Crabsoft
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What embarrassing "noob" mistakes did you make starting out?
Crabsoft replied to Vexxvididu's topic in Discussion
I mean.. I had that peat pit kiln, but why would you bring that up? Are you just trying to hurt me? -
Hey there, I'm using Arch Linux with a GeForce RTX 3060, so like doesn't apply here, but I just wanted to point out that your experience is atypical! If you keep your packages generally updated, most games should run without any tinkering and sometimes even enjoy a performance boost. It could be that Mint doesn't update their stuff fast enough to play nicely with all the bleeding edge nonsense games like to do. I really don't know but I just wanted you to know that you need not struggle so. There are many gaming-oriented distros out there these days. I know that for Vintage Story, I had to cap my FPS and my brother (who is on windows) had to turn off mouse smoothing before we got things running right. Definitely dig into settings and see if anything helps.
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I'm planning to try this on my next map. How far does the fire go? Any precautions to take?
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I recently downloaded the OST to use as background in some VS videos but honestly it's just been on loop in my music player ever since.
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>Imagine Wal-Worlds flyer, jeans half price, today only, come find us if you can! Some music venues do this these days, right? I like to think the Vintage Story traders are more like priests. They are performing their calling with little to no understanding. They have been sent to a location and told to barter goods for gears to support the quest of any Seraphs that might come by.
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I don't know what the correct HP value is, but yeah absolutely, groups of guys with quivers or handfuls of javelins would hunt a single animal. Even a crude bow, not properly aged and formed, is going to lack the draw weight to reliably pierce all that moving muscle with a sharp rock. I'm no hunter, so I could just be mistaken, but I never found it that odd.
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I think it's both fine to simply express your feelings about AI, without a well-reasoned argument, and to talk about the future effects you think it might have. The problem is when you start trashing the people for having their opinion. I'm getting old now but I've learned that everyone thinks something stupid for a stupid reason. Most people have reached a weird conclusion about something in their lives based on very good evidence that just happened to RNG into a pattern. Many folks believe something because they read it in a book or learned it in school. A lot of that will probably end up being wrong, if they live long enough. There's no shame in it and assuming you're the super special golden child who got it 100% right is hilariously arrogant. Kindness, I can get behind. Positivity is harder for me. It has killed greater communities than this. It tends to morph into a lack of actually engaging with each other and spiral out into some awkward affirmation circle, instead of a discussion. I think ideally we do want people to engage in conflict, just respectfully and with kindness. Is there anything you're aiming for that isn't covered by the existing Netiquette topic?
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Modders: how much does modding influence your daily life?
Crabsoft replied to Helst_navngivet's topic in Discussion
I've only made one mod and I rapidly lost interest immediately after posting it. Fortunately, finding someone to take it over was quick and easy. There's no reason a mod team needs to be just you, forever and always. It's a community, not a storefront, don't be afraid to engage with the unwashed masses and make a friend~ -
Honestly, +1 for the ability to block and sort Mod DB. That might solve a lot of the problem.
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I'm a total AI hater/non-believer, but you should never argue from a position that your opponent is stupid/evil/ineffective. Even if you have to frame it as potential, give them the steelman treatment and defeat the ideal. Otherwise, you'll always be talking about entirely different perceived realities. Assume that it can do all the amazing things they claim. Assume they have had a different experience than you. Anything less is shouting into the void.
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Just to be clear, I wasn't saying that you are responsible for bad practices. I was saying that it's unavoidable for "good" AI guys to be associated with the reputation of "bad" AI guys, for now. It's not fair but it is necessary to deal with this reality.
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Hey guys, I'm gearing up to do a game journal for my next playthrough. If you're not familiar, it's something that was popularized with the release of Skyrim. It's really just for cringe turbo nerd roleplayers. You just kind of keep physical IRL field notes about your adventure. There are some journal style entries but also lists, beastiary, map, construction plans, doodles of mushrooms, etc. When you're done playing, you're left with this dope little artifact that tells the history. The process of writing things down is more important than reading them later. It's a whole brain thing. Anyway, I was hoping somebody in this community had already done one that I could see/hear about for inspiration. I'm also interested in suggestions for things that might be cool to track over time. If that's you or you've seen something similar, please do post some links!
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Ignoring all the ethical and functional concerns with AI, one of the most common social concerns is that the "author" of an AI mod isn't invested. Perhaps it shouldn't matter, but people absolutely care that you care about your mod as much as they do and AI bypasses that initial investment. They wanna know that you're gonna be around to fix and expand it. They need to believe that you understand it enough to work on it. Many AI guys just copy and paste code and assume it's fine, if it compiles and works. What they don't see is that the AI was trained on joke responses from stack exchange. They go the long way around, touch things they shouldn't, and leave crazy gaps. Maybe you're a super pro engineer that uses AI "properly" and would never.. but the other 8billion vibe coders would and do. You're gonna carry their baggage on this one -> because people are executing your code on their machines and lack the technical knowledge to vet you. Any code or asset produced by the AI makes it an AI mod. People get bad ideas and do weird things with or without AI, so I wouldn't say a disclaimer is needed for that. Any AI disclaimer is a hard skip for me. It's actually led to me just avoiding mods in most games, at this point. Too much hassle to dig through the slop. I'm not concerned about quality. I've just picked a hill to die on. Note : I actively tried to use AI to help with my Vintage Story mod because all the professional developers I know swear by it. I hate C# and the prospect of not having to learn it again was appealing. It was a massive waste of time and I ended up dropping it after around 20 hours. Just learning C#, how to mod Vintage Story, Archipelago, and the C# Archipelago integration library was so much faster/easier/more pleasant than trying to get the AI to produce one usable line of code. Skill issue, sure, but I already learned a language for talking to computers. Translating back into English just to have it poorly translated back into programming language is so dumb.
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Yeah, no worries. You've got my full support. If I need to click some buttons to give you publishing access, just lemme know.
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@VoidSpawned Yeah, for sure. I've been laser focused on some other projects, so I haven't been back to this one in a minute. Anyone is welcome to fork and take over. My email is being a little dumb, so I can't reply directly to the person who emailed me from that email. I'm available on Discord at theluckycrab. I'm happy to provide whatever support I can. I think what I have so far is kind of a mess! I do want to see well-done Archipelago integration for Vintage Story! I am not emotionally ego-invested in how that happens.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.)