Jump to content

Helst_navngivet

Vintarian
  • Posts

    124
  • Joined

  • Last visited

Everything posted by Helst_navngivet

  1. alright, nice to see its not completely screwed.
  2. I think Dave has smitten your files or something i have never seen that before I have no idea how to repair that except reinstalling the game, but that would probably delete your custom changes. you should probably ask the VS support team for help.
  3. thats very weird.
  4. i have just now seen that only coats have been affected, i have no idea how to help regarding that. oopsie!
  5. your mod might be partially/fully outdated for 1.22, try checking if the mod you are using supports 1.22.x if it does, but textures are still broken, try disabling the mod first (IMPORTANT!!) then go into VintagestoryData->mods->the playermodel mod you are using -> rightclick and delete the entire folder. then reinstall the mod. This should fix it (only if the mod itself supports 1.22.x) hope this helps!
  6. i THINK i have found out where different colored seagrass spawns. I think. turns out that the only mention of altcolor seagrass is in "aquatic-coral" which is kind of weird, but ill take it. red, yellow and orange sea grass: spawns in coral reef with RED & YELLOW with FIRE theme for DRY TROPICAL climates (thats how they typed it in the files) min. temp: 25 | max. temp: 40 (tropical/near equator) min. rainfall: 0 | max. rainfall: 1 (any rainfall) min. water depth: 4 | max. water depth: 18 (can probably see the bottom for the most part) if the files are correct, that means thats the only place you can get alt. colored seagrass. but they are in one spot, which is nice! (i guess) hope this helps, and have fun!
  7. I HAVE FOUND THE ARTIC FOX!!! (no guarantees, warranty void when "artic fox" is mentioned.) base stats as written in DB browser for SQLite below. (DB browser is a great program, by the way.) min. light level: 10 min. temp: -70 max. temp: -10 min. rain: 0.25 min. forest: 0.50 that means: for an ADULT artic fox to spawn, these criteria must be met: atleast "uncommon" rainfall. atleast year round average temperature of -10.1 degrees. (use "/wgen pos climate" [no quotation marks] to find out rainfall and temperature) decent forest (0.5) (red fox spawns in 0.25 forest and shrubs) they also spawn in groups of (on average) 2. hope this helps!
  8. Its probably possible to look inside the games files in the folder VintagestoryData, but its pretty complex and requires 3rd party programs to read it properly. (DB browser for SQLite, preferably also SQLite3 and another one i think, cant remember.) if you really want to know more about it, or just find it interesting, then go for it. other than that, as Foe Hammer said, 1.22 probably did some changes to it, unintentional or intentional. regarding animal spawns, they spawn in fixed locations, and only on grass. (not sure this counts for all animals, but it does for some)
  9. Im sorry to be the bearer of bad news, but im pretty sure its impossible to retrieve the boat and the loot inside EXCEPT if you are willing to get very wild and fancy, you might be able to fish out the loot in the game files VintagestoryData -> archives (dated to when its from, select the date BEFORE you lost it) -> should be there somewhere, but that requires a bunch of external programs (SQLite3, for example), and i can speak from experience that its a pain to download those. (I havent completed it yet) if you manage to do all of those things, including deserializing the protobuf format/ painstakingly reading from the (decrypted) hex string (which requires DB browser for SQLite), then you can probably recover your loot by looking in the "EntityData" file/folder. Probably. hope this helps.
  10. I run a server on a separate old computer using AMP, and thats plenty customisable. I have not experimented with sessions, but im 97% sure its possible, and quite easy, too! Just be aware that you need to install linux for it to work properly, and unless you are some form of uberhuman tech prodigy, the John Linux will see the weakness that resides in your heart and have their penguin mascot brutally maul you using an escalator gearbox. (This happened to me, they had to put me back together using glue and tape) But in all seriousness, once its up and running it works fine. Its free (excluding the hardware), mods are pretty easy to install, but world creation is a bit tricky. Runs extremely smooth, too. But REMEMBER that if the server goes down or something breaks, you are pretty much alone when it comes to fixing it. Thats the only real downside (excluding the whole separate hardware thing, of course.) If you dont have some form of separate computer that you are willing to turn into a sacrifical lamb, then just do what Zane says.
  11. regarding the journal, if you have exported it you might be able to save it pretty easily. im still figuring out how to save it if you didnt
  12. figuring out where json files are located progress report: "oh good what the hell have i roped myself into" i dont know what in the world im doing and what host name/adress is or what SQLformat3 is but it was in the stupid text file as the only readable thing lets just hope i can find out where that journals data is
  13. another option would be VintagestoryData -> saves -> your world -> and then open your worlds respective VCDBS file, but keep in mind its pretty large, when i tested it out i used notepad to open it, and notepad crashed. preferably use some other program that can handle that kind of thing. if its saved on metadata, then im afraid its lost, or atleast buried DEEP inside the data.
  14. my personal guess would be VintagestoryData -> mods -> whatever journal mod you have -> [journalmod]client -> then some form of .json file. you could probably recover it from there in some way. if you could tell me what journal mod it was, that would help a ton. if its not a mod, then that makes it a little harder, as VintagestoryData in of itself is pretty hard to navigate. its probably some form of playersave or playerdata, then.
  15. im guessing its saved somewhere in VintageStoryData as some form of .json or another textfile, otherwise, i cant help. as dakko said, you can also try asking in the discord server. i going to assume the journal is a mod, as i have never seen one before.
  16. i agree with LadyWYT, i would also say you should make it more realistic. it would also come with the benefit of being able to defend yourself from invading creatures of the rustworld, which we all know is a common occurrence in real life, without having it look out of place. (its common atleast where i live, cant sleep with those damn bowtorns in the backyard. And then when i wake up i have to pick out the bone arrows from the wall, and the drifters keep on throwing rocks from the driveway and ugh, im about to disable temporal rifts, i swear!) also, whats the weight on that thing? i imagine it would be around 1-2 kg? (secondly, is it sharp, and if not, are you planning on sharpening it, just for fun?)
  17. keep in mind, you might have to squint to make out the smaller body he is holding. "but Helst! I cant find where the body starts, nor ends!" fear not, for i have drawn over it. this was not really necessary, but i think it might help a little teeny tiny bit.
  18. recreation of francisco goya's "saturn devouring his son" of questionable quality. first chiseled painting, no chisel tools mod. whole palette is rocks, and their respective cracked or polished variants. in hindsight i wished there were more colors, as separating the seraph from the eaten body was quite hard when the only blocks that remotely resembled the skintones i was going for was limestone, conglomorate and periodite (dark shadows) figuring out perspective was also pretty tough, as there is less room to work with compared to digital drawing software or paper. for a sense of depth, i chiseled 4 voxels deep for the mouth, and i chiseled 2 voxels deep for the eyes because they didnt look good when flat like the rest of the painting. i still think it turned out pretty well. dimensions: 3 blocks wide, 4 blocks tall. also its pretty gory, he is eating someone after all.
  19. i agree, temporal instability just seems like its there to be a nuisance, and i definitely think it could be improved upon. Rainbow Fresh's idea regarding the rustworld pretty much nails what i want temporal instability to be.
  20. bookmarks and comparing would be very nice. pictures to go along with the explanation of how to make some of the more complex stuff would be great, something along the lines of the create mod ponder menu would probably help a lot when first starting out.
  21. i think hayfever might be one of the more interesting allergies in regards to gameplay, as there is much more room for prevention of it (i have listed some of them in the original post, i am aware that they might not be the most realistic) compared to something like peanuts, which would most likely just be something akin to "you ingest/touch -> symptoms" im not a big fan of diseases, as i feel that they purely limit what you can do. (except scurvy, which is much more interesting, and also forces you to have a diet not just consisting of onion stew) regarding status effects, i think what you said about hayfever pretty much sums it up. maybe slowing the player down a little bit? (stuffed nose=difficulty breathing) or breaking out in hives so its difficult to work, stuff takes more time, things like that. The only problem with making non fatal stuff is that its non fatal, and since its a video game, the player is unable to feel pain, itching and other things that would be a great annoyance in real life. as for how you are supposed to "treat" allergies, i have no idea. i might take some creative liberty regarding medicine, as VS does not feature the technology necessary to create complex medicines like pills, etc. perhaps some form of weird epipen thingy for serious stuff like anaphylaxic shock? Could buy some form of vintage story opiod equivalent from a trader to grow, then grind it into powder and mix with water for some form of adrenaline solution. right click to use, deals 0,5 hp, but its better than being dead. (illustration depicting severe allergic response and the opiodpen™)
  22. how viable is a mod that adds allergies? Me and some friends have joked about it, and im thinking about making one forreal. However, i have no idea how to integrate allergies into gameplay, let alone how to make it fun, as making something inherently "sucky" not suck is quite difficult. which is why im asking about it here. Is there anyway to implement stuff like pollen or grass and stuff like that without it just being annoying and instead make it pose some form of challenge? maybe have a "pollen phase" where you get some status effect? Or adding something like a plague doctor mask to mitigate pollen or other airborne allergies? Pollen could work like the realsmoke mod, using entities, however im not sure how this would affect performance. this would mean that some greenhouses would require ventilation to vent out pollen (maybe like a chimney?) amaranth would become functional, as it does not contain gluten and does not consume many nutrients (that is a base game addition) (im aware rice is gluten free too, but from experience its quite hard to grow) handling things that you are allergic to would require gloves, to avoid rashes (rashes could maybe function like when you are drunk, making it harder to smith, etc.) any suggestions, ideas and criticism are very much welcome!
  23. climbing plants would be super cool, i would love to have a cozy overgrown house.
  24. i think another player experienced the same problem, so im pretty sure its a bug. to report a bug, head on over to the issue tracker: https://github.com/anegostudios/VintageStory-Issues/issues
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.