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Sleeves

Vintarian
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About Sleeves

  • Birthday April 8

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Stone Age Settler

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  1. My point is that, if you genuinely can't afford the game, then you are guaranteed not to purchase it even if you'd like to. Your ticket example is a bit different because you are receiving a service and/or goods which are inherently limited, in which case your entrance is costing the company money (and paying customers their time). Game binaries are not limited. Admittedly, related services (such as this forum) are, but that's another issue. Indeed. That people even consider not being on steam a conscious decision is rather amusing; no one would make the same assumption regarding GOG, Itch, Epic, etc.
  2. Not to mention whatever inevitable exploits would appear to take advantage of any leniency, thus rendering the mechanic pointless or forcing highly punishing changes.
  3. This problem sadly exists among other data structures as well, such as behaviors. On several occasions I've had to update my mods for a simple index change after an addition or removal shifted the elements around.
  4. While I won't endorse piracy for a number of reasons- not least of which being that this game and its developers deserve the money of anyone who can afford to support them- I will say that comparing it to thievery is a little naive given it's not a matter of supply. If person A can't afford a game and thus can't buy it, their decision to pirate or abstain has zero impact on the revenue of its developer(s). The truly immoral thing is choosing to pirate a game that you could reasonably pay for.
  5. I think this would work best if left purely in ruins. Perhaps the traders speak a more modern language which your character is already familiar with? That way you wouldn't have to engage with it for gameplay purposes, which I suspect would help players retain patience for the system. That being said, it's a very fun idea, and I love language learning in other games. It would be especially cool to decipher glyphs using their proximity to other symbols in cave paintings :-]
  6. Excellent idea. The existing ownership system could even prevent you from creating blueprints of others' chiseled blocks. It would be a shame if players on public servers started copying each other's statues or the like!
  7. We're merely stunned. Bereft of words, in fact, upon sighting this conceptual wonder.
  8. I think the idea of permadeath is cool, and I like that you can choose your number of lives. However, it would be even cooler to have a setting which reduces your maximum health on each death, with permadeath occurring when your maximum drops to or below zero!
  9. I looked at slackware's packages and it seems that, in version 15, the latest version of glibc is 2.33. Given there seems to be no glfw package (at least not an official one), I think your easiest solution would be to simply download an older glfw version that works with glibc 2.33 - a quick search told me 3.3.10 but I couldn't immediately find a concrete answer. Then you'd tell Vintage Story to use that copy instead. Though it may not actually work with the game, which is always a concern with downgrading packages.
  10. Given OP's nicer behavior after the initial post, I think they probably just got a little frustrated after the game threw too many bears at them. I don't know about you, but I'm not immune to some venting after having a tough time with a game. If there's anything that you just can't grow to like, remember the game has an excellent modding scene. Plenty of quality of life, difficulty modifiers (in both directions), and mechanical changes are available on the database :-]
  11. True or not, it's always a good opportunity to test software on different systems to ensure everything's properly modular. Ideally the game will run on any system with the correct dependencies; if not, something's wrong and needs to be fixed on the game's and/or the system's end.
  12. Note to anyone else who encounters this issue in the future, flatpak or not: if all else fails, you can make a desktop entry yourself. It should look something like this: [Desktop Entry] Type=Application Categories=Game; Name=Vintage Story Comment=Uncompromising wilderness survival sandbox game Exec=/usr/bin/vintagestory Path=/opt/vintagestory Just replace Exec with your game's binary file and Path with your primary game folder, then save it to wherever your desktop files are. For me it's /usr/share/applications/vintagestory.desktop
  13. I think part of the appeal of having precise chiseling despite blocky terrain is the ability to choose what to detail. I often use single voxel chiseling for layering; to make the linings of walls pop out, give rooves an overhang, et cetera. This would be lost were everything in the game detailed.
  14. Excellent work! Been using this for a couple weeks now and haven't had a single issue.
  15. I ended up using a similar format to ini for configuration, as I realized there's no good reason to store dependencies separately from their modinfo definitions, and thus no need for nesting. Profile definitions now look like this: name="myprofile" [mods] coolmod="1.2.1" library="0.2.6" coolermod="3.2.0-rc.2"
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