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Streetwind

Very Important Vintarian
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Streetwind last won the day on March 18

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  1. This is one of the best suggestion posts that I've seen all month.
  2. Weird. Then I have no clue what's wrong, sorry. =/
  3. Were the files you deleted actually recreated when you launched the client afterwards?
  4. Try deleting %appdata%\vintagestorydata\servermagicnumbers.json - the game will recreate it with default values on next startup. If you wanna be extra thorough, delete all the files in that directory. Not the subdirectories though, they have your savegames and such. (FYI: this directory is completely unaffected by uninstalling or reinstalling the game.)
  5. Unfortunately, this specific kind of approach taken by Distant Horizons only works for Minecraft and not for Vintage Story. DH works by taking a snapshot of a chunk as it goes out of loading range, creating a low-detail stand-in model from it, and presenting that model in the space where Minecraft itself unloaded the chunk. This works because in Minecraft, terrain generally doesn't change unless you, the player, are there to make the change yourself. In Vintage Story, terrain changes by itself all the time. Chiefly through the seasons system and its slow but constant color shifting, and through the snow accumulation/melting system. That means that presenting a static stand-in model for a chunk results in that model becoming more and more visibly outdated as time passes. You could have a chunk that looks like a green summer field sitting right next to the border of your snow-covered surroundings in the middle of winter. If you'd like a more visual example, look at the world map in 1.18 (or even in 1.19 with color-accurate world map enabled) after roughly an ingame year of play. You will have weird color seams all over the place, and regions that are shown snowed-in even though winter is long past, and so on. That is the exact same thing: the map is built out of 2D snapshots of terrain, and these snapshots are static while outside your loading range. Only if you walk there, you update them. A static LOD-based solution for distant terrain would have that problem, except that it'd be in your face all the time and look all the more awful for it. No, VS needs a different system, one that accounts for the fact that even the most distant terrain needs at least occasional dynamic updates to prevent it from going visually out of sync, all while not murdering your hardware with a hatchet. The team has actually toyed around with this in the past (this image is from summer 2023, showing an example of ultra-low-res terrain for ultra-high view distances). So who knows, maybe something like that will come eventually. In the meantime, VS still has the advantage of having up to 1536 blocks of real, fully simulated view distance, in cases where your hardware can manage it. In Minecraft terms, that's a view distance of 96... triple the highest possible value under unmodded Minecraft.
  6. In singleplayer, you are always admin, and I don't think you can take those privileges away. But you could use a local server instead. The downside will be that you have to start two programs instead of one when you want to play, and that pressing ESC will no longer pause the game. In return, the server config that Ape mentioned will actually work, and you can demote yourself to a regular player instead of an admin.
  7. Unsure. Originally the intention was "maybe steam power, at the highest", but that was before they gave us Jonas parts and devices. And those clearly deviate from our world's technological progression.
  8. Yeah, there's a reason the guy is throwing pure aluminium into his crucible, and not bauxite. Because aluminium is fiendishly difficult to refine from ore. Far more difficult than iron, even. It takes a humongous amount of energy in combination with chemical reduction; in the modern day we make it by sticking massive electrodes into aluminium salts (which have to be specially made in prior processing steps) and blasting them with raw electricity until they melt, because no fuel exists that could do the job. Early-on after its discovery in the 1800's, aluminium fetched as much as twice the price of gold, despite being impure, because the processes available back then couldn't purify it properly. Given that aluminium bronze is not even that good as a tool metal - the video shows that it dulls within mere minutes of working hardwood - it would likely sit somewhere between copper and tin bronze. It makes no sense for the progression to have a metal that's harder to make than iron be required for a step before bronze. And it might even be disqualified as a tool metal entirely, and only available for making other metal objects, in the same way as brass currently is.
  9. Hi, you can set your spawn point with a temporal gear. Hold it in your hand, look at a spot on the ground, and hold rightclick until the gear disappears. If you do not have a temporal gear, you must find or loot one.
  10. You probably made a helvehammer mold. Those can only be cast out of bronze. You need a regular hammer mold.
  11. I'm entirely ambivalent about this, playing singleplayer exclusively, but I can't help but think... wouldn't this result in major pushback from the multiplayer community? Those who play on permanently-online servers? They already face the problem that their food rots away while they are offline, but at least they can plant crops, and when they log back in, they can harvest these crops and have something to eat. With this change, you'd have to harvest plants before they reach the last stage in order to get food. So someone logging onto a multiplayer server will find all their crops have passed that stage already, and now yield only seeds, not food.
  12. Isn't there, like, a role system where you can limit what commands people have access to? Would need someone else to explain it though, I've never run a server myself.
  13. Yes, ruins are considered lore content and do not generate in worlds with that setting turned off (like homo sapiens mode).
  14. Well, partly. Upheavel elevates part of the terrain. That can result in mountains, but more often results in shifting an entire region 20-30 blocks upwards. The fact that the world is very jagged, noisy, and filled with ultra-steep slopes is due to the landforms the terrain generator is working with. You have absolutely zero influence on those outside of using a mod.
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