- Видео 84
- Просмотров 57 308
The Pathfinders Codex
Добавлен 20 окт 2011
A mix of nerdy development content. 🚀
From beginner basics to advanced techniques.
Development tutorials, astronomy and science concepts in code, and more
- exploratory programming to learn new things
- visualizing coding concepts and algorithms
- development logs (with code snippets, walk throughs, and code repositories on GitHub).
- cellular automata, playing the ukulele, music theory, and more 🌟🎸
From beginner basics to advanced techniques.
Development tutorials, astronomy and science concepts in code, and more
- exploratory programming to learn new things
- visualizing coding concepts and algorithms
- development logs (with code snippets, walk throughs, and code repositories on GitHub).
- cellular automata, playing the ukulele, music theory, and more 🌟🎸
Godot Beginner Tip: Font size and Style overrides with animations
How to customize and animate your GUI in Godot!
This beginner-friendly tutorial covers basic theme overrides, label and button styling, and simple animations using Tweens to bring your UI controls to life.
Stay tuned for our upcoming videos where we'll go back to some advanced coding - and work with some 2D graphics shaders!
This beginner-friendly tutorial covers basic theme overrides, label and button styling, and simple animations using Tweens to bring your UI controls to life.
Stay tuned for our upcoming videos where we'll go back to some advanced coding - and work with some 2D graphics shaders!
Просмотров: 78
Видео
Simulating 2D Gravity with Compute Shaders in Godot
Просмотров 1,5 тыс.Месяц назад
A code walkthrough for a 2D N-Body particle sim experiment, in Godot 4, using GLSL compute shaders. Learning new stuff is great! Don't hesitate to let me know if you see bugs or have advice on how to improve it. Open Source available on GitHub: github.com/ThePathfindersCodex 00:00 Particle Sim Overview 04:35 GDScript Code 14:34 GLSL Compute Shader Code 23:52 Gaps and Issues 27:47 Bring It All T...
Graphs in Godot - Recipes in Satisfactory
Просмотров 8922 месяца назад
Exploratory Programming series - Visualizing Graphs in Godot A quick teaser for an upcoming tutorial project where we explore force-directed graphs using Satisfactory and Godot as a playground. What is the "shape" of a recipe in Satisfactory? This interactive graph shows the quantity ratios needed to build many of the in-game items, but in a fun interesting way using the Godot game engine. A so...
Godot 2D Gravity Simulation: Early Prototypes
Просмотров 5943 месяца назад
Warning - video contains moving patterns and flashing lights. Exploratory Programming series - 2D N-Body Simulation in Godot See how it works in our new video. Run and modify the code yourself to try it out! Open Source on GitHub Learning new stuff is great! Take a look at the early parts of a Godot 2D N-Body particle sim project using GLSL Compute Shaders. Featuring some initial prototypes and...
Digital Life Compute Shader in Godot (open source)
Просмотров 6804 месяца назад
Exploratory Programming series - Lenia Cellular Automata in Godot This is the third Lenia digital life coding video in the Lenia series. This time we're reviewing some example code from GitHub and adding a ton of enhancements to it so we can play with the Lenia lifeforms with real-time input controls! This version uses compute shaders and is better than the GDScript version. That GDScript versi...
From Discrete to Continuous Automata... but in Godot
Просмотров 3335 месяцев назад
Exploratory Programming series - Lenia Cellular Automata in Godot This is the second video in the Lenia series. It's meant to show the logical sequence of steps to convert the discrete Game of Life algorithm into a smoothed out Lenia system. This is a naive approach to creating Lenia in Godot, using GDScript. It will be improved over the course of several videos with FFT and compute shaders. I ...
Mini Guide to Fishing in Valheim
Просмотров 4,8 тыс.6 месяцев назад
How and where to catch each of the fish in Valheim - and make the Fishing Hat. Let us know if you like the mini guide format.
From Godot 3 to Godot 4: Top 10 Challenges of Upgrading the 2D Orbits Projects
Просмотров 2406 месяцев назад
A quick look at the 10 major problems I ran into when upgrading the approximately 2000 lines of code in the 3 different 2D Orbits hobby projects on the channel. The upgrade was from Godot 3.4 to version 4.2. Useful Godot Documentation: docs.godotengine.org/en/stable/tutorials/migrating/upgrading_to_godot_4.html#updating-scripts-to-take-backwards-incompatible-changes-into-account The upgrade was...
Godot 4 Beginner Series - 2D Platformer - All Episodes
Просмотров 1,2 тыс.7 месяцев назад
All episodes (in order) for the Godot 2D Platformer "Nuts and Bolts" Tutorial crash course series. The open source code for the project is available on GitHub here: github.com/ThePathfindersCodex This project was first written in Godot 3.5 but was migrated to use Godot 4 for this series. It uses the built-in GDScript language. Chapter Episodes: 00:00:00 Project Intro 00:00:45 Ep 1. Setup 00:07:...
Building Lenia in Godot: Prototypes #GodotEngine #LeniaLife
Просмотров 1667 месяцев назад
(Warning: Video contains Flashing Lights and Patterns) Exploratory Programming series - Lenia Cellular Automata in Godot In the world of cellular automata and simulations like the Game of Life, advanced techniques like smoothing and Lenia allow for spectacular algorithmic lifeforms and organic patterns. Lenia Life in Godot? Part 1 Early Prototyping This video is the first of three Lenia videos ...
Valheim Ashlands: Using Console Commands & Cheats
Просмотров 7 тыс.8 месяцев назад
How to enable and use the debug console and cheats in Valheim on PC - to help you with getting that perfect cinematic video or screenshot. - Steam PC Version - Single Player only (unless using mods) - Can break your game if used wrong #valheim #cheats #devcommands #valheimbuilding 00:00 Intro 00:26 Enable Console 00:44 Opening Console 00:50 Enable Dev and Debug Modes 01:04 Debug Mode Features 0...
World Builder Custom GPTs: Invasion of the Hive
Просмотров 818 месяцев назад
*CREATE ADVENTURES AND STORIES* This video shows how I used ChatGPT and customized GPTs to build simple random RPG adventures and narrative campaigns. Essentially it's just a massive random dice-roll table or a Game Master Oracle for role-players, but it uses ChatGPT to create the files. The results can be campaigns, universes, NPCs, maps and more. The output files can then be used in other way...
Ashlands Maximum Comfort Level 19
Просмотров 2,3 тыс.8 месяцев назад
A quick video on how to get max 19 comfort and 26 minutes rested bonus in Valheim. This video contains a new comfort item from the Ashlands update that brings the total up to 19 comfort. Check out the new Lava Lantern!
GDScript - 2D Orbits from State Vectors
Просмотров 4968 месяцев назад
Here's a video showing the steps in Godot 4.2 GDScript to take an object's state vectors and try to calculate an elliptical orbit and orbital elements, in 2D space. This is hobby code so it likely has bugs and it definitely has precision issues. All of our projects will be on GitHub soon so please subscribe to get notified when the repositories are made public. The Keplerian orbital elements ar...
Simple Version Control with Godot & GitHub Desktop
Просмотров 4369 месяцев назад
Simple Version Control with Godot & GitHub Desktop
Planets-on-Rails & N-body Orbits Project Intro
Просмотров 2239 месяцев назад
Planets-on-Rails & N-body Orbits Project Intro
Godot Platformer Tutorial - Finished Demo
Просмотров 6910 месяцев назад
Godot Platformer Tutorial - Finished Demo
Platformer Tut 5.3 - Hazards, Enemies & Boss
Просмотров 9211 месяцев назад
Platformer Tut 5.3 - Hazards, Enemies & Boss
Platformer Tut 5.2 - Items, Upgrades & Player Triggers
Просмотров 89Год назад
Platformer Tut 5.2 - Items, Upgrades & Player Triggers
Platformer Tut 5.1 - Tilemaps, Tilesets
Просмотров 100Год назад
Platformer Tut 5.1 - Tilemaps, Tilesets
Godot Beginner Tip: Using Signals to Connect Animated Sprites to Sliders
Просмотров 397Год назад
Godot Beginner Tip: Using Signals to Connect Animated Sprites to Sliders
KSP2 Sketch: Kerbal Vision Skit - Almost Missed Moho
Просмотров 281Год назад
KSP2 Sketch: Kerbal Vision Skit - Almost Missed Moho
Here from Reddit! Sup dood
Practicing my E major chord, fingers hurt, hehe
there frozen biomes too? i dont know that wtf
"The goal was ... to have a good starting point for others to play with; something documented in a way to make learning the overall structure easier to follow." Mission accomplished. What a great video. I'm working on a hydraulic erosion simulation on the GPU, and you showed many great techniques and patterns that are applicable to any other compute shader. Thank you!
Thanks so much! Really glad it was helpful. Your hydraulic erosion sim on GPU sounds awesome. Good luck with it, and feel free to share how it’s coming along!
Your videos are amazing. I recently made the game life in godot. I managed to improve performance by directly drawing pixels, but the game was still slow for fields of 1000x1000 and more. I was planning to rewrite and replace the calculations on the processor with calculations using compute shaders. I'm so lucky to have found your video. There is not much information on this topic.
Thank you! Compute shaders are great for handling large-scale calculations like yours. I'm glad the video helps and if you have any ideas for other similar demos and video walkthrus let me know.
Just pure art
Thank you @Higgsinophysics
Good video! Since you're using compute shaders already, a multi-level integral sum technique would be way more efficient. Hierarchical grid-based methods work great for 2d gravity where accuracy is not required to be perfect, otherwise tree-hut/multipole methods will be better - though way slower. You could use a 2D prefix sum grid (and parallel scan; for better gpu use) to rapidly estimate mass distribution, then gather acceleration contributions at different radii (3^n squares) and directions around each particle. The basic idea is that each particle looks at increasingly large square regions in 8 cardinal directions, summing up total mass from the prefix sum grid to estimate gravitational pull at that scale. This gives O(n) scaling instead of O(n^2), and the hierarchical multi-level approach means nearby particles still interact precisely while distant ones are approximated efficiently. The error scales well with distance. The technique is well-suited for GPU since the lookups are coherent and the prefix sum can be computed in parallel. You'd still get visually plausible gravity but with dramatically better performance characteristics. Since you're already using compute shaders, implementing the prefix sum and multi-level lookups should be straightforward. The extra memory overhead from the grid is minimal compared to the computational savings. You could probably get ~5-75 million particles running at real-time, depending on your hardware and implementation.
Wow thanks! I'll check out multilevel integral sums and grid based approaches and see where that leads.
I always knew the biggest G was the gravity constant. Awesome video
Gavity... Lol
Bro can you do course on shaders basics with mathematics required?
That would be fun but Im still learning about shaders.
devcommands not working! can you help please?
Are you running mods?
@@ThePathfindersCodex Yes I have this mods: BepInExPack_Valheim v5.4.2202 by denikson AutoRepair v5.4.1602 by Tekla Stone_Portal v1.6.0 by JereKuusela EquipmentAndQuickSlots v2.1.14 by RandyKnapp UnrestrictedPortals v1.4.3 by Hell_Is_Here Jotunn v2.22.0 by ValheimModding BetterArchery v1.9.8 by ishid4 TargetPortal v1.1.20 by Smoothbrain TrashItems v1.2.8 by virtuaCode XPortal v1.2.21 by SpikeHimself TeleportEverything v2.7.0 by OdinPlus Valheim_Legends_Fork v0.7.5 by Visteus it comes the error if I write "devcommands": [Error : Unity Log] TypeLoadException: Failure has occurred while loading a type. Stack trace: (wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal) Terminal.SendInput () (at <889b2bc1e1224b249a4784da9ef107e2>:0) UnityEngine.Events.InvokableCall.Invoke () (at <be2cce08ca774b9684099a81093ecac0>:0) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <be2cce08ca774b9684099a81093ecac0>:0) GUIFramework.GuiInputField.onInputSubmit (System.String text) (at <42b715d4f7074688ae4aa40cd55c7e50>:0) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <be2cce08ca774b9684099a81093ecac0>:0) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <be2cce08ca774b9684099a81093ecac0>:0) TMPro.TMP_InputField.SendOnSubmit () (at <02877122efc04a3daec2c884ec70309e>:0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <02877122efc04a3daec2c884ec70309e>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <727fd5405ffb4795abf6c3e1107e7369>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <727fd5405ffb4795abf6c3e1107e7369>:0) UnityEngine.EventSystems.EventSystem:Update() [Info : Unity Log] TMP_Input can't handle null eventData in curren package. Can be ignored atm though. Exception: Failure has occurred while loading a type. I hupe you can helpe me😬
Thank you! It's really useful!
Glad it was helpful!
Damn teleport doesn't seem to be working, stuck inside my temp base after dying lol
Did you finally make it out of your base?
@ yes! Thx :P I had a mod installed to have loot spawn instantly that was breaking devcommands
wow, this is pretty cool, nice job
Simple, concise, straight to the point, thats what all of us want in a tutorial, thanks a lot my friend
Aww, a tiny troll!
Heyho nice! Does your code allow retrograde orbits aswell?
Thanks. Most of the projects should support retro; but some of the projects assume prograde just to keep things simple. The newest project on the star system gravity shader does allow you to run the simulation in reverse (although it can't undo the collision in reverse)
Awesome stuff!
Glad you like!
I have seen the matrix. Thanks for showing me how I really need to use this in order to not be stuck. Lol.
Thanks my friend
how did you know that I play satisfactory ? :D also, I hope others learn from this, because this is much nicer than how the other online tools handle these graphs. maybe not for larger ones - yet :D excellent work <3
Glad you liked it. yeah, there are different ways to show the nodes and edges and it kinda depends on what the graph is going to be used for. in this version: the nodes are either Items -or- Recipes... and the edges can be either weighted Inputs or weighted Outputs. In most other graphs I see online they streamline it so it's more compact and practical for planning. I was going for the visual flair :)
@@ThePathfindersCodex I see, I guess what appealed to me, is it shows just what becomes what and though what; just the overall flow of the components. If you get to the endgame, and you are dealing with fissile stuff, it's kinda hard to keep in your head what goes where; so far yours looks like the best for that :)
Which method do you use for simulating the G forces here? Brute force? Barnes-Hut? FMM?
Brute force. But I do want to try BH and FMM sometime.
"Open Source on GitHub (currently private - will be made public soon)" So, Closed Source then?
Ha! That was just a reminder for myself to make it public in a few days. I like to give a day or two early access for anyone who has joined the github org. The repo is now public.
This is really impressive ! Waiting for the code walktrough. I cannot write shaders right now but i would want so much....
Amazing as usual.
Thanks! The github project will be available later this week.
After looked at the map size I wish it’s like terraria but then I remember no u die and need to repeat again I just uninstalled
A mix of Terraria and Noita would be a GREAT game! Yeah the rogue like part of Noita is a lot for some gamers. Would be nice to have another gameplay mode with less permanent death.
Incredible, high-quality tutorial. I've seen articles about this in the past but never thought of recreating it in Godot. That was really interesting. Good job.
Thanks!
It's reassuring knowing the main onstacle in the game are the first areas. I always get stuck there bc I iperfocus on making OP wands before hisii base, maybe I'll try yo losen up next time I'll play
I'm not seeing the practical use of this. How would you use it in a game?
No practical use other than learning about sliders and anim sprites. You might find a use for it outside of games (animated motion graphics as an example). Great question.
RIP KSP2
*bows head*
Did you switch-off "V-Sync Mode"?
It's still enabled. I tried the different vsync options in Godot but did not see much change in fps output.
@@ThePathfindersCodex _process() will work around 2500 fps, but in fact it depends on performance of your pc, now it works about 60 fps. And it may require to adjust your code. Look Forward!
Interesting stuff! I wonder if Bitmaps could help non-shader implementations?
It might help to set the starting field if the pixel data is good, but i think the bigger problem with the gdscript is that it is bottlenecked by the cpu. Even with a medium grid and medium kernel it starts to bog down in the for loops.
Cheers, this makes so much more sense now :)
Is there a way to express retrograde orbits using just the four 2D orbital elements you are using? Normally in 3D a retrograde orbit is expressed by inclination being greater than 90 degrees, but when flatted to 2D inclination would only ever be 0 degrees for a prograde orbit or 180 degrees for a retrograde orbit. Keeping inclination around just to hold either of those 2 values seems like overkill, and I feel like you should be able to describe a retrograde orbit with just the 4 orbital elements you have, since in 2D an orbit is a 4 degree of freedom system. Do you know of a way of doing that?
It's been awhile since I looked at this code. I know at least one of orbits projects doesn't support retrograde (or rather it always assumes prograde for simplicity). The other projects do support it, but that's because those projects use State Vectors instead of orbital elements as the driving data. It might be worth adding a boolean flag to the code for retrograde (0vs180), but I'm not sure if it can be encoded into one of the 4 existing orbital elements. If we don't have information about how the true anomaly changes over time, or the object's velocity vector, then we cannot definitively say whether the orbit is prograde or retrograde based only on the orbit's shape parameters (semi-major axis, eccentricity, argument of perihelion, and true anomaly at a specific point). I could be wrong but that's how I understood it. Hopefully that helps and if you have more details or corrections let me know.
@@ThePathfindersCodex Yeah, that's pretty much what I've been thinking too, but it just seems strange that the information would be lost. The 4 elements of the state vectors and the 4 orbital elements should in theory be able to convey all the same information, right? If so, I figure there must be a set of 4 orbital elements out there that can distinguish retrograde orbits, might not be these 4 though.
@@ThePathfindersCodex Ah, I think I found a set of orbital elements that would work. Replace semimajor axis with specific angular momentum. *h* is negative when an orbit is retrograde, so that can be checked, and you can still get semimajor axis from *h* and e.
@@ThePathfindersCodex The reason why the standard orbital elements loose the retrograde information is because the equation for semimajor axis involves *h* squared, so the sign info is lost.
What should one do if you need to modify a resource on one node without affecting it in other nodes? I'm working on a 3D game where you can punch enemies. Each enemy has a material and I use a shader to tint the material red when the enemy gets hurt. However, since all enemies use the same resource, they all turn red when you punch one of them. Sure, I could just do Make Unique on all enemies manually, but what if I need to spawn enemies using code? How do I make the resources unique in code? I've tried duplicating the material resource for each enemy in _ready(), but for some reason now the tint only works on one of them. EDIT - For anyone facing the same problem, I figured it out. You just can't assign the mesh's material the normal way. In an act of passive aggressive defiance Godot just quietly ignores your $"path_to_MeshInstance3D".mesh.material = duplicated_material. You have to use the set_surface_override_material(0, duplicated_material) function to give it to each enemy instead. :)
@@WeirdBrainGoo hahaha "passive aggressive defiance" I'm glad you figured it out.
Very interesting, thanks for the tutorial :D
Glad you liked it!
I think from what ive read computing the shader will be your best friend for performance which is moving all the heavy calculations for the behaviours to the gpu.
Yep! I just finished reviewing the glsl code from Ludmuterol and was able to change that from greyscale to use jet colors with little effort. And it runs really fast compared to the gdscript.
Love this stuff, would be great if you could show us the code in combination to your explanations, like Sebastian Lague does. But either way, great simulation.
Thanks for the comment. Great suggestion! I'm starting to show more code in my recent videos and plan to do more of it, hopefully without making them dry and boring. You can download the code on github for many of the projects like this one. Link is on the channel page.
@@ThePathfindersCodex Oh, how cool. This is very generous and helpful. Many thanks and of course I already subscribed. Keep up the good work!
thanks very march
a level 1 fish cant be reeled in with mistlands food stamina levels...
The fix for magmafish is live!
I perused several Reddit posts that couldn't explain just this. Thanks much!
Glad it helped.
Thank you for the great tutorial
You're very welcome!
I would rather have 8 level 1 fishing hats, than 1 level 4 fishing hat.
Thank you
Welcome!
I made a fully upgraded Fishing Hat, quite while ago, before Ashlands, shortly after Mistlands came out. Most of it was pretty strait forward. The only difficulty I encountered was catching tunas. I had dozens of each other fish, before I caught my first tuna. For the other fish, I simply walked along the coast or drove the longboat around unit I saw a group of them. Then is is just a matter of minutes to catch a couple of them. Even the Tetras found in frost caves were no problem. I actually found 5 laying near a frost cave pond, long before I bought a fishing rod. But I simply never managed to spot tunas and randomly fishing in the ocean only caught me other fish, or none at all. Finally after a while I saw an incredibly fast moving fish, standing at my fishing dock at the coast. Caught it and it was a Tuna. It was at one of these ocean channels, that sometimes are very close to a coast. So I found out, that they usually swim quite deep. Contrary to other fish, they don't appear in groups, or at least swim that far apart that you won't recognize them as one. All that makes them quite difficult to spot. However you can identify them by their fast movement. If you see a fish darting through the water, much faster than any of the other fish, you know it is a tuna. Only when I realized that, I managed to catch more than my first one. So what I did is building fishing towers, simply planting a core wood log as far out, in the water, as possible. Then stairs leading as far out as possible. Looking down from there, it is much easier to spot fish and especially the tuna darting around. That way I caught a couple of them. So even tough, that they are ocean fish, initially I had an easier time, catching them at coasts that are close to an ocean biome. Walking town the stairs is also helpful in reeling them in. That and, full stamina foods and stamina potions. Later I found out, that it also works, using the longboat, slowly driving through the ocean. Then stand on the fronts highest point, camera scrolled out to max and keep looking strait down at the water, for the fast movement. When you just boat around, looking at an angle at the water, it is very difficult to spot them.
This is all great advice for Tuna! Another one that had me scratching my head was Tetra. I had a hard time finding Tetra mainly because finding Ice caves with actual lakes in them was a slow process.
Yepp, it certainly can take the longest to find Tetra, because it is just a matter of chance. So it is a brute force thing, that can require a lot of time and patience, but not much smarts or knowledge. The only useful tipps I can think of for it, are general cave exploration tipps: Choose on side, I do always left. Go that way from cavern to cavern, looting everything until you are back at the entrance again. Only occasionally do the caves have loops, that require you to deviate from the always left rule. But usually they are easy to note. But now that I further think of it, I have to correct that a bit. There are other relevant things to know about: E.g. how to find and spot ice caves, because they are easy to miss. Obviously big mountains usually have more of them. So take your boat and sail around, until you see a very high mountain. That offers the best chance to find several caves in a short time. If you found your first frost cave, I recommend that you walk around it and inspect it from all sides, elevations and angles. That way you learn how to spot them. The caves are often found at the steep sided of mountains. I always found the Tetra as a byproduct of looking for fenris hair, I needed to make my fully upgraded fenris armor set. The fenris armor also can speed up finding Tetra. Its movement speed buff helps you to cover more ground and navigate the steep mountain terrain and it's combination of frost resistance (chest piece) and fire resistance (set bonus), is useful in the frost caves, against the cultists fire breath. For fishing in general, I also like the fenris set combined with the fishing hat. The high speed makes dragging fish onto land easier. And it also fits aesthetically.
1:32 oh yeah sure, easy peasy. Let me go get you 10 of those 😮😮😮😮. I'm "newish" to the game still, but I did encounter a sea serpent once... Are you saying you can kill these things. But not only can you kill them, but you're expected to ? 😨
You can kill these things pretty easily soon dw, you'll get stronger soon :) but the trophy and serpent scales sink in the ocean, so you have to make a harpoon, drag the serpent to the shore, and then kill it. Quite the task. You'll get a strong health food (80 hp) for early to mid game, a decent tower shield, and the trophy for the bait if you're lucky, for your efforts. Imo only the food is worth it, and only if you don't already have food with 80+ hp. And the food floats, so you don't have to bother harpooning, just kill it with arrows.
I would say that, other than Trolls, the sea serpents are some of the more deadly things to encounter for those new to the game. The trolls are easy after you learn the few moves they have, but those serpents strike fear into anyone carrying back a ship full of iron ore to base... learned to stay close to the coast and travel in daylight. Also, having some friends along makes harpooning and beaching them alot easier.
@@ThePathfindersCodex Also, iirc, the sea serpent can only spawn in areas you are looking at, so if you are out in the sea, you can zoom in your camera completely and look at the floor of the ship and the sea serpent will never spawn
the effort is not rewarding, i will not do this anymore until they overhaul it. i like to fish, but not like this, there is no reson. Iron Gate do something.
This is actually crazy
i wish hey had it give some cool stats like attract more fish passive aura or increase chance to catch making you a master fisherman
Yeah, we need a better reason and rewards to do the fishing. Maybe they'll redo the fishing progression before it leaves early access.
So +20 fishing skill and +20 swimming isn't enough? (Though sometimes it says +19)
I think my biggest gripe is that the reward is at the end of the progression. It seems like they expect you to go through all biomes and would probably be near the end of the game by the time you reasonably get access to the last few fish... except for us adventurous types haha. Would be awesome to see different fish recipes for specific fish - or for trapping?
@@RCbeastly no
Had no idea this was a thing
Yeah, it's kinda disconnected from the main gameplay. Funny, you can catch many of these fish with your bare hands!