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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. You're the first one I have ever seen who claims to notice power loss through axles. I don't know exactly how much loss there is, but the community is pretty much in agreement over the fact that it is extremely miniscule. Like on the order of 1% loss for multiple dozens of sections. Heck, Tyron might have silently removed it and we wouldn't be able to tell, it's that low. How gargantuan is your setup? And are you absolutely sure it is power loss over distance that creates the effect you're seeing? Because I'm willing to bet that you're seeing some other idiosyncracy of the VS mechanical power system here Why don't you describe your problem, and maybe offer a screenshot or two? I'm sure we can troubleshoot this.
  2. Are you using the correct login details? You cannot log into the game with your forum account. The game account is different from the forum. Also, you must use an account that actually has a game key associated with it. When you buy the game, you get an email with a game key. You then need to log into the website with your game account and input the game key there, so the account is marked as a valid license holder. The email contains a link you can use. If you did not get an email after buying the game, check your spam folder, it might have gotten caught there. If you are unable to recover your key, use the bown "Get Support" button in the top right of the forum to request help. Provide info such as when you bought the game, which email address you provided, which payment method you used, and other details that might help the team identify and verify your purchase.
  3. Yes, absolutely, you can do that. Vintage Story simulates realworld climate bands as good as it can on an infinite level surface. One of the config options for each world is called "pole-equator distance", and depending on the preset you picked when starting this world, it is likely either 50,000 or 100,000. That's, quite literally, the number of blocks between a pole and an equator. Each time you pass a pole, it's that distance to the next equator. Each time you pass an equator, it's that distance to the next pole. There's a theoretically infinite number of both, in both the northward and southward directions. In practical application, the world border exists and will cut you off eventually. But by default that's 1 million by 1 million blocks, centered on your spawn, so you can walk a long while before you get anywhere near it. Between the poles and equator, there's a climate simulation running. The closer you are to a pole, the colder it is; the closer to an equator, the warmer. The sun follows the correct seasonal shifts; in the northern hemisphere, days are longer in summer and shorter in winter, and the temperature changes along. This flips at the equator and reverses in the southern hemisphere. There, it is also summer in January and winter in July. Close enough to the poles, you can get a polar night (the sun never rises at all) or a midnight sun (the sun never sets at all), depending on time of year. Your world spawn / zero coordinate at default settings is at roughly 47.5° north. To get to warmer areas, walk south. You can check your current latitude with the command /wgen pos latitude. Far enough to the south (like 25° or lower), you may encounter different flora and fauna. The east-west direction has no influence on climate bands. Only north-south does.
  4. Can confirm, a lawn area in my garden below a tree canopy needs a lot of extra manual watering to keep it from turning brown.
  5. This is pretty firmly mod territory, I think. The game is set in a vaguely renaissance/victorian type era; you can confirm that by reading the lore snippets you can find from books, scrolls and tapestries. And just because the player character spawns empty-handed in the middle of nowhere, that doesn't mean they suddenly lack the knowledge that their world has developed previously. So it's quite natural and expected that stone tools are a mere temporary stepping stone to a higher level of development. Additionally, from a purely game design perspective, it makes sense to have the initial progression steps be quicker than the lategame ones. Every RPG ever developed does this by varying the levelup speed. Vintage Story doesn't have levels, but it has technology progression; and so, to get the player started, the first steps are quicker and easier than the later ones, resulting in the stone age being relatively short. If you want a stone-age simulator, that's entirely fair - but stock Vintage Story is not that, and never will be that. This is where mods come in, to change the stock game into something it isn't, in order to leverage the game to cater to different interests. There's already at least three I can think of off the top of my head that add more low-tech content.
  6. It only needs one field of farmland: the block it's planted on. The rest, everything around it, should be untilled. Place a water source next to the single tilled center block, but diagonally. The plant needs the straight adjacent spaces to grow. Give it four to five blocks of space in every cardinal direction - so a 9x9 to 11x11 area. (It won't really use the full area though, mostly just the cardinal directions from the center, like a giant plus shape.) Once or twice per day, check in on it and trim any dead vines you find. This should enable the healthy part of the vine to resume growing (or so I have heard it claimed). If you have excess bones - and chances are that you do, because they have almost no use outside the first couple ingame days - then grind some into bone meal and fertilize the central block of farmland. Pumpkins consume nutrients rapidly, and if you're unlucky, you may not get any pumpkins before the central plot drops so low on nutrients that its growth speed slows to a crawl. This makes them one of the very few plants where the generally overlooked fertilizer game mechanic will actually make a tangible difference. Using terra preta of course helps with that too, but really: are you using those bones for anything else? No? Thought so. Now go fertilize those pumpkins
  7. But are we sure that the creative sources don't fluctuate? Or is that just an assumption? Can we know they aren't just a copypasta of the windmill rotor code with a toggle to fake a certain wind speed? I mean, I actually don't know. I can't really read the code either. Someone more versed in C# than me would have to confirm or deny.
  8. The thing about gearing up is that it multiplies input side oscillations on the output side. And the input side isn't static by any means. Mouse over your windmill rotor sometime and watch the wind strength vary. Another effect I've been wondering about is that, potentially, the system works with discrete speed steps. I've tried to ask people like radfast a about it but haven't gotten an answer yet. What I mean is that the windmill rotor might only be able to assume a limited number of discrete speeds. Like, for example, one hundred different speed steps - one for each percent of maximum speed. Or some other model. Accordingly, if you gear up, and the windmill rotor changes speeds by one step, then after the gear, the difference between the steps will be nearly five times as large, and thus way more visible. My biggest indicator for discrete speed stepping is actually the start-stop behavior at extremely low speeds, though. When the wind is just barely strong enough to run a machine that has been geared up, that machine will still tend to move at a fairly decent clip... and then suddenly stop hard. And then suddenly go back to moving at a fairly decent clip. And then stop again. For me, that's a clear indicator that there's a hard limit on how slow the windmill rotor can turn. It simply cannot become slow enough for a geared-up machine to gracefully slow down below a certain point. The next step slower is simply 'stopped'. And so it stops. Then starts again on its slowest speed step. Then stops. Then starts. And so on. This behavior cannot really be fixed by adding additional windmills either. Those just mean that the mechanism runs a bit faster at the same wind speed. But it doesn't prevent the start/stop behavior from reoccurring all the same at a slightly lower wind speed, because each rotor still has the same minimum speed. Again, that's just an unconfirmed hypothesis of mine. But it's the best explanation I can come up with for what I am seeing.
  9. Be aware that neither 1.17 nor 1.18 will focus on world generation, from what we've been told so far. It's a topic that's tentatively on the to-do list, but is unlikely to be worked on until it happens to fit together with something else on the roadmap. For example, if there is ever an oceon update, that would be the time to also tweak land-side world generation, since both involve the same code.
  10. Well, considering the new trailer contains 1.17 features, I doubt it'll be "very soon"... it can only be presented once the update has become available. I'd wager sometime in summer. July maybe. But that's just my opinion. Maybe the moderator team has some inside information?
  11. Yes: /worldconfig surfaceCopperDeposits It'll return a number. If that number is zero, it won't generate any. A value higher than 0, and there will be copper. The default is 0.1 according to the wiki, which corresponds to a 10% spawn chance for every chunk. Should you find that it is zero, you can input a number at the end of the command to set it to that number. It will only apply to newly generated terrain, though. Don't set too high a number, or else it'll be all over the place.
  12. If you're in a 1x1x1 hole, then jumping will get you out. Blocks do not have any collision from the inside. Knockback pushing you into blocks is a known, if very rare, bug in 1.16.x versions of the game. But even when it happens, it will only ever push you into the first block. There's no such thing as "solid blocks on all six sides". You just haven't found the way out yet, likely because you got disoriented by what happened. Finally, in singleplayer, you can always do /gamemode creative to allow you to break any block with a single click of your bare hand, and then /gamemode survival to return to what you were doing before. Note that this will not break the block you are already inside of. You still need to jump/walk/fly out of that one.
  13. The first thing you should do when you encounter what looks like a vanilla bug in a modded save, is to disable all mods, start a completely fresh world, and try to reproduce it there. If you can reproduce it, it's definitely a vanilla bug, and something you should report here. If everything works fine and you cannot reproduce the bug, then one of your mods is screwing something up. It'll be up to you to find the culprit and make a report to the mod author.
  14. Up to 12 blocks below the surface, IIRC. Although surface copper rarely ever spawns that deep, other ores that generate surface nuggets might.
  15. It's been vastly improved, IMHO. I used to wake up to spam-posts five forum pages deep every single day. Now I only see a handful of them once a week or so. Obviously there may be more going on when I'm asleep, but it's a measure of general improvement.
  16. Which version of the game are you running on? That's always one of the most important pieces of info you can include. Additionally, state if there were mods present, and if so, which ones. Does the error still appear if you remove them before loading into the world? Has there been a specific subset of mods that has always been present whenever you got this error? Also, did you try loading the world in Repair Mode? (It's a box you can check inside the saved world's details.)
  17. Surface drifters no longer flee the light since 1.16. In return, they can no longer spawn under the open sky at all, unless there is a rift present. (They can still spawn in caves and inside rooms when it is dark enough.)
  18. Then please report it to the author of the mod, so they can take a look at it.
  19. Yep. But there's a good chance it'll fail. So better bring multiple cuttings.
  20. Good news - this is already in for 1.17 Source: a screenshot was posted on March 11th in the #devlog channel on Discord.
  21. I think there are colored blocks available in creative mode only that offer colors not available in surival. You could spawn yourself some of those and pretend you paid a cost for them by throwing away something else?
  22. The day length is two RL minutes per ingame hour, so 48 RL minutes for a full ingame day. As for the walking speed - no idea. Hop into a creative world, set up some markers, and time it with a stopwatch?
  23. The first step should always be removing any mods you may have installed. The scond step, if that didn't work, would be to do a clean reinstall. You can back up your save game so you don't lose it.
  24. While true, I've admittedly never seen in happen on Vintage Story before. It's very odd that it should do this now.
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