Crabsoft
Members-
Posts
21 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Crabsoft's Achievements
Stone Age Settler (3/9)
31
Reputation
-
Sure thing. It was mostly a learning project for me, so I'm sure you could do much better much faster. So far, there seems to be 0 interest here or on reddit. I suspect that if we see any interest, it will spike with a big YouTuber/Discord Archipelago session. The source is up, so feel free to take a look. I'll summarize some technical details below. https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds/apquest - the best starting place for the Archipelago side https://archipelagomw.github.io/Archipelago.MultiClient.Net/index.html - this is the C# library that bridges Archipelago and Vintage Story https://github.com/theluckycrab/vintagestory_archipelago/tree/master - the source for both the apworld and mod code https://youtu.be/_ZM6H4KabU0 - a rambly video I made explaining, this was before the changelog for 2.0.0 Basically, we're just using the MultiClient.Net library to talk to AP and setting up https://apidocs.vintagestory.at/api/Vintagestory.API.Common.INetworkAPI.html?q=Channel to handle VS Client <-> VS Server communication. Hooking into events proved to be a bit frustrating, so every so many ticks we search the player's inventory and figure out if they have either foreign AP items or achievement items and act appropriately. Technical improvements that need to be made would include saving/loading configs less, figuring out a workaround for the non-working session disconnect, a better method for setting ip/port/connecting, and breaking up the item checks to do less at once. Features to be added would be things like hints and deathlink.
-
I'm not familiar with almost any of those words, but maybe a firepit or an oven with a pie in it? A quick google, maybe something like this? https://pixelcrochet.com/wp-content/uploads/C2C-Campfire-Blanket-Pattern-by-Pixel-Crochet-892x1024.jpg
-
Hilariously enough, your post is kind of hitting the nail on the head. OP wanted to talk about 3 different mods they were working on and some guy just couldn't resist getting mad about super unrelated AI stuff. It was more important for them to let everyone know their deep feelings than to engage with the topic.
-
You guys are reminding me of the Parks and Recreation episode where Ben realizes that a calzone is a pie. I support pizza in VS. Spicy Hawaiian is my pie. It's pineapple and ham but the sauce under the cheese is hot sauce.
-
Pizza debates are rooted in culture wars of the past. It's about whether what we have is sufficiently similar in spirit to the "authentic Italian" food that's being imitated. Anyone mad about it in 2025 is just parroting something someone else said and trying to sound cool. For contrast : Orange Chicken is delicious and nobody cares that it's not Chinese.
-
It's a classic roguelike, you probably wouldn't like it. Hunger in this game is like really not a big deal once you get a cooking pot and a bowl. I eat like one meal a day and never think about it. Being injured, wearing armor, being cold, and choosing Blackguard will all increase your hunger. Being injured is really the one folks overlook most often. When you eat a proper meal, your hunger bar stalls for a while entirely. If you get up to like making bread or pies, you'll cook once a week? This jump from scavenging for food constantly to a full cellar for the winter actually does have a deep feeling of progression.
-
Vintage Story doesn't really seem to go for realism and I really appreciate that. It focuses on being a game first and foremost. Realism is virtually never a good argument both because it relies on the knowledge/understanding of the author and because simulating reality is almost never the goal. In a realistic scenario, you're going to overwhelmed with resources and destroyed by time/specialization. Project Zomboid might be more to your liking, with many realistic things to manage like boredom and stress. Unreal World is good for forest-based survival. Boxing an elk is no easy task! I do wish gamers could move on from words like "difficult" and "realistic" to describe games. They're virtually meaningless.
-
Game didn't quite live up to "Uncompromising Wilderness Survival"
Crabsoft replied to jerjerje's topic in Discussion
Perhaps I used poor phrasing. It's more like, you place a bet on what the future will hold and dealing with the consequences of bad bets is the fun part. For example, in Dwarf Fortress, if you get lazy about moving things inside the mountainhome (because you're busy slamming out trade goods and "nothing bad is gonna happen") in the first year, you may find yourself in a situation where you have to brave some Goblins to go retrieve your stash. If you neglect your farm in Vintage Story, that shouldn't mean that you just starve to death. It should mean that you're going without some resource and have to cover the hole with effort, execution, and skill. In many ways, it already does but food is the only actual driving factor. Everything else is almost pure upside. There's no serious risk other than not having food (or fun!). As you say, story content will drastically change how anything feels by compressing time. I only mean to say that some other significant problems born of inattention would be nice. It doesn't have to be bloodmoons, either. A lack of firewood, torch-stealing drifters, or a plant that requires copper tools and slowly grows through your stupid dirt cellar walls would be equally compelling. Just something that says to the player, "Spend the time to do this right or you'll have hassles later!". -
Combat is fine.
- 105 replies
-
- 16
-
-
-
-
-
This is not at all relevant, but you've given me an idea for a new minigame. Bowtorn reverse archery competition. We draw a target on the wall. We trap a bowtorn. The objective is to get closest to the center without getting hit. This will pair nicely with my existing javelin battleship setup. (Each turn you move a target dummy and try to hit the other's from that position.)
-
Game didn't quite live up to "Uncompromising Wilderness Survival"
Crabsoft replied to jerjerje's topic in Discussion
While I do think of this game more as Harvest Moon++ super chill cozy game than something like Unreal World, what you've said here is a harder "problem" to solve than most people give it credit for. It's always been a hot debate in fighting games whether the difficulty of inputs is a valid balance point or self-aggrandizing gatekeeping. In any game that balances around good decision making, rather than execution, you'll eventually end up feeling like it's easy. I think that we could take a page from grand strategy games and focus on the value of tradeoffs to keep it interesting. Doing one thing means not doing another and not having that done should leave you open to real risk. Right now, it's a little too easy to cover all of your bases at once. You never /really/ get nailed to the wall for being unprepared (except falling in holes with no blocks to climb QQ). It's very hard to strike a balance that remains fun and not tedious. Just personally, I think balancing half a game is almost always a waste of time and we shouldn't expect to see that kind of thing until much later. I will say that playing permadeath does make you respect all the mechanics a bit more - and maybe that's enough. -
I think the forums had a bit of a shuffle at some point, but you're probably looking for the subforum of Making Mods. https://www.vintagestory.at/forums/forum/34-mod-requestsideas/ . In a similar boat to you, I decided to go for something that would put us into a limited pool of games that streamers are choosing. With any luck, we'll become the new kid on the block and get some exposure. The next big update appears to be somewhat fishing-focused, so I'd avoid that. Maybe just look at the roadmap and pick something farfetched? Bringing tomorrow to you today?! Edit: Also, obvs, the Suggestions forum is where people say the quiet part out loud.
-
You guys missed one guy going full aggro about it. I'm a big ol' AI hater, but I also think not talking about things unless they're popular is a lot worse.
-
Fishing in a 3d videogame not built around fishing
Crabsoft replied to Venusgate's topic in Discussion
A simulator is exactly what I'm worried about. Currently, Vintage Story is a fun game with expert use of abstraction to capture the feeling of what people imagine an activity would be like, while using the tedious parts to set pacing. Each thing is just involved enough that the player has to engage with it as an activity but isn't majorly hassled by it. The rest of this genre is a wasteland of promising games that turned tech demo/simulator. If farming had 9000 parameters or tools degraded at a realistic rate, the game would be lesser for it. -
I don't want to make any promises here, but it seems like all bugfixen. Here's an easy way to know the intended result. X.Y.Z is what's called semantic versioning. When the Z changes, it's a bugfix patch that is backwards compatible. When the Y changes, new backwards compatible things were added. When the X changes, something that breaks backwards compatibility has changed. This is widely used throughout software but I'm unfamiliar with how closely VS sticks to it. https://semver.org/