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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. 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.
  2. I am hype for selectable text.
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. @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/
  8. 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
  9. Best new feature!
  10. Are you asking about the savegame file - the world itself? Or about the map cache file the game creates for displaying the large ingame map? Because those are two different things. Both exist as files on the disk. Both can get fairly large. Either way, I don't know the numbers myself, never bothered to check... but your estimates are off. We're talking about a 2D plane, therefore it has quadratic scaling. A 20x20 square is four times the size of a 10x10 square, not double! So IF (and again, I don't know the actual numbers) a 10x10 km world was 5 GB in size, then you'd have scaling like this: 10x10: 5 GB 20x20: 20 GB 50x50: 125 GB 100x100: 500 GB 500x500: 12.5 TB 1000x1000: 50 TB In the actual game, world size would likely also be strongly affected by certain settings, like world height, upheaval rate, and landcover. Because more blocks in a chunk equals more data to be stored. Meanwhile, the map cache file would be unaffected by such details, as it's just a flat image.
  11. Yes, this is normal. The surface copper deposits that help the player get started are special. They are not generated by the same method as all the other ores in the game, and therefore, the prospecting pick (which detects the 'normal' ore generation methods) will not find them. There's also a surface cassiterite deposit that is special in the same way, but it's extremely rare. You can configure the rarity of these two special deposit types in the world customization settings before starting a new world.
  12. Do keep in mind that pumpkins have a huge variation in output, since literally everything they do is chance-based. When I planted four pumpkin plants in the same garden, on the same soil, at the same time in my 1.18 world, one of the plants produced 5 pumpkins, one produced 3, one produced 1, and one produced zero pumpkins. Yes, through all its lifetime, zero. So unfortunately, comparing one plant to another is not going to allow you to deduce anything. I would wager that anything less than maybe fifty plants for each test condition you check would not be statistically significant. When I realized this, that was the point when I stopped trying to get deeper into it
  13. From my testing, it seemed indeed advantageous for the mother plant's growth speed to be quite slow - meaning that fertilizing and watering it obsessively would actually reduce the overall yield. This is because the mother plant's only job is to spawn vines around it, and when it dies, the entire plant stops being able to continue to grow. However, whether a vine itself continues growing or produces a pumpkin, that's a process done by the vines themselves. And it's completely independent of anything the mother plant does. The mother plant just has to be alive, and connected. Therefore, the time span between the first vine spawning and the mother plant reaching stage 8 should be as long as possible in order to maximize the pumpkin yield from a single plant. It might well be ideal to plant pumpkins on the poorest soil you have access to. of course, that will also meant that the pumpkin plant will take much longer to reach the point where it begins spawning vines in the first place, so it may not be ideal from a maximum food output perspective. But if you only found a single seed and need to raise the chances of multiplying it as much as possible? Yeah, get yourself some barren soil
  14. This sounds like a very bad idea to me. It would mean every misclick and every imprecise aim while doing anything would result in a partially broken block that sticks around forever, ruining the look of your base and its surroundings over time. It would make the game require more memory and more CPU cycles to make the gameplay experience worse.
  15. What? No, this is wildly incorrect. Please don't go around telling people that. The descriptive adjective ("decent"/"high"/etc) is the spawn chance. More specifically, it is the probability of the ore succeeding on each of its attempts to place a deposit in the current chunk. Each ore tries a number of times to do this; for example, copper tries 25 times per chunk. A reading of "decent" means just that - each of the 25 attempts witll have "decent" chances to succeed. The permille (not percentage) number is more akin to debug output than any useful information and should, in most cases, be outright ignored. It is true that the number scales up along with the spawn chance, so you can use it sometimes for judging in which direction a reading increases when the descriptive adjective didn't change. But trying to infer anything beyond that is a recipe for misunderstandings. For starters, the number is different for each individual ore. I've seen people look at 0.2‰ cassiterite and think it was not worth digging there because they were used to seeing 25.0‰ copper deposits, when in fact they were standing right on top of an "ultra high" cassiterite reading and would very likely have found multiple deposits if they had dug there. The same misunderstanding drives people insane when they see a 30.0‰ halite reading and spend hours digging in futility, while disregarding that the adjective gave them "very poor" chances. Finally, as to ore quality - the prospecting pick does not indicate this at all. It cannot, because this is not information it has access to. All it does is read the spawn chance from the ore map. The quality of a deposit is only decided during the process of actually generating it in the world. Even mode 2 (node search), which finds actual ore blocks in the world, does not evaluate their quality. Eh, I do both. I find digging on a ladder in a single-block shaft to be quite annoying. You constantly have to hold down keys, and you have to aim very precisely to place ladders below yourself, and you can't light the shaft up properly. So sometimes I go two-wide just because convenience is worth more to me than a few measly points of durability that are effortlessly replaced.
  16. You didn't dig nearly deep enough. The game generates a special kind of surface copper for new players to find. Those are the ones you recognize from the ore bits lying on the surface, and they have a deposit less than a dozen blocks beneath them. If this was the kind of copper you were looking for, your strategy would have found it. However, as mentioned, that kind of copper is special. It works completely different from normal ores. Normal ores are the kind of thing the prospecting pick finds. So the kind of copper it indicated to you spawns in a different way from the special surface copper that's meant to get you started. It won't be found until at least 40% of the way down towards the bottom of the world. Generally, for all normal ores, you should employ the following strategy: - Find the best-described spot you can with the prospecting pick; ideally "ultra high", but not all spots go that high, so if you've got a lesser peak, work with that. - Dig a vertical shaft straight down. Ores generate as horizontal discs, and so, just like firing an arrow at a target, you have the best chances of hitting it if you come at the disc head-on. - You can proof yourself against the dangers of digging vertically down by making a two-wide shaft and standing in the middle, or by standing on a ladder you keep building down as you dig down. There is a rope ladder that can be retracted and reused. - You can memorize at which heights the ore you're looking for generates... but 99% of players don't. Just dig all the way to the unbreakable mantle. Sometimes you may even find something else you weren't even looking for. - As you dig down, you can occasionally use mode 2 of the prospecting pick (node search) to check for ore behind the walls, which you have just narrowly missed.
  17. Up until one or two years back, I followed a credo that was drilled into me way back in the days of playing Eve Online: "Don't bring what you cannot afford to lose." If I died 15k from home, and the loss of my stuff was game-breaking, that was my fault. I should have prepared better. I should have worn armor and clothing that I could replace, carried tools and weapons that I already had multiples of. Since then, though, I've faced the realization that I'm not getting any younger, and my days aren't getting any less congested with many different competing priorities. Fulltime job, family, different games, youtube, reading, friends... there's only so much time I can devote to Vintage Story. And that has changed the threshold for what's "game breaking" quite a lot. Now, even a recoverable loss might be non-negotiable for me. I might have the resources, sure - but I simply don't have the time to re-craft that armor set every time I die. I don't have the time to travel back to my death point and argue with a drifter over returning my stuff, even if it doesn't despawn. I could be doing more interesting things in the one or two hours I have on this weekend to play the game. And so I've started playing with Keep Inventory On Death turned on. Haven't looked back.
  18. Drifters and Rifts have minimum distances. I never checked the animal spawning code, but I would be surprised if they didn't. I think it was just a stealth bear. In a recent interview, Tyron acknowledged that they really need at least some footstep noise...
  19. You don't. It's not possible in the base game. Perhaps you could write a mod that adds another choice to the starting climate dropdown menu in the world customization settings, one that spawns you exactly on the equator. Then you would set the pole-equator distance to half the value of the vertical world size, and that would give you a pole at each world border. After the world has been generated, you could then use admin commands to teleport to the latitude you actually want to spawn in, and move the default spawn point to that location.
  20. You might well and truly be the only real person on the whole website who actually uses either of these features. I didn't even know they existed, and I've been here for over four and a half years.
  21. Is the memory usage actually a problem, though? Or are you just surprised about the number? As long as you do not suffer performance degradation, I'd shrug and move on. I mean... you paid for the whole RAM module, why not use all of it?
  22. They don't combine. Leg armor protects the leg slot. Body armor protects the body slot. Helmets protect the head slot. Whenever an attack lands, the game decides which slot is hit. If you have armor there, that armor mitigates the hit. If you don't have armor there, it goes through unmitigated. For example, if you wear just body armor, but nothing on legs and head, you can expect around half of the hits you take to be mitigated by armor, and the other half will hit you as if you were unarmored.
  23. Honestly, there may be something up with this. I've seen reports of this kind of thing pop up intermittently ever since 1.19 came out - some on the forums, some on reddit, some on Discord. Maybe ten such reports spread over a year, all in all. Some crops grow, other identical ones right next to them won't. I've seen bigger disparities than just two growth stages, too. It's hard to say exactly whether this is actually a bug, or just a case of player expectations not lining up with the game's reality. But what I can say is that I remember no such reports from before 1.19 - and I've been here since 1.12. Unfortunately I don't have personal experience, as I skipped 1.19 to wait for 1.20.
  24. Yes, there was one for the Resonance Archive. But there's no guarantee there will be ones for the new story locations too. Plus, even if there are - you're spoilering yourself by using them. And given that there are four new locations, it'll be more work to find space for them and make sure you create them correctly and don't leave world seams and so on.
  25. It works that way for almost everything. But these structures are placed at world creation. Think of them like Strongholds in Minecraft. If the world already exists, they can't be placed.
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