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FatherMcGnutty

Vintarian
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Everything posted by FatherMcGnutty

  1. I run a server that fits the description of what you're looking for (adults only): The Egregore - Call of the Void II: Electric Boogaloo Discord: https://discord.gg/RHYnBTeczH Server Address: 136.175.187.100:27500
  2. If you're still looking, I am actively trying to recruit new players to my server-- The Egregore - Call of the Void II: Electric Boogaloo. Very modded. Very casual. New player friendly, with a growing community of helpful players who have no problems answering questions. Chill environment, and still pretty new. Server Address: 64.94.95.44:27504 DIscord: https://discord.gg/RHYnBTeczH
  3. I asked in there, but sometimes it takes a while to get a response. Figured maybe somebody here would know and get to it before they did.
  4. So, I am attempting to start a small (for now) public server with a 20 player max, and i would like the ability to set it up in such a way that I can integrate with Discord and also set up a role system with different perks that can be locked behind a pay wall for those who want more privileges/want to help the cause generally. In my research, it seems the mod "Th3Essentials" fits the bill of everything I want. I've been able to set up most aspects of the mod correctly, and everything seems to work, except when it comes to the role/rewards system I want to put in place. I have set up the bot, linked it to the discord server I'm using, have copied the bot token into th3essentials .JSON file, and all of it is linked up properly. The stopping point I am reaching is when it comes to the "/auth" command that is needed to set the role/reward system up. Every time I give the bot the command, it spits back a message that says "Auth Not Enabled". I did enable the option for "server members intent", which is all i need to do according to the mod's installation guide on GItLab: https://gitlab.com/th3dilli_vintagestory/th3essentials#installation Still the issue persists. If anybody here has any extensive experience working with this mod, any information you could give would be helpful!
  5. Hey man, you need to, like, chill out and expand your mind to the possibility of other stuff, man. Your energy is all off and your face is melting
  6. Fair, but I would argue that Temporal Storms and the rust dimension as a whole aren't exactly congruous with reality as we understand it either, so maybe in the logic of the game these mushrooms have similar effects to their real life counterparts, but also conjure special abilities that match up with the already fantastical elements at play as well. Perhaps when a seraph takes them, it unlocks a part of his power that is otherwise dormant. I know the aim of the game is to be as realistic as possible mechanically, but maybe we could suspend just a LITTLE more disbelief for this. Again, what i'm saying will never happen, and is moot to even discuss. I just couldn't die a happy man without saying it lol.
  7. I just want some of the mushrooms you can find/eat in the world to make the colors in the world way more vivid, and cause the objects around you seem to dance and twirl around in intricate, fractal-like patterns. Perhaps these mushrooms allow you to see the past human form of the rust mobs you may encounter, and makes them non-aggressive to you while you're experiencing the mushroom's effects. In fact, perhaps eating these mushrooms somehow enables your character to become more "in tune" with the nature around you, and all the otherwise aggressive wildlife like wolves and bears no longer want to eat you, but instead want to be your friend. Maybe these mushrooms also make ore, and other certain types of blocks seem to "glow", making them easier to spot. Or, if nothing else, eating these mushrooms simply turns the world into a beautiful fractal dreamscape that's actually interesting to look at, as opposed to jarring to navigate (booze). We're allowed to get drunk, I don't see why this can't happen as well. It won't I know, for reasons i'm fully aware of, but it would be neat if it could.
  8. This may be a bone-headed way to view it, but I mean, just look at a shiver. Really, look at it. Then look at your character. Which one of those things is "good" and which one is "bad"? I rest my case.
  9. Hard agree here. Copyrighting game mechanics would be like a band or musician copyrighting the "A" note, simply because it was used in one of their songs. The only way Mojang could successfully win a lawsuit against Anego, I would think, would be if VS had similar story elements or characters in the game. For example, if VS had overtly copied all the mobs from the other block game, and just re-skinned them to make them slightly different colors, but otherwise they functioned the same and served the same purpose, there might be a case there. Or if the goal of VS was to travel to the "Far" dimension to defeat the "Further Dragon" using your top tier "crystallized carbon" armor and "magically enriched" weapons, well, Mojang may then have a case. Fortunately for us, Vintage Story is so vastly different (and better) in all the ways that count, that I don't think from a legal standpoint Mojang would have much of a leg to stand on with a lawsuit. Also, as other have pointed out, the backlash would be massive if they even tried.
  10. The other block game, while inferior to Vintage Story, should still be held in some form of reverence even if it feels a little antiquated or underwhelming to play comparatively. It is a simple fact, and I'll use the name now-- there would be no Vintage Story without Minecraft. Period. This is true regardless of the current state of Minecraft or how you feel about that. I certainly wouldn't be here if not for playing the other block game, anyway. That being said, I see no reason to ever play Minecraft again in a world where this game exists. It would kind of be like first learning how to ride a bike on 2 wheels, but then deciding that I liked the ease of the training wheels better afterwards.
  11. I agree with you on this point particularly, and I think that's probably a more concise way to describe my overall gripe, aside from me just not loving the tonality of many of the tracks-- it's simply far too busy. I think a more minimalist approach would be more appropriate and effective. The way the compositions stand now, it feels as if a lot of the tracks have so much going on that they're almost outright begging "please, remember me". I have never heard the Starbound OST, but will definitely check out. But, since you've given me license to, and I never pass up an opportunity to obnoxiously push my musical sensibilities on strangers, here are some specific tracks from each of the artists above, which I feel fit the game very well and are closer to what I feel the music in the game should be more akin to, despite none of this being written specifically for the game-- Stars of the Lid - The Lonely People (Are Getting Lonelier) Good track for a great many of the scenarios/landscapes you encounter in VS. Minimalist, oddly beautiful, but with just a hint of something ominous lurking under the surface. Brian Eno - 1/1 Again, good track for many general scenarios in VS, however in a bit more of specific way. This track reminds me of a newborn baby being held by it's mother and slowly opening it's eyes for the first time. In slow motion. The whole track has this calming quality, that feels like it could only follow something chaotic and trying, making it a good track to play just as the winter snow is melting and the wildlife is getting back into it's normal routine. Or any time really. The Caretaker - Things That Are Beautiful and Transient This one is a little more specific, but I like it. All of The Caretaker's music sounds pretty much exactly like this-- old, 20's ragtime/orchestral/piano music that sounds like it's being played back through a first generation Edison phonograph. This, to me, makes for some interesting and bizarre music to listen to while running through the Resonance Archives. It's like you're listening to the happy memories of a bygone world, warped and distorted by the passage of time to resemble something a little more unsettling. In fact, most of their music sounds like what you might actually hear if you played back music on the game's Resonator. Anyway, I get it if most people don't like it. Earth - Omens and Potents I Great music to ride your Elk (or horse if you're using mods) across a valley or a desert to during the dead of the summer. Reminds me of Clint Eastwood riding up on you, guns drawn, bloodshot eyes, with a doob hanging from the corner of his mouth. This whole record, The Bees Made Honey In The Lion's Skull, is great and has this same vibe throughout. Perhaps a little more suited for a game like Red Dead Redemption, but I think it fits VS pretty well too. Barn Owl - Flatlands Similar in vibe to Earth (although not as apparent in this particular track), but a little more "mystical" and folky. A lot of droning string sections in their instrumentals that fit the vibe of the game quite often for me. Grouper - She Loves Me That Way Okay, this one admittedly I'm not sure fits into the game in any way I can justify verbally, aside from me just liking it. There are vocals present, which isn't something i'd insert into a game soundtrack. Still the vocals are very minimalist, and do not take center stage of the production, so i'll let that pass. I just more or less love the "vibe" of this generally. It's like i'm being sung the truth of the world from the sky by an ethereal female seraph. Tim Hecker - Black Refraction Just some pretty piano music, with a weird kind of "static" hanging around in the background of the whole piece, as if some other presence is trying to push it's way through the music into your ears. Or perhaps as if the music itself is on the very edge of stability. I like that sort of thing, because the world in the game is in a similar position between the "normal" world and the Rust. Nine Inch Nails - Out In The Open The Ghosts albums are a great source to find little instrumental pieces that fit the VS vibe pretty well. This track in particular fits the bill for me. Aphex Twin - #2 This is a weird little number, that for me fits the vibe of exploring underground caves/ruins pretty well. A little busier than the other stuff, but very strange and off putting, which i think is appropriate in a game where lovecraftian monsters are trying to kill you in the dark all the time.
  12. This. The Vintage Story launcher is not integrated with any sort of Google or Microsoft software, thus it will not be able to access any password save information from your Google apps. Also, you are only allowed to be logged into the client on one device at a time, so if you want to switch around to play on different computers you'll need to input your password every time. This being the case, I strongly suggest developing a habit of memorising, or at least writing down somewhere, your password.
  13. "Small" castle base. Come on now, don't brag lol. Great build, though. Gives me some good ideas for my own stuff.
  14. I agree with this take as well. Can't have the sour without the sweet, and not all flavors can taste exactly the same, otherwise it gets stale and repetitive. I just wouldn't have gone about achieving this musical goal quite in the same way this game does, is all. The soundtrack just gets a little "cartoony" for me too often, and I want the music to take the game as seriously as I do lol.
  15. This is kind of precisely my point. Video game soundtracks, when done right, should feel almost as if they aren't there. When the music matches the tone of a given scene/situation perfectly, your mind doesn't process the music as music, but rather as another working, active layer to the scene/situation if that makes any sense. In this way, when all those elements are perfectly combined, the sum of the parts become the whole of the experience, and you couldn't take out one element without effecting the entire thing. Much like a house of cards. This is most effectively achieved in more controlled mediums like film, where the character's actions and scenes are written out and performed on a never changing timeline (also known as an 'edit'), by which the composer can make more deliberate, permanent choices in terms of tone and atmosphere based on the pre-established emotions and motivations of the characters. Video games, especially sandbox video games, differ in this respect, as while some of the scenes and story lines are set, it is up to the individual player, or "character", to ultimately decide how they want to achieve these things, making them kind of an emotional "blank slate". You are the main character, and you are the one who has to decide how to "feel" about the situation you've been thrust into. This makes composing appropriate music for such games a bit more challenging, but also gives the composer a bit more leeway in terms of guiding the character to how they should feel in a given situation.This is where the composition needs to perform a delicate balancing act between adding to the atmosphere of the game, but also not getting in the way of it. Again, when it's all done properly, it's as if the music isn't even there. All this is not to knock on the guy who composed the soundtrack to Vintage Story. I think overall he did a great job, and I do appreciate how difficult the task is. My gripes are more or less personal and specific to my tastes, and how I experience the game and would like other to as well, if i had everything MY WAY! lol.
  16. Hear me out here, because this is completely subjective, and I myself am a music composer, so I tend to think about this sort of thing probably a little more than the average player, but... I feel that at least 50% of the music in the game is out of place tonally, and kind of breaks my immersion when I have it on. For example, a few of the tracks that seem to prominently pop up sound, to me, like they could have been ripped straight from the start menu of an old Mario Party game (i.e. "Summer Day", "Daylight", "Sunny Village", "Peaceful Village", and a few others). These tracks take my brain from "Man trying to survive in the wildernesses of an Eldrich horror world", to "I'm 12 years old and my mom just rented me a Zelda game from Blockbuster for my Nintendo 64" real quick. Now, I understand that this may be precisely the appeal of this music to some people, and that's fine. I have nothing against Nintendo or any of those games, and there's definitely a time and place for them. For me, however, the kind of, I guess, more "cartoonish" elements of the soundtrack only serve to undercut the very serious nature of the game and the goals/threats therein. Keep in mind, a lot of the music in the game is perfectly fine and works well enough, however even some of the more "tonally aligned" tracks still contain elements that for me undermine their goal of adding to the immersion. I've thought a bit about this, and I think what bothers me a lot of the time are the choice of synthesised instruments (synthetic acoustic guitar strings, harpsichords, flutes, etc) which carry a lot of the "lead" melodies of the tracks, sit in much too high of a frequency range, and cut through the mix too much, giving even some of the "darker" tracks this "brighter" quality. This brightness affronts the listener, and gets in their face, so to speak, almost as if the music is begging you to hear it rather than experience it on the game's terms. Beyond that, It feels like the music was composed with a baseline of "happy, uplifting, adventure" in mind, while adding some "dark, moody, drone" elements here and there where appropriate. I think the soundtrack would have been better, and would have fit much better, if the composition philosophy were the other way around. All this said, I, like some other people I know, choose to either play with the music off, or have taken to building my own special playlists to dome drifters to. This is all fine and well, however the playlist method leaves one important thing off the table-- the situational triggering of certain tracks based on where the player is or what the player is experiencing. Now, I know there is supposedly a way to change the music by converting the music files I want to .ogg, moving them to the proper folder and editing the music JSON file with the appropriate tracks. I have tried this before, but it didn't work. I guess this leads me to the main point/question of the post-- has anybody else been successful in swapping out the in game music using the method I just described? If so, could you give a brief rundown on exactly how you did it? I'm pretty sure I did everything correctly, except I'm thinking that perhaps I didn't convert the .ogg files to the correct bitrate. Any assistance with that would be helpful! Finally, not that anybody asked or cares, but here are a few of the artists I most often include in my playlists which match my conception of "tone" for this game: Stars of the Lid Brian Eno The Caretaker Earth (specifically the 'Bees Made Honey In The Lion's Skull' album) Barn Owl Grouper Tim Hecker NIN (certain tracks from the Ghosts albums) Aphex Twin (Selected Ambient Works, certain tracks)
  17. This is kind of why I want to do it. I guess I'm in the minority on this, but an online "dumpster fire" in which people flame each other over their beliefs, fictitious or not, doesn't particularly bother me or scare me. This is only a video game, after all. Like it or not, people have disagreements and actually do hate each other in real life over their spiritual beliefs, so if they have an opportunity to relieve that sort of energy in a non-violent way by acting it out virtually in a video game, then there's no real harm in my opinion. Keep in mind, My idea is to specifically make up the religions people play as, not make make a server in which people fight or argue over real world beliefs, such as Christianity or Judaism. Now, I do understand your point, in that people would possibly use the fictitious religions as a stand-in for their own actual personal beliefs, and begin flaming each other on that sort of real personal level. I would not condone that, nor would I find it interesting. In fact, I think it would be fairly easy to circumvent that sort of behaviour-- Any player who disparages any actual, real world religion is banned. There would be no Christians, no Muslims, and no Jewish characters in the world at all, so to bring any of that sort of thing up would be antithetical to the role everybody is playing anyway. Now, it would be hard to control what people do outside of the context of playing in the server, but then again i'm not sure it's my or anybody's place to police or worry about that. In the end, this to me it is just an interesting way to play in that it would add some extra weight to each action and choice the player makes, in such a way that there could be correlations drawn to the real world, but in the end is still just a video game. It is big boy game, so I think adults should be able to handle big boy themes without getting out of control, or having it bleed into the real world.
  18. So, I am currently running a private server that I am considering opening up to the public. This is/would be a role playing server, in which aside from the class each person chooses in-game, each character would also be expected to choose a "religion" based on the in-game lore. Bear with me because not every little detail of this idea has been perfectly fleshed out, and I am more or less just getting a gauge on how many people would be interested in this idea in general, but the basic rundown is this-- There are 2 main factions of players. The first we'll refer to as "Falxians", who believe more or less than Jonas Falx was/is the living embodiment of God in our world. Falxians believe that everything Jonas Falx did and everything he invented was inspired by the one true God, who granted him the special ability for invention to endow the world with the tools necessary to defeat the evil dimensional forces just beyond the fabric and space and time, which first manifested as "the rot". Falxians believe that temporal rifts, and the rust dimension are literally hell. They believe Jonas Falx is not only the one true savior, but is also still alive somewhere, waiting for his followers to locate him so that they can transcend with him to another, more peaceful dimension (the direct inverse of the rust world) in which they can live with him and his creations eternally forever. All non-believers will be left behind in the current world to fight and likely die as the world becomes less stable and eventually is overtaken by the rust dimension. Opposite of Falxians would be those who believe that the rot, Rust dimension and all the creatures therein are, in fact, God revealing himself and punishing a previously wicked world. We'll call them "Rustafarians". The Rustafarians not only believe that the previous plague and the constant dimensional rifts that occur are God punishing them, but they also hate Jonas Falx for attempting to reverse God's plan by curing the rot. They believe Jonas Falx was actually Satan. They believe that were it not for Satan (Jonas Falx), they would have perished in the rot too, and would now be living in God's heaven dimension. Since Jonas Falx challenged God, God punished the world even further by opening the rust dimension and creating temporal instability for those who remain. Rustafarians believe that the mere existence of Falxians is a mockery of God, and that their only purpose now is to finish God's plan by killing off the remaining Falxians, and then committing ritualistic suicide afterwards to recieve God's ultimate reward for doing his bidding. Of course there would be room for any and all other religious analogues in the server with their own backstory and reasons for fighting in the war, I just haven't thought of them yet. Anyway, this would more or less be a PVP situation, where Falxians and Rustafarians typically kill each other on sight, and destroy (aka grief) each other's churches and monuments. There of course would be the ability to claim certain sections of lands in the name of either religion, making these specific areas "grief proof", but the majority of the world would be open and therefore fair game to build up and conquer. Kind of like how these things work out IRL. Anyway, that's an extremely rough idea, and I'm sure there's a lot of holes in it. Feel free to tell me this is the dumbest idea ever, or if you like it maybe throw some suggestions for the general rules of engagement/useful MODS to implement/ideal world settings/etc. If enough people are interested in playing in this particular way, I'll host it 24/7.
  19. Just came here to say, this is the most Hitler-adjacent quote I've read in quite some. Thank you.
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