Streetwind
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Streetwind last won the day on November 22 2024
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Is there a way to make Pumpkin Motherplants permanent?
Streetwind replied to Nathan Flaminio's topic in Questions
Setting growthStages to 7 would just make it die without producing much yield at all. Increasing totalGrowthMonths technically works, but comes with the side effect that your plant will never grow in the first place. Pumpkin plants need to go through several stages just to reach the point where they can begin to grow vines. Pretty sure you can't get what you need with json file edits. But perhaps you can get an AI to vibecode you a solution. Just, like... don't put it on the modDB. -
Just turning regular blocks into chiseled blocks doesn't do anything. However, mobs will not spawn on surfaces that aren't flush with full block levels. For example, farmland and path blocks are 1-2 pixels below full block height. Creatures will not spawn on that. So if you chiseled your entire floor like that, it should prevent spawns. Downside: you can no longer put stuff on your floor. No ground storage, no carpets or bear pelts, no leaning things against a wall. Wherever you put furniture, you'll have a gap, unless you manually fill it again.
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Oil lamps are poor light sources, I'm afraid. Noticeably worse than torches, even. The only reason you'd ever make them is because they do not burn out like torches do. They are only bright enough to stop spawns in a small radius around them. For lighting up entire rooms, you'll want lanterns. If you can't make lanterns yet, go back to using torches.
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Would holding down Alt to be able to move the cursor help? That way you can look at the bottom of the window while pointing the cursor at an item at the top.
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Any way or mod to make chiseled blocks be able to move? (Here, windows)
Streetwind replied to Atemo's topic in Questions
I have never used it myself, but perhaps https://mods.vintagestory.at/doormaster will provide what you need. -
Mods for my single player game interfering with multiplayer?
Streetwind replied to TheCurmudgeon's topic in Questions
I have no idea, I've never run a server. Also, a five year old thread is unlikely to get any replies. My recommendation would be to try the multiplayer channels on Discord. -
Guide: Multiple Parallel Installations of Vintage Story
Streetwind replied to Streetwind's topic in Guides
That is my understanding, yes. Because you copied the files to another location, the Windows Registry doesn't have that location. If you download and run the installer, it'll either fail, or it'll recreate the original folder you copied from. But also, the term "auto-updater" may not have been chosen very well by me. The game will never update on its own, at least as of the time of this writing. All it does is pop open a message on the main menu that offers to download and run an update installer for you. You need to confirm that you want this, and even after the installer has downloaded and started, you can still cancel out of it then. -
I am hype for selectable text.
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Vintage Story is set up by default to allow different users on the same computer to all have their own saves with their own mods and not interfere with each other. You don't need to do anything to enable this. But, those users have to all have their own user profile on the computer. How else is the computer supposed to know who is currently sitting in front of the keyboard?
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I think some people haven't really come to terms with the fact that Anego Studios is, as the name might suggest, a fully fledged games studio... it's not just Tyron in a shed. It hasn't been that for a long, long time. A studio can work on multiple projects at a time. Yes, even indie studios. Look at Rocketwerkz - they're actively maintaining two games and are developing three more. Look at Hello Games - they can continue to churn out massive free expansions for No Man's Sky while also doing The Last Campfire and Light No Fire. Companies grow when their products are successful. Vintage Story has been successful. Taking on new hires and new projects is a perfectly logical step at this point.
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At this point we have multiple story chapters that illustrate the style of the game. You can expect future content to be in the same vein as what there currently is.
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I am still wishing and hoping for that long, long overdue firepit rework. It needs to (a) follow the calendar instead of fixed amounts of RL seconds per recipe; (b) get balanced for an approach where the entire stack's temperature doesn't reset after every smelt, but rather scales the initial heat-up time with the stack size; and (c) have an eventual upgrade like a cast-iron stove. Bonus points if it gets a secondary output slot where things like wood ash could appear. Even if stock VS doesn't immediately make use of it, you can bet that a bunch of modders will pounce on it with glee. Heck, I'd even debate moving high-temperature crucible smelting out of the firepit entirely and into some other mechanic, leaving the firepit to focus on lower temperature cooking, torchmaking, and longer burn times for room heating. For example, coal/charcoal/coke could simply be removed as a valid fuel source for the firepit, so while you could still insert a crucible, it would not get hot enough for most metals. The forge could take over those high-temperature jobs. It is really easy to build as well, there's no progression problem there! (Of course, that would require the forge to get reworked as well, since at the moment it completely ignores fuel types and always reaches the same temperature...) Then cut in half the temperature that peat can reach, and instead make it burn two or three times as long as a piece of firewood, and you have another thing that players have long asked for: something to keep the house warm that doesn't get consumed rapidly. That also turns peat deposits from a relatively inconsequential novelty that gets dug up solely for making funny screenshots for reddit into something that, in the winter, becomes as desirable as clay or copper ore. Or if that's too simple, let us craft something out of peat that becomes this low-temperature, long-duration fuel. I'll also second the already mentioned need for something more than crafting grid recipes for spinning and weaving. How much more fun would playing a tailor be if you could have a whole workshop with immersive crafting stations for the whole journey from flax fibres over string and woven cloth to a dyeing section and mannequins for displaying finished products. We already have the latter half - so the first half would complete it. And I won't discount that there are bugs in need of fixing... but if I had the opportunity to ask the dev team for one single thing and have it implemented? I would ask for the firepit rework.
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@AmethystZhou That part is in the code, not in a config file, and thus much harder to mod. You can look at the code at https://github.com/anegostudios/vssurvivalmod/
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Robinzon started following Streetwind
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What EXACTLY does the ore density number represent?
Streetwind replied to cjc813's topic in Questions
You can probably trawl through the sourcecode at https://github.com/anegostudios/vssurvivalmod/ and try to figure out what data it pulls and what it outputs. I have not done that - I was never that curious about a number I've been lobbying to have removed from the game entirely -
Best new feature!
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