-
Posts
74 -
Joined
Content Type
Profiles
Forums
News
Store
Posts posted by Ruyeex
-
-
2 minutes ago, Maelstrom said:
How do you pull the damage log? I too am interested in analyzing things a bit to improve my gameplay.
You can click on it
But you need to get hit by something -
17 minutes ago, idiomcritter said:
the closest thing I've found is what's in the wiki
https://wiki.vintagestory.at/index.php/Armor
and the spreadsheet:
https://docs.google.com/spreadsheets/d/1-A6mKrrxCYrYdg3FKdw_13U9ls46fkl9rAF8Z7PE-0Y/edit?usp=sharing
The wiki doesn't explain how it works.
The spreadsheet can be inconsistent -
Is there any site that calculates the armor you're wearing and the amount of dmg and protection and attack tier?
- 1
-
On 11/1/2023 at 12:32 AM, Sabrium48 said:
but there is nothing more punishing and frustrating then watching your time and effort go down the Drain.
It gives character
- 1
-
Translation to Portuguese
-
I would think of a recipe for a disaster in that case.
-
I'll try my best to get the important stuff but it's hard to use it
-
I still think that my idea is much better.
-
But sometimes we forget the type of mother language that we speak.
-
That's not good of your say for patriotic people since of the English being a killer language.
-
The thing I dislike is the fact that in my country there aren't many people who can test the translation or even help much on it.
I only thing I can think of a solution is to give translators game keys for testing as a reward bcs of their work.
-
No it's not that simple since you have to sacrifice a lot of your time on translating a lot of stuff since there's over 62000+ words to complete.
And no you don't just copy+paste for sake of it you need a sense on the language you want to translate
-
That's not enough
- 2
- 1
-
1 hour ago, Ambulate In Somnis said:
I think the slot menu abstraction can be extended in this direction. But it seems to me that the vintage story will in the future be similar to Kingom Come Deliverance
Wdym?
-
8 hours ago, Ambulate In Somnis said:
It's a mistake to think like that. the hotbar was copied from minecraft, although the constant shifting of items from the inventory to the slots was an interface error, and remains. We need a more logical division of the available items, otherwise why mix realism and complexity with the arcade of minecraft? It is much more convenient to place items in their slots so that your hands are free to manipulate the item outside the inventory or crafting.
I also want to note that it is more pleasant for a person to manipulate tools as a selected action. It's nicer to have instant access to a weapon if you've stuffed your hotbar with junk when you're being pounded on the back by a drifter or a tool when you need to refocus.
Attention is lost when you constantly switch to inventory and back, trying to get out of the uncomfortable interface. Stored items MUST also have their own convenient section.
In minecraft, the minus of the interface is easily balanced by the convenience and speed of working with the outside world. And in a vintage story, the world works differently.Better be a auto switch tool.
Takes me inspiration from outpath when there's a upgrade that automatically switches tools on different tasks instead of having a specific tool on a specific slot.
You just have to press the right mouse or the left button with the tools in your inventory to be versatile on breaking blocks and doing tasks. (This is where it gets tricky)
In VS should be always actived on settings.
-
I propose some suggestions:
-A way to check the command to see what to write in the command with clearer instructions
-A better system and a tutorial to explain the command stuff (It's still annoying to understand the commands)
-A chain command to connect with the normal command blocks and conditional
-A new way to introduce items with specifics attributes on commands.
-
52 minutes ago, Thorfinn said:
You can accomplish much the same with a 2 deep 3x3 pit with a pit kiln in the center. If you think it through, you can design a 2 deep 1x1 that lets you stand below and just out of their reach but close enough that the shred each other.
Personally I don't see the point, other than to know you could if you wanted to. I guess if you wanted to do some extensive spelunking it would be nice to have a stack of gears but there is not really a good reason to do that, either.
Can you share the design just bcs that I can't test right now
Also you can use mud bricks slab to replace the trapdoors
-
Which version?
Ik that there's new command blocks in 1.18 but I can write a tutorial about it
-
It could be a encouragement to work more on translating to their respected language since it's quite time consuming doing it
-
It's not beginner friendly since you can't acquire most of the materials do you need
-
How about cave writing?
-
I found something really fun for those who like pvp and gliding.
You can use the glider to add momentum to your walkspeed by making it 1.5x more faster than bunnyhopping. (You need the right angle to be more efficient)
You can use any weapons to fight against anything even with the heaviest armor you still can get great speed.
This can be revolutionary for all classes.
[If VS Team is watching my comment pls don't change the glider pls]
- 1
-
Why hostile entities do unpredictable moves/attacks and doesn't make any sense
-
Does a average player will understand all of your ideas since of your complexity
- 2
- 1
VS Damage Calculator
in Discussion
Posted
I found this calculator but it's not 100% efficient
https://codepen.io/VeryGoodDog/pen/JjjgeYv