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Streetwind last won the day on September 3

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  1. - Make sure your enclosures are large enough so that animals do not push into each other. In my experience, the larger the enclosure, the fewer animals phase through fences. It's by far the biggest contributing factor. - Avoid building your fence across changing elevations. Even if you terraform nothing else, try and make your enclosures flat. - Do not have filled troughs on the other side of fences. Sometimes, an animal will decide that it absolutely must eat from a trough outside of its enclosure, and will throw itself against the fence until it eventually glitches through. Happens a lot to people who like to make enclosures for different animals all next to each other. Troughs have a certain range; try to make sure animals can only detect those they can reach.
  2. ...Interesting observation. It was certainly true in my last singleplayer world, but at the time I thought it was coincidence. If this can be proven to be a pattern, it would greatly help with searching.
  3. Could work. Would probably do less than you think it would, though. By their nature, chalk, lime, and bauxite are almost always top-layer stones, and thus visible on the map and in person without any need to dig or prospect. That said, "almost always" is not "always", so there would be a few instances where it would help.
  4. I believe part of it would be to drive progression. Imagine yourself playing Vintage Story. You just made yourself a set of copper tools. These tools never break. You can now mine rocks and pile up cobblestone walls - or heck, shape them into bricks, or quarry raw stone for building materials. You can saw wooden boards. You can scythe grass. You can chisel fancy blocks. You can craft a windmill. You're done. Why would you continue progressing? Why bother looking for tin? Why bother learning how to smelt iron? Why bother digging up meteors and constructing cementation furnaces? Nah, just stick with the tools you have and build a fancy home base instead. Eventually, you might go and do the other things, the mining and prospecting and other metal tiers... but you'd do them because there was nothing else left to do. Not because you needed it. You might say: but you need better weapons and armor to fight the harder enemies underground. But that's not true. Because you have no reason to go underground. There's nothing that you need there. Maybe you'll go explore there, sometime. But not for progression. Rather, because you can, and because there's nothing else left to do. Admittedly: that's an exaggerated picture. But at the end of the day, the fact that your tools break is a progression driver. You want something better than copper, because copper breaks quickly. By contrast, a steel tool will last you a long, long time. One steel prospecting pick lasts as long as eleven copper ones would. It's one reason to want steel. Another part of the goal is likely to facilitate longer-term play, particularly on multiplayer servers. The most common player fantasy about multiplayer in games like these is: let's build a village. A community where everyone has their niche. Where we have a farmer, a blacksmith, a potter, a miller... Let's have an economy, where you trade for what you need with what you can provide to others. It's not just that this allows people to be part of a community, a tribe (and human beings are still hardwired by evolution to want to feel that way). It also facilitates joining a multiplayer server in the first place. You start off with nothing, while everyone else had weeks to play already. How could you possibly catch up, and find yourself a place in the community? Why, by specializing, of course. You don't have to catch up in all the progression systems, but rather just one of them. Just get the prerequisites for one thing taken care of, and you can be useful. Unfortunately, that player fantasy is a lot harder to realize than you might think, particularly if the game is supposed to be playable in singleplayer as well. In many ways, making multiplayer better can result in design decisions that are diametrically opposed to making singleplayer better. And vice versa. It's an incredibly difficult problem with no easy solutions. But, this post is not about that. Your takeaway should simply be that there's a player fantasy that many people really wish to see, but which at the same time is hard for the game designer to provide. And tool/item durability is one of the few methods the designer has that does not automatically result in a conflict with singleplayer gameplay. Imagine again that nothing you crafted would ever break. That means as soon as each player has obtained any given tool, or weapon, they'll never need another one. How, then, does a player become a blacksmith in a multiplayer village? Literally no one needs their services more than once. And indeed - if just making one thing once is all it takes to satisfy demand, why would another player bother with visiting the village blacksmith in the first place? They might not even be online right now! Just make the thing yourself and move on. By contrast, if tools do break, then there's just that little bit more of a reason to have someone in the village who you know always has a chest full of pickaxes you can get at a moment's notice. And it makes sense to get multiple tools from them ahead of time, so you have a reserve for when they are not online. It is an enabler for the fantasy. Indeed, some people would like even more of this. One of the inspirations for Vintage Story is the Minecraft mod TerrafirmaCraft. In it, handheld pottery such as bowls and water jugs have a 1% chance to break with every use. I've seen people ask to bring that to Vintage Story. Why? Because they play exclusively on a multiplayer server. And that mechanic gives the village potter a reason to exist. And well, another part may well be that the game is designed the way it is precisely to make it harder. That there is tool durability precisely to make forgetting to bring a replacement a failure mode. If your pickaxe runs out, you aren't finding that tin vein today, and you'll have to survive some more with lesser tools. If your sword breaks, the drifters eat you and you die. Chances are, the game wants this to happen to you. Because you could have brought more picks. More swords. You could have prepared better. And you didn't. Now you pay the price. Not saying that the mechanics as they are now are the best that could ever be. But, you asked for game design justifications for tool durability. These points are some, if probably not all, of them.
  5. Rejoice: matching agriculture closer to the season system is already on the roadmap.
  6. Correct. If you move far enough north, you'll get a midnight sun in summer: a sun that never sets, giving daylight 24/7. At the same location, in winter, you will have a polar night - where the sun will never rise above the horizon at all for several months. But at least you get to enjoy the aurora borealis while the skies are clear...
  7. 1.) No. 2.) No. 3.) Yes. Changing the world size just cuts off the world generation at the new border. It does not affect how it generates at all. The setting is pretty much only relevant for multiplayer, where it can be used to keep the maximum file size of the world in check. If you would like to compress the climate zones together, modify the Pole-Equator Distance setting. It does exactly what it says on the tin. Climate will change more rapidly along the north-south axis if you make it smaller. Try not to think of biomes as you would in a Minecraft context. That is not how VS does things. A biome is merely a secondary result of climate parameters like average temperature, humidity, and forestation level. If the terrain generator spits out an area where all three of those are very high, for instance, the world will then decide that there should be a lot of trees here (high forestation), a lot of undergrowth (high forestation plus high humidity), and they should be kapok trees (high temperature plus high humidity). That's how you get what you think of as a "jungle biome". And it won't have fixed borders; the jungle simply stops where the conditions are no longer right. For instance, if the humidity gradually drops, it'll fade out into a savannah, with kapok replaced by acacia trees. There is currently no way to affect the scale of rock layer generation.
  8. 1.) Surface copper deposits are randomly distributed. There's no best location to look, you just gotta be thorough and cover some ground. Recommendation: pick up every loose stone you see. Then at least you'll know where you've already been, and won't accidentally overlook something. You can also use gravel/sand panning to look for copper nuggets. On average, every eight panning attempts (= processing one full block) yields one nugget. 2.) Amount of daylight cannot be adjusted, as it already changes dynamically. VS has a full season simulation with equinoxes and solstices and variable daylight length depending on time of year and geographic latitude. In the far north you can have a sun that never sets during summer, for instance - just like IRL. Dawn and dusk can also be affected by the weather. The game starts you in May, halfway between the spring equinox and the summer solstice, with the world spawn at roughly 45° north. That means you already have longer days than nights, and with every day you play, the nights get even shorter and the daylight lasts even longer. Near the solstice, your nights will be around 4 hours long, compared to 20 hours daylight (including dusk and dawn). Amount of light level at night depends on weather and the moon phase. Cloud cover tends to make things pitch black, as does the new moon. Clear skies during full moon let you see a bit better at night. That said, you're not supposed to see well at night. That's intentional. You're expected to craft yourself a light source and carry it with you. For earlygame, put sticks into the processing slot of a firepit to make torches. Don't go swimming while they're selected in your hotbar, they'll go out! Later, better light sources let you swim with them. 3.) While mousing over the clay object you want to make with clay in hand, press F. This brings up a mode selector. One of the modes is "copy previous layer". Using that, you can indeed just hold down the button to pull up the sides of the storage vessel.
  9. That's why I wrote the third and fourth paragraph in my post. If you want to tackle the 'problem' with class design, then what happens is that you have to throw out the vast majority of potential ways to differentiate the classes. You're left with just a small subset of relatively neutral improvements, meaning you have very little room to make classes that feel and play noticably distinct. It's not something broken being fixed - it's a difference in philosophy. Either approach offers something the other sacrifices. Both are equally valid in game design. And no matter which you'll go with, you'll always have players who'd rather see the other instead. That's fine, and entirely fair. But in the end, a game can only pick one.
  10. This is a mod error. Please take this to the Medieval Expansion mod thread; they should be able to tell you more.
  11. Not sure what caused the crop to revert, then. But much disappointment was had that day It was back in 1.12.x IIRC.
  12. The wiki is updated exclusively by volunteer players and can contain mistakes and misinformation. Or... you know, I could also be wrong. Perfectly possible. But in that case, wild crop respawning is so rare that it might as well be nonexistant, because I've literally never seen it happen myself in over 300 hours of gameplay. What does happen, by the way, is existing wild crops repeating their growth cycle. When you look at wild crops in general, you'll notice that it's pretty rare for any of them to be in the fully mature, final stage. That is because something causes them to revert back to stage one. Most likely they're eaten by wild animals. I didn't see it happen myself, but I once waited for two ingame months for a wild crop near my house to mature to its last remaining stage because I thought it would give me more stuff, and surely it would grow up any moment now. Aaaaaany moment now. Then, over a span of less than 48 ingame hours of me not looking at it, it went from stage 5 out of 6 back to stage 1 out of 6. It was also in a fairly rabbit-infested area.
  13. Eco simulates plant pouplations on a global scale, so yeah, they'll regrow in the wild where the conditions are right.
  14. This seems more like mod territory. It may not immediately apparent, but the game itself is set in an era comparable to the renaissance. Reading the ingame lore pieces will quickly let you realize this. Additionally, the player character spawns in the world with nothing, and thus must use primitive means to get their initial setup up and running, but does not remain stuck in the stone age for more than the first week. They come pre-armed with the knowledge to create highly advanced metal body armors, building steel-making furnaces from memory, and working with gears and mechanical power. They just need to acquire the resources and tools necessary to act on that knowledge. To make Vintage Story into a proper stone age simulator, going the mods route seems more logical. There are already mods around that greatly expand on primitive methods of survival, such as fishing with woven reed traps. A pack of primitive weapons seems like a perfectly good mod idea as well.
  15. Not a bug, working as intended. Every item maintains its heat for roughly one minute after the last time its temperature increased, provided that nothing else updates the item's temperature in the meantime. Not just in the firepit, but with all heat sources. This is supposedly so that you can do something with the item you just heated before it cools down again, for example smithing a tool on the anvil. Updating the item's temperature through any means waives this grace period immediately. For example, you can heat a stack of 30 unfired bricks to 600°C, and then pull it out of the fire. It will maintain those 600°C for about one minute. But as soon as you merge one other brick into that stack, the stack's temperature will be recalculated to be the average temperatue of all 31 bricks in the stack. This modifies the temperature, and so the grace period is waved, and the whole stack starts cooling down immediately. You can actually use this behavior to exploit the heck out of the firepit. For this reason, the roadmap already has a rework of the firepit earmarked. And who knows, maybe the temperature system as a whole will get overhauled at the same time? Or not. We don't know. Nor do we know when it will happen. Until then, however, this is not a bug.
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