Streetwind
Very supportive Vintarian-
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Everything posted by Streetwind
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For the time being, you can type /autosavenow into chat to force a manual save.
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Oh dear, I hope your roof can bear the load...
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The glider used to be faster while 1.18 was in development, but it was slowed down for the live build because people kept getting killed when trying to land.
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Seconding this, I did not find any such special machines in the Resonance Archive.
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Huh, weird! Makes total sense in hindsight, that it would aim for specific calendar dates, but it never occured to me either.
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What's the outside temperature? Fruit tree cuttings won't progress if it's too cold. It doesn't outright kill them, but they'll go dormant. Your greenhouse won't help with it either. The greenhouse bonus only broadens the tree's vernalization temperature range; it does not apply to anything else.
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It refers to the background climate data of the location, which you can read out with /wgen pos climate.
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Hay sooooo temporal storm spawns.........
Streetwind replied to Vinnie Crawford's topic in Discussion
This is not new in the latest update. Drifters have gained the ability to ignore almost all spawn restrictions during temporal storms a long time ago. If necessary they will spawn in midair to get to you. The one thing I have found that works (at least it hasn't failed me yet) is being somewhere completely enclosed, with no full block spaces being open on the inside. For example, a one block deep, two blocks tall closet with ladders stuck to the wall. The ladders reduce the available block space to less than full, so no drifters can spawn there, but you can still be in that same space.- 37 replies
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I think that anything in the player's inventory is fixed at x1.0 perish speed, but I don't actually know for sure. I might be wrong.
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This is new with 1.18, in a way, though not as new as you may think. Food spoil speed has always scaled with temperature. The hotter it gets - and I notice in your screenshot that it is summer - the more quickly perishables will spoil. In previous versions, storage containers like clay vessels would display only their own modifier to food spoil speed, while the modifier from temperature was applied silently in the background and was not shown anywhere. From 1.18 onwards, storage containers show the sum of all modifiers applying to food stored within.
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I would start by simply appending the word to the same command you already entered to get this message, and resubmitting it that way.
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The default location for the game's logfiles under Windows is: %appdata%\vintagestorydata\logs
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You're more likely to get an answer to this if you hop on Discord and talk directly to admins from large servers like Aury Fury, or even the official test server. There's probably only a dozen people or so in the entire VS community who even have the experience required to give a non-speculative answer.
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Giant giraffe dragon in the sky zooming around skybox.
Streetwind replied to Nelthazar's topic in Discussion
It's something meant to appear during temporal storms, or while you have 0% temporal stability. If you see it at any other time, it's likely a bug. -
I think they might spawn less frequently because the world is "noisier" with the new terrain generator. There may be fewer places where it can spawn. That said, I've seen surface copper deposits generate. Spotted around a dozen in my current 1.18 playthrough.
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Alternatively, if the world is set to have soil affected by gravity, and there was a cavern below the dirt layer, it may have collapsed. That said, given that there are indeed burning pit kilns in this screenshot, I wouldn't be surprised if Digitalr was right
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/worldconfig foodSpoilSpeed 0 Although I'm not sure if 0 is a valid value here. Some of these worldconfigs have minimum lower limits, you'll have to experiment. The closer to 0 you can set it, the slower food will spoil. After you enter this command, exit to main menu and reload your world, then enter the command again without a number to let it print the currently active value. If you entered something invalid (for example if it doesn't like 0) it will likely display the default value of 1. Then you can try something else, like 0.1.
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That "square that indicates the area" is probably drawn by the mod VsProspectorInfo. It is not a feature of the base game.
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Is there an option to pauze the game when you just started a new game?
Streetwind replied to Creatorfix's topic in Questions
Auto-pause during character generation is a feature in version 1.18, which is currently undergoing final bugfixing before its stable release. Until then, I recommend that you make a test world, take your time to try out all the customization options and read all the classes, and decide what you want. Then you can speedily click through it all in the world you actually want to play. Or, you could install the latest 1.18 release candidate. It is quite playable already. -
Yep, I have four parallel installs at the moment: 1.14.7, 1.16.1, 1.17.11, and 1.18.0-rc.6. Although admittedly I haven't touched the two older ones in a long while... I start each one with a custom shortcut that remaps the data folder, so they don't interfere with each other. The default VS data folder under %appdata% is completely unused. When I updated rc.2 to rc.6 from within the game, only the 1.18 instance was touched. The other installs remain as they were.
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The integrated update worked fine for me. Went from rc2 to rc6 without issues.
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This is not possible, but you can achieve the same look by using multi-material chiseling.
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New 1.18 version terrain generator disappointment....
Streetwind replied to DrEngine's topic in Discussion
I brought this up to Tyron after the release candidate went up, asking whether the team was planning further work on world generation. The answer was yes, there is further work planned, but not in 1.18. The lore update was already delayed too much to spend even more time on this at the moment. So for the time being, we'll need to wait until this update is out and refined, and work on 1.19 starts. IIRC Tyron suggested once before that the theme of 1.19 could be "de-jank 2.0", and if the players consider the terrain janky, that seems perfectly in theme to tackle for that update In the meantime, I've been trialing this mod, which shifts the weighting of landforms around some and adds a few custom ones. It doesn't get rid of all the sins, like floating islands and shattered mountains, but my gut feeling says its made them a bit more rare and the world feel a bit more natural. Sample size of about a dozen worlds tested without the mod (creative flight exploration), and one world currently in testing with it (actual gameplay). Maybe give it a try as well? -
Game Keeps Crashing when I join my Multiplayer Server
Streetwind replied to PxlGrease's topic in Discussion
Perhaps this might help you: -
Survival Handbook shakes nerves / Survival Guide Inconvenient
Streetwind replied to Volkov's topic in Suggestions
That, at least, already exists. In the inventory, when hovering over an item, pressing H opens the handbook at that entry. Out in the world, when pointing the mouse at a block, pressing shift+H does the same. (Or possibly sneak+H, in case you rebound your sneak key to something other than shift.) I agree with the CTRL+A part, would very much like that for all text fields in the game (handbook, waypoints etc).