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Vexxvididu

Vintarian
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Everything posted by Vexxvididu

  1. What fuel are you using? Not all fuels get hot enough to smelt metals. The outside cold and whether or not it's a room shouldn't matter. Also, are you using any mods?
  2. I just want to say I've found this discussion interesting. I'm also torn between making salt difficult to get from a gameplay perspective versus the realism that yes you can boil sea water, lol. I agree that gameplay is more important than realism. It's also worth mentioning that salt is very abundant in the real world (which is why it's super cheap in most grocery stores) but there have absolutely been times and places where it was valuable and expensive because it wasn't locally available. I think I lean towards the idea that it should be possible to boil sea water for salt, BUT it requires a lot of sea water to get a little bit of salt and totally boiling away liters of salt water is fuel intensive.
  3. I'm pretty sure that the answer to this question is very random and probabilistic. Prospecting results are NOT set in stone. I recently mined in an area that was prospected to be high in cassiterite but found none of that.... got some quartz and surprisingly, a LOT of iron that I wasn't even expecting at all. In summary, I think if the place you're mining in is prospected to be high in Cassiterite, it's likely you'll find some that is deeper down. ...or you might find unrelated things... it's all a spectrum of probability. I also found my first cassiterite in a place where I was expecting to find bismuth based on the prospecting results! So yes... many places have multiple ore deposits and it's very random what you might find.
  4. A flint spear does 2 damage stabbing, and 5 throwing. A chicken has 3 hp, which means you can one hit it on a throw, but not a stab. Call me crazy, but I think I should be able to one hit kill a Chicken, hare, or raccoon with one stab of a spear. It's just an example of how basic surface animals seem to generally have too much HP. You make a good argument about the value of husbandry, but I do think a lot of basic animals like deer seem more resilient than they should be. Even if their hit points were nerfed a bit, husbandry would still be valuable since then you don't have to go looking for prey. This is a good argument for why wolves and bears should be stronger than the unequipped player, which I agree with. But I do think they are maybe a bit too common. Real ecosystems always have a much larger population of prey animals than predators. It feels like wolves in particular are a bit more common than makes sense.
  5. I believe people have made good points about technical changes that can be explored. I especially agree with @Bruno Willis that VS should have more puzzle dungeons than combat dungeons. ...but I think it's worth mentioning that many people will jump through technical hoops to avoid admitting something is just too hard. Saying "this is too hard, make it easier" seems to rub a lot of gamers the wrong way. I think many gaming communities have a sort of "cult of difficulty" where you can never admit something isn't just broken, but maybe too hard. I think many enemies in this game, including small animals (such as foxes and deer) have too much HP and hit too hard. It seems weird to me I can't 1-hit kill tiny animals like raccoons or chickens with default settings and a flint spear. Now, it is fair to say that maybe you should need to spend time crafting armor and advanced weapons to kill many enemies in the game. I think many of the deep monsters are fine as they are, but a lot of the basic surface animals probably should have their stats halved (HP and damage they do). I think wolves and bears are both a bit too strong and common by default. I of course realize that many of the tweaks I'm asking for can be easily adjusted in world settings, but I believe it's better for new players if the default settings are a bit less daunting. Maybe the world settings should have a simple difficulty slider for combat to make it easier for new people to control. I think the current defaults could be considered "hard." I'd argue the "normal" difficulty should at least have weaker surface animals.
  6. I like the idea of spices helping you make special food combinations that otherwise won't work. I've also thought a bit about how it could make sense for some foods to add nutrition to character (the ones that increase HP) disproportionate to the calories/satiety.
  7. I am indebted to you! My mod works! THANKS! And yeah.. I had the project in the mods folder due to me misinterpreting one of the tutorials. THANKS SO MUCH! This is what I wanted. You did most of the work, but I learned a lot from you!
  8. THANKS! I made more progress thanks to you. What worked for me was to delete the main project out of the mods folder and only move the released bin contents into the mods folder. This actually appears to be functional and is working for berry bushes! WOOHOO! Now I just need to fix it for farmland. I THINK the new problem is this CodeMatch.LoadsLocal() below. This works for berry bushes, since that is a local variable in that code, but in the farmland script it directly loads climateCondition.Temperature. ...which is maybe is a "Field"? I tried using LoadsField() but that seems to expect an argument. I assume the StoresLocal() also needs to change. [HarmonyTranspiler] [HarmonyPatch(typeof(BlockEntityFarmland), "Update")] internal static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { var matcher = new CodeMatcher(instructions); matcher.MatchStartForward( CodeMatch.LoadsLocal(), //match the loading of a local variable CodeMatch.LoadsConstant(5f), //match the static 5 new CodeMatch(OpCodes.Add), //match the addition CodeMatch.StoresLocal() // match the storing of a local variable ); if (matcher.IsInvalid) { throw new Exception("Farmland transpiler could not find a match, either base game code has changed or another mod has changed this logic"); } matcher.RemoveInstruction(); //We don't need the original temperature (so don't push the value onto the stack) matcher.Instruction.operand = 20f; matcher.Advance(1); matcher.RemoveInstruction(); //No addition is needed anymore return matcher.InstructionEnumeration(); } //Change tooltip description. [HarmonyPostfix] [HarmonyPatch(typeof(BlockEntityFarmland), "GetBlockInfo")] static void Postfix(StringBuilder dsc) { // Replace the '5' in the greenhouse temp bonus string string originalString = Lang.Get("greenhousetempbonus"); string modifiedString = originalString.Replace("5", "X"); // Modify the description if (dsc.ToString().Contains(originalString)) { dsc.Replace(originalString, modifiedString); } }
  9. Thank you so much! I kind of figured that use of Nop wasn't right but wasn't sure what else to do. Your approach here makes a lot more sense. So now I'm pretty sure it's still just not running my scripts and I think (based on the logs) it might not like my modinfo.json. It keeps saying it's not found. I have it in the defaulted location created by the project. modinfo.json
  10. 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
  11. For what it's worth, I knew what you meant! lol.
  12. 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.
  13. 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.
  14. 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:
  15. 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.
  16. THANKS!! and yeah... I missed that specific document. And I saw that mod, but also saw it was dated and I want to do something slightly different. ....and just to learn it! thanks!!
  17. 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.
  18. 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.
  19. Update. It's middle of November and I now have a greenhouse! Was fun to build.
  20. 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
  21. 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.
  22. Yeah, one of my early game mistakes was to not properly label traders on the map. "Trader" isn't helpful. I now say "Trader Agriculture" or whatever.
  23. OooOOO.. I should try skimming stones! I'm basically in a swamp with water everywhere, haha.
  24. UPDATE! I finally found some rye!!! My first grain that I found in this cursed world. It was far away from my base and guarded by a freaking bear, but I was thrilled to find it. Makes me feel like that curse was broken, haha.
  25. 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.
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