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Everything posted by Broccoli Clock
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One thing you might like to do is add the icons for the items. There is actually a console command which will output all the icons as png files so you don't need to capture them individually in game. Sadly, it was some time ago I used the command, so have forgotten it. I'm sure some kind person on here will know it though.
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worldgen Regarding rivers and world generation.
Broccoli Clock replied to Alonso7's topic in Suggestions
This is a bit of a minor point, but ASCII is one of the worst ways to store data, if it's unsigned you are limited to 0 - 255, and if signed that goes down to 0 - 127. My 2 cents worth about rivers is that they will never really be implemented in the way I'd like, and that is purely down to the amount of work it would take. I've written about this elsewhere so I won't repeat word for word, but as we have complex(ish) geology being generated then the water should fit into that. It should cut away sandstone, creating valleys and even canyons, it should pool up into deltas and flood plains when the rock below it is impermeable like granite. The sources should be ice water drainage, and upwelling of springs. There should be tributaries and based on geology, water falls where it cannot weather the rock away. All these, and trust me I could have written more, are "wanting the Moon on a stick", not only would it be a considerable task writing the code to do all this, the idea of having to test all the random possibilities without the game generating completely impossible water flows would seem like a Sisyphean task. -
If there is one rule in VS it's this, if you are looking for something, and you've spent perhaps hours and travelled 100s of blocks searching, what you seek will literally be in your back yard. Clay is normally the one that follows this rule, you need it early game and if you are new to the game you might not know where it spawns or what it looks like. You'll likely spend ages hunting it down, and now festooned with stacks of clay you make your way home, only to literally walk over a huge clay deposit 25 blocks from your base. It's always this way. As a newbie, could I really recommend the handbook, not only is it a mine of useful information, and the antidote to those who have brought "the other block game" meta to this one, but it actually shows images of what the crops look like in their different stages. So, for example, carrots.. Just for reference, you won't get a guaranteed seed from any crop unless fully grown, although the % of getting one that isn't fully grown is still pretty high. I've gotten seeds from crops at stage 2/7, and none from those at 6/7. There is a similar % for getting the actual crop, although it's much lower and you tend to only get crops from plants almost fully grown. You always get crops from fully grown plants.
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Welcome to the forum. In terms of world gen, where we are at just now is that there is always a trader nearish to your spawn, I think this is purely for onboarding as the traders are the key to introducing the lore/meta to the game. As for the rest of them, I don't think there is either a specific option to turn them off (or reduce their numbers) during world creation, the wiki lists a lot of commands that are possible, https://wiki.vintagestory.at/World_Configuration. You could play in "Homo Sapien" settings, as opposed to the classic Survival - you make this selection before spawning a world, and while that would remove the traders it would do so completely. It would also remove the lore and ruins. Which may not be what you want. There is a World Edit option, but you need to be in creative and as I've never used it before I am unsure if you can load already generated worlds in and then delete whatever traders you feel are too close. https://wiki.vintagestory.at/How_to_use_WorldEdit Ultimately, the traders are both essential for the lore, and useful for players (altho I'd say more important in early game for essentials and late game for fancy decor/clothes, less so in the mid game), but I can see how they may seem OP (after all they have a bed and a door, and unlike something like 7 Days to Die the traders don't chuck you into the night after a certain time) and can be easily "abused". Hope that helps, although I apologise for not giving you the exact answer you wanted.
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That is the most sensible decision, you're making a mod wrapper not a specific mod. So, for example, if you were making a very niche farming mod, you'd perhaps be expected to make it compatible with the commonly used farming mods. However, it's to be expected that a "mod roller" would be vanilla specifically. In terms of modifications, it really depends on two things, how much down the rabbit hole you like to go, and how much you over engineer your code. Less is sometimes more, and having the basics covered in a very generic format I think provides what I'd (and possibly others) expect from the app. The only thing I can see, and this is purely because you chose to create your json/zip file using a remote api, you might want to log what the most common combination of "traits" people add, and have cached versions to reduce traffic and footprint on the server. That's probably overkill for the scope of the app at present, but it's about the only thing I can think of that you'd maybe look at.
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Yes, in fact I just love the idea of seasons in general. It seems crazy that other survival crafting games do not lean into this. I've said before, though, that I think the threat from Winter is perhaps over emphasised. If you have spent long enough in the game to get there, it's very likely by that time you'll know how to survive on the minimal resources around you. I think it's also important to point out not all Winters are the same. In the classic, and default, temperate climate spawn the severity of Winter really depends on the latitude you start at. For example, I've had temperate spawns where the Winter barely goes below -5'c, even at its height, meaning farming (albeit with a greenhouse) is possible all year round. Whereas I've had other temperate spawns where I'm forced to find the warmth of a fire, even while wearing crafted fur clothing, and crops are dying (even the hardiest, and even in the greenhouse). I'm a cottage core lover, so a couthie wee nook in the winter where I can cook, chisel, tend to my animals and just generally watch the season progress is what I pass my time with. Now, if Tyron, et al, could just introduce wool, knitting and weaving, I'd be set for those drawn out long Winter nights.
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oooft.... each to their own I suppose! In the UK dramas that involve one (or very few) locations, and only one (or again, just a few) actors, is called a "kitchen sink drama". If that is your bag, then can I recommend Locke with Tom Hardy? It takes the most mundane task, one guy driving to a location to pour some concrete, and as it progresses his whole life collapses around him (no spoilers) where the entire film is just Tom Hardy speaking into a camera in a car that he is literally driving down a motorway at night. If you are looking for something that is specifically about cranking up the psychological yet having the most bare bones presentation then it's a great watch. If you are the sort of person who likes trailers before watching then it can be found here. As for the rest of the post, I think we are pretty much in the same ballpark with our opinions.
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Found a "Block Randomizer" Block... looks cool...
Broccoli Clock replied to Lingam's topic in Discussion
Yeah, there is a media section for your account. The problem is less about there being a restriction in space, which is totally acceptable (you don't want people abusing it and throwing up 100mb videos), no the frustration is that the only domain that auto-embeds images is Imgur and it's entirely inaccessible to those in the UK. This isn't some "register to prove you are 16+", this is a blanket ban set from Imgur itself. It's an Invision board, not my favourite but I've admined and developed them in the past, and by default they do not allow you to place images inline. Being a bit OCD, if I remove the image from an old post, to make room for a new image in a new post, then I feel I should remove the old post as well, after all removing the image will make it either incomplete or confusing. -
I agree with the rest of your post, and I'm only highlighting this to say that I much prefer a book, where it's up to me on how to feel about something, than have that process influenced by a ton of other people; directors, actors, lighting crews, sound designer, foley artists, script writers, etc, etc..
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What is interesting is that the ruins don't fall to the same coding logic that makes the other block game villages so unrealistic. Albeit the ruins are just that, ruins, whereas villages in the other game are intended to be more functional, so if you found a ruined building offset by a huge cave it would sort of make sense as it's been abandoned. Still it's interesting the difference between how to the two spawn in the different games.
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For QoL things, and I can see that carry on is that although I'd prefer that you had to make a "special rig" (nothing more than rope and maybe sticks) in order for the item to go on your back, I feel the biggest issue is balance. Sure there might be a QoL mod, but the reason it's unQoL is down to balancing, especially the early game. I think it's "good development" to keep an eye on what is trending, but as a dev myself I know how easy it is to get distracted.
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My 2 cents worth. This would be for an external developer/team to do. The game devs should not be collating together what they think the user wants, not only does that leave open the accusation of bias (why include one author's mod and not the other), it also relies on the devs to test every update of those mods. There is a reason modpacks are offered by, for example, CurseForge and not Microsoft themselves. All in all, the devs should take a cursory glance at the modding scene, if only to see what QoL is being patched or what is gaining popularity, but there is a roadmap and that should not change and it certainly shouldn't be driven by what is hot or not in the mod db. As for whether modpacks are needed is a different question, @Maelstrom pretty much nailed it with "there's not really the need for them". Remember, MC is a bad game, built poorly and relying on a stack of mods, piled jenga style, in order to wrangle the experience you want. There is no overarching control over who mods what so you need modpacks because the modding ecosystem is such a f*cking mess. Edit: Do I think the Mod DB needs a facelift? Yes, yes I definitely do. It's functional at present, but far from intuitive. It seems like something that was written to handle much less traffic/mods, and lacks a lot of the filtering, searching functionality you need as the db expands. As someone who has uploaded mods to the db, I've not found the process all that enjoyable at the start but I'm getting the hang of it. As a dev that focused a lot on web apps, I would love the opportunity to build it from the ground up.
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Now, you see, I disagree. I think video games can be a good medium for narrative story telling, it's just that it fails in many cases because a lot of games get dialogue "written by committee" rather than being integral to the story. An equivalent is movies. We all know the tricks, the camera angles, the lighting, the sound design, these are all used to guide a viewer into a specific mental state. It's not rocket science, we've known this for years, it's very very easy to manipulate people in this way. When I encounter these sorts of tricks, rather than swept along with the intended emotion I am immediately "wtf, do you think I'm stupid, you need to dumb sh*t down and play music in order to elicit that response?" and that's me immediately disconnected from the film. Movie makers do this because it's back to that bear/person garbage bin analogy, you need to maximise everything so you need to cater to the widest audience. If that means metaphorically slapping someone across the face with a lack of subtlety then so be it, and hell mend any "vaguely intelligent" viewer who not only recognises the cues for what they are and are annoyed they've are being treated like a toddler by them doing so. I've played narrative games and enjoyed them, it's not that I have a blanket ban against them, it's just that an awful lot of them fall into the trap of being painfully transparent in their attempt to "appeal to a viewer's empathy" and sticking very strictly to that Western centric, and very often US centric, low quality bullshit. We've come a long was from discussing cut scenes in this game specifically, and apologies for going on a bit of a ramble, but if there ever were cut scenes that were included into VS (and the truth, is I can't see where they would go) then they would get immediately skipped by me.
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@Teh Pizza Lady / @Professor Dragon I'm editing this post as originally quoted both of you with "it has to be an intentional choice, as the Wiki is implicit and as the Wiki is not publicly editable then that means one of the dev team updated it". However, I've just gone back to the actual entry and I see it has an appendix link, which goes to a bug report... [bug report] Hide armor durability cannot be repaired ..so perhaps it's not intentional at all.
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Found a "Block Randomizer" Block... looks cool...
Broccoli Clock replied to Lingam's topic in Discussion
Frustratingly yes, there is a limit on uploaded media. I'm regularly adding images into posts but now Imgur has blocked all UK, I no longer have access to an auto-embed image source, I literally have to go through old posts and delete the images in them to post new ones. Generally that is a sign that a mod is either broken or missing a supporting library. -
I started a water world, and the fears you have are real. Here is a link to a post that you may find useful. In short, you are right, the teleporters will spawn you underneath the water (although it will be in rock, not just the sea bed). It's not impossible to use them, but can be awkward. Polish Translation Stworzyłem wodny świat i Twoje obawy są prawdziwe. Oto link do wpisu, który może Ci się przydać. : Krótko mówiąc, masz rację, teleportery pojawią się pod wodą (chociaż będą w skałach, a nie tylko na dnie morza). Korzystanie z nich nie jest niemożliwe, ale może być kłopotliwe.
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I Need More Data On Temporal Storm Spawns
Broccoli Clock replied to Discipline Before Dishonor's topic in Discussion
I still see people saying "put things on the floor it'll stop them spawning" and for me that seems crazy as all you need to do is be in a fairly smallish space with a torch and they'll not spawn near you at all. The first temporal storms I tend to just sit them out in my house, it's a torch lit 7x5 space and only once out of 5 temporal storms did anything spawn inside that area. Of those storms 3 were light, 2 were moderate. Once I get settled I tend to make a "horde base", which will be nothing more than a defensible block area (norm 3x3) with a raised path that channels mobs in, with pit kilns placed along their route. As the enemies approach, they'll get set on fire, and if I have done the build right then I have the reach with a spear and be able to harvest them for loot without them getting me (although those double headed sure have some range). The only slight downside of that is you need an unfired clay item to place in order to create the fire kiln. You could use a fire pit as it needs nothing in it's "inventory" but a pit kiln lasts considerably longer and certainly longer than any storm will. I also believe that because the pit kiln is level with the ground, whereas the fire pit is raised above it, the mobs do not see it as a "problem block" for walking on. If I have fire clay, I'll use a single (unfired) fire clay brick as the pit kiln, as I need them for the bloomery anyway. -
Not sure if it's as rare as people are saying but I regularly find multiples of traders together. As for it being rare near your spawn, I've noticed that in my recent playthroughs there is always a trader near by. I know that trader locations were tweaked for 1.21.x in order for treasure hunters to be found easier (either via natural spawn or asking another trader for directions - the treasure hunter traders are the only ones that can kick off the Resonance Archives quest - although the Survival Goods trader also has a similar quest). I've a feeling this will all change soon as we are now seeing the start of trader compounds (the new Treasure Hunter base is the only one implemented just now). Will we lose the caravan traders? Who knows. What would be lovely is that those traders in a base don't move, yet the ones in caravans do alter their location. After all, why have a base that has wheels and not move it from time to time?
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Is there a way to check the number of hours played?
Broccoli Clock replied to Broccoli Clock's topic in Questions
I've deleted far too many worlds to know the true count; some with just an hour some with 80 or 90, and some which ended up being full playthroughs are 100-200 hours. The game authenticates you via the server, so a log based on that should be easy enough to implement, or as you say a local mod that increments a value every time you enter/leave a world. With the former it would only account for when the game is run, not when you are actually in a world, which is fine as that's how Steam operates. If the main game .exe is running then it's counted whether the player is playing or just idling on the main menu. It would be work, although technically not a lot, but that still involves time and money. However if I was Anego, I'd want those stats collated even if they were for internal use only. -
I bought the game in March, I've got maybe 4 or 5 worlds that are 100+ hours (some much more) and lots of little tests and abandoned worlds. Each individual save shows the time spent in that world, however there is no global value. Not unlike Steam's "you have played XXX hours in this game" type stat, is there one to be found in VS?
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Yup, still going. It took a huge hit from discord chat, but then discord became what discord is now, and many are swapping back.
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Heh, I've got no problem you correcting me. The point was that some changes would need to be made to the codebase to integrate it with Steam. How much work that is, whether minimal or more complex? That I honestly don't know.
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Should pottery be dried before it can be fired?
Broccoli Clock replied to LadyWYT's topic in Suggestions
I do like the idea of needing to dry pottery, although I feel this could have a negative effect on newer players. I think the learning curve compared to "easier and less enjoyable block games" is such that the hunt for clay (we've all seen new players struggle with this) then to fire it (again we've seen people struggle to work this step out) may be a tipping point for some. It's already taken the player a day to find clay, then it's going to take another day to fire it in a kiln, if you add in another day for the pottery to set then I feel you might lose people at that point. For experienced players we know the end goal; the justification of the time and effort put in, but new players don't. To extend that time, bearing in mind that 2 or 3 days in game to a new player is a long time due to the slow progress of VS, seems a bit harsh. That said, I am all for pottery drying. However if you include that, the you really should make peat wet when dug up. That is completely realistic, you need to dry peat. Put a sod of wet peat onto your fire and see how it reacts! At least with peat it's not a gatekeeping process, you can live without peat while it dries, making people wait while pots and storage vessels dry isn't really the same.