Jump to content

Streetwind

Very Important Vintarian
  • Posts

    1,441
  • Joined

  • Last visited

  • Days Won

    70

Everything posted by Streetwind

  1. That depends entirely on how far south you went. You can check with /wgen pos latitude. Also, what version of the game are you running? In 1.16.1 there used to be a bug with the day/night temperature variation, making it too small (i.e. days didn't get as hot as they should and nights didn't get as cold as they should). 20 degrees daytime temperature and 15 degrees nighttime doesn't sound right. If you are on 1.16.1, consider updating to 1.16.5, there's been quite a few good changes and fixes besides that one bug. /worldconfig globalTemperature controls how hot or cold the world is overall, independent of latitude. The default value is 1. Values greater than 1 make things hotter, values smaller than 1 make it colder. Do not set 0 or negative. I recommend starting in intervals of removing 0.1 and seeing what it does. Note: I've not used that command myself before. There is a chance that it might only affect newly generated chunks, due to the way Vintage Story does world generation. But it could also be a global modifier. I don't know. You'll have to test it. ...And then, of course, there's /tp [playername] [coordinates] to return you to your starting position up north, where the winters are more intense Provide coordinates in the format ~x ~y ~z, replacing letters with numbers, to teleport that amount of blocks into that direction. Or without the tilde to teleport to that specific coordinate.
  2. You can also try itch.io and Humble Store. You can buy Vintage Story there too, and they may have more payment method options.
  3. Looks like the server overloads as soon as you connect. After that, it just autosaves every now and then, which makes it look like the client froze. Both may be related. However, if mod-less runs great and you get this problem running modded, then this is a mod problem. And those are up to the user to troubleshoot. The Vintage Story team cannot debug third party content. Remove the top half of your mods, load into a world, see if it still happens. If not, put the mods back in, and remove the bottom half instead. Whenever you encounter the problem, repeat this process, removing half of the remaining mods until you identify the culprit(s). Then bring the issue to the mod author's support thread(s).
  4. Odd, it takes my native 1440p without any config file changes. But I have 16:9, so maybe it just didn't know what to do with yoru aspect ratio and used some sort of fallback.
  5. The game will use the desktop resolution, so if you change that, the game will inherit it. Alternatively, switch to windowed mode. You can then use the mouse to drag the window into exactly the shape you like.
  6. Alright! Cross your fingers that the bots have moved on by now...
  7. Note that they're asking money for anything other than feature trailers with a runtime of less than 60 seconds. I thought hey, Tyron and team are currently making a new trailer, this would be a great place to show it off... (if it was ready in time). But given that the previous official trailer was nearly three minutes long, I doubt that the new one will be much shorter. So no, not "free publicity" exactly.
  8. Are you running mods? There's at least one that I know of (Farm Life) which significantly increases animal gestation times.
  9. ...What bed? You don't need a bed to create a respawn point. You take a temporal gear in hand, hold rightclick at the ground, and the respawn point will be set where the crosshair is pointing (you'll get blue smoke effects). That's all. Nothing else required. I don't know a good way to check whether it's still valid, though.
  10. Try changing your starting climate to the hottest setting, then up the world humidity and forestation levels. That should get you in good jungle conditions.
  11. I can confirm that peaks on the ore map don't always hit Ultra High. In my 1.16 world, I had a cassiterite area near my base that topped out at Decent. it was seven chunks worth of Decent, but at no point did it ever get any higher than that. And in my 1.14 world, I had an area roughly a thousand by a thousand blocks that read Very Poor for sphalerite. Almost no peaks and valleys at all, just a whole square kilometer worth of low chances. What I cannot confirm for you is whether or not all ores can reach Ultra High. Ostensibly it makes sense that they should - if you want to limit their spawn probability, then just choose different base numbers. Capping the peak size doesn't make sense, and would potentially even be extra effort (the engine must be coded to support capping this value). But I've played a lot of hours, and there are certain rare ores for which I have never seen anything better than Poor. Cinnabar, ilmenite, sulfur, rhodocrosite, to name a few... They occasionally show up on the propick, but always in low abundance. If you asked me to speculate, I would say: sure, they can probably go all the way to Ultra High, and I just haven't seen any because they're rare. But because I haven't seen any, I can't be sure, and must call it speculation.
  12. There's a "Story" subforum here, which is suitable for this kind of discussion and/or fan-writing
  13. @Thorfinn That's not a valid alternative. The Vintarian section does not have a Suggestion subforum, it doesn't have a Question subforum, or a Multiplayer one, or the multiple Creative and multiple Modding subforums. It simply doesn't support orderly, segmented posting - which means that, should it see any real volume of posters, it would become a convoluted mess. Duplicating the public structure in the members section doesn't work either, because especially the modding community relies on its existing support and development threads in the public section. Which need to be in the public section, because people come to them via links from the ModDB or from Google, looking for information without ever interacting with the vintagestory.at website before. Besides, think about the message a spam-filled public section sends. It gives the impression to a casual outside visitor that the development team lacks either the technical acumen, or the time and resources, or even the care and motivation to do something about it - and I don't know which of those is worse. It's an image of neglect, and of loss of control. That's not what you want to show people that you want to buy your product, or feel welcome. It also defeats the whole point of a public forum. If someone comes here to post, then they want that post to be read by other people. But if they see that, every single day, there is a wave of bot spam five to six forum pages deep - and yes, that's literally what we were getting here in the days leading up to Tyron's decision - then they'll figure (and rightly so) that no one is going to find their lone, small post among this sky-high heap of garbage, and leave. People almost never page back even once in a forum - heck, a large amount of people don't even scroll down to check the entirety of the front page. You expect them to make a habit of going back six pages to check if there were any real threads posted since yesterday evening? It's not going to happen. So, no one will post, and no one will bother looking for posts. Why bother having a public section, again? All you're doing at that point is providing a free service to automated spambots, helping them do their thing, consuming bandwidth that you pay for. Which leads neatly into yet another reason why this is bad - that uncomfortable word, responsibility. If you are a commercial entity providing customers with a service - free or paid, doesn't matter - you have a certain responsibility as to the quality of that service, and the security of those that utilize it. If not by law, then at least by morality, and by convention. If the Vintage Story team accepts spambots as a regular part of their public forum, then they also tacitly accept that those spambots will be successful. There will be someone who comes by and clicks on a link they shouldn't have clicked. There will be someone who gets their personal information phished and malware installed on their computer. There will be a minor who gets forwarded to a hardcore porn site. The very reason that spambots like these exist and invade gaming forums to advertise seemingly unrelated nonsense is because it works and people click on it. All the time. It's a billion dollar industry. And when it happens because the Vintage Story team is carelessly neglectful about its public forum, then the Vintage Story team shares responsibility. I absolutely agree that switching the public section to members-only is not a good long-term solution. We need a more robust signup procedure that isn't so easily conquered by automated scripts. But it's a better short-term solution than projecting an image of neglect, offering an unsafe, unwelcoming environment, and providing a platform for malicious third parties to exploit your customers.
  14. Absolutely agreed. I've brought this up on to the developer on Discord before - here's hoping there's a solution in the works. Meanwhile, you can try Discord yourself, or if you prefer a web forum, there's also a subreddit.
  15. And this right there is why I keep saying that printing out the number in the prospecting results is actively counterproductive, and the game would be better off without it. We don't need documentation on what's effectively a piece of debug output; we need it gone entirely. If all you had to go by was the adjective, then you would not be wondering. You would have seen that you got a "very poor" result, and you would have known, instinctively, that that could not be all there is. Of course it goes higher than that. If it didn't, no one would bother to label it "very poor". Instead you fixate on this number and get confused by its potential magnitude. Let it go. It tells you nothing the adjective doesn't already tell you. There's nothing additional here to understand. No grand secret that will improve your chances of finding ore. It's simply the same thing again in a less straight-forward, less helpful format.
  16. Beware the low sample size bias, @AlphaRay Gravel and sand, of all rock types, use exactly the same drop table. There are only two panning drop tables in Vintage Story: "bony soil" and "everything else". You can actually find them in the game files and confirm that this is true. That you got different results for different materials is simply a result of random variance across too few tries. In playing over 500 total hours across four different worlds, I've determined for myself the rule of the thumb of "one copper nugget per panned block". So if I grab 20 blocks of gravel, then I expect to get somewhere around 20 copper nuggets, plus/minus some because of low sample size. I did not know the actual probability, but what @Ashery says lines up pretty well with that. One in 8.33 attempts, so overall, slightly fewer than one per block (each block is eight panning attempts). In my 1.16 world, I ended up spawning in an area with an absolute dearth of copper (I entered the iron age without ever seeing a better result than "very poor" for copper ore on the propick), and at one point I resigned myself to panning 64 blocks of sand in order to make some progress. It gave me 58 copper nuggets. Slightly fewer than the 61 that math says is the average for a chance of 1 in 8.33, or the 64 that my rule of thumb said. But that's still pretty close.
  17. It's not so much the distance you must walk that matters; that varies with world settings. What really matters is that you found a proper desert in a near-equatorial climate, not just a dry area filled with sand and gravel. If you see a cactus, you know you're in the right place. (I'm going to assume that you found such a desert, given how far you walked.) The next thing you need to know is that halite lake beds do not show up on the prospecting pick, because they're not generated by the ore map (like regular halite is). And since halite is a rock type, not an ore, the secondary (node search) mode of the pick won't find it either. That means the prospecting pick is completely useless for finding salt lake beds, and you need to search by vision only. They always generate precisely two blocks below the surface, so your best bets for spotting them are steep hillsides, cliffs, gorges, and cave entrances. Perhaps seeing it in a visual tutorial will help you know what to look for?
  18. Your bottom layer will always be igneous (and there sometimes may be an extra layer, explaining your findings), so there is always a chance that you'll find something. Cassiterite can spawn that deep. But it's much rarer in the depths than in the middle ranges. ...Ah, I just saw your update while typing. Yep, looks like peridotite is your igneous bottom layer, and you lucked out. Happy bronze day
  19. Welcome to the forums "Ultra High" will display 0.2‰. Note: per-mille (‰) not per-cent (%). But - and this is a pet peeve of mine - cassiterite is the prime example why you should ignore the number completely and only go by the abundance adjective. The number is so vastly different between various different ores, doesn't mean what most people think it means, says nothing about the spawn likelyhood of ores, and can give people the idea that there's nothing worth digging for when that's absolutely not the case. Forget that the number exists. Follow the adjective. "High" is the third highest grade, so there are two more steps up. But if "high" is the best you have in your immediate area, then it might potentially be good enough to dig anyway, depending on circumstances. Recall that cassiterite primarily generates in igneous rocks; you can see that in the handbook. As such, if you happen to be in an area where (for example) a top layer of conglomerate covers a middle layer of shale over a bottom layer of granite, your chances to find ore are lessened substantially, and it might be worth looking for a higher reading (or different stone layers) elsewhere. If, however, at least the middle layer is igneous or metamorphic (=> granite, peridotite, andesite, basalt, phyllite, slate), then digging at a "high" reading has a good chance of success. If you spot one of the first three stone types on the top layer, you'll know it is all igneous top to bottom and thus don't even need to check on the exact makeup.
  20. Welcome to the forums! I've heard it recommended to create a singleplayer world with your desired settings and then copy that world onto your server. That saves you the need to fiddle with json files.
  21. I think he's asking specifically for the scythe-trimmed grass that's new in 1.16.4. Not for grass growth rules in general.
  22. Do you have a dialog open? Such as your inventory or the character screen? Or even the character editor that pops up at world start? You can only look around when all dialogs are closed, because otherwise, your mouse will control the cursor, not the character,
  23. You're right, it's not a bug. Auto-replacing of tools is tied to using tools. That is, you actively perform an action with them (throw a spear, break a block, harvest a carcass, etc), and if in the process of that action the tool leaves your actively selected hotbar slot, a new one is pulled from the inventory into that slot. Your shield was not actively selected in the hotbar, and it was not actively being used (the shield just piggybacks off of the crouched state). So the existing code doesn't respond to it breaking.
  24. I don't know if vintagestoryserver.exe supports that particular commandline argument. But, even if it didn't, that should create a runtime error. The fact that you got a syntax error when editing the shortcut means that you did the shortcut wrong - likely some kind of spelling or spacing issue. There needs to be a space between the end of vintagestoryserver.exe and the double dashes that begin the argument. Exactly one space. Not two or more.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.