coolAlias
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I agree with a lot of the criticisms already mentioned, especially that simpler is better. The old logo could use a rework, sure, but the new candidate is far too cluttered, has a weird mix of blocky and not blocky art styles, and the VS title overlaying the dark gears makes it harder to read.
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Regardless of how the devs decide to tackle these issues in the end, I'd very much like them to review this entire thread (original suggestion and all the various feedback) and see if they can't come up with a bit more consistency and a bit less reliance on modifier keys for the game's controls.
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Agreed. However, I wouldn't mind if things like fat, candles, etc. required more intentional placement as fuel, but perhaps that would be less of a problem if shift-clicking from outside the inventory/hot-bar prioritized sending to the inventory/hot-bar.
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This is a great point and is probably why it is so common in these types of games to use RMB for both take and place, leaving LMB explicitly for attack and destroy.
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These are both good points, and leads me to consider using RMB as a general action key for non-block items to both place AND take - i.e. ground storage, shelves, mounts, etc. I feel like that's a fairly common control scheme in games with this type of interaction. Of course, that wouldn't work for piles (e.g. stones), which brings us right back to the original issue, but I for one wouldn't mind too much if to place more into a pile after the first required a modifier key. So first RMB places a stone down, then RMB again would pick it up, but e.g. CTRL+RMB would place more. But then we're back to SHIFT+CTRL+RMB to place many. I don't know the answer, but I will say that while I use piles frequently, I do not use them as much as I do placing and taking individual items from ground storage, so if one must use an awkward interaction, I'd prefer the awkward one to be piles.
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I like that. It could potentially apply to mushrooms, too, but I think the hold-to-harvest for mushrooms is intended as a balancing factor (i.e. time spent per calorie gained) so probably doesn't make as much sense to change.
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Palm leaves are also used to make primitive cordage - they can be dried, split into strips, then soaked and braided together. These are also used for weaving mats, baskets, hats, etc. This is common in e.g. sub-Saharan Africa.
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Excellent write-up. I hope the devs see this. There is one other edge case I can see if we change harvesting berries to hold LMB, as that conflicts with breaking the block itself. Given the new berry system, I'd be fine relegating breaking the block to require a modifier when not empty-handed. In other words, if I'm not holding anything or holding the same berry I'm harvesting, hold LMB will harvest; otherwise, hold LMB does the default break block action. It breaks the internal consistency somewhat, but I don't have a better solution at the moment.
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Perhaps I am misunderstanding, but it sounds like your argument is realism for adrenaline-fueled flight speed, but game mechanics / design choice for our weapons doing very little damage (I would even say unrealistically little)? In any case, my and I believe several others point is that while yes, we can work around the current hunting mechanics by burning everything down and digging long trenches, but we do not find that fun. What I do think would be fun is stalking an animal through the woods, lining up a good shot, and then following it to where it collapses from its wounds. I am not proposing we remove trenches and wildfires, because some people find that fun. I'd just like to see support for what I and many others imagine when we think of subsistence hunting.
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For sure, but a status system and/or blood trails might take a lot of work to implement, whereas my suggestion is a simple fix that could be implemented in as little as a few minutes to a few hours at most depending on how entity movement speeds are coded. As for clearing areas of brush to improve visibility, yes, that is doable if time-consuming, but I'd much prefer if hunting were more approachable without having to destroy the environment.
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My biggest hunting annoyance is all the brush etc. making it very difficult to keep track of a fleeing animal. It's also really hard to see animals that are laying down. A simple fix for the first would be to reduce the movement speed of injured animals. A status effect system would be great but isn't necessary for my proposal at all - the code could be as simple as "movementSpeed = movementSpeed * (currentHealth / maxHealth)", probably with some lower threshold so they can always move at at least e.g. 50% speed.
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Not a Linux expert, but if you have a firewall running at all try disabling it; if that fixes the issue, you need to add inbound and/or outbound rules to allow the port.
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Mine was fully overland, so I noped right out and just teleported back and forth via console commands to bring the loot home. I don't have time or patience for that kind of tedium any more.
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Report bugs on their Github issue tracker: https://github.com/anegostudios/VintageStory-Issues/issues
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So I just started my journey toward steel on a standard 9 days per month game and, after 2 days of charcoal, it is only 39% complete. The handbook says it should take a week, but how long many days is that in a 9-day month? Seems to be 5 by my calculation, so just over half the month. Is this normal? Am I really going to have to destroy an entire forest just to get 16 steel ingots? The requirement seems ridiculously excessive. Please tell me I am missing something.
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At a very basic level, graphics are rendered as flat shapes called polygons, and to reduce memory load they track these mathematically and "fill it in" when it is drawn to the screen. For example, if your screen is 100 x 100 pixels, a single square covering all 10,000 pixels total can be stored in memory as 4 points (one for each corner of the square) and a color or 2D texture. As you add more polygons to render, you need more information, and if multiple players are connected, it needs to get sent to each of them. Chiseled blocks can add a whole bunch of extra polygons. More polygons = more memory and more processing required, which in turn can lead to lag if your CPU or GPU can't fully handle the load.
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This is a great suggestion, but now all I want to do is build a giant ramp in VS that would put the Olympic ski jump contests to shame.
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Assuming windows OS, right-click on the server data path and click 'Properties', then check the 'Security' tab. Review the users listed there and make sure all likely candidates have Write access to the save data path. Repeat for other locations the game is failing to save data. Normally, these should work by default, so I wonder if you are using Docker containers or some other virtual disk? If so, I suggest looking up the documention on that and checking how to set file and path permissions.