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Everything posted by Streetwind

  1. Bee noise is controlled via the "ambient" slider. Doublecheck if you actually have that one maxed out, and not the regular sound slider.
  2. Have you learned other books successfully in the same savegame? When you loot a book, it is already determined what it contains. So if you already have learned that same passage from another book, you cannot learn it a second time. In such a case, trying to learn it should display a message somewhere - either on the screen or in the chatlog - that there is nothing new to learn from this book.
  3. You'e not wrong: why are we in the midle of the wilderness, anyway? In contrast to Minecraft, Vintage Story is meant to have an actual backstory. One that's meant to get fleshed out a lot more in future updates. So, the way I see it, the current state of affairs is merely a stand-in. You spawn in the middle of the wilderness because there's far too much other stuff that Tyron wants and/or needs to implement first. Eventually, I see things going one of two ways. Either we'll get a backstory explanation why we're spawning in the middle of nowhere (fallen out of a temporal rift, maybe?), or we're going to get a more fleshed out world spawn, similar to (but not exactly like) what you described. But I couldn't tell you which one it's going to be. I'm not even sure Tyron himself has decided at this point.
  4. I like that idea. Not just for tools, but also for armor, in particular. So if you take the time and effort it takes to craft a full plate set, you can ensure that it stays with you when you die.
  5. It's supposed to be on by default in Wilderness Survival Mode... at least the patch notes said so. Should be set to two respawns per gear there.
  6. This feature already exists - you just need to configure it in the custom options at world creation. (Or possibly with an admin command, in existing worlds.)
  7. Reasons you might be suffering food troubles: You're playing a blackguard You're constantly holding a torch in your offhand You're too careless and are constantly injured All these things raise the food consumption speed. Regenerating health in particular burns through your satiation meter. But an even bigger impact would come from the fourth reason: you're not processing your food. When you spawn in the world, you are basically forced to eat the ingredients you find around the world - berries, mushrooms, unprocessed grain, pieces of bushmeat, that sort of thing. They do not give you much, and spoil quickly. You will run out of them, guaranteed, unless you either keep moving, or start doing something to improve the output. Cooking, baking, farming, or preserving. For example, baking bread requires some infrastructure investment, but it will multiply the food value of grain by five. And with stuff like that, it suddenly becomes a lot easier to make ends meet. As you get more experienced at the game, survival becomes easier. You will know how to better avoid injuries, learn to make bandages to top off your health in order to avoid becoming hungry, and memorize the things you need to best process various foodstuffs. (Which, in 90% of all cases, is a claypot. Craft a claypot and some bowls. Done. )
  8. Then it sounds like this mod will be right up your alley
  9. Yes, it needs to be cold outside. If you press C, the game shows you stats, including your current hunger rate in percent. When it's cold and you're outside, this number may climb by as much as +25%. If you are counted as being indoors, this no longer happens. So if you are outside in the snow and see (for example) 125%, and then you go through the door and it instantly drops to 100%, you'll know it works. Or at least, that's how it worked in 1.14, I haven't actually played in 1.15 yet. Waiting for another update or so to before I start another world.
  10. Inside your VS install directory, go to ...\assets\survival\entities Open item.json in a text editor, and chenge the despawn time to your liking. It must be given in seconds. Save and close. Run modmaker.exe inside the VS install directory. Wait and follow the instructions until complete. Open item.json again, and change the value back to the default 600. Save and close. You now have a mod that changes your item despawn time to the value you want. It is likely already where it needs to be, and you'll be able to activate it from the mod manager in the game's main menu. If you suffer from performance issues when running that mod - well, redram already explained why But in singleplayer it should be okay, so long as you don't choose an utterly ridiculous value. If you just want to keep your stuff from despawning when you die, by the way, it would be way easier and less problem-prone to just set /worldconfig deathPunishment keep instead of fiddling with despawn times.
  11. If you want lower temperatures, you'll either need to move towards the nearest pole, or upwards in y-level. In fact, the latter will change the temperature quite drastically. Even just ten blocks makes more than a full degree's difference at default world height. But then again, it might look quite silly to build a huge tower for the express purpose of putting farmland on top... so, maybe got a hill somewhere nearby?
  12. This feature was only just introduced in the most recent update a couple days ago, so there's not that much known about it yet. But as far as I am aware, the only thing it is intended to affect is Drafter spawn rate. No idea if rift stability is itself influenced by anything other than random chance.
  13. The 7x7x7 room thing is for getting an indoor warmth bonus in winter. Cellars are something entirely different - they work off of the storage vessels checking for valid cellar blocks (stone and soil) in their vicinity. You even get a partial bonus for partial cellars. Whereas with the warmth bonus, you either have a valid room or you don't, there is no in-between.
  14. Which version of the game did you get this in?
  15. Your singleplayer world is hosted on a dedicated server that is spun up on your local machine whenever you load the savegame. It does not require an internet connection. Indeed, you should be able to pull out the ethernet cable, turn off the wifi in your machine, start the client, and log into your singleplayer world (or start a completely new one). If your singleplayer server is freezing on you, this might mean that your PC is not able to keep up with the demands of the game. Have you checked the minimum system requirements and compared them to your computer's specs?
  16. Got a brwoser open while you play VS? If yes, try closing it down and see if it helps. Browsers can be memory hogs. Chrome in particular, but none of them are really frugal at the end of the day. Too many webapps want to load hundreds of MB of stuff into your RAM.
  17. The neat part about Vintage Story defining most of its game mechanics in JSON files is that you don't have to just "think" - you can look it up There are currently two distinct ore deposit generation styles, although one exists as a collection of subvariants and the other is more of a special case that ultimately refers back to the former. In practical application, you can eyeball it to "almost all ore generates roughly the same way". That's all a player needs to know, really, because it means that there is no need for different strategies. Digging a straight shaft down will pretty much always be the optimal way to encounter deposits, since ore blocks only ever get displaced along the y-axis. Viewed top down, every ore deposit is some form of disc. (Also note that I only said 'vein' in the other post because it's a commonly used word and shorter to type than 'deposit', which is what the game calles them.) If you want to get into the nitty-gritty details of each generator method: disc-followsealevel: This is how (for example) iron ores generate. The game determines a spawn point, which becomes the center of a horizontal, disc-shaped deposit of a certain specified radius. The thickness of the disc can also be defined in detail, with average and variation values and even the distance function used; but many ores in Vintage Story just default to a thickness of 1. This particular disc generator follows the sea level of the world, which generally means it is going to be largely flat. Only rarely will you encounter an elevation change in the disc. disc-followsurface: This is how (for example) cassiterite generates. Ores with this generator still produce a disc exactly the same way as above, but the individual blocks will be displaced along the y-axis according to the elevation of the surface. So if there is a massive cliff face up above, that might mean that one half of the disc might be pulled up dozens of blocks higher than the other half. If it spawned close enough to the surface, this may even cause the ore to be exposed in the flank of said cliff. But most of the time, the effect is far less dramatic, and you might just get a somewhat slanted disc following the slope of a hill. disc-followsurfacebelow: This generator doesn't follow the rock layer above it, but rather the rock layer below. Why bother with the distinction? Well, because this is how things like peat and clay generate: they layer themselves on top of a surface. But, in the end, this is still the same disc generator. disc-anywhere: Quartz and olivine use this. Still the same disc generator, but this one just ignores pretty much all other worldgen factors and just sprawls itself in there in whatever way it pleases. disc-alluvialdeposit: A special variant that involves proximity to water in some way. Used to generate gravel. childdeposit-pointcloud: This is the only generator that is not directly a disc variant. And it is only used for things that spawn inside other ore, such as gold and silver. The way it works is that it attempts a defined number of times to spawn a tiny deposit (which by the way use the disc generator again) in the parent material. As a result you can have a quartz layer which is peppered with groups of 2-3 blocks of silver ore every couple meters. And now, veterans might say: but what about halite salt domes? Those generate as huge vertical pillars, so that's got to be different generator, right? But no: halite uses disc-followsurface. It just has a thickness value defined that is way higher than the disc radius. So the result is a cylindrical shape. And the dry lakebed variant of halite uses disc-followsurfacebelow.
  18. Sounds like the chunk reset. That should definitely not happen.
  19. Looks like 120 is the point where it goes from "large" to "very large" then, not from "very large" to "huge"? Which is odd, because then you have an enormous range somewhere in there. Assuming "medium" still ends at 39 as the wiki says, "large" would then be 40-120. That seems... a little much? Can you confirm that range? Not sure what the upper limit is, but I've seen people talk about doing debug experiments with a range as high as 50. It is a global world setting, and thus cannot be configured on a per-person level in multiplayer. This is unlikely to change, due to the way worldconfig settings work. They quite literally edit the world itself, not the player. And even if it was configurable on a per-person level, it still would not be useful in multiplayer, because worldconfig commands require admin permissions to use. In singleplayer you are always admin; in multiplayer, that is certainly not the case. As for the fact that the range can be changed without a restart once the mode is activated... that may well turn out to be classified as an exploit. I mean, I'm not a developer working on the game, but I know the history of node search mode. Tyron was very hesitant to add it in the first place, and to this day, it remains inactive by default in all presets except for Exploration despite the fact that it's a useful tool for prospecting. Indeed, perhaps it is too useful for his tastes? And if you can now manually circumvent the inherent tradeoffs it comes with, too... Your choice in node search range is meant to matter. Choose a higher number, and you can detect ore in a higher radius, but it becomes very tedious and work-intensive to triangulate the ore vein's position. Choose a low number, and you can easily pin down the position of a vein with just a small amount of effort, but you'll naturally detect fewer of them. Being able to change your range on the fly is doubly bad, because 1.) it circumvents an inherent and intended tradeoff in a feature that the developer is already very hesitant to offer in the first place; and 2.) it results in degenerate gameplay behavior, in which the player makes entering admin commands a core part of their gameplay. That is the antithesis of immersion, which one of the primary design goals of Vintage Story. So yeah, sorry to shoot down your excitement, but I would bet money on 20:1 odds that this is an exploit.
  20. Not right now, I believe. The stock game allows only chickens, pigs, and sheep to be domesticated. There might be a mod that adds in hares, but I admittedly haven't checked.
  21. Upper half slabs do not prevent spawns in Minecraft, and do not prevent spawns in Vintage Story either. Spawn logic cares about having a solid surface, where "solid" is defined as being level with the face of a full block. An upper half slab is level with the top of a full block. Therefore, monsters are perfectly happy to spawn on it - in both games. You're looking for lower half slabs, which are not level with the surface of a full block. This will prevent spawns in Minecraft, and it will also prevent spawns in Vintage Story. ...Except during temporal storms, where Drifters ignore almost all spawn rules and will quite literally appear out of thin air if that's what they have to do to get to you.
  22. At first glance, it may seem that way. But is farmland actually a block like any other? Or is it perhaps a special block, and the act of tilling soil changes not only the texture, but also completely redefines the way the block is handled under the hood? The thing you have to keep in mind is that the entire world is made out of blocks. There are quite literally billions of them. And you need to save that world to disk, and stream it back at runtime to load in chunks as the player moves. So as a programmer, you have a vested interest in minimizing the amount of data required to define each individual block's properties. If you add one single number that all blocks must store, your world must save, load, and process an additional billion numbers during gameplay. So how many numbers does farmland store? Three for the maximum nutrient levels. Three for the current nutrient level. Three for the amount of fertilizer applied. One for the current moisture level. And likely several additional data fields that aren't exposed to the player. If you asked every single dirt block to store this information, you might well triple or quadruple the amount of data it would normally store. And while your field of a hundred-odd pieces of farmland will not have a performance impact - rest assured that tens of millions of dirt blocks certainly will.
  23. That seems modding territory, honestly. I get your sentiment of wanting to play in the stone age, but Vintage Story is not meant to be a stone age simulator. It has a backstory (only rudimentary implemented right now, but planned to become more impotant in future updates), and the world it is set in is in an early renaissance type era. The player uses stone-age methods at the beginning to get started, since they spawn without any tools; but they already have all the knowledge necessary to create and work steel. They just need to prepare the setup required for it. (And then there's game design considerations, like having an engaging progression system that motivates you to reach the next stage of civilization and unlock the new tools and blocks it brings.) If you're looking specifically for expanded stone age content, you'll likely have to rely on the modding community. There's already multiple mods out there right now that expand on primitive techniques and items, such as Ancient Tools.
  24. While I can appreciate the idea of making mining more of a minigame - do you really feel like we need to get more ore out of our veins? I've gone through three worlds, over a hundred hours in each, and I've never needed more than one tin vein. Never more than one iron vein. Never more than a single copper shaft, which usually hits 2-3 deposits. Never more than one olivine source. And so on. I wouldn't even know where to begin using additional veins worth of stuff. That's singleplayer, obviously; multiplayer might be quite different. But on the other hand, multiplayer has more manpower covering more area. It seems entirely fair to expect a group of multiple people to find multiple ore deposits to satisfy their needs. That's how we get interesting emergent gameplay like someone acting as a full-time prospector/miner, while other people focus on other things.
  25. Not a bug. Any finished metal piece - be it a tool head or a bunch of scales - must first be placed with a chisel in the crafting grid to turn them into smeltable chunks. This is a new thing with version 1.15.
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