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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. You're in luck - this is already implemented for the coming 1.18 update
  2. Oh no, Microsoft is streaming telemetry from my OS, I will avoid that by letting everyone else but Microsoft get into my system through huge gaping holes that no antivirus can keep closed anymore! Sorry for putting it like that, but the argument is nonsense. Sure, if you want to make a point of protesting Microsoft's corporate strategy and its greedy collecting of your private usage data, that's entirely fair. But please don't pretend it's about being security conscious, because if you really were, you'd be aware just how vulnerable Windows 7 really is these days. And you would have migrated away long ago. Linux is an option, sure. But if you'd like a familiar environment, there are ways to beat the phoning-home out of newer Windows versions too. Either through tools you can install when Windows is already running, or through custom pre-built sources that install slimmed-down versions without all the telemetry and bloatware. Ghost Spectre Windows is one such. (But as with any ISO you download off the internet, I encourage you to not blindly listen to me and rather look into it yourself to determine if it looks trustworthy to you.)
  3. There is an exclusion zone around the player where no rifts can spawn, just like no creatures can spawn within a certain number of blocks of you. If your house is large enough, you may still get a rift in one part while you're in another, but only if there are some areas that are not well lit. And it will not be near enough to you to affect your stability while you sleep. Additionally, the coming 1.18 update will add a thingamabob that players can build to block rift spawning in an area.
  4. This is currently under very active discussion on Discord, and a lot of people have a lot of opinions about this. On one hand, both .NET 4 and Windows 7 are extremely old. Using Win7 with an internet connection in this day and age is a major security risk for the user, and building software on an outdated framework makes that software slower and less safe. .NET 7 in particular has significant performance optimizations under the hood that would really benefit people using older hardware. Additionally, the Steam user survey, which is a fairly representative global sample of PC gamers, suggests that fewer than 2% of all Steam users are still using Windows versions older than Win10. On the other hand, reducing the scope of supported platforms without prior announcement is a dick move, even with an essentially unlimited refund policy like Vintage Story has. The team is well aware of this, and Tyron aspirationally wants to continue shipping old framework builds for multiple future releases. On the third hand, shipping multiple builds in parallel is fraught with issues, both when it comes to developing the base game, and when it comes to mod support. Maintaining support for the old framework costs development time that could be spent on improving the game instead. Modders would have to choose between supporting and debugging two separate versions of each of their mods, or to pick just one and not service the other. This risks a split in the modding community that'll get worse the longer the base game decides to maintain support for the outdated framework and Windows versions. It has been confirmed that 1.18 will be shipping on both .NET 4 and .NET 7. Anything beyond that, nobody knows for sure. Meanwhile, good lord, update your OS. Please don't tell me you habitually do online banking on this machine...
  5. If you configure the server correctly (for example using 30 days per month and tuning the spoilage modifier to account for it) then you will have fewer issues. And as l33tman said, consider playing on a server that matches your schedule, together with other people with similar schedules and timezones. The server stops progressing time when nobody is on it, meaning that if everyone only logs on in the evenings, then the server remains paused for the majority of the day, and nothing spoils. If you hop onto a server that has players from around the world, including adolescents who have time almost around the clock, then the server will never pause because someone is always online. This gets suggested every now and then, and every time it is suggested, it is still a terrible idea that whoever is suggesting it has not thought through all the way. The game needs to be able to support gameplay with an arbitrary number of people. It must be playable alone, with two people, with three people, and so on, in any combination of concurrency. VS currently has six classes. Let's limit them so that there are six major things that are class specific. Only the Commoner can farm and breed animals, only the Blackguard can smith weapons and armor parts, only the Tailor can make anything that's worn including armor and backpacks, and so on. Congratulations, you have now made the game impossible to play with less than six players. You could make a special singleplayer class that can do it all, but that doesn't solve the problem. A pair of friends who want to play together cannot, unless they all pick the singleplayer class that can do it all. Neither can three, or four, or five people. And what if you have seven? Every role is already taken, and no matter which class you choose, your one special thing won't be special anymore. Guess what the solution to this problem is? Yes: the solution is everyone picking the singleplayer class that can do it all. Which is the model we currently have. Also, imagine that you have a busy life, and you can only play every couple of days in the evenings. You need to set time aside specifically for the game, sacrificing other things you could be doing in that time. You log on, having a precious three hours that you want to make use of, and a plan what to do with them. Within ten minutes of gameplay, you figure out that you really need something from another player, without which you pretty much cannot do what you planned to do today. Unfortunately, that player isn't online right now. He was here yesterday, he was here earlier today, and he'll be there tomorrow - but you missed him, because of your busy schedule. Also, your class is blocked from doing the thing yourself. Congratulations, your entire plan for the evening just went up in flames, and your precious three hours will be wasted. Guess what the solution to this problem is? Yes: the solution is everyone picking the singleplayer class that can do it all. Which is the model we currently have. Perhaps the developers actually do have a little bit of an idea what they're doing? Now, I'm not saying that there are no solutions to this. Though rare, there are games that successfully implement a personal specialization model in an open world freeform survival game. Eco is such a game, for example. But if you wanted to use that as an example, you'd also have to understand how drastically different Eco is from Vintage Story. In Eco, there are no classes; specializations are built dynamically, through an experience-grinding and levelup system. Meanwhile, VS is built from the ground up with the idea of player progression coming in the form of player knowledge, skill, and access to resources. In Eco, the worlds are tiny, so that you can reach any point of the world on foot in fewer than five minutes, enabling you to easily visit any player's homestead at the drop of a hat, and there is no story or exploration whatsoever. Meanwhile in VS, the worlds are gigantic, and exploration and background lore are a key game design pillar. In Eco, there is no combat, neither PvE nor PvP; there is only one single danger, and that is the looming meteor impact 30 days after world start, the avoidance of which is the goal of the game; and after the destruction of the meteor, there is no further goal or challenge or reason to keep playing. Meanwhile, VS seeks to make you fight for survival on a daily basis, both against the environment and potentially other hostile players (if that's your thing). It does this without a time-limited goal that arbitrarily decides whether a world is still worth playing in or not. In Eco, the whole game is set up to be a collaborative effort against that one single final goal, where every single player's base is basically a shop front that offers their specialized goods for sale while they are offline, which while useful also leads to a lot of multiplayer gameplay devolving to interacting with store fronts rather than interacting with other players. Meanwhile, VS seeks to immerse you in a world where you, or you and your friends, feel like you are really there. Where you are presented with a variety of possible approaches to a variety of different problems and can set your own goals and game plan without a time limit. Your takeaway here should be that what you really want to see - an engaging multiplayer experience with meaningful personal specialization - takes far, far more of a change than just limiting what classes can do. It takes so much of a change that, potentially, the changed game would no longer be the Vintage Story you are currently enjoying. So this is a very, very difficult topic. Considering that the game isn't even feature-complete for singleplayer yet, there are probably other things higher up on the dev team's priority list.
  6. Yes, temperature currently changes at a rate of 0.667°C per block height difference (says Tyron on Discord), colder at high altitudes, warmer at low ones, independent of total world height. Note: 1.18 is likely to make changes to this formula, as there is a worldgen revamp coming with it.
  7. You do this by placing the slabs into the crafting grid. This locks them in one orientation. Place them into the crafting grid again locks them in the other. Doing it a third time resets them to normal.
  8. I play with soil gravity on. Looking up and realizing I just wandered randomly into a place where I can see caves all around me and there might be nothing below the layer of dirt I'm standing on is a frequent source of anxiety Also, a bell spawning close by and suddenly going off. (If you don't know what that is - good, your face when it happens will be glorious!)
  9. Looking at past updates, the time between the first preview build and the stable release of an update is somewhere between 1.5 and 3 months. Right now, we've not had a first preview build posted yet. Therefore, I'm personally not expecting a stable release before late March at the earliest, possibly April. That should help you decide whether you want to wait or not.
  10. ...Touché. I did not consider multiplayer (chiefly because I've never been on a server).
  11. This game is meant to offer progression across multiple ingame years. I've seen a thread about a challenge to reach steel in year one, but that's a narrowly focused speedrun - even the most experienced players need a second year to really get everything fully set up and themselves kitted out. Nevermind future content additions (this game is unfinished as of yet), or getting into lore and exploration, themed building, and other activities beside progression. If the time it takes for a crop to grow once is too much for you... then yeah, maybe this is not the right game for you. The good news is, the game has a very generous refund policy. You can ask for a refund at pretty much any time, for pretty much any reason, and you will get it.
  12. No, the passage of time is paused while you are in the character editor. You can confirm this is the case by installing the HUD Clock mod. It will show you that it remains 08:00 in the morning the entire time you spend on tweaking your character. The clock only starts advancing after you've exited the editor.
  13. That's not good enough, I'm afraid. When installed this way, both games will use the same default data folder (at %appdata%\vintagestorydata), meaning the same config files, the same saves, and the same modset (incompatible between versions). To really have two entirely independent versions side by side, it's necessary to manually retarget the data folder. Thankfully, that is easier than it sounds. Using this technique, the only limit to the number of parallel installs is your disk space.
  14. Could you perhaps tell us what your mod is supposed to do, so those potentially interested in testing know what to look out for? I get it, no one likes writing documentation. I don't either. But while you can read your mind - we can't! We need it spelled out, fully and in detail, or we risk forming mistaken assumptions about anything and everything.
  15. Streetwind

    What about 1.18?

    The spinny thing? Why, it's right there in the name! It spins, of course! It dries your wet laundry! It entertains small children! It mesmerizes your enemies! It prevents squirrels from getting to your bird feeder! It prevents rifts from forming nearby! It's the perfect christmas gift for your spouse! Everyone wants a spinny thing.
  16. Streetwind

    What about 1.18?

    As far as I know, it was never confirmed what exactly it is (unlike the spinny thing, we know exactly what that is) but there have been guesses. Everything from a portable glider to a portable... painting easel.
  17. Which store did you buy from? External stores (Humble, itch.io) have occasionally run out of keys in the past, and needed to be resupplied by the dev team. But that shouldn't happen with the game's own store. Did you check your email spam folder? Sometimes autmated mails from unknown addresses get falsely flagged. If neither of these things explains you not receiving your key email, and 24 hours have passed, mouse over the "client area" button at the top of the forum. There'll be two new links appearing in the white area below it, one of them called "Support". There, open a support ticket explaining where and when you have bought the game and with which email address. A support team member will try to help you. However, allow a few days for this to happen, especially around christmas, as the VS team is a small group comprised largely of volunteers.
  18. Why is your friend going south to the tropics, instead of north to the arctic? The poles are snow-covered all year long, no matter if summer or winter. So your friend did the exact opposite of what he/she should have done.
  19. I'm not sure if there is a proper definition of a "solid block" written down anywhere, but in my own experience it is something like: A block that is no less than half a block thick at any point; and which has a face that is level with a neighboring full block surface, which is the "solid face". In other words, a full block automatically qualifies. But a solid block can also be a stair or a slab, or even a chiseled block of equal or greater thickness, if it is oriented correctly. For example, a slab that is attached to the upper side of a neighboring block will have its "solid face" (the one level with a full block face) on the top, whereas a slab attached to the bottom side of a neighboring block will have its "solid face" on the bottom. To build a charcoal pit, it needs an unbroken surface of solid faces on the inside. You can use slabs for this, as long as all the solid faces are pointing inwards. You can use chiseled blocks for this, as long as they are as thick as slabs or thicker, oriented correctly, and not perforated. Doors and such are not solid, and therefore automatically invalid in the construction of a charcoal pit. (I can't remember right now whether transparent blocks count or not. I think so, but might be mixing things up with Minecraft here. Or I might be mixing up the mixup. Who knows!)
  20. I don't know about the rest, but I can answer this one: Because this is Vintage Story, not Minecraft Hoppers in VS do not extract, from anything, and never have. They only collect what physically falls into them. For the job you want performed, use a chute section in place of the hopper. That one does allow for items to fall out of chests into the system
  21. Hi, Willkommen im Forum - aber sprich bitte Englisch Damit auch internationale Spieler was davon haben. Wenn nötig, hilft dir ein Online-Übersetzer wie Google Translate. Du findest kein "Schwert", weil es umbenannt wurde. Es heißt jetzt "Falx", benannt nach einer Sichelklinge aus der Zeit der Thraker (vor ca. 2400 Jahren). Und sieht auch entsprechend aus. Die Deutsche Übersetzung (von der Community erstellt, nicht offiziell) macht daraus aktuell "Sichel". Das wird aber zur Zeit aktiv diskutiert, und wird sich wahrscheinlich nochmal ändern. Immerhin erscheinen die "Sicheln" im Handbuch wenn man nach "Schwert" sucht. ---------------------------------------- Hi and welcome to the forums - but please speak English That way, international players will also get some use out of your post. If necessary, an online translation tool like Google Translate can help. You are not finding a "sword", because it has been renamed. It is now called a "falx", after a curved blade from the time of the Thracians (roughly 2400 years ago). It looks like one too.
  22. View distance equates to chunks loaded. So even if you are staring at a wall and nothing else needs to be rendered (assuming that you have occlusion culling activated), that still means the entire loaded area must be kept in memory at all times. Memory can run out, and if it's the video memory that runs out, then the GPU must start swapping data into the main memory and back to keep track of everything, which greatly slows it down. And then there's everything that comes along with keeping a large area active: loading entities and processing their AI, shifting the colors with the slow change of seasons, lake ice and snow melting/accumulating, ticking plant growth, running block updates, simulating weather, and so on and so forth. I'm not saying there isn't room for optimization, because I think that's true for all software. And Tyron has said repeatedly that he'd love to have a dedicated graphics programming expert for the game (but they're kind of way too expensive). But you should still understand that view distance is one of the single most performance-hungry settings in the game regardless of optimization, and also why that is. As an aside - I'm not sure if you've ever played Minecraft, but a view distance of 560 in Minecraft terms would be 35. And without installing mods, Minecraft is capped at 32 (and struggles rendering even that). So you're essentially saying "the game loses a lot of immersion if you have the view distance set any lower than what is already higher than the measuring rod for all block games can render on any setting". Now, I'm quite firmly in the camp of 'more view distance is always better', too, and love Minecraft mods like Distant Horizons and such... but let's keep a wee bit of perspective, alright? Else we might get into the realm of complaining that the amount of fizz in our champagne is slightly off today and how that will ruin our mood...
  23. Do you have a source for that? Other than anecdotal experience, I mean? Because I'm pretty sure that's not a thing. Like 99% sure. Feel free to prove me wrong, though
  24. You are not doing anything wrong You are correct to expect magnetite at this location You are somewhat unlucky and lack experience Not all ores are created alike. Indeed, there is a bit of a scale to them, in terms of difficulty of finding them. The common ores, something like copper and bismuthinite, and to some extend even cassiterite? They're easy to find by just going through the motions with the prospecting pick. Hunt down a nice, high peak value with Density Search, dig vertically down in that place, perhaps take the occasional Node Search sample along the way - and you're virtually guaranteed to hit ore. Every time. But the more exotic and/or advanced ores, they have quirks. Things to know about each of them that inform the way you search and the way you dig for that particular ore. It partially starts with cassiterite, where knowing to dig in a place with all-igneous stone top to bottom will noticeably increase your chances over places with just an igneous bottom layer. And then comes iron - and it's a completely different beast. All of the iron ores, to some extend, but especially magnetite. You see, to generate ores, the game rolls a number of tries each chunk. It picks a random block within the ore's spawn range in that chunk, and rolls a die against the spawn chance in that location. If you've got an Ultra High reading, the chance to succeed this roll approaches 100%; if you've got a Miniscule reading, it's almost guaranteed to fail (but only almost). When the roll succeeds, the game tries placing an ore vein centered on that block. Now, this may still fail - perhaps it picked an invalid block that cannot host this ore. Or maybe a cave generated later-on might turn everything in that area, including the ore vein, into air. But if the block is the correct host rock, then it and surrounding host rock blocks are replaced by a disc of ore of a certain size, as defined in the ore's spawn config. Then the game rolls another try, up to the number of tries per chunk as defined in the ore's spawn config. It does this for every chunk. Up to iron, every ore has multiple tries per chunk. Some of them have two-digit tries per chunk. Iron... doesn't. Iron has fewer than one tries per chunk. Magnetite, in particular, sits at an abysmal 0.3 tries per chunk. Now, when the game goes to roll for a spawn, it has to make two rolls. First it needs to roll whether or not it is even allowed to roll. And with Magnetite, it has a 70% chance to fail this roll. So your Ultra High chunk, where Magnetite has a near guaranteed chance to make its spawn roll? It failed to even be allowed to try. And that's why there isn't anything there, despite what the prospecting indicates. The takeaway here is that when searching for iron, and magnetite in particular, it's not enough to examine just that one chunk with the highest reading. You need to examine enough chunks to overcome the ore's chance of failing to be allowed to try to spawn. In return, when you do find an iron vein, it's going to be absolutely ginormous and you're unlikely to need to look for another vein for a long, long time. Iron discs are over fifty blocks in diameter. This means that, since you didn't find any indication of iron in your current shaft despite eight blocks of Node Search range, it is safe for you to go fifty to sixty blocks away to dig another shaft. Continue picking locations with high readings, and/or make some sort of grid around your Ultra High result. You can try closer than fifty blocks, of course, if you're afraid of missing something; but the smaller you make your search grid, the more shafts you may have to dig until you find a vein.
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