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Everything posted by Rainbow Fresh
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From a cursatory glance at my own 1.21 world updated to 1.22 (with about 50 mods of which 10 got removed now) in an attempt to updated: World looks fine. From what people have been telling me and others asking the same question before: World generation should be fine but new 1.22 content obviously only shows up in newly generated chunks. Story locations are somewhat independent afaik and hence should be fine. Tl;dr you should be fine updating your current world, but always make backups. If you want to be extra sure to get the smoothest experience and don't mind giving it up, then start fresh.
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You may not feel morally obligated, but more and more places in the world certainly legally require you to.
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Or in other words, "The AI can fix the bug for you, if you do the work of the AI." Which is exactly the point I meant. While we an argue long and hard about if putting your time and effort into properly telling the AI to do the actual work for you instead of just doing the work yourself, at the end of the day my core point still stands; as long as you do work that is aided by AI, it is most likely not "AI slop". In your example you still need a basic understanding of things - of what you are doing, what the AI has done, how AI prompting works in general and what common error vectors are. Just instead of specifically knowing C# syntax and all 1000000 functions from all 5000 libraries out there you can use, you let AI do the actual "putting it into words". You still need to understand what you are doing enough to "teach the AI" and enough understanding of the result to be able to tell "what's wrong". That is ok. Debatable on an individual level, but generally ok. If you use AI to do things you are utterly unqualified for in the first place - then it becomes not ok. If all you can do is "Ok ChatGPT, I want a Vintage Story mod that lets me spawn mobs" and then go "No that didn't work, here is the log file, no clue what's wrong" 100 times until it does work - that's AI slop. You have no ownership of the result. You have no expertise on the matter. Whatever code the AI generated, you couldn't maintain it to save your life, so as soon as your AI subsciption ends it's dead in the water. That is the AI's work, not yours and putting it out as yours is "AI slop" and worthy of criticism.
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Not quite your intended target audience, but I'll start anyway: 1. No 2. No 3. No 4. As soon as people start treating AI not as a helpful tool, but as a replacement of their own effort (or to an extend, as replacement for other people's effort but this would be, again, more about AI art.) In your examples you have always emphasized that AI was used as a singular step in a longer process at the end of which you still do the work yourself. That's perfectly fine and the proper use AI should ever have. The moment people start "vibe coding" and come to a result they have no f-ing clue about cause they didn't know coding before and now they have AI generated code they couldn't even understand if they wanted, that is AI slop and definitely needs a disclaimer. After all, a real developer can understand and fix the mistakes the AI will inevitably make (speaking from lots of experience.) Some nobody that doesn't know the first thing about coding is at the mercy of the big random number generator that an AI is to spew out actually functioning code that is solid enough to not break apart immediately, like monkeys on a typewriter, will never be able to find problem unless they show themselves and will never be able to to anything more about it than go back to said AI and ask "It's not working, can you fix it please". 5. Yes because people being honest enough about this is so rare that actually proper AI disclaimers are such a rare sight, I am intrigued whenever they exist. If anyone wants a way more indepth rant about why this is my opinion on the topic let me know, but knowing the frailty of most people's sanity when it comes to the dreaded, controversial topic of "AI use" I'd rather save myself the time and energy otherwise.
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I've been looking for that f- ...riendly neighbor for ages, still got a diamond to sell. Which will probably worth only, like, 6 gears.
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Not the original poster but lemme add my two cents to your questions aswell, for I like the general idea: If dens were generally claimed areas, the idea of having them as guardians in ruisn doesn't work cause then you couldn't loot the ruin. You could also not destroy the nests. On the other hand, I get where your concern is coming from cause otherwise you can just destroy the nest ez pz done never deal with them again - or worst case, have floating spawns like them good old Minecraft structures that are solely bound to invisible rectangle saying "here be spawns". So I'd suggest that dens as a whole can spawn in suitable cave entry areas. With an overall lower chance each year, so they naturally repopulate (and if the dirt floor is their main material, I wouldn't be too concerned about the balance of "infinite free dirt"). I'll get to that aswell at the end. Would make the most sense, no? Enforces the immersive concept that the world keeps turning even if you don't look and nature does nature things even outside of your x blocks of simulation distance influence. Some parts, like crops, already have a "catch-up" mechanic so it wouldn't be too far stretched. EDIT: To be more precise about this, I'd say add some randomness for wild spawns. So let's say, if the den is in a frequented area (i.e. the chunk gets loaded in every now and then by player activity), increase population guaranteed each year. If the chunk hasn't been visited in a long while, catch up with all years that past and give an x% chance for population to increase for each passed year. For freshly generated chunks, roll the dice (maybe weighed more towards the lower half than the upper max) of how many denizens get pre-generated. The solution to that (and the second point) would be to just decouple wolfs and bears from fixed spawns in general, on top of these dedicated dens. Have a pack of wolves spawn, with a suitably low chance, like any other animal (assuming a utopia where animals in general don't just spawn IN your base). Have a bear very rarely wander through a forest. Some life in the world with the same "surprise challenges" while not ultimately being a "Oh, guess my base is on a wolf spawner. I'm fucked."
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They stack to WHAT?! And here I was thinking about how to long term bank... At this point, quite genuinely, while I understand and appreciate the convenience of stacking infinite* money I would really not mind them being limited to 64 like any other normal block game amount too. Not that you'd ever need more than that at once.
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I meandered around spawn for a bit trying to not starve to death for the first couple nights, then found a village ruin in some flat grassy field nearby, next to a big lake, and have been living there ever since. Ultimately though, it depends primarily on how you want to play and what mods you bring. I personally play with horses modded in which are earlier and easier to obtain than vanilla elks for longer travel with inventory capacity, so spreading out into multiple mini-bases might be more vanilla friendly. Otherwise living off of berries has been more than easy enough to fuel several days of just wandering around and then back home, so centering everything around one main base also works outside of winter, which is its very own challenge with either approach.
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Make the UI to light a fire more convenient
Rainbow Fresh replied to Flexbyte's topic in Suggestions
Having a button that swaps a firestarter source into your active hotbat slot is a deliberate action that involves the whole 0.1s of moving your finger to press the button more than just sourcing any kind of firestarter source from your inventory. On the other hand, still having the clear distinction of "Yes, I want my firestarter and yes, I want to now use it" is a more immersive message than just "just light the fire". Because actions have a purpose, otherwise you would not need to do them in the first place. Therefor I think a swap hotkey would be the most balanced option for both sides. Based on this, here is another suggestion: The option to ignite things having the firestarter in your mouse cursor slot. Like the interaction you can have with the world by clicking on the block you want to interact with when any primary focus UI is open - but you interact with what is on your mouse cursor slot, not what is on your selected hotbar slot. (If that's already possible I am sorry, never really used that mechanic for anything other than grinding stuff in a quern.) That would give you that deliberate "Just take it to do the job" interaction while maintaining the deliverate interaction in the first place. Cut's down on inventory shuffling tedium, doesn't require yet more hotkeys to bind and keeps the core mechanic intact. Aside from this, as mentioned by multiple people before, I am totally in favor of more options for firestarters, as torches will be eventually outclassed by a lantern and are annoying to have "randomly" go out. -
Make the UI to light a fire more convenient
Rainbow Fresh replied to Flexbyte's topic in Suggestions
No offense, but if equiping a torch to light a fire is too much hassle and you'd rather have mechanics that don't require you to play the game, then you probably chose the wrong game. Thinking about it, 7D2D has about exactly the firepit mechanics that you described. As for the individual suggestions: 1: So what I am reading here is that you'd rather have a magical UI button that lights the fire from thin air, as the only way you don't even need a "tinderbox taking up a precious inventory space" is to not require anything to light a fire at all. That would be both a gross under-development of an exiting gameplay mechanic and the most unrealistic thing possible - ever tried to light a fire with your bare hands and sheer willpower? Vintage Story might canonically have Sci-Fi teleporters but we don't have fire magic. 2: Again, most I can say to that is that removing any and all gameplay elements tied to one of the most core mechanics present throughout all phases of the game is the equivalent to cutting a limb off of your game's methaphorical body just because you don't like scratching when it itches. And also, ever tried putting a big stack of wood into a lit campfire at once in real life? Or tried telling it to stop burning cause you don't need it right now? It's why gas or electrical stoves/ovens were invented - which might be a much more fruitful direction to investigate in to solve your issue of "too much work constantly lighting fires" but simulateanously probably still a solution requiring modding, as the game's intended scope does not seem to go that far into modern technology. 3: That... doesn't even make sense anymore. What classifies as "simply nearby and using it"? Having the firepit UI actively open and stuff inside? I don't think being forced to look at the entire cooking process of virtually anything is a better use of your time than the 5 seconds of lighting the fire yourself. Otherwise this sounds like a copy of 2. EDIT: Now those, on the other hand, could be much easier implemented without lobotomizing the entire mechanic. Although the latter still feels, to me, like too big of a simplification to become base game material. -
When you say "affect all the games system evenly" does that mean you don't have to seperately adjust spoilage rate?
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So, Locusts. Those swanky little crawly buggers that you come across freeloading in a cave somewhere every now and then. In my earlier days on this Vintage World I found one or another nest of them in a cave. Obviously, when you are running around in tattered starting clothes just trying your poking your head into one or another cave opening, just to see if there might be anything there, when suddenly the bottom of the drop ahead of you starts glowing ominously due to the locusts awakening - you turn the hell around, mark the spot with a red skull icon on the map and decide "That is a future me problem". Pass the months and I got into a fight with just a small hand full of locusts (for context, I play with the Better Ruins mod that has big surface ruins with locust spawners in them) and learned that A: you better target them spawners fast and B: actually, locusts are pushovers. Damage: negligible. Killable: 1-2 flint spear pokes (for context, I also play with Combat Oberhaul balancing). Thus one winter day, with nothing better to do and need for scrap metal to make black dye for black leather for swanky clothing/equipment, I ventured raiding those locust nests I marked before. So here I was, in your typical everyday cave entrace that is actually just a single pitfall straight to hell. To make things worse, there was water pouring down so traversing was a difficult task and seeing as I only had torches I needed to be extra careful to not accidentally extinguish my entire stack in hand (as I did several times before). Getting closer to the nest, the locusts became active - and so did the spawners. I say "spawners" as in plural, unbeknownst to me at that point in time. Carefully hugging single-block ledges at the cave's wall I inch ever closer to where the spawners hang, of course, from the cave's ceiling, while being questionably save from the horrors below. For some reason, the locusts did not seem to remember that they are supposed to be able to climb as they were just sitting there... menacingly... waiting for me at the bottom to make a single misstep and fall. But I didn't, I reached the cave spawner and spent what felt like a good minute punching it until it broke. Good, now - wait, why are there still more locusts spawning? in waves of 2-3, about every 10 seconds without stopping. Abotu where I just destroyed the spawner. Is that a weird quirk where the spawning code finishes it's alloted amount even if the spawner ceases to exist? Another two waves spawn as I get incresingly more concerned. Maybe there is another spawner hidden behind this block. So I dig, finding nothing. What I failed to realize, for atleast another 5 waves of spawning, is that there was another spawner hanging right next to where I just destroyed the first one (granted, it did blend in suspiciously well with the rock wall). Finally, the spawning stops. Not that that mattered, though. The damage was already done. The cave pit leading to hell was no coated with an additional layer of living, murderous locusts. There genuinely must have been around 30-40 of them. The loot from the destroyed spawners down amongst them, despawn timer ticking down. And I only really went here for the floor spikes additionally turning the pit into a minefield, as I was after scrap metal for black dye. So, I had two options. I could be a smart, sane person and admit defeat, turn around, climb my way back out of the cave (which would take a significant amount of effort to begin with) and go home. Durability and time wasted, loot abandoned, no progress made and precious winter satiety lost... Ooooor I could embrace the little loot goblin I am, someone who'd rather throw away all their half-broken flint flint tools just to carry more useless junk home, and go get that stuff. It's just Locusts, right? They aren't scary or dangerous. Apocalyptic Rift Activity evening with dozens of drifters trained me to herd hordes of enemies and the ability to hit multiple target in a single swing/poke help greatly in dispersing the crowd! So I jumped down and fought. And fought. And fought some more. At the end I came out victorious, even if barely. Locusts aren't scary or dangerous, after all. ...the Tier 3 drifter who spawned in the pitch black parts of the cave behind me, though, was. And that was the end of this advenure after all.
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balance Instability should be significantly more dangerous
Rainbow Fresh replied to Byrnorthil's topic in Suggestions
The lore being based on an alternate timeline or whatever the Rust pulls from invading our world because some schmuck messed with the space-time-continuum is already messed up enough that I don't think we need another foreign invader. All of this is also so expectedly alien that you can turn it off completely if you just want nature to be your enemy, as this is a "wilderness survival" experience. Making the temporal mechanics we already have more developed should certainly be sufficient instead of slapping another low-level something on top. -
Cause it's not a text file. https://wiki.vintagestory.at/Modding:VCDBS_format
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While I don't disagree that overall balancing concerns in a multiplayer-enabled game like Vintage Story require proper thought outside of the "It's my single player world and I want things like X" and that a clear-cut path of progression helps with that; I do also want to point out that Vintage Story is a sandbox game (with harsh survival rules first and foremost), not a linear experience. We don't get popups of "You need to check these three boxes of tasks off and reach level 20 and smelt 20 tin bronze bars to be able to press this button to increase arbitrary number X and be allowed to use bronze-age crafting recipes". We get mechanics tied to resources that exist in the world, with an intended path through following "Stone Age -> Pottery Age -> Copper Age -> Bronze Age -> Iron Age -> Steel Age". Some of which are more unavoidably required (nothing replaces pottery), some being skippable and ignorable through RNG and niche side-paths of "progession" (like finding a tin bronze pickaxe in a vessel). As such, "What's it to you" has a little more value than you are currently giving it credit for. The game doesn't need to enforce one singular path of progression; the fact that the alternative to bypass things is its own, drawn out challenge that also skips half the fun of the game and makes things more tedious than the intended path is a price people can voluntarily take. E.g. in Minecraft these days you can get the highest tier of equipment and as such "progression" without ever setting a single foot into a cave, where you are meant to obtain those resources. Or, hell, better example would be the speedrun ability to beat the final boss in under 20 minutes by skipping any non-mandatory parts of progression at the challenge of being incredibly frail, RNG dependant and only getting a single try. Doesn't make the game less well designed (if only focussing on this "strict path of progression" side of things, at least) and doesn't stop people who want to enjoy the game in its fullest from doing the normal progression after all. And while in a multiplayer setting imbalance in progression speed can be detrimental - the guy beelining for steel will be better prepared than the guy spending an entire IRL week in the copper age - there are many more factors far outside of the reach and concerns of the game and devs influencing this - like one person being able to play 8h a day, every day and the other person having a job only allowing them log on for like 2, 3h in the evenings.
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Isn't that exactly what the pelt clothing is for? Kill deer or similarly big creature, treat into pelt, chop up into gloves/pants/top.
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I feel like they mean the gamemode where there is no previous civilization and as such, noone invented anything before us.
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Should a melee spear really do less damage than a thrown spear?
Rainbow Fresh replied to DeanF's topic in Suggestions
Oh, I interpreted your "Not Combat Overhaul" as "Not CO, instead like M&B" and not "Not just CO, more like M&B" -
Should a melee spear really do less damage than a thrown spear?
Rainbow Fresh replied to DeanF's topic in Suggestions
Combat Overhaul is the closest stepping stone you get to a M&B combat style, with different attack directions and replacing hitscan with physical hitbox hit detection, which would be very much necessary for momentum-based damage calculation. That said, different weapon types for variety (even if only visually) would be cool, a combat system as complicated as CO/M&B would imho be a fair bit too much for vanilla VS with its 4 monsters. -
What is your favourite "overlooked" item?
Rainbow Fresh replied to Broccoli Clock's topic in Discussion
Today I learned the mat exists and before I could even get hyped you tell me it's bugged... :c -
Pretty sure I saw a (steam) train mod in the working already. Very rough and barebones but working as a proof of concept nonetheless. You do have a great point about the lore implications though. I was already thinking "What even would be the point of a steam engine" but if you have to live underground - you have no wind nor space for windmills. And usually no water for water wheels. You'd need to get creative (pun intended) and industrial and make your own mechanical power by use of what you have - metal and coal. As such, while not necessarily being that impressive to the unimpeded, surface-dwelling player Seraph it would make alot of sense for steam power to exist in that form. Not to mention that between long range teleportation and night vision goggles, a steel steam turbine wouldn't be the most non-medieval gizmo Mr. Jonas developed.
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Fascinating - however, as the "realism vs game enjoyment" card has been played rather often around here recently I'm afraid I'd very much prefer a proper 1700s steel steam engine to extend the game's progression past "I made stronger iron tools [steel tools], hooray". Granted that would also require expansions to the entire mechanical network side of things as you do not need a steel steam engine to power a quern, a helve hammer and a pulverizer.
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Ok, then let me rephrase the answer based on the assumption that this never was intended as a proper "game should have this, now" suggestion: Of course they should, would be much more immersive and only needs a couple new models! Though I wouldn't complain if we get steam power and minecarts by 1.30+ before it happens
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Would it be nice to have? Probably. Is it necessary to have? Not really. It's cool to have different models for fresh fuel, burned fuel an having meat being roasted on a stick (wherever that magically came from) or a cooking pot or crucible neatly nested inside; but adding more models for different fuel types is something I'd happily wait for "whenever the devs got nothing better to do"