this mod.. https://mods.vintagestory.at/moreanimals ..which certainly looks interesting although it seems primarily just birds, however looking through the comments there seems quite a few issues with it (no shade being thrown at Casteroid, the author, they've been kind enough to create the thing in the first place) then that mod recommends this mod.. https://mods.vintagestory.at/show/mod/14707 ..and down the rabbit hole we go. I want to remain vanilla, but if not then "lightly modded vanilla", but there are so many lovely mods that all add animals, details to animals and expanding the whole cooking/husbandry stuff.
  20. I did try mining all directions, and was only hitting the adjacent blocks, not the block I was in. That said, perhaps there is a trick to is, and I wasn't quite in the right place/angle. The "after image" doesn't show it well, but I believe both above and below blocks were mined. I could be wrong though, it was tough to tell without being in creative.
  21. Sorry I meant that as in I would move myself a block across from where I was, not that I'd move the physical block I was in.
  22. I've seen it in the guide, and had some jonas parts for it, but not all at the same time. Not made any of the tech, yet, and not repaired any either, nor have I hit the archives. I've been enjoying just living in the world, rather than rushing progression.
  23. A true 1-to-1 implementation would be best; you see a specific bird, you hear a specific sound. Until then, and in terms of a more generic environmental sound, you'd anchor this sort of thing either to yourself, or to a tree (rather than a mob). DayZ for example, does this for its woodland sounds. Allowing non mob objects to have sounds associated also opens up things like the sounds of creaking trunks in high winds. I do get it though, it's "comforting" knowing that something "real" is making the sound you are hearing.
  24. One of the easiest ways to introduce birds without actually creating a new model and populating the world with them is to have a "morning/evening chorus". This could be scripted to be dynamic so the time they start/finish are correlated to the actual sunset/rise dependent on what time of year and the latitude, whereas the latitude/lifezone/biome would determine the make up of the calls you can get. Anyone who has spent time out in the wilds will know the joy of listening to the birds chirp away during sunrise and sunset. It's plays a lot into the environmental story telling of the game, and I think it would add to the immersion. Obviously fully implemented birds as an animal mob would be great. We have the butterflies but the lack of birds (even ones you can't interact with) is odd. Especially as they are technically some of the oldest types of animal on the planet, a whole world without them (other than chickens) feels off.
  25. Find yourself miles away from your body/loot? Your death is actually a waypoint on the map, which most people know as you can see the icon, however the /tpwp (teleport to waypoint) command can use that waypoint, it's called "you died here". For those who wish to just teleport there, grab their gear, and forget about their failed mission.. /tpwp you died here Set a waypoint at your home if you want to teleport back there.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.