wasa
Vintarian-
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Everything posted by wasa
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not quite the describer as you are having, but i also have gotten headaches à la motion sickness even in short play sessions when only playing this game in the past. more specifically, i believe its noisy textures in a blocky game environment that triggers mine, since i've gotten the same issue with "realistic" texture packs with shaders in minecraft. you mention playing in third person helps, to me this says either a. view bobbing (very common) b. you are using your character as a "grounding point" to mitigate motion sickness. view bobbing can be disabled in accessibility menu, while the grounding point issue is more complex, i think running the game in windowed mode with a smaller screen (i.e. not taking up your entire monitor space) could help with this but i'm not too sure. beyond those two possibilities, as others have said, changing FOV can help alot, but i would also suggest to try disabling mouse move smoothing in the mouse settings, disabling waving foliage, disabling all of the post processing effects/shadows, ambient bloom, dynamic color grading, shadows, literally anything to "gamify" the game more could help. even playing with a smaller view distance might help. it's impossible to say which of these (or if any of these) will help, so i'm just saying all the options that might help. personally, i would definitely suggest disabling view bobbing first, if that doesnt help, then try disabling as much as you can in the graphics making it look as crappy as possible, if the symptoms go away, then you can probably attribute it to being an issue unique to the game instead of a general health problem and start experimenting with what exactly triggers it.
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Do we really need a combat overhaul? What are your opinions on it?
wasa replied to Josiah Gibbonson's topic in Discussion
my only gripe with combat in its current state is forced animations with cooldowns along with undetectable invincibility frames makes it where some attacks just do nothing at all. why should a rock that did 1.0 damage prevent my 5.0 damage falx from dealing any damage at all? not getting any feedback from an attack feels really clunky and frustrating when there's a bunch of drifters "protecting" each other by triggering the invincibility frames from thrown rocks. minecraft gets away with it because its too easy and everything more or less does the same damage, so the jank isn't as noticeable as it is in VS. -
As with most things, it's hard to setup but easy to maintain. I also think some people have different expectations for a "proper" cementation furnace, some stick with T1/T2 bricks without rushing to T3, while others try to go for T3 immediately (without even realizing you need steel to make T3 bricks to begin with) and give up before even actually making any at all. Personally I really enjoy the tech gap between iron and steel. iron mines pretty fast, last pretty long, protects very well, and can be turned from ore to the tool pretty quickly, steel just feels like "upgraded iron" with a bunch more steps rather than being the next tier of metal (yes, I know it literally is upgraded iron ), it's nice, but, it's just not convenient enough in singleplayer! Servers on the other hand is a different story, communal mega projects, reckless playstyles, etc. can really ramp up tool usage, you can actually feasibly deplete iron veins, so equipping entire groups with steel vs iron, the difference starts to become a QOL rather than the luxury imo!
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Yeah, the falling blocks behave pretty similar to landslides
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This is kinda implemented but its not documented at all, on existing worlds you can click the pencil icon to the right, and copy the playstyle via the copy button from that menu, then when you go to creating a new world you can CTRL + V to paste the playstyle when on the customize menu. Though its worth mentioning not all things are seed dependent, i.e. the most known is ores will generate differently even on a world with the exact same playstyle and seed, so no two worlds will ever be exactly identical.
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Since the "bottom" of your mine is the "top" of the cave, the floor would collapse, which can still hurt you quite alot since you fall inside the falling block entity before it turns into a block again (atleast, from my experience). I think it falls into an exceedingly rare circumstance, but it is one that I haven't been able to prevent so that's why I mention it.
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Currently cave ins only seem to happen if you mine a block with open air directly below it (AKA mining ceiling or upwards). While mining straight tunnels, discs (most of the valuable ores), or even entire rooms of any size will never cause a cave in, as long as you start from the top to the bottom and don't hit any caves (and even when I hit caves, I've never had a cave in propagate far enough upwards to have rocks fall on top of me), this makes it where support beams are only needed when mining upwards, which, given the nature of cave diving, is pretty rare. Personally, I feel like If I'm enabling a challenge setting like this, I want to be forced to use support beams to prevent hazards, and not be able to game the mechanic 99% of the time just by changing how I approach mining rocks & ores.
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what is your desktop environment? it's possible your DE is using the alt key for a certain function or shortcut, which could be taking priority over in-game bindings and preventing use of the alt key in the game.
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Any way to close off the room if an axle is entering it?
wasa replied to Broccoli Clock's topic in Discussion
it does, though i misspoke, you have to connect the power from the bottom specifically which spins the top, including any mechanical parts attached to it -
Any way to close off the room if an axle is entering it?
wasa replied to Broccoli Clock's topic in Discussion
as far as vanilla is concerned, the only way i've found out is to use a quern as an "axle" as part of the roof, as the bottom of the quern is an "insulated face" valid for rooms. just have axles on the top and bottom and it'll deliver power from one side to the other. of course it's not ideal since you lose energy powering the quern. there's also a mod that adds axles inside of blocks too, if you prefer to do that. -
the block you are panning keeps you in place, until it's depleted, at that point, the water pushes you until you get stuck on the next block, the water isn't pushing you above or beside the block but instead against it, i hope that makes more sense
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personally instead of moving the block to the player i would suggest moving the player with flowing water to the next block, i don't pan much to have done any large scale operations with the method though, only to go through occasional bony soil, so i'm not sure if there's any downsides besides being space inefficient.
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Thank you! i'll definitely be reading changelogs if i do start something like this but this is a good baseline of info to start with! knowing i can generate story content is very good. As for the download links - I've been poking around too based on what you found, and found some old install scripts, and discord posts that indicate sometime between 1.8 and 1.9, they swapped to the "cdn.vintagestory" URL, with 1.8 and before using "accounts.vintagestory". it seems the latter is still used as a mirror link, but i still came across the problem of not being able to find anything older than 1.9 (besides 1.8.6 not 404ing, but instead downloads an empty file, which is worse than a 404 ), so i think the files definitely aren't officially hosted anymore. I'm not too hopeful, but if anyone has any versions 1.8 and older, for windows or linux, I'm certainly interested in having them!
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it's likely the game wants absolute coordinates, which is different from minimap/HUD coordinates. minimap coordinates should be based off the world's spawnpoint (you should of noticed them changing to 0,0 after running setspawnhere), while absolute coordinates never change. if you open the debug screen ingame you can see "position:" on the right side which gives absolute coordinates.
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The client area has links all the way to 1.9.14, and 1.0.2 "classic" mode, is there any way to access even older versions of the game? Specifically 1.4 to 1.8, I'm interested in trying a timelocked progression savegame, where i start in an old survival-ready version, and increment major game versions releases after completing major personal goals. It probably sounds like a strange idea but i've done it with success in MC from alpha 1.2.6, so i'm interested in trying something similar in this game too ^^
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i just started my 1.18 world a few days ago and already came across a lifetime supply before even reaching the copper age. couldnt of been more than a few thousand blocks worth of travel myself. granted i'm aware it's pretty lucky to find it easily, but nothing indicates reduced frequency for me.
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the mechanic is explained in game though, in bold letters on the sticks entry, where most players would look to see how to how to obtain sticks (at least i went here under the assumption that i would find a crafting recipe, so it was a good spot to dump this info for me). if stick yield from chopping trees was increased new players might stop questioning why they aren't getting many sticks and just assume the "reasonable" low yield is the only way to get sticks. at least until they come across shears and start questioning their purpose. i suppose it could be added into the starter guide entry, but the entry is already pretty long as is. what isn't explained anywhere in game is axes greatly increase the speed of breaking leaves (besides a vague mining speed modifier on the tool itself), allowing them to act as a sort of "stone age" shears to make the stick gathering process go by alot quicker. this is knowledge i would of liked to have known my first time around since it makes the process go by alot quicker.
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we don't get lag IRL though!
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in 1.17 most crops and all grains were tweaked to take longer to grow, except amaranth, which remained exactly the same. previously, amaranth was a slow growing crop that consumed very little nutrients, that had a similar yield per-crop as other grains. now in 1.17+ it has similar growth time as all other grains, with half the yield, meaning not only does amaranth give the least yield over time of the grains, but now it is also the least yield per-crop as well. my question to everyone, do you like the new gimmick? or preferred the old one? something in between? do you even think it's intentional? personally i don't care for either gimmick, i just think having such a small harvest on amaranth is just very dissatisfying and almost feels out of place with the new grain yields (i thought it was bug before looking at the JSONs of each crop), it's too harsh of a drawback with the only boon of the crop being its low nutrient consumption (which isn't even much of a practical gimmick given how soil fertility currently works). what do you all think?
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1. no 2. no idea. i usually see it work after 3 or 4 hits generally but bad rng can make it take ~10 hits too. 3. you melee attack it. there's a special static "tuning" sound you get on every attempt. if you don't hear this sound then you are attacking something that can't be hacked (no hacked sawblade locusts). you can also melee attack dead locusts which will revive at full health on successful hacking. 4. forever until their death from my experience, they essentially become pets that follow you around and even teleport to you if they get too far from you.
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the repair kits sound like they're from some sort of mod. as far as vanilla is concerned you can see what is needed to repair by looking up the armor piece in the handbook. the first crafting recipe is how to make the armor. the 2nd recipe is how to repair the armor.
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if you go to edit an existing singleplayer world (then pen icon on the singleplayer tab), there's an option to copy the playstyle of said world to your clipboard. i imagine you can just copy this and add it to your server config from the "WorldConfiguration" section. it seems to have all editable values from the singleplayer GUI. i havent tried it myself but i would be surprised if it didn't work. just make sure to follow JSON formatting and to delete the existing world to allow a new world to generate.
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that would be terrible! i'm only talking about the tailored gamboised armor
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one concern i have with the update is tailors no longer have persistent value in multiplayer since repairing tailored armor is not class exclusive. If you want a recurve bow, sling, etc. you're always going to need the respective classes to obtain the items for whenever the inevitably break. with tailored armor the tailor makes the armor once and now they can be forgotten about forever! (Doubly so since armor doesn't drop on death either.)
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agreed, no need to change the default settings, just some additional config options to add on to the otherwise robust customization options we already have for worlds