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Posted

Hi Folks,

did someone experienced the same "bugs"?

- my animals are a bit away from my house (maybe slightly outside the sight range in a lightet animal farm) and only eat out of the trough "if" im in their area, otherwise the flax grains, turnips etc. just rot. But if the animals are fed (i wait there till they eat their food), they grow and mate. only problem is the feeding

- the bug sounds from the trees melt my headset, they are to loud for the general soundlevel

- there are so many shiver, bowthorns and drivters, its hard in the first nights, maybe more balance, or is this intended? :D (im by now a veteran player with many 100s hours and like fights, but this hard?)

- bowthorns dont disapear after normal nights, i alway have to kill 1 or 2 around my house, the light level does not work for them

 

this is my first post, but i want to help to make the game better. Is this the right forum channel to post bugs? :)

i hope

have a nice day all, and thanks for this amazing game

Posted

Welcome to the forums!

7 hours ago, goblinx13 said:

- my animals are a bit away from my house (maybe slightly outside the sight range in a lightet animal farm) and only eat out of the trough "if" im in their area, otherwise the flax grains, turnips etc. just rot. But if the animals are fed (i wait there till they eat their food), they grow and mate. only problem is the feeding

I'm guessing that the chunk it's in is too far away from where you do most of your activities, and gets shuffled into the "inactive pile", as it were. So it's only going to update when you're close enough to flip it to the active category. I would consider moving them closer, or finding something to do nearby while they eat.

7 hours ago, goblinx13 said:

- the bug sounds from the trees melt my headset, they are to loud for the general soundlevel

I've not encountered issues with the ambient creature noise, but the climate I'm playing in is too cold for cicadas to spawn, I think, and it sounds like that's what you've encountered here. However, given real life experience, I can say that cicadas are very loud, so perhaps it's more accurate than intended.

7 hours ago, goblinx13 said:

- there are so many shiver, bowthorns and drivters, its hard in the first nights, maybe more balance, or is this intended? :D (im by now a veteran player with many 100s hours and like fights, but this hard?)

It depends on the rift activity, but yes, the nights are harder now thanks to the new monsters. Bowtorn are especially dangerous if you don't have anything to mitigate their damage, however, they also don't like you getting close and will try to flee.

7 hours ago, goblinx13 said:

- bowthorns dont disapear after normal nights, i alway have to kill 1 or 2 around my house, the light level does not work for them

This is one I strongly suspect is unintentional. I've had a couple of temporal storms roll through and leave a bunch of them outside my house, when all the other stuff that came with despawned after the storm. Now I was able to deal with them without dying myself, and I suspect that leaving the chunk and coming back later would probably make them despawn. Having a rift ward active would likely help a lot as well.

As far as bowtorn remaining in daylight after a typical night has passed--that I haven't really noticed. Usually if I see a monster in daylight, it either crawled out of a cave, or got caught in the morning sunlight and is trying to flee. Bowtorn are the slowest monster, so they aren't going anywhere fast.

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Posted

I have suspected that chunks do not account for time passing when you are close enough for them to update again... but do not have enough proof of this, so maybe have experienced similar.
And indeed yes, certain monsters (I have no idea what their names are; they have spikes out of their back and shoot a long metal rod at you) appear to be unaffected by night or a storm ending.  Seen this for sure.  I do not have enough experience with the game to know if this is a bug, but if you are saying its not normal, and yea other types disappear, than you are probably right.

Posted
7 minutes ago, Reignhardt said:

And indeed yes, certain monsters (I have no idea what their names are; they have spikes out of their back and shoot a long metal rod at you) appear to be unaffected by night or a storm ending.

Those are the bowtorn.

7 minutes ago, Reignhardt said:

Seen this for sure.  I do not have enough experience with the game to know if this is a bug, but if you are saying its not normal, and yea other types disappear, than you are probably right.

I don't think it's intentional behavior. If I recall correctly, there were already issues with the new mobs just hanging out in daylight in previous test versions, so it looks like that behavior might not be fully fixed yet. I will say though, that last temporal storm all the monsters did end up despawning properly...including a nightmare bowtorn that waited until he was one hit away from death before vanishing. 😒 He was pretty goofy looking though--looked like he was sporting a nifty pair of rusty Ugg boots.

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Posted

Also, one thing I noticed, is that near my chosen house location(currently rift activity is low), nothing seems to spawn at night now.  This was not always the case and I thought that monsters always spawn at night?

Posted
2 hours ago, Reignhardt said:

Also, one thing I noticed, is that near my chosen house location(currently rift activity is low), nothing seems to spawn at night now.  This was not always the case and I thought that monsters always spawn at night?

Monsters will only spawn on the surface at night if there is rift activity and a rift nearby for them to spawn from. Higher rift activity means more rifts and more frequent spawns; lower rift activity means you might only have one or two rifts that may or may not be nearby, and fewer spawns. Calm nights means no surface activity at all. If there is a cave nearby, however, a monster or two could come crawling out regardless of rift activity or time of day, though it's still more likely to happen at higher levels of activity.

The one exception is temporal storms: monsters can spawn most anywhere during those, provided there is enough space to spawn them. Light levels don't really apply while these are in effect.

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Posted
14 hours ago, LadyWYT said:

Welcome to the forums!

I'm guessing that the chunk it's in is too far away from where you do most of your activities, and gets shuffled into the "inactive pile", as it were. So it's only going to update when you're close enough to flip it to the active category. I would consider moving them closer, or finding something to do nearby while they eat.

I've not encountered issues with the ambient creature noise, but the climate I'm playing in is too cold for cicadas to spawn, I think, and it sounds like that's what you've encountered here. However, given real life experience, I can say that cicadas are very loud, so perhaps it's more accurate than intended.

It depends on the rift activity, but yes, the nights are harder now thanks to the new monsters. Bowtorn are especially dangerous if you don't have anything to mitigate their damage, however, they also don't like you getting close and will try to flee.

This is one I strongly suspect is unintentional. I've had a couple of temporal storms roll through and leave a bunch of them outside my house, when all the other stuff that came with despawned after the storm. Now I was able to deal with them without dying myself, and I suspect that leaving the chunk and coming back later would probably make them despawn. Having a rift ward active would likely help a lot as well.

As far as bowtorn remaining in daylight after a typical night has passed--that I haven't really noticed. Usually if I see a monster in daylight, it either crawled out of a cave, or got caught in the morning sunlight and is trying to flee. Bowtorn are the slowest monster, so they aren't going anywhere fast.

Thx for the answers.

Yeah but the Chunk range isnt really that far away, i can see it withhin my extended sight range of 1000 Blocks. Maybe i would be a good option for players the be able to configure the active chunk range around your own position. so that good pc can simulate more. i builded that far away because of the future home in that destination, after the first survival summer, to have something to do in the winter :)

 

true cicadas are loud but u should think of the ears of ppl that wear headsets and tuning down one sound level, silences all the related sounds, so its not an option, this is why i think, that the sound level of these bugs should be targetet

 

Bowthorns are easy as u said, and two of them are a frequent chance the farm gears, but thats not the point, i want to report it, that the devs can locate the problem :)

 

Posted
21 hours ago, LadyWYT said:

Monsters will only spawn on the surface at night if there is rift activity and a rift nearby for them to spawn from. Higher rift activity means more rifts and more frequent spawns; lower rift activity means you might only have one or two rifts that may or may not be nearby, and fewer spawns. Calm nights means no surface activity at all. If there is a cave nearby, however, a monster or two could come crawling out regardless of rift activity or time of day, though it's still more likely to happen at higher levels of activity.

The one exception is temporal storms: monsters can spawn most anywhere during those, provided there is enough space to spawn them. Light levels don't really apply while these are in effect.

Wow!  Thank you for all of this information!  Now everything makes sense!  I appreciate you taking the time to explain this!

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Posted (edited)
18 hours ago, goblinx13 said:

Maybe i would be a good option for players the be able to configure the active chunk range around your own position. so that good pc can simulate more

Personally, I'd prefer if one could use a temporal gear to set a chunk as always loaded. We already have the downside of that -- come back from an IRL vacation and all your stored food is rotten, whatever crops you had planted are long since gone, etc.

It is supposed to do what you want on reloading that chunk, though. Might want to document it and put in a issue.

 

18 hours ago, goblinx13 said:

rue cicadas are loud but u should think of the ears of ppl that wear headsets and tuning down one sound level, silences all the related sounds, so its not an option, this is why i think, that the sound level of these bugs should be targetet

Probably just a perceived thing. Wild hives are a lot louder than cicadas, and no one complains about them being too loud.

The easiest solution is probably @ApacheTech's https://mods.vintagestory.at/accessibilitytweaks after it gets updated, which is probably shortly after the 1.20 release. If you can't wait, either overwrite the OGGs with some sound you don't mind, or, if you are ambitious, download something like Reaper or Audacity and either normalize it or compress it, depending on what you find offensive. As a starting point, maybe set the compressor threshold at about -60dB, and set a compression ratio of 1.5 or 2. Adjust it to what you want to hear.

Edited by Thorfinn
Posted
1 hour ago, Thorfinn said:

Personally, I'd prefer if one could use a temporal gear to set a chunk as always loaded.

That's a great idea for a Jonas tech contraption. I'm not entirely sure what one would use it for, as most reasons I can think of to keep a chunk loaded usually require the player to be around supervising certain processes.

Posted

Pulverizers and querns are notorious for leaking, and material despawning before you get back. I've just stopped running automation when I'm not present. I'm spending enough time hammering out plates for lanterns that I can periodically empty things, plus I'm not having to make so many chute sections.

I really thought animal husbandry in the hinterlands used to work. I'd just figure out how many full troughs I needed to have to make sure there were no open females, then leave them alone. Later go back, get the next gen sorted out, feed them, and slaughter all the extra males and some number of older females. From what @goblinx13 is reporting, that no longer works.

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Posted
1 hour ago, Thorfinn said:

Pulverizers and querns are notorious for leaking, and material despawning before you get back. I've just stopped running automation when I'm not present. I'm spending enough time hammering out plates for lanterns that I can periodically empty things, plus I'm not having to make so many chute sections.

I really thought animal husbandry in the hinterlands used to work. I'd just figure out how many full troughs I needed to have to make sure there were no open females, then leave them alone. Later go back, get the next gen sorted out, feed them, and slaughter all the extra males and some number of older females. From what @goblinx13 is reporting, that no longer works.

Yes, this is what I was thinking when you brought it up. I'm setting up my first windmill automation, and pulverizers have an explicit disclaimer in the wiki that their output can despawn if you aren't close enough while it's working. That seems like.... something that should be fixed. It seems like either the process should be paused when the chunk is offloaded or it should be kept loaded until the process finishes.

How far away from a chunk do you need to be before it despawns. I've been spending a lot of time building a new, bigger badder base for my windmill, and back home it seems like my pregnant pigs were pregnant for notably longer than they should have been. But I didn't actually write anything down, so I could just be impatient.

Posted

Querns and pulverizers "leak" contents which is different than despawning.  Leaking contents are contents in an inventory that disappear.  Essentially the mechanism desynch's from the world while you're outside the loaded chunk range.  The mechanism works but the result disappears.

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Posted
32 minutes ago, Maelstrom said:

Querns and pulverizers "leak" contents which is different than despawning.  Leaking contents are contents in an inventory that disappear.  Essentially the mechanism desynch's from the world while you're outside the loaded chunk range.  The mechanism works but the result disappears.

Oh. That's good to know. I've noticed that sometimes the dust doesn't make it into the hopper from the pulverizer, and sometimes a rock or two slips through without getting crushed. The quern I've never had issue with, as I don't put more than one stack in at a time. But then again, maybe there has been issues and I've just not noticed. That's always possible too.

Either way, I hope it gets fixed in the future. Right now I look at a bit of lost product here and there as just the cost of unsupervised automation, but it would be better not to have to babysit.

Posted
1 hour ago, LadyWYT said:

The quern I've never had issue with, as I don't put more than one stack in at a time. But then again, maybe there has been issues and I've just not noticed. That's always possible too.

I can confirm as of 1.19.8 that loading up a few stacks into a chest, leaving and returning will result in getting fewer items than you placed in the chest to be ground.

Moral of the story - don't leave home while using automated machines.

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