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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. That is very strange, I have used rope ladders in single block shafts excessively in my last playthrough, and never had this issue. Are you playing on a server, so that network latency could be a problem? Or CPU load?
  2. Note that you can easily craft a bed on day one, before even midday. You just need to cut 18 (IIRC) grass with your first stone knife. Doesn't change the fact that nights can get pretty dark, I know. But not having a bed is not an argument, because it's easier and faster to make on average than your first reed basket. An extra note: if you play on world heights greater than 256, you'll have additional issues with visibility, which may impact your impression of how dark nights can get. Reason being: VS adds additional inclement weather fog based on altitude above sea level. Unfortunately, that function isn't aware of the world height at all, and just assumes the sea level as it would be in a 256-high world. So the taller your world is, the greater the chance that active rainfall will ruin your visibility, and the less rainfall is needed to make it get really bad. In my 384-high world, and some 25 blocks above sea level, at 100% precipitation I couldn't see the opposite wall of my home. While indoors during the day, mind you!
  3. What exactly is the command you are entering? Commands must be written exactly right, including capitalizing only the correct letters, and the system does not always provide an error message if the supplied value is invalid. A common mistake is for people to include the [square brackets] in the value they're supplying. This is wrong; the brackets in the documentation indicate that there is a range of possible values to choose from. But ingame you should provide the value without brackets.
  4. Right. Regarding fruit trees, the most temperature-sensitive of the tropics trees start having a chance to die once the temperature drops to below +10°C. I don't think it happens immediately upon reaching that temperature; it's probably more something like being below that temperature for a full day. Also, it is possible for the tree to survive down to +6°C, although the chance grows smaller the colder it gets. Meanwhile, the non-tropics trees need vernalization, and for that to trigger, multiple full days need to pass without the temperature ever climbing above +1.5°C at any point. There's a chance it might still work up to +2.5°C, but for guaranteed fruiting you want a degree below that. And remember, it must not rise above that temp at any point, so that would limit the daily maximum only; daily minimum during the same time will probably be -15°C or even lower. And that's a big problem for the tropics trees, as you can imagine. Placing a fruit tree into a greenhouse will allow it to vernalize more easily. The +5°C greenhouse bonus is applied to vernalization temperature. It is not, however, applied to any other temperature governing fruit trees. Peach trees have a die-below temperature of only -12°C, but still need vernalisation, so those are the hardest to cultivate out of all trees. The climate where that works out is a much narrower band than for the other trees. But greenhouses can help here. All other vernalizing trees can go much colder, and you basically don't need to worry about their survival at all unless you move northwards from spawn. But since you want to accomodate tropics trees, you'll be moving south, and trying to find an area where tropics trees can thrive at sea level while planting vernalizing trees far up a mountain.
  5. There is far more to this than you realize. Temperature does change gradually and smoothly (though not necessarily linearly) between poles and equatorial regions, depening on your pole-equator distance world config setting. But that's not the only thing that influences temperature. It also varies with the day-night cycle, with the seasonal cycle, with the current weather, and with your altitude relative to sea level. So what exactly are your requirements - that you can plant all crops side-by-side year-round? Or that you can plant hot crops in summer and cold crops in winter? And how much cheese are you willing to pull, like splitting your farm between a hole in the ground and a platform in the mountaintops?
  6. Thing is... these suggestions of yours? They're already in the game. That's how trees have always worked. The problem is that a leaf block needs to realize it is no longer supported in order to make the decision to despawn. And you cannot just have the game update every block all the time. The game would be so busy doing that it wouldn't do anything else, like for example letting you play. There are just too many blocks in the world. Most of the time, leaf blocks get updated when adjacent blocks get updated. But there's also the dedicated treechop subroutine, which is tasked with bringing the whole tree down when you chop just a single block at the bottom. This routine must guess what the tree actually is. You as a human may see a tree, but the game only sees tables of coordinates with block IDs assigned to them. So there is a heuristic in place that recursively looks for adjacent log and leaf blocks. But it can't be just that, because if it was, you could chop an entire forest down at once so long as any single chain of leaf blocks keeps connecting tree after tree after tree. No, that heuristic must also be able to guess when a tree stops. When a connected block is no longer part of the same tree. And that is actually the most complicated and difficult part of that entire piece of code. For the longest time, Vintage Story's tree chopping heuristic was very... optimistic, shall we say, about the size of trees. It pretty much always sheared neighboring trees of their leaves whenever you chopped down a tree, which was not just an eyesore but also risked wasting seeds of valuable trees because leaf blocks destroyed from treechopping drop far fewer seeds (and sticks) than leaf blocks broken directly by the player. In 1.18, this heuristic was adjusted to be more conservative, in an attempt to stop this from happening. But in return, we now have the rare instance where the heuristic is too conservative, and leaves some leaf blocks untouched that it should really have brought down. Those blocks do not receive any updates (because the heuristic didn't identify them), and thus do not realize that they are no longer supported, and thus they do not decide to despawn. To be clear, this happens only very rarely. Maybe one out of fifty trees, in my nonscientific anecdotal gut feeling guess. But it can happen. It's a tradeoff.
  7. That is true! It just tends to come with extra baggage in the form of knock-on effects to a number of other systems, and you have to assess carefully if the effort is worth it.
  8. Small servers can already be free of charge: when you host them yourself, on a machine of your own. This can even be the same machine you play on. You can have as many users on there as your hardware can handle. There is a guide on the wiki; if you have additional questions beyond that, I recommend hopping on Discord, where you can find a lot of helpful people to talk to.
  9. Respectfully, the Suggestion subforum's purpose is the vetting and refining of suggestions among members of the community. You should expect people to point out weaknesses in your proposal, present counterpoints, and perhaps outright disagree on a pure opinion basis. That is the nature of a discussion, especially online. Your job is to attempt to convince the opposition, and perhaps adjust and refine your proposal to circumvent issues that other people are seeing.
  10. The background of "smithing wastefulness" is a simple game-mechanical decision: One ingot makes one tool. This is consistent throughout the entire game, including all of casting, all of smithing, and even all of knapping (where one stone equals one ingot). (A few metal recipes exist that yield multiple items from one ingot. In those cases, it is always the output that is multiplied; the ingot itself is never subdivided. We do not make individual lamellae out of fractions of an ingot - we make an amount of lamellae at once that the devs have set as equal to one ingot. Effectively, a pile of lamellae or arrowheads or the like is "one tool". This, too, is consistent.) Mechanically, smithing is a minigame, the steps of which you go through to earn yourself the tool. The voxels you see in the ingots are elements of that minigame, nothing more. They do not represent any specific amount of material. The final voxel count of the finished tool does not represent any specific metal cost (because the cost is always "one ingot"). It is just an abstract representation; you could just as well replace the entire minigame with a peggle clone, and that would serve the same purpose. Except that would be much less immersive, of course. We don't want no peggle in our smithing. If you want to start talking about having a smithing system where cut-off voxels can be recovered, you need to realize that you're breaking this fundamental rule, and that this has implications on way more than just smithing. Suddenly you'll need to do math on casting molds as well, because some tools clearly need more voxels than others. But did you know that casting molds use different voxel sizes, voxel counts, and recipe shapes than smithing recipes? An axe mold looks nothing like what you form when you forge (or knap) an axe, and the area of a mold is totally different from the area of a knapping or smithing recipe. You could make the casting molds use the same voxel sizing and shapes as smithing recipes, but then you'd get a noticeable visual fidelity downgrade on the molds that people will complain about. Also, by changing molds in this way, you need to change the entire clayforming system from the ground up too, because it also counts voxels in its own way (1 clay = 25 voxels IIRC), and all of the non-mold recipes are created and tuned for the exact voxel sizing we have now. Or, you could make knapping and smithing recipes use the same voxel fidelity as the casting molds, but then these mechanics become incredibly tedious because you'll need to move/remove twice as many voxels (perhaps more, in some cases). And there's no guarantee that you can even match the amount of voxels used to the 100 metal units contained in an ingot in an evenly divisible way...
  11. If you have admin rights, enter this into chat: /worldConfig propickNodeSearchRadius 6 Then restart the server.
  12. Each bloomery does 120 nuggets (5 blooms) at a time, yeah. The solution is moar bloomeries. I typically do two or three in parallel when I work iron, but I only smelt some when I need it. I have never tried to smelt a whole iron vein all at once - I value my sanity Processing those blooms without at least four helvehammers would take ages, and I can't be bothered to build that many when one or two will cover my actual needs. But if I tried to do mass-smelting... Well, I'd crush all my ore into nuggets, and then count the number of slots taken up by those nuggets. 1 slot holds 128, a bloomery holds 120, so it's a good first order approximation to build one bloomery per slot. Whatever's left over can go into a second run. It'll likely be done well before you get the blooms from the first run processed. One bloomery happens to take 12 fire clay bricks, and you fire clay bricks in sets of 12... so you just fill one pit kiln with bricks for every bloomery you want to build. You also get like 8-10 bricks back when you break a bloomery, so you can use those in a second run for whatever ore you'll have left over.
  13. You really want a windmill driving a helvehammer. That device will automatically convert blooms into ingots. You can also use it to make plates out of ingots with minimal effort, which is great for kitting out your whole base with lanterns.
  14. Worldconfig commands often only take effect after you restart the world. Even then, existing terrain will not change, no matter what you set those values to. Newly generated terrain will change, and as a result, you might experience harsh and sudden chunk borders. Consider starting over with a new world. 11 hours isn't all that much to lose.
  15. If you press C to bring up he character sheet, you can see at the bottom a line about "rift activity", or your cyrillic equivalent. It randomly changes over time. The higher the rift activity is, the more drifters spawn. When it's "calm", you usually get none at all; when it's "apocalyptic", it can look like in your screenshots.
  16. Quoting from the patch notes: What exactly hasn't been working for you?
  17. I... don't know? I just walk around. Crops appear before me on their own Having issues with paying attention to what's happening on screen probably isn't helping you, admittedly, but I couldn't tell you any specific strategy. The game gives you many reasons to travel: finding food, fetching wood for charcoal, discovering new resources, prospecting, looking for traders, pilfering ruins... the works. Picking up wild crops is something I do along the way while traveling. It just happens. Maybe Thorfinn has better advice, since he clearly finds way more crops than I do.
  18. 20 seeds on day one, mind you. I still think 100 is crazy talk, but 20 is super doable. I will certainly acquire more later-on, usually around a full stack. Harvesting 20 flax crops gives you about 160 fibres on average in 1.18, or 10 linen sheets. That's half of a full-size windmill already, so a single harvest of 40 flax crops will check that box. If you can plant 40-60 and get two harvests in your first year, which is perfectly doable even if you only start planting after an ingame month has already passed, then you'll be set for pretty much anything. If you have the ability to start early with leatherworking - for example if you have borax or limestone or chalk in your area - then it helps if you only make like 2 linen sacks and upgrade the other slots directly to leather backpacks.
  19. I don't think Drifters are actually meant to be your main source of gears. It's nice when one drops, sure, but it is so easy to just go to a nearby trader and give them stuff. I had an artisan trader near me in my 1.18 world. They sell like 4 or 5 sets of tapestries, each with 3 or 4 individual pieces, and completing them unlocks a lore entry; so I bought them all, over time. It's over 100 gears in total cost. But it wasn't a problem. Each time I went to check for new inventory, I carried some gems (from sifting bony soil), some beeswax, and some blue clay and fire clay, and sold whatever the trader wanted at the time. By the time I acquired the final tapestry piece, I had not only bought them all, but made an extra 150 gears on top just from selling easily-acquirable stuff. So much easier than grinding Drifters
  20. Honestly, that's not a normal amount of seeds by any definition. Just reading "100+ seeds in one ingame day" makes me go "I'd rather have a conversation with Clippy the MS Word Mascot than play this way". It sounds genuinely unpleasant. Like someone telling me to run full speed to the grocery store, screaming the entire way, when calmly walking will do just fine. I collect like... 20-ish flax seeds, maybe 30 if I'm really lucky (or playing malefactor instead of blackguard) before picking a place to spend the night. I don't usually pick up any seeds other than flax either before settling down, except maybe for onions. Gotta have onions.
  21. I've gotten rusty gears from drifters in 1.18. Not many - like two or three - but they do drop. Small chances have a tendency to streak. I think you're just having bad luck.
  22. According to the crashlog, you have one third party mod loaded, called "onebedsleeping", version 2.2.0. This is not "ironman" something. Please verify that you have the mod the server requires, and also remove any mods the server doesn't require. Especially when testing for stability, remove all third party mods first.
  23. For the lower tier enemies, using a shield and just taking the blow is great. Neither surface drifters nor deep drifters nor bronze locusts deal enough damage to overcome a raised shield, so you just watch them flail ineffectually and laugh as you murder them. Even tainted drifters only deal minor damage. For stronger enemies - sawblade locusts, bears, nightmare drifters - you want to dodge and kite. They have too much HP to kill them quickly, deal a lot of damage even past a shield, and can often shred armor at accelerated rates. In that case, you have to time your strikes just right, so that the moment where the hit happens you are in range and then immediately retreat. You can use a bronze spear in melee to make this easier, because the spear has a longer range, so you have more safety margin; but it also does a lot less damage than a high-tier falx, so it's not ideal either. Ideally you'd bring a good bow, or even a sling with several stacks of stones.
  24. There is a custom setting you can enter: /worldconfigcreate float cropGrowthRateMul 1.0 to set it initially /worldconfig cropGrowthRateMul 1.0 to change it afterwards /worldconfig cropGrowthRateMul to poll the current value Not sure if you need to go larger than 1.0 or smaller to accelerate crop growth, but you should be able to test it quickly enough given that seeds show the actual growth time in their tooltip. Remember that if nothing changes right away, you may need to exit to menu and reload the world. Do keep in mind however that you will introduce a massive imbalance, as crop yields are tuned for the long growth times. They drop 9-10 pieces of produce per harvest instead of 3-4 like in the past. And there is no setting to change that - you would have to write yourself a mod. My recommendation: get used to the default growth times. There is plenty of food out there to hunt and forage, especially in singleplayer, and plenty of things to do other than sitting on the fence of your garden watching it grow.
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