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Vexxvididu

Vintarian
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Everything posted by Vexxvididu

  1. The goal of this mod is to set the temperatures of greenhouses to 20C all year long. See attachments for my mod patches. I THINK the BeeHives is still working exactly as it did in 1.21. The SoilNutrition patch seems to correctly display the +X in the tooltip for the greenhouse bonus. The two big problems I have are: 1) The Berry Bushes still seem to go dormant in winter in a greenhouse with this mod. I assume there is one other parameter I need to find and change. 2) The Fastforwardgrowth script looks like it should work in changing the greenhouse bonus, but it does not seem to stop the blockentityfarmland class from applying cold damage. I can't figure out if something is wrong in my code or that parameter just isn't being passed along to that class. Any help on either item would be very appreciated! My hope is I just missed a parameter somewhere... FruitTree.cs SoilNut.cs BeeHives.cs BerryBush.cs FastForward.cs
  2. I was pretty split but voted for the rework. The poll seems to indicate a commanding lead for the rework since I suspect many old time players are a bit bias against change. I think the rework better captures the steampunk direction they maybe want to move in. The old logo is still good though.
  3. Agreed. Mixing bait with the pot used for candles feels more wrong than mixing it with regular food.
  4. If there is a general guide on how to upgrade mods with new major Vintage Story updates, i didn't see it, so I figured I'd start this thread to help anyone who needed it and is also kind of new to this process. I'll start by summarizing the changes I had to make to my mod: https://mods.vintagestory.at/steadygreenhouses 1) Updated my Vintage Story to 1.22. 2) Updated my Visual Studio 2022 to 2026 so I could use the new dot net 10 framework. I'm not 100% sure this was needed but it resolved an error message when trying to compile later on. 3) Re ran the power shell command here to setup the dev environment with the new Vintage Story code: https://wiki.vintagestory.at/Modding:Setting_up_your_Development_Environment 4) Made a new project for Vintage Story. Copied over my mod code scripts and mod system scripts to the new project. 5) Checked the actual Vintage Story code in the object explorer to look for what changed and updated my code accordingly. Note that a few key things did change for my code. 1.22 changed a lot! So that is it in a nutshell. I mostly wanted to make this thread for open discussion for anyone still struggling to update their mods. I'm also curious if anyone can confirm if step 2 was really needed, but I wasn't able to compile it in 2022.
  5. To build on this, I think it's a great common recommendation to test out stuff in a separate creative game before you invest tons of time and resources into doing it in survival. This game makes it easy to make bad assumptions about how the mechanics work.
  6. I'd only support this if it required a hardened steel knife or something to make them. Otherwise they'd obviously be overpowered!
  7. With any new patch introducing new mechanics, I always think it's a great idea to play with the new mechanics in creative before you waste a lot of time and resources being confused in survival. I plan to do that myself with 1.22 soon! I also plan to start a new world in 1.22.
  8. I'm willing to bet this is a bug with how the seasons are simulated but only in areas you visit. It is just a bit annoying but doesn't bother me THAT much. It's probably related to how lake ice only completely melts in areas you visit often. I'm willing to bet that proper fixes for this are just computationally expensive. Simulating a realistic climate for a big world in real time is a lot to compute!
  9. I also have an AMD CPU and do experience some stuttering. Turning down the frame rate made it less noticeable, but was certainly not a complete fix. This has been a topic for a while now so I'm hopeful they fix it!
  10. It would be a bit helpful if you expanded upon what your exact concerns are with the official public server. Just reading other chats don't tell us much about what your own thoughts are. Now... I'm a solo player, so I'm bias against TOPS, but I do see a lot of value in having a test server with more than just the devs as @LadyWYT pointed out. I couldn't imagine wanting to make a "forever home" on a big public server though. I think it's unrealistic to try a complex build on a big public server without any expectation of being trolled at some point. If you want to control what's gong on with minimal lag, it's obviously better to play solo or just with your own friends.
  11. It's a near certainty that you've passed by it several times and are not spotting it. From the top, it looks grassy.
  12. Thanks for the tip! This inspired me to look more into this.... My last game I stayed on improvised armor until I could make iron chain. I mostly minimized combat till then. It actually does look like this is likely a good early game armor if you have some extra bronze. My first choice of an early game armor if tailored gambeson but find it's usually better to save the flax until a windmill can be made.
  13. Seems odd to ask me instead of the person who I was responding to (and mostly agreeing with). I think AI tech has great potential to make the world better, but in the short and medium term, I do fear massive lay offs and environmental damage caused by it. Many on this thread have already pointed both of those things out.
  14. I hate AI as much as you, but honestly, we can't put this genie back in the bottle. I really want to see the current AI bubble burst and see some of the shady companies making it go out of business. I want to see more regulation on how it's trained and implemented too. ...but it's definitely not going to just vanish. The tech is likely to get better until it's just that much harder to ignore. I'm not enthusiastic about it.... I'm not looking forward to seeing the huge lay offs coming.... And yes.... we should fear for the future. I don't think the tech is inherently evil, but do agree there are huge problems with the actual implementation of it.
  15. Sort of, yes... but there is a diverse spectrum of how much AI is used. Asking google for examples of how to use a vector in C++ or stuff like that is very common. Everyone does that, I agree. But most developers aren't just trying to get AI to write all their code for them... YET. I do think it will happen eventually though.
  16. How is that "bait?" It's just amusingly bad art that is now on my mod! I don't think "bait" means what you think it means.
  17. I basically don't leave my base without some sort of snack.... anything from a pile of berries to a few bowls of soup or a pie. This is usually a good policy even when not playing as a black guard. I don't think an expanded stomach is really necessary as you can just bring food with you. I don't think expanding the stomach totally negates the hunger penalty since you'd still need to eat more total food. One argument against expanding the stomach is that real athletes and body builders often DO need to eat more often than regular people. I remember Hafþór Júlíus Björnsson saying he doesn't eat much more than most people in one sitting, but eats often.
  18. I felt inspired to draw a crappy greenhouse in MS paint.... may or may not attach to my mod posting, lol. (SteadyGreenHouses).
  19. I've previously suggested that barrels should require 9 boards to make instead of 3, as they feel very cheap at the moment. I like the other ideas as well.
  20. Yeah, overall the community is pretty anti AI. ...but I can also see the temptation since AI art is just very EASY and cheap to make. It's very accessible. I was very tempted to do it myself for my mod but decided against it.
  21. Agreed! The internet attracts all sorts of "characters" who just like to cause trouble. I actually feel like most people on this forum are at least as welcoming as they should be. There have even been times where I felt like people here we nice to newcomers who were almost trying to stir the pot a bit. I am a relatively recent member here, so can't speak to how the place may have changed over time. I never felt like people were unironically mean to me for having an opinion. I'm actually very active in some forums where I had a harder time getting past the "Grrrr, new person, grrrr" phase. It is 100% a mathematical inevitability that bigger communities will have more trouble makers. Humans naturally remember negative encounters more strongly than positive ones even when positive ones are actually a lot more common. I think when you put those effects together, many communities will FEEL more hostile as they grow, even when that's not really the case. TL;DR: I voted yes for each question and feel this community is less hostile than the average gaming community.
  22. I've not played 1.22 yet, so my opinion is just based on reading patch notes and comments. I agree that having to take cuttings instead of easily moving complete bushes is a very positive change. Almost everyone agrees that 1.21 berries were too easy. Like many other people I was worried they'd gobble up fertilizer like hotcakes, but just having to give it a bit of bonemeal or whatever as you plant it and gain years later doesn't sound that bad. One other thought on fertilizer in general is that I think compost shouldn't be such a bottleneck... needing 64 rot to "age" for 2 months/20 days just to get 16 compost seems expensive for what it is. Especially compared to bonemeal. I guess I have no opinion yet on the traits given I've not played it. It sounds cool, but I see why @MKMoose doesn't like how it prevents cuttings from stacking. Early game inventory space is precious.
  23. Broadly speaking, I do with we had more options for what happens on death in the base game. Besides wanting to keep all or some of our stuff I'd also like to be able to configure how much nutrition we lose and maybe even a bit of a resurrection sickness mechanic. I'm all for having a strong death penalty. ...just don't want to lose my stuff! haha.
  24. Hi, and welcome to the forums! Sorry this happened. I'm pretty sure you could copy someone else's world but are you sure you'd even want to? They'd likely build everything different than you would. If i were you, I'd create a new world and just use the creative menu to give me back most of what I lost. the commands to do that are: Switch to creative mode: /gm 2 Switch back to survival: /gm 1
  25. As @V1ncent said, you need to prospect! Start with the in game handbook, but if that isn't enough information for you I suggest looking up a youtube video on it.
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