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Everything posted by hstone32
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All APIs I've ever worked with communicate via strings sent over some online protocall, serial interface, or OS bus. Is it any different for Vintage Story's modding api? Are vintage story mods just binaries that communicate with the main game using json or yaml or some such? If so, could mods be written using any language? I ask, because for some reason, I tend to have a hard time programming in anything but C. Moreover, I've historically had a rotten time getting the .NET sdk enviroment workng on my linux computer. I'd love to make mods for vintage story, but I see myself losing interest if I have to write them using .NET.
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Fair enough. Do any alternative penalties come to mind? There's that mod I mentioned, but that wouldn't work with multiplayer. Maybe a set of debuffs that either go away over time, or healed immediately if the player returns to their point of death.
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Huh. It should pop off automatically. You shouldn't need to mine it.
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You know, this might be unpopular to say, but if losing your stuff upon death causes you to consider quitting, maybe it's better if you turn that mechanic off. Death punishment as a game mechanic is meant to make the player feel more cautious and try harder to stay alive, and that adds to the fun. But when that punishment causes you to lose a huge chunk of progress, that isn't any fun. I have drop items on death disabled on my playthroughs because I hate how it can just totally kill my enthusiasm for a playthrough. I'm a fan of alternative death punishments though. I know there's a mod out there that advances the calendar by a day or two when you die, so the punishment is an opportunity penalty rather than potentially losing your progress.
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I usually have around 3 barrels per tanning stage. When the fluid in all 3 of them get low, I use a bucket to put all that remains into the left-most barrel, and then refresh the other two.
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if possible, look for ways in which the size and shape of your body is an advantage in contrast to the bear's. I haven't done comprehensive testing, but I know bears cannot fit through a 1 block wide space. Try running in and around trees, as you are more likely to navigate through the branchy leaf blocks than the bear is. Same goes for caves. your other option is to juke out it's swipes while taking pokes at it.
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Yeah, outside temp shouldn't affect smelting. I can think of 2 causes: either you aren't using a hot enough fuel as others here have guessed, or else your ui is glitched out, as has happened to me a few times. Sometimes the progress arrow just hangs, but it doesn't affect the smelting time overall, as far as I can tell.
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Why on earth does the 1st boss have so much health?
hstone32 replied to Facethief's topic in Discussion
Does the clockmaker damage bonus apply to that boss? Didn't feel to me like it took an exessive number of hits. -
Place two transmission parallel to each other, 1 meter apart. Place a clutch between them, and now you can toggle between two channels without having to operate two transmissions. Came up with this idea while designing a 3 stage transmission for my windmill. Each stage consists of a large gear being fed by a pass-through channel and a upshift channel. As it is currently designed, each stage has 2 operative states, 1 redundant zero state, and 1 error state. This is due to the fact that the transmission is only capable of railing a channel to zero state, so we cannot use only one transmission to switch between two non-zero states (unless they add a comparator to the game, which would allow us to make logic gates). Anyways, the point is that I don't like how I'm unable to limit the finite states of a system to just the operative states, so I'm requesting this small feature.
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(chapter 1 spoilers) Were you aware that when fighting the first boss...
hstone32 replied to hstone32's topic in Discussion
Yeah, I was wondering about those. blocked by an invisible wall, only accessible after finishing the fight, yet containing no loot or anything else of interest. What even is the point? -
(chapter 1 spoilers) Were you aware that when fighting the first boss...
hstone32 replied to hstone32's topic in Discussion
Could you ellaborate how so? -
Maybe it's as @Teh Pizza Lady suggested. They and @LadyWYT are just unworthy of beholding him. We remain the privileged few.
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Leave traces for crafted blocks and items destroyed by fire
hstone32 replied to TamanduaGirl's topic in Suggestions
Good idea in theory, but I can't help but wonder if a feature like this might have massive consequences on performance during, say, a forest fire. I've seen large lag spikes happen during landslides, so it seems that computing falling blocks must be intensive. -
Come to think of it, I noticed something interesting recently. Maybe it was just my imagination, but it seemed to me that the closer I was geographically to the resonance archives, the closer Dave appeared to be to me during temporal storms.did you maybe move somewhere far away from the RA recently?
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Did you turn your view distance down? I see him just fine. Of course, the last temporal storm I sat through was while I was in the middle of the ocean, so I had a 360 degree unobstructed view.
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I don't like live chat. I think it encourages people to be more impulsive about the things they say. Being impulsive or emotionally reactive is a very quick way to destroy all your social connections.
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how was your temporal stability? Was the gear on your hud spinning a lot?
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I'm sure you can get something similar to that using the world generation options. In the current version though, we are only given I think just 3 semi-continuous degrees of freedom (landcover, lancover scale, and landform scale). I'm not sure it's possible to guarantee a certain number of land masses, or what the challenges would be to implementing such an option. Maybe if they added an option for adjusting landcover distribution slant, where a value of 100 represents an even distribution of landcover across the whole world, and a value of 10 represents a world where one standard deviation of landcover is distributed over only 10% of the surface of the world.
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Warning: incoming borderline schizo rant. I hate smartphones! I hate them so much! I hate how much time I waste on them! I hate all the privacy issues! I hate all the barriers of entry that have created this smartphone oligopoly we suffer in! I hate the exploitative algorithms! I hate the variable-reward notification design, the same principle that makes gambling self-destructive! I hate how we've allowed them to be "required" for modern life! I hate the scrolling, the endless content, the social media integrations, and everything else meant to consume my attention! I hate the mobile-first design everybody's transitioned to! I hate the software running them and their constant bugs and security vulnerabilities! I cannot think of more positives I've gotten from owning smartphones than negatives. I judge them to be a net detriment to the quality of my life. No more smartphones for me. "If thy hand or thy foot offend thee, cut them off." My only online connections from now on will be through my laptop and my desktop. Anyone or anything that "requires" me to have it is just going to have to deal with it.
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Have you tested it? I don't think better ruins affects terrain generation, so you should be able to create a new world with the same settings and BR disabled, and teleport to the location of the translocator.
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I just built my own first sailboat yesterday. Wish I did it earlier; they're not as expenstve as I thought.
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Spices aren't necessary for survival, but history seems to suggest they're the next most important priority. Spices have been hugely important to every stage of human history. Many kingdoms and fortunes were built through the trading of spices. As a player, I want to live out the bronze-age experience of seeking out and trading for rare and exotic spices, but I'm struggling to think of a gameplay mechanic that would justify their inclusion. Other games that have spices in their cooking systems typically go the route of "spices make the food more filling," but that doesn't feel appropriate to VSs design. One idea I had was that instead of being able to add spices to any meal, spices act as necessary key ingredients for certain special meal recipes, like cinnamon for a pumpkin pie (instead of just a vegetable pie made with pumpkins) or allspice for rice and red meat curry. what are your thouhts? What would justify spices in the game?
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Predictions of what devs will have playable by next version
hstone32 replied to Facethief's topic in Discussion
Rivers, as mentioned, but I'm really hoping for a status effect system also. I can think of so many things that can be built off of status effects. Herbalism is the obvious thing, but there could be other systems, like penalizing players who eat only 1 type of nutrition, or an actual sanity system (instead of everyone mistaking temporal stability for sanity). -
Bluberries mostly. All other berries go to compost, and the handful of apple trees I've found aren't ripe yet. Wish blueberries were a little bit rarer and more filling than they are currently. I think I remember seeing Tyron say in a dev update that they plan on expanding the utility of some berries.