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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Boy, if I had a nickel for every time someone straw-manned the argument for keeping the game lean. The game needs to be only as fleshed out as is needed to tell the story. No, @N EL, it's not an argument against anything being implemented in the game. Rather that anything, anything that gets added to the base game has to be compiled at runtime, so adds to load time, and adds to the memory requirements, which directly impacts performance. Keeping the fluff out of the base game means it does not outgrow people's machines as quickly. You can easily expand the game in whatever direction you prefer, and only you pay the price of the performance hit. Read some of the complaints -- lag spikes and "optimization" are high among them, but, largely, that's people asking too much of their fair to middling machines. Or, to be fair, even high end machines with several dozen hefty mods. Personally, I don't think this particular suggestion makes for a better game. I don't think it is as good as Thrifty Smithing. YMMV, which is why it's if things like this remain mods, each can select the manner he prefers to improve his game experience.
  2. But the flip side is if it is in game, it takes the dev team that much longer to come up with a new release. The first pre of 1.20 was last July or something like that. If everything people think should be part of the base game were included, it would be years between releases. [EDIT] Plus, the whole point of having put so much work into making the game mod-friendly was to encourage the use of mods.
  3. I thought you said they were full of extraneous crap like extra privileges for this and that role in the community. BTW, one exclamation point is usually sufficient, and bold isn't really necessary to make a point either. You will rarely find any such in a well-written book. In my last reply I forgot to answer the question about claims. https://wiki.vintagestory.at/Land_claiming/en.
  4. That would be a cool patch mod to the Butcher mod. That already has the models made for a skinned animal. Might look a little goofy on something as small as a firepit, though...
  5. I think in an ideal world Team VS would work hardcore on game engine, implementing limited proof of concept JSONs that serve as examples for creating mods. Which is, I think, mostly what the vision is. It's up to the community to expand from the specific instances into the broad panoply of realistic options. Skeps are proof of concept, @Vinter Nacht's From Golden Combs is the more full-throated implementation. The cooking pot is proof of concept, @l33tmaan's Expanded Foods is one of several expansions of the idea. Windmills are proof of concept to @Spear and Fang's Millwright or the waterwheels from @Rhonen's Medieval Expansion. But to make this into a general solution one thing @Tyron's team has to implement is a rock solid dependency resolution system. A simple dependency chain is easily resolved, and, near as I can tell, is always done correctly. So modding a single mod which has a dependency is fine. But it's easy to end up with cyclical dependencies if you are modding multiple mods, particularly with some of the more popular ones being essentially megamods on their own. Those are not always resolved correctly, and, depending on the load order, can give very inconsistent results. That's a long-winded way of saying I'm not a huge fan of expanding base game content, apart from things central to the vision, like the story. Let 100 people come up with their own visions of cooking, or animals, or mapgens, or whatever, and let people pick and choose from amongst them for what they think the game should be. Or, indeed, introduce a few tweaks and make it their own.
  6. You've done yeoman's work in making that happen, @Vinter Nacht. But there is so much else in the game that needs to be changed to get a balanced slower pace. Crops taking realistic growth times is all well and good, but something needs to fill the gap for food. At a guess, you would have to strip everything in about a 4k radius to get by. Which is tiny IRL, but in game, seems to many to be a daunting distance. Animal respawns are too slow, animal domestication way too fast. Building is insanely fast. Orchards start bearing fruit after a single vernal cycle; IRL they take several years. Any thoughts on making an internally-consistent, slower paced game? But which won't drive people away for the tedium?
  7. At present, yes. You are probably standing right next to a forge, though. The Axles in Block mod addresses this, as does Millwright, in a different manner.
  8. I prefer a combination. Alternate de-jank (which IMO, there is not a whole lot to do) with polishing and creating releases. So the cycle would be something like new, de-jank, polish, de-jank. At the moment start with de-jank. Collapsing high fertility soil that disappears is disheartening. Taking damage in rockfalls where your voxel is not affected is puzzling. Taking damage because you were standing too close to a block where you were digging, and a loose flint falls on your toe is funny. At least in most circumstances. It would be nice to know where a given feature is headed, too. For example, the new calcined flint is a good step. But is that the end of that idea? Is the firepit just a stopgap, or is it the intended vehicle? Was there a reason that only tools move to the hotbar when the old one is exhausted? Why not firewood or dirt or rammed earth? Understanding the vision behind those choices would help a lot. [EDIT] I think I know the answer to the firepit question, though. I take it the stove still needed some work, so is for a future release?
  9. I'd be interested. I'm not sure what could be done to make it easier. If you understand enough about JSON to make the changes, ModMaker 3000 handles pretty much everything else.
  10. I never bother with claims. Even in multi, I just don't care. It's just a game. If some losers want to loot or destroy, I'll just find a server with more... selective criteria of what kinds of people are allowed in the neighborhood. When I'm admin, I rule with a steel banhammer. If there's a field of mushrooms growing in a fenced off area, it's obviously claimed. Unless there's a sign on the gate, "Take only what you need" if you loot someone else's stuff, you are gone. Forever. From any server I run. No appeal.
  11. I don't know of an existing mod. I'm just saying that your request is so unusual that at least for the moment, it should only be a mod, not base game. There's no point in adding to the compile/load time and adding to the memory requirements in all installs for something that, so far, is only for one server. Isn't that what I said, but with fewer details? I don't have any idea about MC. Never played it, doubt I ever will. But the fact that your idea was not even popular enough in the huge MC community to have such a mod... If there were such a mod, couldn't you as admin simply not give those special permissions?
  12. Oh, I have no idea how much RAM the map takes. But if it remained in RAM, it would be almost instant -- the bus to the GPU is butch relative to the SSD or worse the HD. I'm talking all the RAM that VS takes while running. It's a pretty near-run thing on a 16g machine. Doesn't take very long for a memory leak to sink you.
  13. OMG! I completely forgot to check on this playthrough, and it's late June. The first of the flax is getting close. I usually don't care all that much. It's just a place to stash your stuff so you can go out and get more stuff.
  14. For things like that, I would enable all the options in the Dev tab, then go over the client-debug log. You will still likely have to do a bunch of trial and error, because some of the log entries are a tad cryptic, but you can narrow it down to what kind of mod might be involved. Most of the big names are good about catching things like that, but from time to time, even those end up with memory leaks. FWIW, you mostly only have to check the Code mods. Only very rarely will a Content mod glitch like that. It either works or it doesn't. That will usually be flagged on startup. [EDIT] Incidentally, don't wait too long. Many times errors will crop up in the first minute or two, and it is an absolute pain to go through thousands of lines and try to remember to the minute what you were doing a couple game hours ago. When you do something you know is associated with a mod, and particularly after seeing a freeze, check it out immediately.
  15. It's swapping memory. Supposedly a minimal install will run on 8g, but I think 16g is too small. It's commonplace to see the actual use climb to 14g or higher, which does not leave a lot of room for anything else in the background. Like the map.
  16. I'm more concerned with shifting the balance of the game to farming monsters. That is self-evidently not the intent, or the drops would have been higher. I'm not sure how to make fighting random monsters any less of a good idea than changing them to no drops at all. All downside, no upside. But @Mac Mcleod, several of your suggestions are easy to implement as mods. Some of them already are. There are lots of drifter loot mods, for example.
  17. Like @traugdor, I think some of those are great ideas. But great ideas for a mod. Or more aptly, mods, so that people can choose whichever they prefer if they don't like the default game. Dirt gravity makes it very dangerous to go around sprinting everywhere, because in order to see, you are often jumping, which can collapse everything under you. Especially with the new mapgen that is often 4 or more blocks of dirt on top. Lots of caves within that range. It also means you end up having to strip mine most surface deposits. At least at present. Maybe the fix for falling blocks disappearing will deal with this, too. I can only hope.
  18. Welcome to the forums, @Raúl Eduardo Martinez Santiago Going to need a whole lot more information to help you out. What specifically is it doing? Can you at least screenshot what you see?
  19. Yes. I'm not sure which of the plethora of options affect mapgen, but many or most do. It is remarkably deterministic after that. If you regen the block you are standing on, for example, it will put back the surface nugget or crop you just collected, and you can pick it/them back up. Things that are time-based, like animal spawns, not so much.
  20. Are you absolutely certain it's a VS issue, @yolistenupheresthestory? Reason I ask is I've started enabling all the dev debug aids, and I'm amazed at how many mods there are that have memory leaks. Dispose errors, I guess they call them. I don't know of any in your list, but then again, I only use 2 of them very often at all. I have not tried any of the rest of them in 1.20. And there were a lot of API changes there. Most of the content -only mods will probably be fine, but those with code are a whole 'nother story. Anyway, I'd enable some of the dev options, for sure VAO logging, as that's one of the more common I'm seeing, and check your client-debug logs early and often.
  21. Hey, that's a great idea. Not sure it meshes very well with the level of realism they are seeking, though. What would be kind of cool is if you could place a screw of archimides at the bottom of the basement (or whatever) and connect it to a windmill. The apparatus works by destroying the highest air-touching source block closest to the pump, say, every 10 minutes of game time. It would mean you have to come back tomorrow, but, hey, seraphs have forever, to the best of our knowledge. Oh, dark thought. What if seraphs are the re-embodied spirits of what became drifters?
  22. Not that I know of. Not without cheating anyway. Hay blocks is my go to. And, like you say, you still have to either contain or destroy the non-solid blocks anyway. It's not that big of a pain, though. Wall off the ruins with rammed earth or something and you can place and remove hay blocks at an obscene rate.
  23. On default starts, it can take a while. Pretty sure the counter resets anytime the temperature drops below 10, and they've apparently changed the algorithm a tad -- spending the nighttime on 3 or 4 May propagating your apiary no longer works reliably. I have not looked (because I haven't yet figured out the rule; I usually only look it up to confirm what I thought happened, and way too often stumble on other tidbits I wish I had not seen) but my working hypothesis is that there is now some kind of latch involved -- if the previous night dropped below 10, the hive will not propagate that day. That's how I think it's acting anyway.
  24. Welcome to the forums, @Shodingus Filtering by age is still probably overwhelming. Definitely for the Stone and Copper Age. You can sort of filter stuff by looking at what a given thing can be used for. Every time there's a new release (or I'm playing with new mods) I'll look up pretty much everything, particularly stuff with few uses and stuff with few to no uses. Sticks, for example, are heavily used. Alas, the ferns are still useless...
  25. Peat is 16 hours, which is too long, but brown coal only 14 and black coal is 12. It's really tight. The worst of it is waiting for the hammer to cool, as your time drains away.
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