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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. Did your hosting contract state how much disk space you would be getting?
  2. That's correct. But diagonal is still considered "adjacent".
  3. Allow up to ten minutes for the farmland to realize that it is in a greenhouse. If there still isn't anything happening after that, we can look at the construction. You can make do with a lot less water, by the way. Water irrigates all eight blocks surrounding it equally, even diagonally.
  4. In a manner of speaking, yes. To be precise, that is the absolute amount of blocks inside the block column below the first of the three samples you took to create this reading that would on average be replaced by this ore, taking into account the interpolated ore map data from a certain radius around the reading, the rock strata of the block column, and the specific characteristics of this ore. It is important to understand what this number is not (a spawn chance for ore), and to not get hung up on it. It is vastly different for each indvidual ore due to being heavily dependant on the ore's configuration, particularly the deposit size. Due to how the math works out, an ore that spawns very few very large deposits automatically generates a much larger number than one that spawns a lot of small deposits, even if both add up to the same number of blocks per chunk on average. My standard piece of advice is to ignore it completely when prospecting. It's honestly closer to debug output than to any sort of usable information. The one thing you can try using it for is to determine in which direction a reading grows larger within the same wording. I.e. if everything around you reads "high", then you can use the number to determine which "high" is highest. But that's honestly a trivial benefit at best, and for some ores (like cassiterite) the number they output isn't suitable even for that.
  5. A good way to get in touch with other modders directly is the official Discord server, accessible via the "Chat" button at the top of this page. There are channels dedicated to modding, with many active and knowledgeable members.
  6. It's possible that it's supposed to work like that (click the mounds with a stick) but it was never fully implemented?
  7. When installing mods on an existing save, - some mods simply just work, and - other mods will not work fully because they rely on world/terrain generation to enable their content, but - no mods will cause problems with your save When removing mods from an existing save, - a few will be possible to remove without a trace, - a few will cause your world to no longer work, and - most will cause a graceful failure state where they can be removed just fine but leave behind invalid blocks with missing textures
  8. I tend to store dirt and stones in them. Later-on I want to build many pathways, so I have to save up lots of the ingredients.
  9. "Starting Climate: Cool" puts you quite a bit further north than default. You may simply be spawning outside the climate zone where cattails grow.
  10. Yes, the calendar pauses while no one is online.
  11. Well, we can already make blackpowder. Just takes a modder to take the next step. Bet it won't become part of the base game though. If Tyron really wants to let us fly, there might potentially be a more themely and immersive (and harder to obtain) upgrade to the glider through the story event chain. (Keyword "if".)
  12. Slate absolutely can generate normally. Both on the surface, and below sedimentary rock strata. Phyllite on the other hand is very different. It's the only rock type that generates "bottom up" instead of "top down", meaning if you'll find it anywhere, it'll be right above the mantle. (Chunks in VS are 32x32x32 blocks, by the way.)
  13. Now that's word-of-mouth marketing... or rather, word-of-notepad?
  14. A natural, raw stone block will drop itself when all blocks connected to it are removed. This is called "relieving" the stone.
  15. Honestly, it's fine. It's a long-term goal for players to improve their farm with. It's not strictly necessary in singleplayer - medium fertility is perfectly fine unless you're the dedicated food guy for a whole bunch of people on a server - but it's a goal to work towards, something that makes the player feel they're making progress. And it's not even that minor in practice, due to the silly growth speed breakpoints we currently have. It's also quite obviously not meant to be speedrun. That, too, is fine in general - if perhaps slightly frustrating for you specifically. The real problem with high fertility soil is something else entirely, and its name is terra preta. By the time you have produced your first block of high fertility soil, even if you rush it, your average player already has enough terra preta to cover all their needs forever. The better soil type is easier and faster to obtain, and that ruins the point of the existence of high fertility soil entirely. I've made a suggestion psot in the past (the 1.14-1.15 era I believe) to swap the two soil types - let high fertility soil spawn naturally in the way terra preta currently does; and make terra preta craftable in the way high fertility soil currently is, because spoiler alert, terra preta is manmade soil IRL. That would maintain the exploration/incentive to find some good soil on your travels; it would also maintain the long-term goal of slowly improving your farm - whether or not it's strictly necessary doesn't matter, players love having the best of something; and it would result in actual progression, where the best soil type is actually the one that takes you the most time and effort. That suggestion was super popular with everyone who read it. Sadly that didn't seem to include the dev team =/
  16. To test quickly, try making a creative test world. Or just switch to creative with /gamemode c
  17. It used to take 4-5 days every time. Recently it was adjusted so that it can happen more quickly - but only "can", not "will". If it takes a couple days, it takes a couple days.
  18. "Forest floor" is actually a mask over the soil type. If you dig that up, you still get one of the standard soil types. So it's worth digging a block occasionally to see what it actually is. Otherwise, yes, plant your farm on the soil you have. Planting earlier is always better. Any P-type crops you may have (onion, parsnip, peanut) can be supported by bonemeal as soon as you have a quern. Berry bushes will help you a lot, as they do not care about fertility or nutrients. And like any other question that starts with "how to find", the answer in VS is likely to be: walk moar!
  19. And they were all planted at the same time?
  20. What does the tooltip say when you mouse over the crops that grow the slowest? It should list things like nutrient availability, moisture, and growth speed.
  21. I mean... the thread you linked answers that question to the best of our ability. There isn't any more to it than that... for now.
  22. You do not need a second account (or any account at all) to run a dedicated server. Only the client requires a login.
  23. Looks like your world is a pre-1.18 world. I know you said you created it in the latest release, but it's clearly behaving like it's older. Try and see if you can replicate this effect when you make new worlds. If yes, remove your mods and try again. If the problem persists, that's worth a bug report. If you cannot reproduce it, you have two options: - start over in a new world that doesn't have this problem - force-spawn the archive in your current world using admin commands
  24. "CPUmem" is basically what it says on the tin - memory allocated to the game processes on the CPU. In other words, main system memory. (As opposed to video memory, which is separate.) The process you're seeing, where the memory usage creeps upwards and then suddenly resets to a lower number, is called garbage collection. It's at this stage that the CPU checks to see what parts of the stuff it has recently loaded into memory is still relevant, and dumps the rest in order to make room for more stuff going forward. Garbage collection can be done in different ways - rarely in big chunks, or continually in small bits, or anywhere on that spectrum. Which method is ideal depends both on your application as well as on the target system. Garbage collection takes CPU cycles and memory bandwidth, and doing a bigger chunk at once takes more of both - but doing it continually requires continually paying a smaller price. The "optimize RAM" setting likely changes the frequency of garbage collection, though I can't say for sure, nor do I know in detail what else it does (I'm not a dev). If your system hangs during garbage collection, it's a sign that you're capped out on either CPU cycles, or memory bandwidth, or both at that moment. From your posts, I deduce the following: Your computer probably has 16 GB of system memory installed. Windows tends to take around 4 for itself, which is why VS might go to 12 but no further. Though if "CPUmem" counts virtual memory instead of physical - meaning swapping to disk is included - then it's possible that you've only got 8 GB. Mods are a major source of memory consumption, and some are worse than others. You've named what are probably three of the top five memory hungry mods on the entire modDB. This will significantly increase the frequency and intensity of garbage collection by virtue of being faster to fill up all available memory and triggering a cleanup cycle through that. As your problems arise from terrain generation, and disappear after that, you are probably capped on CPU cycles at that time. Terrain generation is very CPU intensive. That changing the "optimize RAM" setting doesn't help further corrobates that - memory bandwidth is likely not what's limiting you. ...Or, you know, I might be wrong This is all guesswork, if educated guesswork. But maybe it helps.
  25. From 1.17.7 forwards, the game will pause when the player opens the handbook in singleplayer mode. This was a much and long requested improvement among the playerbase. (Obviously no change in behavior in multiplayer). Perhaps your nephew used to open the handbook to let the world generate? But no, that wouldn't have been a true and proper pause in old versions, meaning that time would pass, the character would grow hungry, and enemies could attack the player. So it can't have been that. The choose-your-character screen was also upgraded from simply freezing the ingame time progression (which still left you vulnerable to attacks and hunger) to a true pause in one of the more recent versions. Can't for the life of me remember which one though. I just tested in 1.15.9, which is the oldest version I still have lying around. Even back then, a true pause did not allow world generation to proceed in the background; everything is completely stopped. So whatever your nephew used, it was never a true pause. Just something that felt like it. Probably the character creation screen.
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