Thorfinn
Vintarian-
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Everything posted by Thorfinn
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That is a blast! It's quite refreshing to go from the game mode where you play as the alpha predator, to where you have to think as prey or you die. You likely die anyway. Everything is faster than you, most is both tougher and hits harder. I'm sure you can adjust that, but just playing defaults on the Phanerazoic and Stone Age mods, it's like you are playing a completely different game.
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You might be able to. There's a command I forget (because I've never used it) that lets you redo character generation. I'd bet if you enter chargen, and esc out, you get your autopause back.
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Same as many, maybe most startups. Perfectionism. Not saying, "That's good enough for now. Let's get this other part of the roadmap implemented." Look at the placeholders in VS. If they listened to everyone who wanted, say, combat "fixed" (which everyone defines differently), VS would be in the same boat as Hytale. The 80/20 rule is essential. Work on the 20% that gets you 80% of the benefits, not the 80% that gets you 20%.
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In which case, the money is not an issue. If they are working on VS, they will not be selling any Adventure, and, evidently, cash flow for just VS is enough to carry.
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Because of why it failed.
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Run the numbers. Let's say the 4 coders will run $400k in payroll/expenses. At $20 a copy, they only need to sell 20k copies a year, 2k copies a month, 50 a day, to break even. And my guess is $400k is pretty generous. But you are correct that it is up front expense, just like any startup. The upside is, of course, is the influx of the fantasy player base. And, let's be honest, a player base which has been extraordinarily patient in waiting for Hytale. If they can even get the textures ready and a few models, they can have a playable proof of concept very quickly. The core engine functions are complete enough that the gaps can be worked around, so all they need to work on is content. And with a proof of concept/playable demo in hand, the streamers will do all the marketing that's needed. If it does well, great. If it gets panned, well, maybe the Adventure Crew has to find a different job. They don't have wealthy backers to support them indefinitely. It's all on their shoulders.
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1.21 is about to drop. We are well past 1.0.
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Wait a minute. Seraphs aren't left-handed? Shoot, that dyslexia thing is kicking in again, isn't it?
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TBH, I see this as an unalloyed good, though I wonder a bit about whether it's the right organizational structure. I understand why, I think -- coders gotta pay bills, too. The way this is, Tyron and several coders work on the engine, the rest of his VS team, particularly the artists, work on VS, and these new people work on Adventure. Nothing has changed, except that maybe Adventure needs the roadmap re-prioritized. Off-hand, the herbalism system is going to have to move forward, maybe fishing, and automation and steam will move back. I'm indifferent to the order. OK, maybe I have one criticism -- that is a truly silly name. Maybe it means something different in German or something. No game engine locks itself into a single game. Like it or not, that is death. Kind of like you saw with Hytale. It's high time Anego started diversifying.
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Just for convenience, https://mods.vintagestory.at/show/mod/26042 If you decide to add a link, and I notice it, I'll delete this post. Or at least null it out.
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Very cool! It's none of my business, I know, but do you own the textures so you can just port them over? Or is all that going to have to be created from scratch?
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Oh, one thing that is not intuitive, but I believe is on the Wiki is that the first two ingredients determine which recipe is being cooked, so the first two have to be unique. So if you wanted to be able to make porridge with milk, and not cause problems with frumenty, grain would have to remain the first two, because that defines porridge, and milk would be just an optional ingredient, minimum 0, maximum 2.
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You should post a comment to the Tailor's Delight mod page. Tels has released a version for the prerelease and thinks it's working. Wouldn't surprise me if the oven refactoring that is messing up vanilla pie making is causing problems with EF, but I really think that should be broken up into sub-modules. It's just too much code to try to maintain all in one chunk. One problem brings the whole thing down.
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I don't know, @Vratislav. There must be someone here who has played Exploration. Maybe?
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Yeah, it's a really narrow band right at sea level. I'd have to look, but I think on defaults it's going be no higher than about 5 above sea level. It's pretty good range underwater -- 20 or so below. I think it forms in uncommon rainfall, but I'd stick to common or higher, because you can't swing a dead cat... But if you are looking in the right area, it should be around 20% of the rate of red clay. (Don't factor in the red clay above that. Only red clay in that same elevation range.)
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Oh, and it's pretty easy. Start with the recipe for porridge, and it's already mostly done. Delete all the ingredients that you don't need. Copy the ingredient for liquids from soup, and change it to milk and change the quantity. Copy the ingredient from scrambled eggs. And that's it. All that's really left is adding the description to the language files and running ModMaker3000 to bundle it up into a nice mod. I mean, you could change the word "stock" to "milk", but you might want to leave it in case you decide to make a recipe for bone broth. Which I'd probably do starting with the soup recipe.
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760 is not a big deal, and breadfruit isn't exactly common in the north. Hearty redmeat stew with cabbage and cabbage would be, what, 1740? But limit it if you like.
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Maybe. Depends on if you plan to continue playing or start a new game. To me it's a dead loss, because I'm never going to use any of the tools I make. Once I'm done making them, I'll jump off nerdpole to worldheight and let permadeath take its toll. Then it's off to the stone age.
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{ code: "frumenty", perishableProps: { freshHours: { avg: 96 }, transitionHours: { avg: 24 }, transitionRatio: 1, transitionedStack: { type: "item", code: "rot" } }, shape: { base: "block/food/meal/porridge" }, ingredients: [ { code: "stock", validStacks: [ { type: "item", code: "milkportion", shapeElement: "bowl/milk" } ], minQuantity: 1, maxQuantity: 1, portionSizeLitres: 0.2, typeName: "stock" }, { code: "grain-base", validStacks: [ { type: "item", code: "grain-*", shapeElement: "bowl/grain/*" } ], minQuantity: 1, maxQuantity: 1, typeName: "grain" }, { code: "egg-base", validStacks: [ { type: "item", code: "egg-chicken-raw", shapeElement: "bowl/egg/*", textureMapping: ["scrambledegg", "group7"] }, ], minQuantity: 1, maxQuantity: 1, typeName: "egg" }, { code: "fruit-extra", validStacks: [ { type: "item", code: "fruit-*", shapeElement: "bowl/fruit 1/*" } ], minQuantity: 1, maxQuantity: 1, typeName: "fruit" } ] } Call it anything you want, clean it up, add the peanut variant if you like (never grown them myself, so don't even know what they are used in) and Bob's your uncle. [EDIT] It's not a big deal, @LadyWYT. 0.2 dairy is only 30 sat., so it's only 590 per serving. Meaty stew is still much better. [EDIT2] I take that back. If you make it with breadfruit and rice, it tops out at 760. Still, just the two required redmeat for stew comes to 840.
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It would be a little tacky to grey out an option. At the very least you are getting free(?) advertising in someone else's platform. The easiest way to do it is also a little tough when the engine is not fully complete, which is just to license the engine, and Hytale supplies the launcher and assets. That's what Unity did with games as diverse as Valheim, 7Days2Die, Subnautica, Cuphead, Pillars of Eternity, Rimworld, Kerbal, SuperHot, My Time at Portia, Planet Crafter, Going Medieval and Timberborn, to name a few. In this view, the instances that are the VS game are proof of concept. It would explain why there are so few instances of so much of the game, while others are seriously fleshed out. Why so few crops? How many do you need to see to know that the farming code works? And, yet, some things are heavily instanced, many of which allegedly share a common factor. Butterflies, mushrooms, seashells... And not only do they have a common factor, they demonstrate just how easy it is to add new instances using this engine. So how would I do it in the current state of development? I think I'd let Hytale, Ltd. market it as a non-Anego mod. In fact, I'd change the launcher around a tad such that if you had multiple Anego-engine games, you would first get a launcher asking you to select the game you want to play, then it loads the game-specific menu. If you have only one game, it takes you straight to the main menu of whatever game you own. I'm not Anego. I have no idea what their vision or philosophical bent is. I just know that is not an unusual arrangement, it protects everyone's IP, and, frankly, it's not like Hytale is going to finish up before VS anyway. Everyone wins, because those who buy EA in Hytale actually get a playable game relatively soon, even if both game and engine are is still under development.
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Apart from being able to still use it when "broken", that's how Smithing Plus works. You get only so many repairs before there's just nothing left to repair.
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From what I saw of the Hytale promo vids, you can get a good share of the way there with a texture pack. I mean, they were promo vids, so you didn't get a terribly large amount of detail on, for example, how the quests were going to work, and that may or may not work with VS' lore discovery (books, tapestries, etc.) system. Now that real flying is in the game, a quick look at Combat Overhaul would give you dragons, though my piddling around with it suggests it needs a little more work if it's not going to be in the fog. Looked to me like you would have to flesh out the emoticon system, too, and maybe add a bunch of key-value pairs to blocks, items and entities to specify their expanded interactions, but I didn't see anything in the promos that couldn't be knocked off as a mod (I know, bad word, but I'm using it in the general sense) by a fairly small dedicated team using the VS engine. [EDIT] Which means, yes, you would have to buy both VS and Hytale, though that could also be addressed by licensing, just as it is with Unity or any other engine.
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Interesting. The way I understood the suggestion is that it was an extension to HS -- in exchange for lore that tells you why there are not villages, you get a more human-oriented world that has villages.
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Extending water mechanics - Wiers & Irrigation furrows/ditches
Thorfinn replied to Crylum's topic in Suggestions
OK, so I got started playing with it, and ran into the first question: should the channel be just 7 (or whatever -- configurable) long or is it 7 blocks of that elevation water? Can you cut a notch in the middle of both sides of the ditch, sacrificing a single block of water distance and 75% farmland per side to get 3 50% tiles bumped to 75%, 5 25%s bumped to 50%s, and 6 (I think) 0%s to 25%s per side? [EDIT] I really don't want to mess with the farmland hydration system, so if you can make the ditch after a weir look like "--+--" instead of "-------", I'd like all 7 to become a moisture block, and I don't want to have to hard-code the layout of a ditch. -
Good point, @Maelstrom. I was thinking the many people who come in and say, "I just bought the game. What mods should I use?" Or even, "What settings should I use?" IMO, first try bog standard and see if you are up to it. If not, then try to make adjustments before you storm off. The game is worth it.