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Everything posted by Rainbow Fresh
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There actually are built-in commands for that? Huh. All I know is there are dozens of mods for this. Anyway, assuming the wiki is still up-to-date on those you'd go /worldconfigcreate double cropGrowthRateMul With a number afterwards. Assuming 1 is the normal 100% time, to speed it up you'd go below 1.0. Something like 0.5 to half the growth times. This is for the first use only. If, afterwards, you want to change this value again it'd just be /worldconfig cropGrowthRateMul With the number afterwards. Minimum is 0.1 (10%) and max is 10 (1000%)
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Unless we are talking taking a YouTube master class course on color palettes, block randomization and 3D modeling; the only real advice I can give as someone who'd like to think they build decent enough buildings to surpass the iconic dirt cube is to start small, increment and learn as you go. If I go designing a new building, besides generally going to get inspiration from other people's work to maybe go "Oooh, that shape looks interesting" or "Hey, that's a nice combination of materials" looks something like this. First you think up the shape. Take some dirt, lay it out on the ground to mark where all the corners of your build are while already trying to consider what each room is going to be for. When in doubt, plan bigger than needed; VS is very good at giving you options to decorate empty space later. Next, build the general house. I usually stick to 2 or 3 main building materials; like a cobble or brick first wall layer and then planks. Or additionally solid log beams. At this point, potential chiseling presents itself. Do you feel like adding round corners would improve the look? Go for it. Do you need more window options than the one type of leaded glass pane we have? You know what to do! What about layered detail on the foundation to give the thing a more solid, physically viable feel? Yep. Or maybe you decide that chiseling every single block into a never-before-seen pattern of mixed blocks (like sparse bricks on custom background) is the way to go. Experiment. Try things out in creative first before committing to wasting all your resources if need be. Now that the general house body has a design theme, slap a roof on it that fits. If you play modded, the VSRoofing mod helps a great deal to change up your style options - otherwise you will need *a lot* of chiseling if you want anything more than a pointy roof. As the house itself is now done - detailing! Beams are great. Once you play around a bit with them you'll find that you don't need magic or a PHD in chiseling to add subtle detail to things. Have a big, solid, boring, empty wall? Put a beam pattern on it. Want your house to look more structurally sound? Beam up those corners and connect to the roof. Nice door frame? Beams. And finally, the interior. As you should have made some general, vague plans in the first planning phase of the house you should roughly know what you need. Utility first, then fill in the blanks. The game by itself already has lots of decorations even without mods (lots of paintings, some sorts of carpets and wallpapers too). Plant pots make for nice decoration. The one thing in vanilla you will likely have to take out the chisel for again is actual furniture, as in tables and chairs; though those are easy enough to do. Make it as cozy and cramped as you wish. If you feel like "This is good", you are done! Congratulations, you have designed your first house decent enough to be able to proudly say you are no longer a hobbit! Might even confidently share your build here without fear of being ripped apart by those people building fully 16x16 chiseled 1to1 cathedral replica builders and wallpaper painting artists!
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It is arguably more realistic having to solder the laid-out pieces together in place but if we are going to the realism route, getting the pre-soldered parts back is not. Soldering solid metal pieces of that size together would require more tools and efforts to even attempt separating them again in which case you'd not get the original quality of part back. And I don't think adding "pre-used" versions of parts and coming up with downsides to reusing them after they were already soldered once help much nor will it be very fun for the player. That being said, the general idea sounds nice. Being able to free-form place chute parts from the raw material rather than pre-crafting 4 variants of chute and having to spin each part, no matter the direction, atleast 3 times for it to rotate in the right direction sounds like a good QoL improvement. Soldering them in place sounds like an immersive mechanic. I'd even go as far as to say they don't auto-connect, but we use the tool mode menu to choose which part to place and in which orientation. As for what to do when breaking fully soldered pieces... Personally, I wouldn't be too opposed if you needed a pickaxe to break them which turns them into copper bits of varying quantity. After all, you take the active, conscious action of soldering only once you are done laying out the shape. So having to demolish the system afterwards could come with a "start over from smelting" kinda deal. It is solid, nearly block-filling pipes of metal soldered together after all.
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Does it cool down? That is the only important thing.
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Wait, you can actually quench below-Iron things? That makes it even more stupid. Why can I have QoL speed-cooling on copper/bronze tier stuff but the moment we get to iron it's gambling or waiting?! I just thought you can't even interact with non-quenchable stuff.
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I made my first iron chisel and it broke on the baseline 5% chance on the first ever attempt. Needless to say, a refunded replacement came straight out of the creative inventory and this shit is getting modded out.
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Is there just no trader there or not even the trader structure? If it's just the hooman bean missing that's a known bug that sometime, randomly, traders spawn in caves deep underneath their structure and potentially get pummeled to death by the time you load the are in, or not at all. Best solution there is then to actually spawn it in using creative.
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food storage Using Crates for food storage in a Cellar
Rainbow Fresh replied to DapperLucario's topic in Questions
There is two values at play here - the temperature and the rate modifiers. Clay storage vessels, as the only vanilla game storage medium, have better modifiers for grains and vegetables as the intended long-term use of these, even in the steel age, is storing food. The rest is determined by temperature. A cellar will always, with success depending on cellar effectiveness x outside temperature, always aim for a temperature of "MIN(5°C, outside temp)". Which in the optimal non-winter case is 0.26x times normal rot speed. That is why you see that value on the crate; it's not a storage vessel, it does not have individual multipliers on top for grains and vegetables, everything rots inside at the exact same rate solely determined by temperature. Not being able to see the remaining rot timer is also an issue with crates; as far as I am aware they internally track normal inventory slots akin to the amount of total capacity they have so with a full oak crate of grain you'd have about 20 individual stacks of grain each with their own spoil timer. Though considering a crate can only hold a single type of item, you'd just lose grain to rot rather than gain rot (unless the crate just drops the generated rot onto the ground.) -
Room Calculation - Volume instead of square?
Rainbow Fresh replied to Damonatnot's topic in Suggestions
This thread on the same topic has some more indepth discussions on the inner workings on such systems -
Also a software engineer here. What's this "Alpha", "Beta" and "Release" nonesense? All I know is "The version that should have never been greenlit but everyone uses", "The better version noone wants to use" and "The perpetual cycle of changing requirements".
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Well, feel free to decompile the game's assemblies and search through it to verify whether or not any of the information is factual or not. "GPT-Fatigue" aside, common public AI models are rather good at reading code at a speed a human couldn't even dream of and finding relevant snippets down a convoluted chain of half-parsed function calls. If "doing ALL the work" is so important, clearly that is no issue for a Holy Manual Laborer such as yourself, no? That said @Teh Pizza Lady could've atleast fixed the line breaks
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Old Berry Bush Behavior option in worldgen/survival settings
Rainbow Fresh replied to Autocrat's topic in Suggestions
Compatibility is not intention. Granted, I do not understand why they did, in fact, not just use their existing block remapper to automatically update all existing pre-1.22 bushes to their 1.22 counterpart and rather kept things as they are; maybe because that would completely throw off any growth cycles. But leaving legacy code in a program for a couple versions to give people using that enough time to safely and comfortably migrate to the replacement is a common practice. Leaving this "deprecated" code in is done solely to not break what exists by the time of the change, not because it is intended to still be used. The old berry bushes are deprecated and no longer intended to be used. No mod that automatically replaces 1.22 berry bushes with their legacy pre-1.22 counterpart exist because people know it's wasted effort as one day, be it 1.23 or 1.25, these legacy remnants will be fully removed to clean up the game's code considering everyone had ample time to migrate to using the new system. And when that day comes, all the mods and all the worlds still relying on this content will break. Therefor only mods were made that use the new system but tweak it to be as close to the old system as possible. New berry bushes with a nutrition consumption of 0 (first mod under the results posted above) and sped up growth times (second mod on the results posted above) make the new berry bushes essentially function like the old ones, except you still have to use a knife to get a single cutting of a bush per year instead of slapping and stealing the entire original "block" of bush, and the random traits existing. -
Old Berry Bush Behavior option in worldgen/survival settings
Rainbow Fresh replied to Autocrat's topic in Suggestions
Like I literally just said, if the developers would want the old, simple and "too easy" bush system they wouldn't have made the new one. The new one isn't perfect and will need more tweaking but that is going to happen. There is no point to keep the old system officially in the game and as such any official base game attempt to make things configurable would configure the new mechanics, not toggling between the new and old system. If the developers were to keep the new and old version of every single feature they rework in the game and then make it a toggle the game becomes unnecessarily bloated, harder to maintain and equally harder to support because there is always the question "Are you using the old or new system". I simply do not see this happening from a game development perspective, neither do I see the new system getting scrapped entirely in favor of the old. Mod are quite literally the thing invented for what you originally stated as your goal "I want it this way without forcing it onto others". Mods exist that do about what you want while being future-proof enough to use the new system, not just retrofit all new bushes with the old ones - which will eventually break when the old ones get fully removed from the game. You install those mods for yourself to get the experience you want without affecting the experience of those around you. No asking for an official toggle and maintenance of two redundant systems in the game for your sake required. Sure, official options are always nicer because then it's the developers' responsibility and fault to make sure it works; but because of that there are things that really shouldn't be the developers' job to fix. Personal preference over the general development of the game and fleshing out of mechanics is one of those. I do thing we are missing settings. Crop growth speed if only to be inline with all the other time-based modifiers like hunger rate and spoil rate. Fruit tree setting if only to be inline with the existing tree growth modifier. But keeping the old berry bushes ingame and making them available as a setting is not one of them. -
Old Berry Bush Behavior option in worldgen/survival settings
Rainbow Fresh replied to Autocrat's topic in Suggestions
I'm afraid such a worldgen option, if ever planned, will not come anytime soon though so mods are your best bet. Currently the old berry bushes with their old behavior are still in the game and as such should be easy enough to patch back into the world generator solely to keep backwards compatibility with older worlds - lest people would get every source of fruit (bar a few, rare trees) nuked in a potentially several thousands of blocks radius; but the intention to replace berry bushes with the new system entirely is clearly present. I can also understand why as the new berry bushes are much, much more detailed the trait system - while having it's own RNG-based frustrations and probably in need of a system to manually propagate/cultivate such traits through work - is a nice addition to reward exploration and planting new stuff even later in the game, and the changed growth cycles + nutrient consumption (while quite possibly in need of some more balancing) is a good change to combat the problem of having infinite food available from the get-go where you could just collect a stack of berry bushes and not need to worry about food until winter. As such it is expected that people complain about the new system being notably harder simply because they are used to the old, easy one but it doesn't make the new approach innately bad. So tl;dr if an official difficulty setting would come to the game it would be configurable growth times for fruit trees and fruit bushes (though we don't even have that for normal crops) and maybe the ability to turn off nutrient consumption of fruit bushes; though I don't think that's too likely and it will not be an "use old/new berry bush system" toggle. For anything else and especially for anything now mods will be your only option. -
Minecraft is a good game. And when I say that I want to put emphasis on "Minecraft" is a good game. Not Minecraft Bedslop (for PC). Not Minecraft Realms. Not Minecraft marketplace. Not whatever money-printing nonesense they thought up now. Good old Minecraft Java under the creative direction of Notch and Mojang. It's an inperformant piece of shit that somehow runs worse with every single update to the point it became unplayable at 60FPS vanilla without OptiFine since, like, 1.16 and some of their decisions for new content are questionable at best, underwhelming at worst. But at its core it's still a great game that has given me quite possibly thousands of hours of fun over the last decade and which I'll occasionally come back to every couple years, when the last burnout has subsided. As will be the case with Vintage Story too, or any other similar endless open world sandbox building game. You play it to exhaustion, then give it a year or two of a break. And following this pattern, once I finally grow truly exhausted of my current playthrough, I will most certainly return to Minecraft sooner than Vintage Story. Because they are two different games with two different goals and playstyles - one is a cozy building simulator with beautiful landscapes, one is a challenging survival game with cool building options. One has infinite amounts of mods to turn it into literally any other game, one has a bunch of mods to enrich the native vision of progression. Now I didn't know about the current developments at Microslop HQ about finally killing the Java edition in favor of their broken, duct tape addicted money machine - but that doesn't matter in the long run. Mismanagement of future game development doesn't change what the game was before. All that's going to happen; unless they truly learned from Nintendo now - is that, much like with the 1.12+ mod boycott, mods will stay on the last sane version. People will stay on the last sane version because of the mods; because no major game update can rival the power of 150+ mods modpacks. Not to mention, usually cool vanilla features get back ported by mods. And as such it still stands same as before that Minecraft is a great game and it's not Vintage Story, much like Vintage Story isn't Minecraft and you can very much play and enjoy both. If Vintage Story is exactly what you always wanted Minecraft to be and you have no other motivations then sure, so be it. But for others both can exist and both can be enjoyed for different reasons. So no, I'll join camp "There is no point in hating Minecraft over Vintage Story and Vintage Story is not the de-facto objectively better Minecraft". It is a different version of Minecraft going in a different direction being it's own game in the process. And just as a post scriptum: Vintage Story's game development certainly feels better than Microsoft's abuse. That is for sure. But then again, from my perspective as a new player who only joined the bandwagon earlier this year - Vintage Story's development took 10 years to only get this far and the last couple updates seem to have broken quite a few things aswell that don't seem to get fixed with any sort of urgency they'd demand much like Bedrock. It's obviously rude to compare them like this but the notions, if on a generally higher quality level, are still present. So I wouldn't go so far out of my to as to hold protest signs of "Microsoft sucks, Tyron is the best". Game development is hard no matter the size of the team, even though the limiting factor for small teams is usually time and resources while for big teams it's usually saving all the time and not spending any resources to make more money.
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Since you are playing modded, one of your mods is clearly acting up. I'm afraid you might not have any other chance than trying to find out which one it is and disabling it. Disable all mods, start new test world, die, see that it works vanilla. Then re-enable your mods back one-by-one or in small batches until the problem re-occurs. If oyu found the culprit you know what to disable on your main world.
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First off it would help to know what even is wrong with it. Like what happens that makes it "corrupted" and what error does it generate?
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The negatives for legal players are, depending on the chosen type of DRM, neglectable. If logging in to a game once as the only form of DRM is too much to handle the digital world might be a step too far. If someone willingly chooses Denuvo as DRM - the provenly worst DRM in history that fucks the game into unplayability with its aggressiveness while still offering 0 actual protection that isn't broken day 1 by willing individuals - then that's stupid. If someone does an EA and forces a Singleplayer only game like Sim City into an always online state, then fuck them. Vintage Story does not and with the intended normal behavior being one initial login, then not again for atleast a long while on the same game on the same device I don't see a problem with that. You needing 2 accounts is not a DRM issue it's just a weird design choice in Anego's user management across forums, ModDB and game and very much could and should be merged, yes. Multiple "instances" can easily be achieved by mod managers; something you need for multi-instancing regardless as the game doesn't have a launcher like Minecraft. Just shove selected modlists around instead of copying the entire game and changing its paths so it loads from two different folders. Which by all means could still work if you just make multiple shortcuts with different boot parameters for different data folder locations as it still is the same game in the same location and the login certificate should still be valid then. It being another password to remember should really not be an issue in the day of key vaults and somesuch and while potentially handy, integrating some form of external 2FA token would be overkill for a small game like this. As for the positives; any form of DRM is a hurdle, however small. If anything is easily available for free, people will just take it for free. If there is atleast some hurdle to obtain it, people will consider the tradeoffs of just getting it the intended way or sailing the seven seas of piracy. And money is what continues this game's development so one day it can be even greater than now. Maybe even finished, one can dream. DRM's forcing piracy, as fucked up as that might be, is also a good indicator for a game's overall reception. Piracy has always and will always exist, there is no stopping it. It's just a matter of how much piracy gets "encouraged" by shitty design or business choices. If piracy is necessary to bypass a DRM people will only resort to it if there is enough reason. If there is no DRM, you can never know if it's because people are unwilling to pay for the product or because people are too greedy to spend any money in the first place for their products.
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Just because the digital world is an open sandbox where noone can ever prevent you from doing anything and most DRMs do little to nothing to actually "protect" doesn't mean that the notion of protecting your intellectual property, especially if it's a paid product, is bad. If you think it is, feel free to post anything and everything you ever did in your life to a public filesharing hoster under a no rights reserved copyleft license so anyone else can take it and do whatever they want with it. Cause under the same logic, any form of EULA or Copyright License is useless too as there is only a few situations where people actually get in trouble for breaking them.
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The point of waterwheels is to be consistent. And when smithing with a helve hammer, I can see the value of not having to worry about the wind giving out halfway through a batch of iron blooms or plates. Beyond that though yes, the windmill will still not be overtaken as primary source for mechanical power.
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So... has anyone got a foolproof way to smith that thing without wasting an additional iron ingot? I am looking at crafting a second waterwheel and the first one was already a pain. Step-by-step guide prefered.
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An inversion in monster distribution philosphy
Rainbow Fresh replied to Rainbow Fresh's topic in Discussion
I agree that vanila rift wards, in their current state, are a notable waste of resources compared to how little usability they add. Small range, unreliable, do nothing other than prevent rifts from openening. But cost a late-game fortune and as much upkeep. That's why I literally just made a fixed, standalone version of the rift ward tweaks from the Better Jonas Devices mod (didn't want all the other features and it was kinda outdated) so that rift wards now have a notably larger radius for rift prevention, a smaller radius for rift destruction every half minute and a reasonable amount of restored stability for players in a smaller radius. -
That's about it. Rapids are water but faster and louder. They cannot be moved by bucket. They do not split into multiple blocks when flowing down and are all around a pain to utilize for anything more than putting a single water wheel directly underneath. If I'm not mistaken, to really drive the point home the water stream of a rapids source going through a waterwheel comes out as normal water on the other side so even chaining is not possible. The rapids water flows faster and only can travel 3 blocks far. Whaterwheels require the iron age to produce and fulfil the sole role of being a more stable source of mechanical power than the windmill. Assuming you have rapids nearby. Which in many situations may mean you still just gotta stick with windmills. Or rather "a windmill" as building multiple too close to eachother has been nerfed aswell as tradeoff for their being an iron tier large windmill variant now.
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An inversion in monster distribution philosphy
Rainbow Fresh replied to Rainbow Fresh's topic in Discussion
Even if rift spawns are finite and predictable it still doesn't change the unpredictable nature of when they will pop up. Yes, if rift spawns are finite and during Low activity there may be... what, 2 rifts around which poop out 4 - 5 monsters total? Yes you can kill them and be on your merry way. That doesn't help though if the activity silently changes when it was "calm" just a second ago and you are busy doing something else, focused. The Rift Ward exists (or should exist at which it currently does, at best, a mediocre job) to give you a reasonably expensive option to ensure a chosen, small area is so safe (while you maintain the ward) that you can confidently go solely focus on doing some other tasks that occupy you for the next real hour, or even go afk waiting for something to finish, without being jumped, slapped or even murdered out of nowhere.