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Crabsoft

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Everything posted by Crabsoft

  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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!".
  9. Combat is fine.
  10. 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.)
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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/
  16. Valve has done some great things for the world. Steam still feels like malware. One thing I really appreciate about Vintage Story is being able to just launch and close it quickly without a million layers, updates, ads, social features, etc. It's just software on my computer, not a whole ecosystem of nonsense. I think it's nice that folks trust the boss, but meteors happen. We have to judge based on the realities of today. Even static one-time cdkeys are Digital Rights Management. I totally get why makers of digital consumables would want to implement some. There's nothing malicious or evil about taking basic steps to stop the laziest of pirates -> doubly so if you plan to take the guards off when you're outtie. The evil comes in when you interfere with paying customers, either degrading performance of your product or extracting value from them. The popular DRM tools are evil because they go beyond our transaction and insist on embedding deeply into my system (which is none of their business) or waste resources harvesting my user data. In an ideal world, we would show proof of purchase once and never hear from them again. However, most users today would throw a big ol' hissy-fit if they couldn't redownload things for free. The degree of evil really scales linearly with how often and how much we have to interact with a company after the point of sale.
  17. If I see fish in the water, I'm going to want to just stab them with the spear. I think what's most important is maintaining a consistent resolution/level of abstraction throughout the game. Most things that I see in Vintage Story can be interacted with directly and that would be my expectation here. Historically, I've enjoyed games that do a sort of visual indicator that a place is a good fishing spot and then the rest is mental model. Fish trapping is boring and lame and I want fishing to be an activity to engage in. Not a helpful thing to say, but most things should be exactly as detailed as they are important to the overall system of features that make the game more than a tech demo. Imagine if Super Mario Bros had Archeage's fishing minigame. It would be super cool but does it enhance the actual game that we're playing?
  18. I would strongly encourage you to pull the trigger. While most things in 2025 are a huge pain in the butt to work with, VS and Archipelago both have sane setups that are actively pleasant. This took me about a week. I started with 0 knowledge or experience with Archipelago or VS Modding. I did have some game dev background but nothing serious.
  19. Hey guys, I recently learned about Archipelago Multiworld Randomizer (https://archipelago.gg/) and decided Vintage Story needed to be supported. I've got the basic skeleton of a working apworld and client. I don't know C# or Python very well and haven't been playing Vintage Story for very long. I need more experienced eyes and brains! A randomizer is a tool for a game that swaps around items, locations, enemies, etc, to provide extended replay value. A multiworld randomizer combines the item pools of multiple games and spreads them throughout all of them. So, if you're playing Zelda and I'm playing Vintage story, I might buy your Bow from a Trader. That Bow then gets sent over the network and you receive it in your game. Similarly, you might send me Flax Seeds when you defeat Bongo Bongo. As this is a connection between external software, the VS client, and the VS server, it does take a little brain power to setup. The .apworld is included in the mod's zip file. If you've got suggestions or bugs, please do let them be known. I'll be posting the source code to GitHub and linking it on the mod page, just as soon as I untangle the mess I've made. https://mods.vintagestory.at/show/mod/37027 **Edit**: https://github.com/theluckycrab/vintagestory_archipelago
  20. Very often, I need to pick something up but my hotbar is already filled with garbage. This means I have to open some menus and move things around before completing the task I was engaged with. It would be great if I could just slam Shift+Q to put the currently selected item into my bag and free up the hotbar slot. The closest we have is throwing items, but they just pop right back into the hotbar! In the worst case, I forget to pick up whatever I tossed and get annoyed later. The offhand, even if it could hold any item, remains unsuitable because it's only a single slot that you have to micromanage and sometimes you need to free a few slots quickly. Examples : - Picking up a firestarter to light a fire, but your bar is full of flowers and cattails - Gathering berries on the go, but your bar is full of toxic mushrooms and dirt - You set up your pit kiln with molds, dry grass, sticks, and firewood (4 items!) and now you need to grab the firestarter. You won't need the sticks anytime soon but you want to keep them around for making tools. Smash Shift+Q, grab the firestarter, use the firestarter, place the firestarter back on the ground, this task is now completely done and you can context-switch to organizing your inventory without interrupting! Thanks for hearing me out!
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