Jump to content

Thorfinn

Vintarian
  • Posts

    4212
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by Thorfinn

  1. Extending a bit on @Professor Dragon's excellent post, if you've already tried shutting off leaf movement, you could try more involved patching. You must have an odd machine for it to make it that bad, but if you have properly diagnosed the problem, you could go into .\survival\blocktypes\plant\leaves\normal.json and find the codeblock }, sideopaque: { all: false }, and set it to true and see if that fixes it. Now this will mean you won't get to see things through the leaves, but it will have the effect of basically turning it into a block as far as rendering is concerned. If all else fails, you could copy the texture section from one of the dirt blocks and put it into the leaf code. If that doesn't fix the issue, then it's not a problem with the block per se, but something else, like the quantity of them in a forest. It's times like this that make the lack of a comment in .json a pain. Remember to make a backup in a completely different file tree, but if you screw up, you can always run ModMaker and select the option to put your files back to the default state. Option 3, I believe. Good luck.
  2. Then... do it. .\survival\entities\land\bear.json
  3. I didn't think my views on the game were that hard to understand. I'm a solid 80/20 rule guy in pretty much everything I do. Put in the 20% of the effort for 80% of the gains, then switch to something else you can make similar gains in. Combat? I figure it's a solid 80%. Herbalism? Maybe 5%. Waterpower? 0%. Oceans? 50%. Prospecting? >90%. There are lots of areas where the progress would be obvious at first glance. How about traders on the high seas? Probably not that hard to do, and they either are sitting at anchor or are sailing around at pseudo-random. But the point is that there would be SOMETHING to do rather than look at endless stretches of water. Would it take that much to tweak the various collision boxes? In theory, no. But it's going to take a metric crapton of testing to make sure the new box isn't too large, and eliminates too much or even all player skill from the equation. And the dirty little secret is that like crimson maple seeds, no one with the possible exception of @LadyWYT is going to notice if the bear's box has been changed. I say" possible" (and equate it to the seeds) because she's not likely to go toe-to-toe with them, since it's never worked before.
  4. I looked into it a while back, and it's a very small radius. From worldspawn, I think you are correct. If everything in that radius has already been mapped out, it will fail. @NastyFlytrap, I think I'd just find a relatively flat space, about 60x60 (unless you know exactly where the chunk boundaries are) and spawn it in via the command.
  5. @Streetwind already covered most of my initial thoughts, but I think he's understating what would be involved. Not only do you need to do a half-block version of every block that mapgen can place on the top layer (which is a prodigious amount -- each dirt, clay and peat type has, what, 5 grass variants) but also half-blocks of everything that could be placed on top of it. Otherwise trees, bushes, animals, etc. are all hovering if they are standing on one of the half blocks. You can already see how this works with slabs in the existing game. Everything looks wonky. I think I'd like to see it as a mod first, particularly if it turns out the only way you can get textures to align is to double the size of the atlas. Occlusion culling might end up taking way too many cycles with that many possible renders affected. [EDIT] I do agree it would be visually distinctive. I'm just wondering if there's a technological reason no one has done it.
  6. Welcome to the forums, @Verdant Shade The handbook (press "H" in-game, or Alt-H to get information about whatever it is you are currently looking at) is your friend. It has guides on all the significant gameplay loops that I can think of. Once one knows the stuff there, it's a little hard to know whether it's understandable to someone new to the game, so it would not hurt to post things you find a little too cryptic in the handbook.
  7. Go to settings, and see if one of the header tabs is Dev. If so, just deselect Extended Debug Info. You might also have to look at the Interface tab and deselect Developer mode. [EDIT] I always enable it, because then it tells you the name of the block you are looking at. Otherwise you have to search through the .jsons to try to find its internal name. [EDIT2] In this particular case, if you enable VAO or texture (I forget which throws that message), you can find out what's causing the problem.
  8. I don't know of any other way, @Facethief. Other than if you can tolerate Discord, maybe. I used to read the PRs at least as it was getting close, but I've since decided I'd rather go into things blind. 'Course, that also gets you things like not knowing there's such a thing as crimson maple seeds...
  9. Wilderness also sets surface tin to never and surface copper to very rare. It's always a shock to see how fast you get the 40 nuggets in default mode. Usually by sunset, sometimes before noon.
  10. At a guess, probably because it makes the game way too easy. You should try one of the various salt mods. You need, what, 6 batches of this mod to cure an entire barrel of meat? Which lasts next to forever? [EDIT] Or maybe all you need to do is tweak the recipe to require some realistic amount of salt. There is absolutely no way that 20 liters of sea water has enough salt to cure an entire barrel full of meat.
  11. Primitive Survival isn't really a fishing mod. It has fish in it, yes, but it's not really about fishing. It creates "fish" ex nihilo, and is basically traps. There was a fishing mod that had a fishing pole (which must be hidden at the moment -- probably not updated) which also created fish instead of catching the ones that were swimming around. From hints over the years, the intended fishing mechanic will catch the ones you see. I think that's waiting for the fish to be developed, though. This is a digression, though. Like people are patiently explaining, it will probably happen. (Prospecting, probably not.) But until then, if it's really important to you, just use a mod. Incidentally, you do not need to prospect for tin if you are playing defaults. Tin is an Extremely Rare (?) surface deposit, so it's pretty easy to bump into it as you are collecting seeds. Plus, there are merchants that sell tin nuggets (cassiterite) and even tin pickaxes, It also drops in cracked vessels. Plus, you can make it all but omnipresent by setting it to Very Common, or, alternatively, have much better luck prospecting by simply cranking the global deposit rate all the way up. The devs have made all kinds of options for people who don't have the time or attention span to play the game as designed. Why not at least try some of them?
  12. Yeah, that's a better answer. I didn't say anything about that because I've never gone through the tutorial. The bigger problem I see is that people build in more or less neutral places (which is most of the world, so far as I can tell) so are complaining about not restoring stability no matter how long they spend in their houses. Because you wouldn't get much built before noticing if it were negative.
  13. True dat. But the Devastation is an extreme case. Mostly instability seems to only affect seraphs. The appropriate place to convey that info is the HUD, similar to the way it conveys hunger and damage. I'd propose changing the gear to yellow for more or less neutral and sepia for negative. FWIW, it was like the 4th or 5th game before I realized that gear was conveying any useful information at all.
  14. That's not what this does. All you are making copies of is the desktop shortcut. That's why we were talking about why it would have been loads better to default to new mods not being enabled in existing savegames, but instead you have to decide to include it. Otherwise you get goofiness like older versions of the game with newer versions of the mod, or even mods using a completely different API.
  15. Areas with low stability are, by your own reckoning, not desirable locations. "This house is in a great location! What are you talking about? The planes taking off go only a couple hundred feet right over it. Most of the time you can't hear music even if you crank it to 11."
  16. And that's part of the charm of VS. It's not a Superman kind of game. Except that he can run around with a freight train's worth of stuff on his back. As I'm reminded way too often, it's the kind of game where you have to pay attention anytime you are out and about, because death is only one Siberian sinkhole or one surprise brown bear away. Combat is something you make the conscious decision to engage in when you are prepared for it, whatever that means for your skill level, or you are forced into it and likely bolting if the chance presents itself. It's not the kind of game where you go fight things because you are bored of smashing pumpkins or milking chickens and want a change of pace. Used to be you could go around smacking up through maybe corrupt drifters with torches or even sticks, but now it's really easy to get in over your head if you don't take it seriously. And, I'll admit that from a philosophic point of view, I like the fact that the game is balanced such that battle is generally a net loss. Very few games out there are like that. They either have no combat at all, or combat is how you farm resources.
  17. Combat Overhaul is all about head shots and "criticals". I think adding headshots would be funny as heck. "What? I didn't mean seraphs could die from headshots, too!!@!@!"
  18. Maybe. The only good way I can think of to do it is to lower the HP of the creatures you want to be able to one-shot. But this takes away from the specialness of the crossbow/gun/whatever that's being proposed because it affects every weapon. You can't just give rusties armor so the new weapon doesn't take them down too without having to redo all other weapon damages or rustie HP damage or some combination. Heck, even something as easy as changing the percentages assigned to any given action in the AI could well have major impact on the survivability or complexity of encounters. Ask me how I know this. It's just that so many of the combat suggestions have far more wide-reaching consequences than I think the people making those suggestions think.
  19. Sure. The major theme of most of the combat threads seems to be variety. More creatures, more weapons, more tactics, whatever. Maybe some RPS mechanic. Weapons with special abilities, often with little thought how that would impact gameplay. And the majority would just become an arms race. Weapons to one-shot creatures get offset by creatures getting buffed. Which means other weapons need tweaks. There's no practical reason I can think of that the longblade went away. The game had plenty of room for two kinds of swords. I suspect it was largely to simplify the basic balancing of the game, like you do in any prototyping stage. Limit the number of variables and see how it works in play. (Incidentally, also the best explanation for the various tweaks made to nerf drifter cheese. Whenever humans are involved, things get a lot more complicated. Fast.)
  20. Maybe. That's something I have not looked into. Way back when, Craluminum (presumably DanaCraluminum now) said something about how the menus were handled in an entirely different manner than the rest of the game. "Not parameterized" was I think the phrase chosen. It's why most of the config options are settings, not sliders. It's why things like ConfigEverything exist -- because changing the base game options was too much work.
  21. Right. This is sometimes stated in no uncertain terms, though it's more common to say that no one should have to play under a broken system. The poster child was the discussion about distances involved in Chapter 2. Even when given the exact filename, line and numbers to change with notepad or your favorite text editor, the main characters in that discussion flat out refused, and insisted that it must be turned into a game config setting. Someone at Anego got tasked with turning that into an option, and whatever he had been working on was put on the back burner.
  22. No, but it is a matter of opportunity cost. Anyone spending time on redoing combat is not able to spend that same time making a waterwheel. Maybe. But CO is not as popular as you might think. Not compared to things like Expanded Foods or Primitive Survival or Bricklayers or From Golden Combs or QP's Chisel Tools or CarryOn. It's about on par with Smithing Plus and a lot of others. That is, a lot of the more peaceful domestic homestead mods are much more popular. You are seeing a lot of it largely because people who want combat changed appear not to be satisfied with downloading a mod.
  23. Indeed. IME, playing on large servers requires a community pantry.
  24. I maybe misunderstood. I thought that was two separate ideas. One replacing a backpack slot, the other as something you equip on your paper doll to get extra slots.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.