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HugoCortell

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Everything posted by HugoCortell

  1. If nobody else offers to do it, I can lend a hand, but I can't guarantee a timeline, or that it'll be fully featured. Updating this post to clarify: I didn't see that this was paid. I'd do it without payment, which is why I'd do it without worry about timeline or guarantees.
  2. https://mods.vintagestory.at/worldpainter
  3. Hey everyone, good news. It'll soon be on the moddb.
  4. Solved: You need to EXPLICITLY define MinGain and MaxGain, as well as enable the ALCapability of AL_SOURCE_DISTANCE_MODEL
  5. I can't seem to get OpenAL (part of OpenTK) audiosources to actually go from 1f to 0f in volume based on the distance from the source to the max distance. I do use... SourceRelativere = false AL.Source(slot.Source, ALSourcef.RolloffFactor, 1f); AL.Source(slot.Source, ALSourcef.MaxDistance, 35f); The source position is indeed updated and correctly set. I debug the distance between both and can tell how far I am off the threshold. I even tried using: AL.Source(slot.Source, (ALSourcei)0xD000, (int)ALDistanceModel.LinearDistanceClamped); But it just does not work. What am I doing wrong? I can't think of ANYTHING. There has to be something...
  6. These creatures do exist, so I hope we'll see them in the game. Personally, I don't care so much for giant squids, but I really want to see spider crabs. They are wonderful creatures both to observe and to eat.
  7. A suggestion post is in order imo, seems like a really solid vanilla addition.
  8. My bad, I can only assume that as I scrolled back and forth between posts last night, my mind must have expanded on "a pottery wheel expedites the process and results in a prettier product in general" without realizing it. The word smooth appears several times, I reckon that conjured some imagery of smooth pottery in the back of my mind without me realizing. As for the rest of the comment, I don't have much else to add. I was overly harsh on the anvil, which I admit is really cool to use (as is knapping in general), I mostly just fret since unlike anvil items, pottery is (at least in my experience) a rather common thing to craft. There's always more storage vessels that can be made, or bowls to be crafted for oil lamps or for leaving behind after eating while travelling because you need that inventory space (lol). Indeed, as you stated the helve hammer is quite welcome for the repetitive task of plate manufacture, an analogue to it could be welcome for pottery. (Okay, I did have one thing to add...) This comment makes me realize that perhaps it is not an "either or" matter. Perhaps both simple automation and knapping could be used by the pottery wheel. Simple items like bowls or vessels could be automated, while more complex items or ones with special properties (like being a mixture of various materials to make them more fire-resistant or something) or additional steps (like glazing) could then result in knapping being used. This would make the pottery wheel both a technological advancement that not only rewards the player by removing a repetitive task (this would be essentially a helve hammer but for bowls) and it would unlock further technological progress and more advanced items. Perhaps having two ways of using the same item might be too irregular and add too much cognitive overload and confusion, but it could be worth exploring.
  9. From the description, this mod seems to work similarly to how I had described in the original pitch, so that's neat and can act as a point of reference for how good of an addition it would be. With that said, I don't believe this covers what I want (or more specifically what u/MaenHerself wanted, and I second), as this suggestion is for an addition to the base game rather than a mod creation request. I might add this to my mod list if I find the time to boot up the game in the near future, I'll make a reply post with thoughts about the mod and what can be learned from it to improve this suggestion.
  10. Hey @Rudometkin, thanks for the feedback, and apologies for the late reply. You are indeed correct that fully automating the process would be a bit disappointing. Watching a bar fill like with querns isn't engaging like knapping is (trading tedium for boredom is a disappointing tradeoff, that much I'll readily admit). The primary reason I had proposed the quern-like system was out of implementation pragmatism, it would be (relatively) easy and fast to implement this new item if old code could be recycled for a new use. With that said, as I've become more acquainted with the development process of this game (mostly from reading tweets and forum threads), I've come to realize that the developers aren't afraid to invest the time and resources necessary to 'get the details right', so it seems like a more in-depth discussion to flesh out the mechanics involved with using the pottery wheel is warranted, as you suggested. Your idea of filling the vertical axis is a good idea, I'm assuming that by this you mean that only one face would have to be knapped, with all other faces being copied or auto-completed as you work on the singular face. With that said, I am still a bit worried if this is enough of an improvement over manual work, on paper we are removing a great deal of work, but considering that knapping is mostly done on a layer looking down and working up, and that many layers can be automatically repeated once laid, it might end up being less than expected. If rather than filling an entire face you are thinking more of a system where you instead lay down a "depth" of clay to be replicated in all directions (as in, rather than a 2D plane, you just have a single line of voxels that forms into a circle based on how many voxels you put in that single forward axis, then repeat for each layer going up to get the right depth), that could indeed be both engaging and much less labour-intensive than manual clay forming. (I'm not sure if this image does a good job of portraying what I mean. Essentially, a set of single voxel wide lines defines the shape of a 3D object) Another 'spin' (excuse the pun) on the idea could be to use a subtractive clay forming process unique to the pottery wheel: The player first places a blob of clay on the wheel, then, as it spins, you remove chunks (voxels) of clay to until it takes shape. Like flint/stone knapping but in 3D. This system would likely work quite well with the idea of removing a "depth of voxels" from a 3D space. With that said, I still believe that the "singular face" approach that you most likely mean is probably the best approach if we are throwing dev time and player cognitive load into the mix, since the depth system would likely require new recipes to be made, which isn't optimal. I want to believe that there is a way to reduce the number of voxels (and more importantly, tool mode switching, which is a mayor source of tedium in my opinion) that the player needs to deal with while still using the same recipes and overall system, but I can't quite picture it clearly. Maybe it's not possible, maybe I just lack imagination. If I am allowed to wallow displeasurably once again in a cost-driven implementation mindset (apologies, it's a bad habit), we could solve the engagement issue without having to re-introduce knapping back into the mix. Perhaps a mini-game where one must time clicks within a window of success (or also known by the derogatory term of a "quick time event") to shape the clay into form would ensure the player stays engaged while making the process fast and easy (again, with the idea being that the timeliness and ease is a reward for building the item, rather than a punishment in the form of taking away knapping from the player). I know I've just committed a cardinal sin by mentioning such a justifiably hated mechanic, but it was at the very least worth bringing up. Personally speaking, I'm a bit concerned with such an approach. I quite like the idea of items made with the pottery wheel having a nicer finish, perhaps this could be easily accomplished through texture variations, with objects made by hand having visible cracks, bumps, and other imperfections, while items made on the wheel look smooth and fancy. However, as for rotating and smithing items with the pottery wheel; As far as I can tell, the current recipes wouldn't benefit from the ability to rotate them, although that's not to say that future recipes would not benefit from it. More importantly, turning it into a smithing-like system might make the process more laborious and likely tedious too. I'm personally against this part of the idea, progression should be looked forward to by the player, and, at least speaking for myself, I would probably delay and dread having to unlock the pottery wheel if it involved engaging in the Dark Souls™ of™ Knapping™ to make a pot. I'm very biased against smithing, so I'll say that my view on this is probably not very objective. I could very well be in the minority, with most players looking forward to working the anvil. In which case, the added depth and engagement would be an added bonus for players hungry for the kind of gameplay that only Vintage Story can provide. But, since I have no stakes in this matter, I'll go ahead and stay biased and continue to lobby for my vision of a knapping-free world (okay that last part was a joke, I actually like Knapping too, I just want a way to avoid repeating the same process over and over again when I'm further into the game). Since I don't have a good alternative (thunderlord forbid the QTE idea gets taken seriously), I'll say that both yours and @Rudometkin's ideas are better than my original suggestion of just copying the quern's "hold the mouse and stare until done" approach, all I really have is a position (of reducing manual labour as the game progresses) but no real solution or plan towards that. And once again, your idea of texture variations is downright genius and will certainly further add to the game's coziness levels.
  11. I look forward to seeing the dialogue response to confessing about slapping Charlemagne
  12. I always second accessibility additions, so you have my support right out of the gate. Physical impairments should not keep one from having fun with a game. The game is still in development, so it could be a while before accessibility features like these get added. Until then, I hope this mod (https://mods.vintagestory.at/knapster) and others like it can be of help with enjoying the game until an official solution or answer is provided on the matter. Best of luck and have fun with the game!
  13. Imagine if you could simply extend your arms, and with the shape of your palms, let the shape of pottery emerge forth. Clay forming is fun for a while, then it can become tedious when you are on your fourth storage vessel. A pottery wheel could be an early form of automation that essentially auto-knapps clay objects for you. Working similar to a quern but for knapping. A simple, pedal and flywheel powered device that can be attained early game (after attaining copper) that automates the previously primitive and labour-intensive method of building a clay shape out of chunks being pressed together. Here is what I imagine the recipe would look like: The choice of an angled gear is deliberate, as it forces players to make a chisel, which means gathering plenty of copper and exploring for resin. This means that players will still be forced to interact with hand-powered clay-forming during the early game before they can jump into an automated solution. The pottery wheel isn't meant to be a shortcut, but an actual goalpost in your overall progress as you go from being a caveman to whatever the technological end goal of the game will be (post-steam?). I don't have much else to add. It just feels like a natural addition to the game which does not detract from the experience in any way (and in my opinion, adds to it by granting you the satisfaction of evolving through the ages, each time you don't have to manually click a block to place a voxel of clay, you'll know it'll be because of your efforts and advancements). This idea was originally suggested by u/MaenHerself, but since they don't want to make a forum account, I am here as their proxy. In addition, I am writing this at 2:03am, I admit I used fewer neurons than the usual two I have when writing this post, excuse the poor grammar and blunt presentation.
  14. That's odd, I thought that turning off rifts caused drifters to spawn anywhere rather than only underground and at rifts (even though the wiki says otherwise).
  15. Alright, when I have some spare time I'll make a new world to verify that I can 100% repo it and report it if so. They're not supposed to do that? I thought it was normal for them to do so when the activity was "high" or above. I find small numbers of them every now and then when activity is high. With that said, between the advice about spears and that I've been constructing a lot (and I found a single torch holder in a ruin), I have been finding things more manageable. Ah, this makes sense. Any way, most of the stuff I wrote here were first impressions, in the future I'll instead make suggestions after a bit more thought has been put into them.
  16. I forgot to make a reply when I first saw your comment, but I just wanted to say that thanks for the advice on throwing spears. It makes a big difference. PS. My comment on fish wasn't that there aren't any, I actually have a pond full of them, it was that they supposedly don't respawn (according to another forum post) and there are no fish traps either.
  17. My bad, I meant to say copper (though my goal is to make bronze). My highest reading of Cassiterite within a day's travel of my base has been "very poor" and I failed to find any Malachite at all. After reading in another post that going into caves and shafts is a death sentence unless you have good armour (I have no armour, and a very worn copper sword that I can't afford to replace), I decided to try digging straight down and prospecting using the proximity thing every X blocks. Half a pick later, the best I got was some useless quartz. Assuming that I'm just unusually unlucky, I'll stick to using my metal tools as little as possible to conserve them until my farm produces sufficient food so that I can go on much longer expeditions in search for deposits.
  18. Since I suck at prospecting, I suppose I'll do a long trek to try and find a bronze deposit. Thank you for the heads-up.
  19. Would it be a valid strategy to make a hole straight down every X blocks and as soon rock is reached, to use the prospecting pick on the density/precise search mode to try and locate surface deposits? I've had no luck whatsoever with veins so far, maybe I there are unmarked (without stones on top) surface deposits I can exploit near my base instead?
  20. Yes, surface ones I think they were (the ones right under nuggets on the ground). I considered going cave diving, but found that for the most part it's just a great way to get myself killed for little more than some quartz or bismuth. I never found any copper in caves. Do you have any advice? I did try to use a prospecting pick, I admit that I don't understand it too well (triangulating stuff isn't something I'm too good at) but so far I've prospected about a quarter of the pick's durability and have yet to find any copper. It feels rather stressful to be in a race against time to locate another vein before my pick breaks and I get sent right back to the stone age.
  21. Have ore vein sizes changed since you made this post? I've exhausted 4 entire underground veins and only just barely had enough for one pick, hammer, and anvil.
  22. "Second Impressions" based on my subsequent play sessions today. This time without classifications or any order. ------------------------------------------------------------------------------------------------------------------------------- The tutorial seems to persist across worlds. I had planned to do it all over again in a new world to make sure I really got the basics down. I suggest that there should be the ability to re-take the tutorial, particularly since the UI prompts you to press a key to start the tutorial (but if you do, it just takes you to the "you're done, put down a torch to make this message go away" part of the tutorial. It might be nice to be able to set the starting weather. I like to explore right away instead of settling the spawn area, and starting in the rain kind of dampens that. This is a very minor thing, but a little bit of extra customization to let players tailor their own experience is always welcome. There were several instances where UI prompts of "press X + RMB to do thing" had blank spaces instead of a key. There was a bug where my map became empty if I pressed the buttons on the left side of the map, it was fixed by reloading the save. It would be nice to be able to tame foxes/wolves and send them out to hunt on my behalf. Go catch a rabbit for me! Rifts appear everywhere all the time. Every morning I wake up to a small army outside my door. Had I not randomly found a sword in a ruin, I am sure I would have died many times and gotten really frustrated. I think perhaps the surface drifter types should be limited by the passage of time or something to ease players in. I haven't even made my first pickaxe and I already need to somehow match up to the doomguy just to stay alive. Here is a picture of a rift literally on my front door, there were 3 or 4 more nearby. It's true that I'm not the most capable gamer, but it was a little offputting just how much I had to struggle constantly just to keep the monsters at bay. I'm talking 2-3 bowtorn, 2-3 shivers, and about a platoon of drifters. This has already been mentioned in many posts, but the world generation is really rugged and it makes exploration and finding a place to settle and develop quite hard (particularly since I think that making a mountain home is not possible since it counts as being underground). I installed the plains and valleys mod. I'd like to suggest that using the mouse to highlight the cog in the HUD should not just show your sanity percentage, but also the temporal stability. It's already represented visually by movement, so it feels like an oversight that it does not show as text when highlighted. It would be a nice accessibility addition. I noticed that the game would frequently put harvested items in my hotbar in spite of the fact that I already had a stack of that item in my inventory. Happened a lot with berries and mushrooms, wasting precious cargo space. I'm unsure if this is a bug. Animals should probably have telegraphing animations and sounds to inform the player that they are being targeted. Bears in particular. I was already told in a reply earlier that this will be improved in the future. None the less, I wanted to mention this. The game is lacking rivers, which is odd because there are boats. I guess they could be for ocean voyages? But that feels like a waste considering how valuable navigable rivers have historically been. I vaguely recall Adam Smith dedicating an entire chapter of The Wealth of Nations to talk about how disposable rafts carrying bulk cargo through navigable rivers are what makes civilizations possible. The waypoint icons not showing on the map was fixed after I installed some mods. I am unsure if it was just luck or if somehow a mod I installed fixed things. Writing in text chat should must make the player speak like it is animal crossing. This is of upmost importance. The game clearly needs this. It was meant to have this. While this is for a different engine, here is a video that can help inspire the game's implementation or whatever. It's imperative that the player's instrument pitch/tone noise roughly matches to the phonemes of the text so it creates an uncanny speaking effect. Update: The linked video isn't what I originally had in mind, but it seems to have gone missing from the internet. Regardless, the idea is the same. It would be a great UI/UX addition to make a small popup with an image of the stack and its size whenever you pick something up into your inventory. At the moment, the only way to check if I have collected enough of something during harvesting is to go into my inventory. It's not a big deal, but it could also be improved to give the player information as they need it. Below is a rendition of what that might look like. Like a little card that slides up from the basket icon, then slides back down, flashing only for a minute to let you know the current size of the stack of the item you just picked up. I really like the detail that beds are bouncy Historically, fishing has sustained entire civilizations, which is why I am shocked to find out that the game is lacking fish traps and that fish do not respawn. Considering how difficult winter is supposed to be in this game, it would be a really great addition to have fish as a small source of food during such a harsh season. Finally, I'd like to suggest a bit of a weird idea: A game demo which is fully featured (allowing prospecting players to fully experience the game and learn it to their heart's content) but with the world map being locked to a small (hand-crafted) island. Considering how pivotal world generation is to a survival game (and how this demo would lack story locations), I doubt it would harm sales, and it would probably make for a better "demo" (the classic edition) than the current one which is a really old build which does not represent the game and might give a bad impression to prospecting players. Playing this game reminded me of when I was a kid, endlessly re-playing game demos on an old macintosh, I think it would be nice to have a demo that acts as an alternative to piracy for customers that for one reason or another can't attain or afford the game. Of course, game demos are known to be bad for sales, so this suggestion is weak at most. ------------------------------------------------------------------------------------------------------------------------------- PS. I assume insulation matters for winter, I found a command to tell if the game recognizes my house as being an enclosed space or not, but I don't know what the colours mean. Is my house safe? Valheim was very permissive with what is considered "indoors" but I'm not sure if this game is too or not. Any way, that's all! From now on, I'll probably make separate suggestions for any future stuff (and potentially for some of the suggestions here so I can dedicate them a better explanation and argument). I hope that my suggestions, negative and positive experiences, and misc thoughts are of some use in understanding how a new player experiences the game.
  23. Could be, I use Windows, which is a pretty bad operating system.
  24. Thank you, @LadyWYT! You're right, I somehow missed the option. I'll certainly be playing in "Maximized Borderless" mode from now on. Updating this comment: It seems this does not remove the taskbar even after restarting the game. On my third play session, markers started working again for reasons unbeknownst to me. Though some bugs like the map sometimes turning black persist. I might make a bug report if I can reliably reproduce them. I agree, though I hope the aforementioned creature behaviour improvements will make their attacks and behaviours more for inexperienced players. Now, with a bit more experience, I am mostly doing fine through avoiding forests and figuring out how to outrun animals. Well, except for that one time that a bear and a bowtorn decided to gang up on me. I had hoped that wild animals would maul enemies, but instead they have decided that the enemy of the enemy is their friend. Oh, I look forward to that, and hopefully steam power too! As for the other replies I haven't quoted, thank you for them all! I didn't have anything in particular to say, except thank you for the information. I look forward to seeing the game's lore in detail for myself. Later tonight, I'll be making another post with "second impressions" (I guess?), mostly just feedback from my current play session. After that, this post will have served its purpose, as any further feedback wouldn't be from the perspective of fresh eyes.
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