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Khornet

Vintarian
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Everything posted by Khornet

  1. Well... there it is: Looks like the new toys are back on the menu.
  2. Do the changes in ticking affect single player in any notable way? Also, are the despawn timers for dropped items still "paused" when the chunk with the dropped items is unloaded?
  3. This is not just "my assessment". The proof of that is in this thread's name. Most people accept this matter-of-factly. And it's a sad, but fair assessment, based on the game's popularity and activity on discussion/media platforms different than this forum or the official Discord, which is close to 0; YouTube videos in its category, quality (popularity) and quantity of content creators choosing it as the content creation tool (including YouTube), streaming, game appearing on news articles, etc. To me, personally, this is also gauged by activity on the game's other "official" platforms, like the wiki (which is currently filled with outdated/inaccurate information and dead articles), the game's issue tracker (some of the issues I personally reported from ~1.5 year ago have been untouched completely because they're "medium priority" only). This is going to be a very spicy comparison, but if you want a more direct example; Hytale (VS' kind of "notorious" rival, since Tyron worked on it around 2015) has 43x the subscribers on YouTube than the VS channel. Their announcement trailer has 60 000 000 views compared to VS' 2020 feature trailer's 278 000 (videos compared were uploaded roughly in the same time period). This doesn't necessarily prove anything concise, but... I've thrown some numbers for perspective out there. I have no reason to believe the daily sales information on this site other than benefit of the doubt. To me, honestly, it seems bloated/inaccurate, judging how the sales numbers are somewhat too consistent and don't seem to spike suddenly in either direction, and the lack of parallels between discussion activity and new accounts made. STILL, I will believe it, because we have literally no other raw data for sales which might help us gauge the direct financial well-being of VS as a product. However, would we compare this game in the aforementioned aspect of "visibility on the market" to other indie games of similar development nature throughout the years (allow me to remind you VS "came out" in 2016) like Stardew Valley or Terraria, or even titles like Valheim, Rust, or Project Zomboid, you lose this argument, objectively and completely. The small dev team makes the game obviously sustainable, but if Anego wants to expand further (nothing recent points in that direction, unfortunately), they do need to look out to branch outside of the current sales model (I could suggest the easiest and most convenient method for that here, but I got a thread locked the last time I discussed that so ). I don't think subscription services are a good idea - you'd only find your core audience supporting you that way, instead of new ones. And it's an easy slippery slope to all kinds of malpractices like exclusive content, early access and whatnot. Though I trust that would be the last problem, because Tyron's a fair developer. Comparing anything to Minecraft is unfair, but there are fairer comparisons to make with a lot more potential parallels, and I've already made them above. Also, this game will always be compared to Minecraft for obvious reason, and yeah, I do think it has the potential to mimic its success to a certain extent - as VS is naturally a more hardcore and realistic experience, it's not going to reach out to the casual and children's markets as comfortably as Minecraft did. Minecraft's audience is quite wide though, and there's a lot of holes in it that VS would fit right in - and, in fact, already does.
  4. Rafts suck. When I saw we're getting rafts and large bodies of water/oceans, I finally thought - "Oh, great! We have a way of crossing large distances on the map more efficiently". Unfortunately, rafts suck solely because of the fact how SLOW they are. You need two dedicated inventory slots for them - 1 for the raft and 1 for the oar and from what I've seen, they're essentially as fast as swimming casually (maybe "slightly" faster). It's just not worth it. Solution: de-suck the rafts by making them faster. So crossing oceans with them is actually a viable strategy.
  5. Have just scoured through the Archives myself and yeah, it seems the only new toy we get from it is the glider. So I suspect that, indeed, cupronickel is a "to be added" feature, probably the same way we're going to smelt steel bits or make higher-tier steel alloys. Which is an awful shame, because I wanted to play with all the other toys that are in the handbook. And the only way to do that is, well, cheating with creative mode.
  6. This is a forum. Forums were made for debating. We are debating. What do you even mean by "Steam culture"? I made this point already. I'm aware of this. I have been for like the last 4 years. My main problem is with preposterous anti-Steam "arguments" that are either misinformation or complete falsehoods. If Tyron's surrounded by such opinions, shared by the community in general, then it's no wonder his game won't be on Steam. Also, I'm sorry, but it's been an awful long amount of time since the "Steam dilemma" even begun (6 years? More?), and it seems to me like we're nowhere closer to its resolution. If VS truly does have the potential to be on the top of the charts, which might help Anego grow, then every year it hasn't been set on that path is a year wasted (at least financially). I once again redirect any Steam skeptics to look at Terraria's start and end and tell me this isn't possible (or at least maybe on a smaller scale) for VS.
  7. I fail to see any argument here related to topic at hand. Seems like you're trying to move the goalpost from your utterly disproven "negative DF reviews prove that the Steam community is bad" argument to something irrelevant. Just so we're clear: DF did get somewhat review-bombed on release. Do you know why? Because it had a niche community around it for long, long years that was OBSESSED with gatekeeping it from the bigger crowd. Sounds familiar? DESPITE that, it was a tremendous success on Steam, and all the salty "hardcore" fans that couldn't stand the notions of filthy casuals being given improved graphics and a more friendly GUI were left with nothing but their salt. Please quote me on these supposed "objections" of mine, because it appears you're more familiar with my opinions than I am. At no point did I object to the roadmap (that I'm familiar with). I only object to the preposterous misinformation regarding Steam as a platform. And the glacial speed of implementing said road map. If this is about the following: Easy mod installation Advanced Mod Manager Official mod hub that integrates into the game and auto-mod download when connecting to a server (WIP) Steam workshop is not an obstacle in doing all this. VS has its own launcher, and the presumed mod manager would be handled by the launcher. You can still inject the launcher when, well, launching the game's .exe via Steam. If Steam workshop TRULY does seem like an obstacle in this, presumed, Tyron's vision of "open modability option" then he can opt out of the Steam workshop altogether. As the developer he gets to veto any content on the workshop at will. I understand he may not want to do that to not seem like an a**hole, but the option to politely redirect modders to, for example, here, is viable. Steam wouldn't care, because it doesn't hurt them financially. Though I am reminding you for the third time; using the Steam workshop is largely modders' conscious choice. If anybody's "locking" the mods to Steam, it's the modders themselves. Respecting that choice and the choice of the developer lies within the tricky relationship between the modders and the developer. Not yours, or mine, or even Valve's. I see. And somehow expanding the community beyond its current niche to a grander size and audience is not "building" but "fragmenting" it. The cognitive dissonance should be hitting you soon.
  8. Again, this is on modders, not developers. Last time I checked Tyron's not micro-managing the mods in the "vanilla" system either. Even if we go with your "two modding systems" claim - Steam workshop is OBVIOUSLY managed by STEAM. I don't give a flying squirrel about mods, actually. I don't even know why I got myself roped into discussion about mods in this context (other than the preposterous statements about Steam's supposed handling thereof). Is Tyron developing the mods on the scene we have right now? No? Then how in the world would HIS development time for the vanilla VS be relevant here? Excuse me? https://store.steampowered.com/app/975370/Dwarf_Fortress/ RECENT REVIEWS: Very Positive (301) ALL REVIEWS: Overwhelmingly Positive (18,757) Oh, only money, success, and popularity, I guess. That's definitely not worth some marginal minority of negative/troll reviews. This is again about modding which you seem fixated on, but I've made my statement on that. You're obviously biased about the Steam community for reasons unknown. You've got no tangible arguments that they're "whiners" any more than any other player base out there - yes, review bombing IS a thing that's been done, but always for very specific, and very rare reasons, and in fact, there were methods introduced to prevent an abuse of this system. At the end of the day they're just normal customers - and they WILL buy Vintage Story if it's recommended to them through the algorithm. Even an example you've brought earlier - Stardew Valley - is a prime example of a Steam success story. I would need to see the source/ context for this, because I simply don't believe that's all there is to say on the matter. It's literally just a matter of uploading and pushing out another branch, although with the multitude of hotfixes VS receives regularly after a big patch, I imagine it might become somewhat tedious. ConcernedApe of, again, Stardew Valley, is somewhere on record claiming in fact the opposite; that uploading and maintaining Steam branches was easier than anywhere else. But I can't find that source either, so... On the other hand, why don't you ask the developer of Planet Crafter why he's bothering with maintaining two versions in the first place? See the absolutely preposterous statement you've made about DF's reviews above and apply yourself. And I'd also recommend you start attacking the arguments instead of the person making them.
  9. As someone old enough to have bought Minecraft during its initial alpha - YES. Reddit is where Notch moved most of his communications and feedback collection after sticking to some other... sites that shan't be named. It's sad, I know, but the "Reddit phase" is where Minecraft started picking up in popularity, and I say this with a lot of bitterness, because that's also when a lot of stupid stuff started being added to it. As for the "VS not being popular is good" argument here, I will forever fundamentally disagree with this unambitious and stagnated point of view. This game deserves far more than being stuck in its niche, but it's completely stunted by the lack of visibility on the market. And I say this as someone who actually usually endorses gatekeeping.
  10. You grab your falx and turn on the Doom Eternal soundtrack.
  11. Asked on Discord and someone told me there is a new 1.18-content related item/device that lets you make the cupronickel, but I haven't been able to confirm it myself yet since I haven't begun to find the Resonance Archive (BECAUSE I CAN'T FIND THE CURSED TREASURE HUNTER TRADER). So it could just be a rumor/misinformation.
  12. Not a single one of these points has to be compromised by the game going on Steam. By the way, here's a comprehensive source of all technicalities related to being a Steam partner (Steamworks), if anyone cares. Linked specifically is their policy on selling Steam keys - emphasized, because this is the source of misinformation on price disparity between stores. You can't sell Steam keys cheaper outside of Steam, rather than the game itself: https://partner.steamgames.com/doc/features/keys If anyone can find anything in there that proves me wrong, or paints Steam as the devil of PC gaming itself, feel free to point it out. Until then I stick to my opinion that the anti-Steam sentiment around here is completely irrational and is hurting VS in the long term.
  13. Meh, I'm personally glad I get to make wooden buckets instead of being forced to smith metal ones (or being forced to smith barrel hoops for that matter, but I'm sure we're getting there now that chests require some metal parts).
  14. Ok, I understand what you mean, you simply seem unaware that you're talking about Steam workshop and its peculiarities. Mods on Steam workshop - surprise - do require Steam, because that's often what the mod creators demand. It was, in fact, advertised as a feature for modders who don't want their mods "stolen" or "reuploaded without permission". If you want to use STEAM WORKSHOP content then you have to use the STEAM WORKSHOP. Using the STEAM workshop requires that you have the game on STEAM. Whether or not the mods themselves are available outside of the Steam workshop is up to the mod authors themselves. AGAIN: it is ENTIRELY up to the MOD AUTHORS whether they want to limit their mods to Steam workshop or not. I highly doubt VS is at any danger here in this aspect. Especially since developers have a contractual right to demand any mods for their game to be removed from Steam workshop at their leisure. I have no problems modding Stardew Valley via downloading them from Nexus (where literally 98% of the mods worth noting are) despite owning and launching it on Steam. In fact, I've branched a whole new game directory, which lets me play a modded and vanilla version, both through Steam. It's as flexible as it can get. I believe I have little problems with reading comprehension. The implications in the following statements are quite clear: "Steam is really horrible in terms of mod support, though. You have to supply support for the way Steam wants things done, AND a parallel system for the way non-Steam needs to be done. Seen it cripple all kinds of games, since the priority has to become supporting Steam." They remain preposterous. Steam is not "horrible" in terms of mod support because it has its own modding tool. Steam does not ENFORCE its modding tool as the ONLY way to mod games. I've no idea what to even do with this. Making a rational, factual, point of view is "Steam-atics"? As much as I loathe to state it, VS developing in a glacial tempo is simply a matter of fact, not opinion. It has been this way since its inception. It's completely understandable, given it's as indie as it gets with a team as small as it has. But if compromises can be made to IMPROVE that team and development, they should be done, IMO. And what "compromises" are they in the first place? You're not sacrificing any "independence" by going on Steam. You don't need to migrate your whole community, modding, dev diaries, anything there. You can just treat it as a distribution/marketing platform. In fact, the only sensible anti-Steam argument to me is the lack of leverage on the refund policy, which means Steam gets to decide who gets the refunds, not Tyron. VS is suffering incredibly from a complete lack of visibility on the market. There is no better and more efficient tool on the market than Steam to patch that extreme weakness VS has as product. I can respect Tyron for sticking to this principle for so long, but I hate to see the circle around this game being so irrationally negative about Steam. It stunts the ambition the game should have. I seriously believe it could EASILY mimic the success Terraria experienced largely (or perhaps even exclusively) thanks to Steam. And it's honestly this Terraria parallel, where Re-Logic begun and where they're now as a studio, that has me re-thinking what VS could become.
  15. Yes. Animals, crops, and fruit trees as well, regardless of their growth stage. Even if they're grown, they won't spawn new leaf blocks. Unsure if normal tree sapling are affected - I think they operate on a countdown timer basis, instead of a date. Berry bushes are also unaffected - they're on a countdown timer between stages that pauses only when the temperature is too low.
  16. Ok. So assuming "modifying" the values on the already existing pigs is out of the question, how would I also spawn new ones (for the purpose of setting their generation later) to make them as "natural" as possible? And sheep too, while we're at it. Chickens are thankfully unaffected by the bug because of completely different breeding mechanics (egg laying). EDIT: Nvm, figured it out. /entity spawn pig-wild-male 1 etc. setgen also worked. Here's to hope they're functional as normal entities... Obsolete animals were promptly slaughtered. Not marking as solution though because my question still pertained whether it's possible to edit existing entities instead of spawning new ones (and also mentioned modifying existing trees, though I've just chopped down mine and re-planted new ones, because I want to play the game and don't feel like blocking myself with waiting for a better solution).
  17. To be more specific: I want to "reset" these pigs. How would I do that? Is it even possible? If not, how can I spawn new pigs and use /entity cmd setgen on them? Pictured are my failed attempts in the chat, I don't know what's the format for applying the filter for the chat command. Also what does a "Herd ID" of "0" actually mean? They were export-imported from another world before 1.18.
  18. I'm still yet to receive or find official confirmation if trees inside greenhouses benefit from the +5C temperature bonus at all, other than vernalization, which is largely useless. Instead of anything too complicated, I'd simply raise the temperature bonus for trees (to, say, +10C), since trees are naturally more resistant to temperature fluctuations than smaller, more delicate plants (crops). I'd also make it so that trees need to spend a certain amount of time in their die-below temperature to die rather than withering instantly once it hits that threshold. I've made all these suggestions on the suggestions thread in the Discord over a year ago, and there they remain, lost in time... I, too, am still upset that I can't cultivate peaches and oranges while living in a moderate climate. It's simply something I cannot cope with (unlike orange trees existing "naturally" despite them being a cross-bred species "invented" by humans in the first place...).
  19. That is, quite frankly, a preposterous statement, considering the multitude of games being sold on various platforms at these platforms'/developers' leisure of a price choice, such as GoG. Whatever you've heard was most likely sown as a rumor by Steam's competitors or salty developers themselves. Valve doesn't even do exclusivity contracts unlike EGS (who completely killed all the hype around Darkest Dungeon 2 with its 1 year exclusivity contract, as the most notorious example). The only "exclusives" on Steam are games made by Valve. "Preserving the game's character" or "street cred" for not being on Steam are also completely preposterous "arguments". This SHOULD be solely a financial decision, and I say this only because I love VS and I want it to evolve and pump out new content/builds faster than its current glacial development speed (I'm sorry, but it's true). What if he does? What if they do? What if an AI goes rogue and shuts down the entire Internet permanently??? What if we all die in a nuclear apocalypse???? ... Do you see now how silly your argument is? Another preposterous statement; implying that downloading games through Steam "locks you out" of modding outside of Steam. Steam gives you full access to all the game files once they are downloaded and installed in your library. Literally nothing is stopping you from manually drag-and-dropping the mod files as you please. All developers are also free to use their own tools and launchers via proxy as they please. Many developers inject their own launchers despite being ran on Steam, like Larian or CDProjekt. All games are moddable through Steam through any modding tools that are available without it. The most notable and popular example is Skyrim. By all means though, do provide the examples of Steam crippling "all kinds of games" though. I'm eager to be proven wrong. I'm sorry; but what does this even MEAN? That there is some kind of hivemind exclusive to Steam that pressures game developers to make them meet the lowest common denominator? I'm hardly some kind of paid shill on Valve's payroll, but appearing not as one is very hard considering the completely ludicrous opinions people here have about Steam. At the end of the day, it's a platform that earned its monopoly via early entry, convenience, adaptation to the market, and user-friendliness - and YES, that user-friendliness often comes at the price of developer-friendliness, spawning much salt from that side of the industry. And yeah, I do want all the best to Tyron, but after coming back to VS every year or so since ~5 years, I keep being more and more disappointed with each big patch, and each time I immerse myself into the game on these big patches, it happens for a shorter amount of time. At the end of the day, you simply need more workforce to make the game bigger and better, and workforce doesn't work for free. So I will always say going for more financial resources, which means popularizing the game, which means Steam, is the lesser evil, regardless of whatever "evil" you may claim lies in Steam. And I actually do trust Tyron not to compromise the integrity and vision of VS by making this choice. Unlike some other developer whose name begins with 'N' that made a certain similar game that begins with 'M'.
  20. Is there a way via console commands to "reset" the timers on currently existing, in "progress" animals? What I mean is change their current state, from "Can mate in several days" or "Pregnant" back to the neutral "zero" state. There is a bug (or "feature") where crops/trees/animals imported from another world keep their current state (growth level/pregnancy etc.) until the world they were imported to reaches the date of their export. So if you import your trees, crops, or animals... they are "frozen" from progress, growth, death, whatever, until your world reaches the date you exported them at. I could easily take the loss for a lost season of crops and just plant new ones... but the 2-year old fruit trees and 6th generation sheep being frozen from progressing until I pass 3 in-game years is a lot more painful.
  21. Did some further testing on a copied world in creative. Right now, seems to be a severe bug related to importing blocks/entities from previous worlds into 1.18 worlds. After planting NEW fruit trees and setting world speed to 120000 I could confirm they DO grow properly. However, the ones planted before the 1.18 world, migrated via console (export/import) command, seem to be completely "paused" - there is no progress in their growth whatsoever. This also applies to successfully planted, immature trees - no new branch/leaf blocks will spawn, their growth is simply halted. This also applies to migrated entities, that is animals. My goat is stuck at "Several days until ready to mate" and my pigs are stuck pregnant (for 3 consecutive years in ultra speed). I'm going to write a bug report on this. Extremely lame issue to be honest. EDIT: OH MY GOD SUDDENLY, EVERYTHING DID GROW. All my CROPS, trees EVERYTHING, and the animal status "unpaused" too! AND I THINK I KNOW WHY THAT'S BECAUSE I PLANTED ALL OF THAT AROUND YEAR 3 ON MY WORLD PRE 1.18 AND THE TIMER ON EVERYTHING FROZE UNTIL IT REACHED THAT DATE ON THE NEW 1.18 WORLD I HAD NO IDEA THIS IS HOW THE GAME ACTUALLY WORKS
  22. Bumping this thread, because I'd still like to know what is the time (in days) required for fruit tree cuttings to survive and grow. The fruit tree in the greenhouse in the OP actually took root and grew... but it took an ATROCIOUSLY long amount of time. The wiki lacks information about how much time is needed for the fruit tree cutting to go from the initial stage to the next one. There is also (obviously) no in-game tooltip. I'd really like to know, because I am once again losing my mind wondering if my newly cutted (this time; outside, not in a greenhouse) trees on my new 1.18 world are bugged or I'm simply impatient again (it's been ~30 in-game days on a 12-day month setting). I vaguely remember there was a bug where fruit trees RESTART their growth progress once the chunk is unloaded, but I simply don't want to believe that a bug of this magnitude would remain unfixed for so long. Nevertheless, in my current case, I do frequently go exploring, thus unloading the chunk, and so I would like some kind of confirmation that this is not the case anymore (couldn't actually find any in patch notes), if anyone is able to provide one.
  23. I am trying to export/import the stuff I've built over the years to a new 1.18 world with rather poor results, unfortunately. So far I have two main problems: entities (domesticated animals) refuse to get imported the first time I load the exported .json file area (they spawn only if I import another, identical area WITHOUT undoing the first one) and two: water issues - imported water "source blocks" create floating waterfall walls etc. Is there some kind of way via commands or creative mode to "dry" the selected area - as in remove all water and water source "blocks" from it?
  24. Khornet

    What about 1.18?

    Hello; is this a mod, or an in-game feature? I'm not going to lie, I would probably like to "cheat" this way in singpleplayer myself instead of starting from scratch on a new world after some 200 hours of gameplay on the old one.
  25. I've suggested an extra usage for the hoe back in some thread where I was whining about how hard it is to "farm" grass - let us use the hoe to "till" the flat-grassed (harvested/trimmed) soil blocks to the point where they're exposed earth for the purpose of regrowing grass. One hoe use (click) to turn grassy soil into non-grassy soil, another to turn it into farmland. Although this doesn't really apply that much anymore, since we can now trim grass to a re-growable state with the scythe - THIS process, however, is much too slow to my taste, which brings me back to the hoe "stripping" soil of all grass, since it's faster than digging out and replacing the soil blocks.
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