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Everything posted by Vexxvididu
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I mean just hitting the play button in visual studio. And I'll gladly post the code I have so far in case you or any other kind soul has the time to tell me what I am doing wrong. The mod system page was recently changed from your suggestion. The other scripts are modified from the GreenHouseBuff mod. I am NOT super confident that I'm using the opcodes properly since I've never used those before. ...google AI was giving very inconsistent feedback on what to do with those, haha. The farmland and berry bush scripts are supposed to set the temperature in the greenhouse to a steady 20 degrees. The fruit tree script likely isn't right for that so I just set the bonus to a steady 10 degrees. I can come back to that one later. SteadyGreenHousesModSystem.cs BerryBush.cs Farmland.cs FruitTree.cs
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For what it's worth, I knew what you meant! lol.
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Predictions of what devs will have playable by next version
Vexxvididu replied to Facethief's topic in Discussion
I think I agree on all points. And yes, quenching is only really a thing in the real world for carbon steels. Quenching other alloys is mostly not to harden them if done at all. Would be great if they added more ability to repair metal tools... we'll see. I trust them to add cool stuff without making the basics too hard. -
You replied before I could type my correction, but yes! Newly smelted iron usually has too much carbon to make a good steel. You actually have to REMOVE carbon as part of the steel making process. ...something most games don't show, haha. Also, since I'm an engineer and a metallurgy geek, I want to lament that the way most games reinforce the impression that pure iron was used for ages before steel was invented. Really iron in the middle ages/ancient times was kind of always steel. They just gradually got better at controlling the carbon content and heat treatment, etc. It's a lot more complex than steel being suddenly invented.
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I spent hours fighting with the mod templates in visual studio. It was very helpful to use that greenhouse mod as an example but I still can't quite get my changes to work. I suspect my mod isn't quite calling my .cs scripts in my ModPatches folder. Not entirely sure what I'm still doing wrong. My folder structure looks a lot like that greenhousebuff mod except that I'm not reading from a config .json. I am obviously missing something that calls all my scripts but am including the: var harmony = new Harmony(Mod.Info.ModID); statement ...if it's even seeing that... I'm obviously missing something. Any ideas on what I could be doing wrong? I also noticed that when I compile my mod, it shows up twice in the game mod screen as shown in the screen shot below:
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Predictions of what devs will have playable by next version
Vexxvididu replied to Facethief's topic in Discussion
The post made it sound like rivers were a big maybe. I wouldn't be surprised if they don't work out since they'd heavily disrupt current world generation. Would be cool though. I'm a bit worried that metal working will be made more complex than needed. I like how it is now.... though I'd not be opposed to making the more advanced materials complicated. I'd want copper and bronze to work much the same as they do now. But maybe have the new stuff be relevant to steel and even iron. That's of course just my opinion. -
I did my best to follow the tutorials on the wiki to setup visual studio to connect with vintage story. I am able to view the game code but can't change anything in it. I'm trying to create a mod that sets the greenhouse temperature to a constant. I was able to find at least some of the code that computes this, which I attached. The tutorials talk about how to change JSON files and create new objects but I think what I'm trying to do might require changing the game code. I suspect I'm missing some obvious way to change this code but I've not figured it out yet. Any help would be appreciated. I also realize the code snippet I attached specifically says Fruit Trees but haven't yet found similar definitions for crops or berry bushes etc.
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Agreed with LadyWYT. I like the idea. It's well thought out and very well laid out. But I do feel a bit like this would be hard to shoehorn into the game as is. It might be an awkward fit between current iron bloomeries and steel making. I do especially like some of your suggestions for new iron products though. I think a lot of those could be added even if not specifically out of a huge cast iron factory.
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Bumping this up just in case it helps someone else. My screen shots were NOT in the normal location above. they were in a slightly different location since I use one drive: C:\Users\[[user name]]\OneDrive\Pictures\Vintagestory
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You likely got an email when you first bought the game with account information maybe? Maybe you still have that email? Otherwise, I don't know.
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OooOOO.. I should try skimming stones! I'm basically in a swamp with water everywhere, haha.
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Are drifters supposed to be able to spawn in lit rooms?
Vexxvididu replied to Vexxvididu's topic in Questions
just as a little update, this morning before work, I made some torch holders to have permanent light in a few places. I haven't yet downloaded a light level mod, but manually counted the blocks everywhere. I had more zinc than I even thought I dd thanks to me overprioritizing mining, haha. -
Are drifters supposed to be able to spawn in lit rooms?
Vexxvididu replied to Vexxvididu's topic in Questions
Thanks everyone! I didn't realize drifters could spawn in what still LOOKS like enough light. I actually do have some zinc so I may make a couple torch holders. -
Attached is a room in my base. It's always lit by a lamp and a torch. I confirmed with the /debug rooms hi command that it is counted as a room. I've had it for several in game days but just now a surface drifter spawned in there. I killed the drifter before thinking to screen shot it. Is there something else I can do to prevent drifter spawns or is this likely a bug or a freak incident? I have no mods. I think rift activity was medium at that time.
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Need assistance with setting up mechanical power.
Vexxvididu replied to Valsalan's topic in Discussion
Thanks for the explanation! I was just thinking about power loss and I haven't tested much with speed and torque variances. -
Need assistance with setting up mechanical power.
Vexxvididu replied to Valsalan's topic in Discussion
Forgive me if this is a dumb question because I'm still new to this game, but why do you have the large gear up at the top? Can't you just have the angled gear go straight into an axle pointing down? The large gear obviously helps when splitting power but just for a pivot it gives more resistance than just going from angled to axle down. Large gears have a much higher resistance value than axles or angled gears according to the wiki, so you'd only want to use them when you need them. -
Yeah.... I have seen ZERO grain in my main survival world. And I know that's weird since my experimental creative world has grain and turnips everywhere! haha. I think it's just funky RNG. I had iron semi close to my base, but I know I have a huge shortage of food to store for the winter. I will try to fix that.
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HI! New to these forms and pretty new to Vintage story still. I just last night mined a ton of iron and have the ability to smelt it soon. Of course I'll make better tools with it but I'm at a bit of a loss about what else to do that sounds exciting. I'm of course aware that steel making exists, and will likely do that eventually, but was looking for suggestions about what to do just for fun. I should also mention I know it will be winter eventually (it's mid August at the moment) so I suspect socking away food for the winter should probably take priority over further progression at the moment. I'm also looking for tips about how to do that best in the first year. I've had horrible luck finding grain or vegetables in my world so far. I do have a decent cellar.