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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. @Aoi Kasai Temporal stability depends on where you are. Some areas have naturally high stability. If you spend time there, your stability will increase. Some areas have naturally low stability. If you spend time there, your stability will decrease. Building a base in an unstable area is a very common beginner mistake, as new players won't know how it works. You will likely have to pack up everything you own and move somewhere else, a place where you see the gear in the lower middle of the screen spin clockwise.
  2. Candles are already lit when placed*. There is no need to light them with a torch. They just offer very weak light. You can improve their light output by stacking multiple candles in the same blockspace. (*unless you are using a mod)
  3. Yeah, like... I don't want to dismiss OP out of hand, there are clearly things that bother them... But I can't really see them? Even in the screenshots provided, when I look at the circled areas, nothing looks off? And why must all things made out of the same wood type absolutely match each other on a per-pixel level? On the contrary, watching Kurazarrh build on Youtube has given me an appreciation for the opportunities provided by slight variations in hue and texture between different variants of the same material. A polished stone looks different from a raw stone, and both look different from cobble or brickwork; similarly, a wooden log looks different from its planks, and so on. This greatly expands the available color palette in what is arguably a fairly palette-limited game. (Admittedly Kurazarrh goes heavy on the multi-material chiseling and not everyone, including me, has the patience for that.) Providing more wooden items in variants other than oak is a fair request, I've installed mods to that effect in the past. Though I believe that the base game has added quite a few variants itself since then. It's an ongoing process?
  4. Could be that you're running out of VRAM. Go to the settings menu, and read the tooltips to find settings that mention that they're heavy on VRAM (I think view distance is one?). Try reducing those settings significantly, and see if it makes a difference. Could also be that your video card is damaged. However, that would mean you should see broken graphics in other games too. If this only happens to you in Vintage Story, then your GPU is most likely fine, and you're just asking too much of it. Finally, it could be a driver issue. But I would expect that both Nvidia and AMD have very stable drivers these days. If however you're running on an Intel GPU (either CPU-integrated or one of the new Arc series cards), then yeah, driver hickups are going to be a thing.
  5. Yes, you can toggle Harsh Winters at any point, even mid-winter, and there won't be issues.
  6. You're not just changing the time going forward with that command. You're changing the calendar as a whole - past, present, and future. You just told the game that each month only lasts a day - but you've already spent 40-ish days in this world in the past. What do you think is going to happen next? ...I mean, I actually don't know, I've never tried But there's two possible outcomes. One, the game preserves the calendar date, but as a result is forced to change the days elapsed since world creation. You will remain in September of the first year, with each day going forward passing one month. However, since you started in May, there's only five days that have passed to put you in September of that same year, instead of 40-ish. So every single function in the game that is based around tracking days will get royally screwed up. I actually don't know what happens if you planted a crop 10 days ago, but you now tell the game that only 4 to 5 days have ever existed. It could be literally anything. Two, the game preserves the days elapsed, but as a result is forced to change the calendar date. Since each month is one day long, and 40-ish days have passed, that means your calendar date is going to be shifted 35-ish months into the future. 36 months elapsed since world start would put you in May, like every number divisible by 12... and 4-5 days afterwards... hey look, you would most likely be in or around September again! But a September that's three years in the future. And as a result of this, every single thing in the game that's based on the calendar is going to get fast-forwarded three years. Like, for example, crop growth. Or food spoilage. Does all your food last more than three years? It'll need to, unless you want it to instantly transform into rot. Personally, I think case two is more likely, because it causes fewer time paradoxes. But as mentioned I have never tried it. That's not all of the problems with your plan though. Let's assume you went to the September three years in the future, somehow didn't lose all your food, and then successfully passed winter. It's now seven months later, April instead of September, and you wish to go back to 9-day months. You enter the command... and... voila! You are now back in year 1, just seven days later than when you started - so most likely in October! Winter is still looming ahead of you, and you've gained nothing. I repeat: do not mess with the calendar in worlds older than a month or so unless you absolutely must. Weird and bad things will happen.
  7. If you touch the calendar in a world that's been running for more than an ingame month or so, you're pretty much guaranteed to screw stuff up. Not just food either. You should use such commands only as a last resort, when you must. You can make a backup and try it out, see if you can live with the results. Honestly though, just have them face the challenge. And have a stpckpile of your own they can fall back on if they don't make it on their own. And then talk about lessons learned.
  8. That's odd. I can open/close my inventory just fine when I have one or more external inventories open. You might have found some kind of bug.
  9. I've gone to 1024 view distance before as a test. It didn't run great (25-30 FPS) but it didn't crash or anything. Was at 1440p too, which requires more VRAM than 1080p. Given that I have a nearly 10 year old midrange CPU and a nearly 5 year old midrange video card, I can't say if the performance drop was due to lack of raw power, or due to lack of VRAM, or due to a combination. (i5-4670K, GTX 1060 6GB)
  10. Perhaps you just lucked out with a location that spawned a lot of bushes. But the overall spawn chance didn't change.
  11. 1.17 increased crop growth times, including berry bushes. In return, yields were increased. Overall the amount of produce harvested from a crop type across an ingame year should be close to what it was in older versions, but split into larger but less frequent harvests.
  12. Crop growth times were changed in 1.17. I guess nobody got around to updating everything on the wiki yet. Remember, the wiki is maintained by community volunteers, not the dev team.
  13. @Leon Huelsmann This thread is pretty old. It's possible something has changed in the meantime. Why not try it out yourself?
  14. ... ... ... ... ... You know what, never mind. Not worth it.
  15. If it's specifically for a jungle area, it should be a jaguar. Cougars don't dwell in the jungle, and while some subspecies of tiger do, none of the great cats are quite as adapted to the environment as the jaguar, who will climb and sleep in trees and such things. I'll point out though that the "code" part of a new animal is less than 10% of the work involved. The vast majority is modeling, rigging, and animation, plus a host of unforeseeable complications. For example, bears took way longer to make than expected because, even after all the modeling work was already done, it was found that the creature had huge problems randomly getting stuck in vegetation. Properly solving that problem took weeks, if not months. And since there isn't any feline model or rig in the game yet, there is nothing to base a new feline off of, so it would have to be created completely from scratch. Creatures are perhaps the single most work-intensive kind of content addition that there is. So, no "easy jungle addition" to be had here, I'm afraid.
  16. Unfortunately, the terrain generator does not support large bodies of water at the current time. It's on the development roadmap for the future, but there are currently no indications when it might happen. The theme for the next update right now is "storytelling, lore, and ruins".
  17. It's a little bit of column A, a little bit of column B. By default, the server is set to pause (basically, slowing the global sim speed to more or less standstill) while nobody is online. The moment one player logs in, it resumes. The server can be configured to keep running normally when no one is online, but the default behavior is pausing. This means that whether or not long processes continue to happen while you're offline will depend on whether anyone at all is online. If you're the last person to log off, causing the server to pause, and then return before anyone else, you'll find things pretty much where you left them. On the other hand, if the server is more or less always populated, you can log off with a freshly seeded field and return to fully grown crops later.
  18. @Philippe J Mods are unsupported additions and are up to each player's individual responsibility. Please do not expect the dev team to fix your mod problems. Instead, go to the mod author with the crash. There you will most likely be told "of course it crashes, I haven't updated it yet" or something to that effect. But, in the incredibly unlikely case that there is something fundamentally broken in the modding API that prevents Volumetric Shading from working entirely on this version, and the mod author is unable to fix it themselves, then the mod author will carry that problem to the VS dev team.
  19. (And if nothing changes after you enter that command, quit to menu and reload the world.)
  20. Streetwind

    Winter

    Indoor and underground things. Like... mining huge amounts of iron, and then smelting and hammering out huge amounts of iron blooms. That passes some time for sure. Also, have you tried chiselwork? Carve something really detailed out of a block to prettify your house.
  21. This is not a thing, no. Drifters do not set anything on fire. Not even if the drifter itself is on fire (you can hit them repeatedly with a torch for that). I'm quite sure that the base was on fire because a pit kiln was too close to something flammable.
  22. And I feel like you're intentionally sidestepping the spirit of the replies you're getting, in order to hang on to your point. I was recounting an example of self-propagating systems in block voxel games similar to VS, in order to highlight potential issues with such systems in general. I did not claim you suggested copying those systems; I was just drawing on them as an illustration. And while we're on the topic of putting words in others' mouths: I did not mention performance at any point in any post I made in this thread, so I'm not sure why you're accusing me of overstating the impact. That could be implemented. It would basically flip the current behavior. Right now, grass never regrows unless it is cut with one of the two scythe modes; you'd make it so that it always regrows unless it is cut with one of the two scythe modes. It's a fair suggestion, I don't see anything directly wrong with it. We'll have to agree to disagree on that one.
  23. The dialog window has a "don't show again" button or something similar. You typically only get it the first time you play because of that.
  24. That's very odd, because the game already deploys a popup that tells you about it when you first enter a world. It's the first thing you see, overlaying even the character editor.
  25. That's not quite correct. He hosts and operates it, and sometimes assigns user permissions and such. Though these days it's typically Stroam who handles it in his stead. @ruggbean - I recommend heading onto Discord into the #wiki-and-translations channel, and talk about your suggestions there. That will either result in someone going "sure, i can do that", or, more likely, you being told "make an account and tell us, we'll give you edit permissions, then you can do it yourself". However, you will also be told that in this particular case, it's intentional for the alloys to not be on the metals page. Because there's a separate alloys page, which already lists them all. The first paragraph of the metals page links to it. So your actual task here is not to find someone to make the changes for you, or even to make them yourself; rather, consider your task to start a discussion about whether the current model of having the ingot listing split across two pages is good or not, and what can be done to improve it. That could be merging both pages into one, but it could also involve making the reference to the alloys page more visible, or some other solution like it. That's why it's a chat channel: to discuss things with other people
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