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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. 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.
  2. 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!)
  3. 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
  4. 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.
  5. 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...
  6. 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
  7. 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.
  8. @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.
  9. 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)
  10. 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?
  11. 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.
  12. Yes, you can toggle Harsh Winters at any point, even mid-winter, and there won't be issues.
  13. 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.
  14. 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.
  15. 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.
  16. 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)
  17. Perhaps you just lucked out with a location that spawned a lot of bushes. But the overall spawn chance didn't change.
  18. 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.
  19. 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.
  20. @Leon Huelsmann This thread is pretty old. It's possible something has changed in the meantime. Why not try it out yourself?
  21. ... ... ... ... ... You know what, never mind. Not worth it.
  22. 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.
  23. 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".
  24. 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.
  25. @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.
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