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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Cool. I loaded the game on a laptop to see what it sounded like with on-board sound and crappy speakers, and the parasaurs don't sound like that either. Turns out that mod came out after I started my last 1.20 run, so didn't get incorporated, and then I switched over to 1.21 pre, so I've never played Horrible Hands. The reason it didn't come up on my .ogg search is I don't even have it downloaded.
  2. Good call. @LadyWYT. It does sound something like that. I'm playing sound though an audio interface, not built-in sound, like this recording apparently was made from. It was having lots of problems mixing the sounds properly. They are much richer on my near-field monitors, and especially in my headphones, which are high-end mixing headphones. But that could well be the same sound on a low-end system.
  3. Sure but in practice, my farm was just a simple, one block wide path. And it still hammered my FPS. That's probably why flows are limited to 4 blocks, to keep things somewhat reasonable, unless you try to exploit that by dropping one y-level every time it gets to the end of its flow. Which is what my farm was. Which is why I think, even if you have a simple, one block wide path, it's sheer lunacy to try to propagate from block to block. Which is why we need a triumphant video. I think the aqueduct cannot have virtual water in it. It just has to be rendered as if it did. It can even look as if it's flowing. Rivers mod does. But it can't be a water block. If that makes sense. But I don't care. Try it. See how it works out. I might be pleasantly surprised. I'm not going to practice my "pleasantly surprised" expression quite yet. Exactly!
  4. I'm not sure you want to propagate it, @Katherine K. There should not much difference performance-wise between going ahead and setting flowing water to 100 blocks and propagating over the next hundred blocks whenever that set of chunks is loaded. And flowing water is (or was) pretty bad. I had significant FPS drop when I used to build terraced farms, water from a lake at the top of a hill cascading downhill with farmland on each side. Maybe 200 blocks total of flowing water. But it really doesn't matter that much to me. I'm not going to be building a water works anyway. I'll just set up my homestead where the water is, like I do now.
  5. The good Professor is right. Disable all mods and make sure it's just not some bizarro thing that somehow no one has encountered. Then I'd go ahead and re-enable all the FotSA and LotP mods -- I've played with those quite extensively, and am almost as certain about them as I am about vanilla. Unless maybe there's an option to unmute sounds that I've never seen. Then I'd add in Bricklayers, Expanded Foods, From Golden Combs, Primitive Survival and Wildcraft. I haven't used them lately, but am reasonably confident they didn't have anything like that, nor is it their style. After that, I have little, other than splitting the remaining modlist in half and see which tranche is adding it, like the Prof said.
  6. Chunk-based blackboxing. That could work. It also presents some interesting opportunities in other things where cross-chunk data exchange might be useful.
  7. Never heard it before. Virtually certain it's not vanilla. Without a modlist, I wouldn't even hazard a guess. [EDIT] I think what I would do is search my mod directory for all .ogg files, making sure the box to search within zipped files was checked. Sounds like you have a lot of short duration sounds; those should be small files. This one should be among the larger of the sound effects. You should be able to play them from within the search results, so long as you have .ogg associated with something.
  8. I think you are missing the point, which is not a corner case,. Take a water system that starts at A and ends at Z. Someone shows up somewhere in the middle and deconstructs the aqueduct. That chunk is loaded, it is trivial to communicate to Z, the defined end of the system, that there is no more water. Whether it instantly stops or sets a countdown timer, at some point, the water stops. Whenever it does stop, the guy at the destination messages someone in the middle to check the first half of the aqueduct while he checks the last half. So is there water in the aqueduct when he gets there? If so, there's no point in checking any earlier. It's working fine at that point, so the break has to be after that. The mod has to have a way to communicate to any arbitrary point in the middle whether the break is ahead of that point or behind it. I'm not sure it needs a full-blown ISAM, but it needs SOMETHING.
  9. Yes. But on the flip side, I do not see Adventure Mode offering the option to shut off the story. That's a major draw for those who want "RPG elements", regardless of what that means. I do think you are underestimating the draw of the artistic style, though. I'd imagine you could get a massive following for a manga art style game. Though it would require heaps of protected blocks, even a game that looks and plays very similar to Portia or Sandrock would be pretty easy. Stardew could get a major upgrade, complete with a vastly simpler modding system.
  10. NGL, I'll probably start playing a whole lot more 3rd person camera...
  11. Yes, but from a marketing POV, that's a good thing. It means whatever the reader wants it to mean. Each will fill in whatever elements he wants in a game. I'm going to be a little ageist here, but I suspect Tyron means more or less what the rest are posing about -- story, progression, that kind of thing. [EDIT] Can you think of a better way to show how flexible the engine is than to have a mod be able to function as the game Hytale wanted to be?
  12. Dopey me. I looked at that like 100 times and didn't see the closing bracket to the pie attribute, so I went to the next closing bracket.. You need only the first line inPieProperties: { texture: "block/food/pie/fill-mushroomred", partType: 'Filling' }, It goes in .\assets\survival\blocketypes\plant\mushroom.json and mushroom-side.json. It wasn't until I went to paste it in and Notepad++ noticed the mismatched braces. Small concern. There must be some reason they had all the assets prepared and took it back out.
  13. Good thought, @Echo Weaver. As @Krougal suggests, go with no news is good news. Still don't know what to do if there is a break. If you know it is off, but start looking in the center of the run, is it rendered on or off at that point? That is how you are going to decide whether to look upstream or down for the break. I can't think of an example where it does. Maybe gravity and falling blocks? Yeah, I've been pondering how he plans to add rivers, as that's something he's going to have to answer. At least he will if waterpower is still on the roadmap. Medieval Expansion did a good job, but with movable source, it's kind of trivial to get things going.
  14. If you feel like it, you can go ahead and add the fugazy, or whatever that suggestions was a couple weeks ago. Grain, egg, milk, fruit, I think?
  15. Right, @Krougal. And flowing water has been seriously nerfed. Standard practice is 1/8" drop per foot, but if it's not critical, or it's filtered water, 1/16" is not uncommon. VS does 3" per foot. And I think for a workable aqueduct, you would have to pretty much build it as perfectly horizontal, or at most maybe one step every 100 blocks or so. Otherwise it simply wouldn't look like an aqueduct, nor would it reach very far. That's going to probably require a new water block that does not flow, That isn't ice, I mean. At one point, I thought maybe you could just use an aqueduct ID number, and do spooky action at a distance, since any changes would by definition happen within a loaded chunk, then I realized you could split an aqueduct, so you could potentially have multiple IDs for any section. There's got to be a cleaner way to do it. I just have not yet come up with it. Or maybe that's just not a problem. Maybe irrigation systems are few enough that an indexed list would be sufficient. I just don't know.
  16. True, dat. If I get a chance this evening, I'll look at it, but all you should have to do is add to the attributes for the red wine cap: inPieProperties: { texture: "block/food/pie/fill-mushroomTextureRed", partType: 'Filling' }, groundStorageTransform: { translation: { x: -0.3, y: -0.45, z: 0.2 }, rotation: { x: 0, y: 33, z: 90 } BTW, I have no idea what the texture for red wine caps is called. I just made up something. Might have to diddle with the translation and rotation a bit. Depends on what those textures look like. If they were intended for pies, I'd guess they will work as is.
  17. I agree that might be a nice thing to have. Any idea how it could be done, apart from magic?
  18. I still have not come up with a good way of dealing with unloaded chunks. And that might be what's holding up flowing water in vanilla. What happens if you have a water source in one chunk and a thousand chunks away is the destination. It's possible that both ends might be loaded at the same time, but almost certainly not the entire watercourse. And if one player was exploring and loaded some chunks in the middle, and, let's say, dammed the stream, how would that get communicated to the end? That at some point it should stop flowing? Wouldn't it be kind of like the existing problem with snow sticking around to the middle of summer just because the chunk hasn't been loaded long enough for it to melt? Or the pulverizer output that sometimes disappears if you travel too far? How can it be handled without being dependent on view distance?
  19. It would be easy enough if there is an existing pie texture that works, true. Is there one? Or would you have to make one? (Note: I did not ask if I would have to make one.)
  20. Are we talking about the same thing, @Mark W? Start a game, switch to creative, maybe stop time, type /wgen pregen 40000 or something else huge, then walk away. It will generate your worldmap without you having to do anything. Once it's done, you could fly around and check it out. Or what you might possibly be asking for is much harder than it is for the other game, because here, the biome is determined by what the mapgen gets, which is necessarily chunk-based, rather than the other way around. You could probably redo the mapgen so that it generates regions, but does not do the chunks, then use filler as stand-in for what that region would generate, but that would not tell you the climates involved. It kind of needs to go through that whole thing of generating elevations and rainfall and decoration before it can tell you the climate. You could have it skip the ruins and caverns steps, I suppose, but that is not usually much of the mapgen.
  21. I think I would do all of %AppData%\Roaming\VintagestoryData\ so you also transfer your savegames and macros.
  22. Wonder if how much gets removed by cavern generation is the difference. Not the ore itself, as I think it's supposed to look at what the rock is, and not actually count the ore nodes, but a large cave system might get rid of enough of the high-probability rock? Just spitballing here. If you dig to the mantle, you don't find ore discs at the same locations, do you, @Zane Mordien? I'm absolutely certain you did not back whenever I tested. And that meshed with what @Streetwind said about ores, too. Not just the surface ores, but also the deep ores. Or at least that's what I understood him to say. When I started playing, I don't remember the seed being nearly that determinative. It was the change in the /wgen regen 0 behavior that made me start wondering whether it might not be worthwhile to save a "last access" field in the database so it could prune anything that had not changed and hadn't been loaded recently.
  23. Mostly I love massive farms. I don't know why, but I almost always have 1000+ block farms by sometime in July.
  24. The only part of that which is at all tricky, @LexicalAnomaly, is the artwork. Some you could probably get by without. Juice instead of fruit, or booze as optional ingredient, you just don't use a texture for that ingredient. I don't know, but I'd guess that's not a fatal error. Might throw a warning, though. But things like mushroom pie, you need to create artwork for what the various mushrooms look like as pie filling.
  25. I bought this key Nov 1, 2021. I'd been playing for at least a year before that on a key I never registered a forum login, but instead lurked. The hard drive on that machine died a couple years ago, so I have no idea when that was. Before pit kilns, anyway. Oh, and you could cast swords.
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