Thorfinn
Vintarian-
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Everything posted by Thorfinn
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If only it had a safe harbor, it would be perfect.
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Yes. it is. You are a selfish narcissist. Seriously, dude, there are around 300 who were willing to try crop failure for every 10,000 who can't wait for the next cooking update. Do you really not understand? Are you really just that self-centered? Take temporal storms. I don't mind them too much. It's not like they are a great source of goodies or anything, and what you can construct with them is isn't worth doing, IMO. But I'm quite good at it. Sometimes with improvised armor if I'm feeling like a weenie, sometimes with bear armor because it looks cool, usually bare naked, which is real "uncompromising survival". Even if I thought rusties opening doors or phasing through walls would be for the good of the game, I don't give people a hard time for skipping the storms by going into a small room and bawling like a schoolgirl, if you know what I mean. Ever the narcissist. You are not remotely a good debater. Read your stuff sometime with fresh eyes. It's all "I've decided this" and "uncompromising survival." That's your entire argument. Why is this a good idea? A variant on one of those two. I am getting frustrated because I am having a very difficult time believing that ANYONE could so indifferent to others. You don't care what they would prefer to play. You don't care about what they think is the good of the game. You care only about you.
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Fair. And you are assuming no one minds taking a performance hit to have a vanilla "feature" they don't want just so you don't have to wait for an update. Do you see why some of us are so frustrated with you? It's like you can only see things that affect you, regardless of how they impact others. [EDIT] I mean, seriously, look at the kinds of mods people like. Expanded Foods. What does cooking have to do with "uncompromising wilderness survival"? Primitive Survival at least has survival in the name, but it's really too food-heavy. It gives you the primitive trapping and fishing, but while you get obese from all the food. Better Ruins has some challenges, but it is way too loot heavy, even if you eliminate all the loot boxes -- the placed items are just too much. CarryOn? ChiselTools? PetAI? Player Corpse? From Golden Combs? Do those strike you as the community preferring development go the same way you do? [EDIT2] CropsV2 was ok, but it was extremely niche, as are pretty much all challenges like this. Like 300 downloads is what it capped out at so far. I think Xandu had a disease mod of some sort. 150 some downloads IIRC. [EDIT3] But you know what Xandu would probably appreciate? Someone offering to help test and balance his diseases and cures mod. Want cutting edge updates? That would probably be the way to get them.
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Sorry. Missed this. I believe they are all -4% healing, -2% hunger, -3% walk speed, 300 durability, 50% damage reduction, Tier 1, and flat damage -0.5. Oh, and it gives you a degree of warmth. Let me know if I missed a stat there somewhere, but I think that's all of them. At least all I remember right at the moment. It's actually not a bad armor, considering the bear also gives you fat so you can prepare the pelts, and the bones for the armor. All you have to scrounge up are the ropes.
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That's true, but I don't think it's quite what he is getting at. Some of these answers have to come from someone other than the person making the suggestion. How does this tie into planned development, for instance, is not something we can answer. But it's actually pretty easy to see how people like to manage their time. Go to the ModDB and see how popular various ideas are. Even if one is not a coder or even a script kiddie, he can still extrapolate from those things that are popular, and those which are niche.
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OK, I never developed software under contract. It was either spec or cost-plus. It's really fun to see how the style has evolved over the last while. If you go back to the early days of the forum, there are frequent polls to see what should specific feature be added next. There's still some of that, but they are often multiple choice. Probably for good reason. Some of those resemble nothing so much as herding cats. Which is still with us...
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There is (or use to be) at least one mod that does that. And I think you can enable destruction with the Meteoric Expansion mod, too. But, see, it's even easier than "if!naturalDisasters" -- just install the mods you like and everyone is happy. That way there's no code sucking up memory on the machines of people who don't want it, or whose machines can't handle it. Those who like that can have that, others don't take the performance hit.
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What the fucky fuck is up with enemy spawns in this game?
Thorfinn replied to Shotai's topic in Discussion
Improvised armor is fine, and I haven't noticed anything about bear armor. Then again, I'm always trying to speed up the hunger rate in the early game to boost HP, so I'm carrying offhand, sprinting, jumping off short cliffs to get the damage counter running, getting soaking wet and cold, etc. No, you can't destroy them. Just light up the inside of your house and do some clayforming or something else to keep you busy. BTW, pull up the handbook to see what you can do with dirt. -
At a guess, https://mods.vintagestory.at/show/mod/22391. It has all the nice to have features, and is mostly up to date, but I don't use waypoints anyway, so can't comment much on how well it works. Used it a time or two is all. FWIW, I didn't find it to slow things too badly, but it is pretty heavy if you don't have a decent machine. Thing is, if you like a lot of mods, and are using kind of a mediocre system, it's going to cause problems any time you open the map. Look at your memory usage. If you are mostly capped out, it's not going to work well.
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Maybe. I would think the particles are a great permanent answer. They are persistent and become the "spawner" for a real fish entity.
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Yes, and bears and wolves do not flee until damaged to less than 30%. Might be new in 1.21, but now they stop their idle if they take damage. Or at least that's what it looks like they intend that code to do. I haven't cheesed them yet, so I have no idea if that works yet or not.
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Hi! New player here; first impressions and a personal gripe
Thorfinn replied to CynAq's topic in Discussion
I'm sure a part of it is lost in the translation. Though I have no idea what language would translate "saturation" reasonably closely to "satiation" or "satiety". -
True, but that is dynamic. It's changed many times since I started, and often without completing those items. A good example is Alchemy has been renamed Herbalism. Maybe it involves a little reading between the lines, but it's pretty plain that the game is moving away from magic. But even a design document would likely not include a "why". I know I never did. I just specified what features I wanted in the system and the programmers implemented it, albeit often with a lot of hand-holding. But that was an internal thing, decidedly not for customers or even the marketers or they would start promising it to the customers. Is there an example of a detailed design document targeting end users in any early access game? Or any software, for that matter?
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Turnips, carrots, parsnips and onions all winter-kill. And maybe those could stay in the ground, too. At least at present. If you didn't want them to winter-kill, my guess is all you would need to change to at least make potatoes winter-hardy is frostable: true } Come up with the artwork for the various growth stages, and it's pretty easy to add. [EDIT] Though I think crops are still undergoing engine development. They are not nearly as parameterized as the newer coding, like goats, butterflies, mushrooms, flowers, fruit and several others. [EDIT2] They are probably going to be harvestable with hoes, or maybe shovels, too. Rather than the knives and scythes we use now. Another reason I think it's still under development.
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I do not mind suggestions. Not in the slightest. I just expect at least a modicum of familiarity with the existing systems before being dismissive of others' concerns. Which he definitely did. He said @LadyWYT's concern was, um, I believe "irrelevant". How is that not dismissive? How is that respecting her opinion? The game demands a lot of exploration. A lot of tedious fluff simply does not fit in with a game with a lot of exploration.
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Wait a sec! There is NO DIFFERENCE AT ALL! He said he apologized for making me feel "threatened", I apologized for making him feel "offended". IN THE VERY SAME QUOTES YOU CITED! Learn to read for comprehension.
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Simple. If he doesn't know the current system, how would he have any idea what it contains? Isn't an informed opinion supposed to be a good thing? No one, and I mean, NO ONE has, to the best of my knowledge, in the entire time I've been here, asserted he had a keen developer mind, yet absolutely refused to make even a feeble attempt to understand what the current system was.
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Absolutely! Finish the graphics, add them to the variant group, and you don't have to do much more than add a line to "*-acmonbluefemale": { minTemp: 25.8, maxTemp: 35.8, minRain: 0.2, maxRain: 0.4, minForest: 0, maxForest: 0.5, minY: 1.6, maxY: 1.9 }, "*-acmonbluemale": { minTemp: 25.8, maxTemp: 35.8, minRain: 0.2, maxRain: 0.4, minForest: 0, maxForest: 0.5, minY: 1.6, maxY: 1.9 }, "*-aegamorphobluefemale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, "*-aegamorphobrownfemale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, "*-aegamorphomale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, ... to tell them where to spawn. Salmon (and bass) have a lot of work. Once they get fleshed out as well as butterflies (or mushrooms: check this out) ... "*-devilstooth-*": { saturation: 80, health: -2, foodcategory: "Vegetable" }, "*-golddropmilkcap-*": { saturation: 80, health: -2.5, foodcategory: "Vegetable" }, "*": { saturation: 80, health: 0, foodcategory: "Vegetable" }, the only thing that will take more than a few seconds is the artwork. Once you know which files to edit, anyway. [EDIT] Several people talk about wanting mushrooms to fill some other nutrition category. Got a guess what you would have to change?
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Look, I'll just drop it, @Rudometkin. I'm sorry you took offense. But let me ask you: How do you know whether your idea is better than the current system if you don't even understand the current system?
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Please don't be that way. If you learned farming techniques in your first death, you sure didn't apply them here. You still don't appear to understand how trees and seeds work in this game. You are storing up acorns and even birch and maple seeds rather than planting, burning or throwing them away. You are using storage vessels for general storage, but a wicker basket for food. It's not a bad thing. It's just a steep learning curve that you are obviously not very far along on. There's no need to be defensive. You may have a good game-design mind, but you do not understand the design of the existing game yet.
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VS Prev 1, the 1.21 preview version, the mod folder, I am confused.
Thorfinn replied to FlareUKCS's topic in Discussion
You have to do it the same way it was in the past. Since at least 1.14, there were two Mods directories -- one in the game install, which is only for the VS mods, and the one in your data directory, where your save games are. It's just so many people put things in the game install directory, and then things get confusing when other mods get installed in your data directory, and you have to track down where the mods are that are causing problems. I'm curious to see how they plan to support multiple games. I think I would have nested things one directory deeper, so that the VS launcher in in the base, the VS game, with all its assets, is one level deeper, in parallel with, say, the Hytale game. Only core, cross-game engine functionality would be in what is currently the game directory. -
The other thing is that I don't know how much effort most put into understanding the systems in the engine, but things are getting set up so you can crank out hundreds of different fish, and pretty much any other life, as fast as you can generate models. Look at goats that were all in one release, for instance. Make a model, tweak a couple numbers that say what elevation, temperature and rainfall they exist at, tweak a few numbers to change their temperament, and you have a dozen "new" creatures. Which is why complaints like fish or whatnot is counterproductive, even foolish. To add a lot of fluff that's either going to have to change when they decide there's a better way to implement a feature, or simply not incorporate that better implementation? Even Hytale. Replace textures, including the sky, with cartoony art and you already have the visual effect Hytale was going for. True, the gameplay and storyline will take a lot of work, but the hard work of the database structures and world is already done. [EDIT] So why not just add some new creatures? Because someone will make a pen of those creatures, and, when the game gets updated and something changes, people will complain. But, yeah, when it gets closer, you will probably just choose how many varieties of grass, trees, flowers, mushrooms, animals, fish, etc., your computer can handle.
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@Rudometkin, I remembered you started a YouTube series some time ago, and announced it here, and, while I only watched the first couple, because it was plain you were a novice, I could tell you were quite good at gameplay mechanics, even though you understood almost nothing of the game itself. My guess is you've played that other game quite a little. But I saw you have kept it going, like as recently as yesterday. I skipped to the last few episodes to see your current gameplay. I wanted to know what it was that has you so fired up about farming. It is August, I think it's still year 1, or at least you don't appear to have copper yet, you have a small farm, maybe 15 plots on top of a hill, in low fertility soil, with no irrigation, and, unless I'm mistaken, you aren't even fertilizing. I'm not saying you can't have ideas, but how about trying out how the game actually works before proposing radical changes? Tyron is not a crappy game designer, and you are selling him way short by not even giving his game a fair evaluation before crapping on it.
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The windmill does not take very long. May, typically. If I've found sources of lime, it's usually before populating all the linen sacks so I can automate the quern.
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Windows can be such a pill sometimes. Ran into something the other day where I was downloading the Hiren's Boot CD ISO, and Windows insisted on deleting it. I couldn't move or rename it fast enough, and ended up having to disable Defender. I then switched to a Linux boot and everything worked fine. Yes, it asked me if it wanted to delete it, but it gave me the choice, and didn't overrule me.