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Forums are bugged, no one can type anything
marmarmar34 replied to marmarmar34's topic in Discussion
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Forums are bugged, no one can type anything
Łukasz Zawisza replied to marmarmar34's topic in Discussion
div data-role=editorComposer noscript textarea name="topic_comment_19450_noscript" rows="15" /textarea /noscript /div -
Forums are bugged, no one can type anything
Łukasz Zawisza replied to marmarmar34's topic in Discussion
textarea to answer is in noscript element. If you delete this element and you will left just textarea all work. -
Forums are bugged, no one can type anything
Łukasz Zawisza replied to marmarmar34's topic in Discussion
For me all work. -
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cz [CZ] [SK] Český survival módovaný multiplayer Vintage Story 1.21 server
DejFidOFF replied to DejFidOFF's topic in Multiplayer
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Remnants of Kattium is a fresh off the boat RP server starting in the late 1300s. Unlike other servers, we are made by players for players - that means no elitist bureaucratic bullshit, no unfair rules, and no favoritism. Oh, and we've got some pretty nice lore too (handcrafted by yours truly)! I'm going to keep it short and simple since I don't want to sound corporate. We've got a brand new world in need of leaders, soldiers, builders, and instigators. We need people who have a passion for Roleplay, for this game, and for building a new community from the ground up. So far, everything is new. There are few cities, few men, and few women. But this is a good thing; the land is ripe for the taking. There will be no server wipes for at least 3 years. The only thing we ask is that you read the rules, try it out, and give us as many suggestions as possible. If you don't even join the game, that's cool -- I appreciate any interest at all. https://discord.gg/6XUJbgddjm
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If you can read code, the entire logic related to rooms seems to be here. While I'm not certain about the exact way it scales with room size, I doubt that computational cost is an especially significant factor in the current limits, and stylistic choice seems like a viable explanation. But either way, if you think it could be beneficial to the game, feel free to make a suggestion regardless. People here aren't typically familiar with the code at a low enough level to explain whether a suggestion is technically viable outside of relatively obvious cases, and they tend to care more about matters like gameplay enjoyment and thematic identity.
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TheSurvivor2928 started following Food problem
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Basically when I go hunting in my area, I only see raccoons and foxes 80% of the time. Any reasons to why?
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It shouldn't normally do that, unless you're in the middle of a temporal storm, in which case it should return back to normal after ~5 minutes on default settings. If you didn't have problems before but are now noticing that the area is unstable, then a common culprit is that you're in an area of patchy stability - some spots stable, some unstable - and just didn't notice that earlier as you were moving around in nearby more stable areas. If it's not a temporal storm and not an area with patchy stability, then the only reasonably probable causes that I can think of are mods or a bug. If you're using mods, then you may have to check which of them causes the problem and disable it (make sure to test things on a backup world). If it's not caused by a mod, then you may want to try reporting a bug on the issue tracker. Either way, there's a couple things you can also do if you don't want to just entirely abandon your current house: use the house as a storage building or for any other function that doesn't require you to stay there too long, and make sure you spend most of your time in more stable areas (only feasible if there actually are sufficiently stable areas nearby), use the /worldconfig temporalStability false command to disable temporal stability as a whole (will disable the entire mechanic, including underground instability; needs a world reload to take effect), try a mod like Stable Surface to disable instability on the surface only (best make a backup of your world beforehand).
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LD_DEBUG_OUTPUT isn't going to tell you anything new. The .NET runtime failed to load glfw, since it was linked against a glibc that was too new. Downgrading glfw probably won't be enough. At least the sqlite and openal libraries that come with Vintage Story were linked against more recent glibc versions (meaning they won't work on your system). If you have Slackware 15 versions for these installed, that may work. (Try "ldd ..." against all the files in the Lib dir with .so in their name.)
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docker Vintage Story Dedicated Server Docker Image
Fat_Lizardman replied to Drahkar's topic in Guides
Hey! I just made a fork of your project and added this mod to auto install https://mods.vintagestory.at/vintagercon so that the server has a means of remote communications, i also added ttyd to handle the exposure of the rcon server so now the console is accessible via http. check it out! https://github.com/JoshEvans-Weber/casaos-store/tree/ff130cc42fe8a93582401eb1e16af357f5bc41c1/Apps/vintagestory-custom this container also has been put into a repository that is accessible via CasaOS's appstore using the instructions in the readme.md -
ive just got the game recently and i dont know if im being dumb but i have just finished building my lovely home next to my dirt shack and now its built my whole area even my dirt shack is temporaly unstable and it wasnt before im talking like it was going up before but now everywhere around my base is going down really fast it took me so long building it and carving lil drawings into my walls
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A new player doesn't need to hyperoptimize, but they also don't need to spend time and resources on a denser search pattern that doesn't help them in any way. For iron specifically, sinking a shaft every 12 blocks takes 16 times more effort than at 50-block intervals, while providing maybe 10% more iron per unit of area on average. Even if you don't consider the average over a larger area, then searching more sparsely will still allow you to find the first deposit much faster. Hence the 50-block interval recomendation for iron. Even at 25-block intervals in a generic case for all ores, the maximum deposit radius that can be missed is ~9, barring partially obstructed deposits and stuff. It's trading a small amount of missed resources from the smaller deposits for a large increase in time efficiency. It's covering the same area with a quarter of the effort for ~60-100% of the total return in most cases (60% for very small deposits, and close to or exactly 100% for larger ones, especially iron). Hence the 25-block interval recommendation for most ores. There are a couple of relatively common ores for which I could potentially recommend mining at intervals below 25, including for cassiterite, bismuthinite and sphalerite, but even then you're generally not trying to precisely strip the area of every single deposit either. Still, an interval of ~18-20 is perfectly fine with fairly low or near-zero resource loss for almost all ores, while still being significantly more efficient than 12-15. Gemstones are probably the only notable exception for which an interval of ~12-15 could be optimal, but that's irrelevant for most players. Child deposits are also different, but that's a completely separate search pattern.
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I would still like to know generally, if it's not a computational limit, at what points does it become a computational limit. I would like a small description of the backend of this game and stuff as I'm sick of making suggestions just to laughed out of a forum because what I'm suggesting isn't computationally compatible with the same game people continued to tell me nothing about. So please if anyone has any info on this stuff, I would like to know it so that I can make an educated suggestion to this game, as I feel as if a couple of my idea at least aren't so incredibly far fetched that with modern hardware it would be possible and even beneficial to the gameplay to add them.
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Asterrufus started following Visibility toggle for waypoints on the mini-map
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Hello everyone I think it would be useful and welcomed if it were possible to toggle the visibility of waypoints on the mini-map. This would greatly reduce clutter on the mini-map for those that have many waypoints in one area. Waypoint groups is another interesting idea that I'm sure would be beneficial to many. Being able to group waypoints and then toggle their visibility on the mini-map might be useful for a variety of situations such as surface copper deposits. I appreciate any feedback on this suggestion and despite it's simplicity I do think it is a useful addition to the game.
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Deep locust: A miner's best friend. Will tap on stone that has ore one block behind or diagonally of it. The glass bulb can come in any color. Its feet make little tink sounds when tapping. Corrupt deep locusts have a habit of throwing themselves from ceilings, using their heavier frame to bludgeon players. Theirs a chance they will stun themselves when they fall. Their light will flicker dimly when stunned. They are hardier than other locusts but can’t leap in return. Will not flee in combat. Will attempt to hit ankles similar to that scooter from your childhood.
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Baroque Inspired room (still under construction)
DonnytheBuilder replied to DonnytheBuilder's topic in Builds
so far its taken about 3 days, a few hours a day with all the materials provided by the community. I really just wing it, no testing and only a couple irl pictures for inspiration. I specifically looked at Asamkirche because of the smaller scale and higher level of detail. Some baroque structures only detail ceilings, trim and focus pieces while ignoring the floors and walls, Asamkirche does an exeptional job at detailing the walls, but I am yet to find a really good baroque style floor. -
another pro tip, packed dirt is your friend.
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Probably makes sense to put it behind a certain tier of nails, like iron nails, if they don't want people to be able to craft them in the copper or bronze ages.
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I don't know if this is an issue due to mods, or how i've done something wrong, but i cannot use my new huge windmill for what it was intended for. If i place even 1 quern under an axle, the whole system stops. But it will accept 12 pulverizers. There are 4 max-length sails connected to two large wheels at the top, and I pathed downwards and placed more as-needed until i had 12 axles. I really don't know where I went wrong because everything is fine and spinning.. until I introduce the querns.
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Then I guess I am lucky. I spawned at the beach of an ocean and behind me is a huge (and I mean HUGE) mountain that I can't even climb. I swam around the whole island to find a better place to land, but to no avail. Thank you very much, so I am looking for lakes for rivers I guess. Maybe I will just try a new map. Again, thanks for the help!
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Oh I do understand it's everywhere. And it's even made easier with a scythe. And I could be immensely wrong too but I'll say that ive got several hundred hours between two worlds and this is largely an opinion of mine. If you're having fun playing then do you cause this game is AWESOME.