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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. Yeah, a lot of people are reporting that items in ground storage are not reporting their spoil timers on mouseover anymore in 1.16.x, when they did so previously. That's definitely not an intentional change. If you put the jugs on a shelf, it might show the spoil timer. It does for crocks.
  2. All juice and all weak alcohols are intended to spoil. That they initially did not was a bug, which is now getting fixed. (Source: someone asked Tyron on Discord in response to the 1.16.4-rc1 patchnotes.) Distilled spirits (brandy etc.) are intended to not spoil.
  3. Yeah, the hoeing trick is unintended and will likely be patched out at some point. Treat it like an exploit. As for the seed drop chance on immature wild crops? Yes, we have hard numbers. It is exactly 70%. (Source: ...\assets\survival\blocktypes\plant\crops\) Do note however that your class may modify this chance. Malefactors get more seeds on average, Blackguards get fewer.
  4. Brass is not a tool metal - it's too soft to make a pickaxe or a sword out of it. So the game does not allow you to pour it into tool molds. Items like "brass pickaxe head" and such do not even exist. It's an ornamental metal, prized for its similarity to gold and the ease with which you can work it into filligrane structures. So it is used for making jewellery, jugs and chalices, musical instruments, furniture ornamentation, and the like. Additionally, it is very resistant to corrosion, and brushed/polished brass has very low friction. And so it was traditionally used in mechanical engineering. Stuff like steam engines, where you had to have hot metal parts moving against each other smoothly. Or even electrical sockets and connectors. In Vintage Story, you can use brass to make decorative torch holders, where you can place torches that will never go out. You can also make lanterns, or large metal building blocks (but those are very expensive).
  5. Have you looked in the ingame handbook? "Chest with sign" has a crafting recipe described there. I think it's putting a sign below a chest in the crafting window. Or above. One of those two.
  6. All creatures can only spawn on solid faces - that is, block faces level with a full block height. Therefore, placing lower half slabs prevents creatures from spawning. As does anything else that modifies block height, such as ground storage, hoeing farmland, and so on. Light specifically stops drifters from spawning. Doesn't even need very much of it. Light also lessens the chance that a temporal rift will form, and surface drifters can only spawn under the open sky if a temporal rift is nearby. They can still spawn without a rift if the sky is blocked, for example in a cavem, or in an unlit building. Note: temporal storms allow drifters to ignore spawn rules. During heavy storms, they may even spawn in midair and/or in the same space you occupy, if there is no other viable spot. Light storms aren't quite that harsh, but they still let Drifters ignore things like light levels, skylight, or world height (for the harder drifter types).
  7. /worldConfig propickNodeSearchRadius [radius] Pick a number for the radius. The larger the number, the further away you will be able to pick up ore, but the more difficult it becomes to triangulate. Numbers around 6-8 are recommended. Do not include the square brackets. After entering, quit to main menu and then reload the world.
  8. I remember your music tracks from back when! You could hop onto Discord and offer your contribution in #gamedev. Tyron will probably go into PM with you when he sees it.
  9. Beauty is in the eye of the beholder. And your post kind of gives me vibes of "anything not chiseled looks boring to me". Which is entirely fair, if you feel that way - just realize that in that case it would make this a loaded question for which there is no answer. Unless, of course, you don't mind the answer being a mod. If on the other hand you're up for using non-chisel options to spruce up your builds: Two different kinds of mudbrick are available to you. Dark mudbrick also comes in slab form. Stone path can be crafted from collected stones, and comes in slabs and stairs. Ceramic shingles come in two different colors (blue clay and fire clay), and also give you slabs and stairs... and a roofing option that isn't thatch! You can place vines on outdoor walls to give them an ivy-overgrown look and add some color. I think knives can cut vines...? Rough-hewn fences work in windows as primitive pre-glass lattice coverings, though given you are in a cold area, that option may be less desirable to you (they don't seal). Make clay planters and flowerpots and put them up around the place. Use slabs to make sills outside your windows and put some flowers there. Line your entrance stairway with them. And so on. A good variety of things can be placed in planters. Strewn straw blocks or packed dirt bocks make decent indoor flooring, though sometimes a checkerboard pattern of directionally placed logs, or just a floor of upwards placed logs can be quite nice too. Depends on your wood and tastes. Packed dirt also makes sense in an outdoor yard area, making it look like you've trampled all the grass there with your activities. A strategically placed tool rack can add detail to an otherwise bare wall. Just knap some random things to put in there. You don't actually have to have a use for the tools. Oil lamps on fence posts. Either freestanding or as part of fences. Put your firepits up onto cobblestone blocks to simulate a primitive hearth/kitchen. A clay oven fits right in next to them, even if you don't have a use for it yet. When building walls with something that comes in both slabs and full blocks, you can vary the wall thickness towards the outside to break up large uniform walls. Using logs as corner posts or roof beams is a tradition ever since the first days of Minecraft. A support beam in the middle of your room is also more visually interesting than a bare open space. A cobble block or two in an otherwise slanted roof looks like a crude chimney. Brick blocks, even more so. You can even run a pillar of blocks up the flank of your house and up through the roof to pretend like there's a large hearth there on the inside. Put a line of berry bushes along a fence to get a yard-with-a-hedge look. You can make awnings out of layers of sticks. Use ground storage in strategic places. Not just firewood, but also peat stacks, bricks, ceramic products, rusty gears... whatever you have that is ground storable. I'm sure some others will have additional ideas.
  10. The upcoming 1.16.4 patch provisionally aims to increase resin spawn rates. The release candidate has it at 2.5x, so you should see a marked difference... well, in newly explored chunks, at least.
  11. Which game version? Worked fine for me last time I tried, in 1.16.1.
  12. I thought wilted crops were not supposed to yield any produce at all. They exist only to keep the seed from despawning until the player notices the rabbit attack.
  13. My god This will shape the meta for years to come! In actual seriousness, some very good changes. Reduced noise of hidden rifts, reduced background drifter growling, no more drifters pressing themselves into diagonal corners, more secure fences, fruit tree branches regrow and are more likely to take root, resin for equatorial spawns... and I was kind of wondering why I had such absurd amounts of food when starting out as a hungry hungry hippo Blackguard in 1.16.
  14. What do the leaf blocks say when you mouse over them? Fruit trees go dormant and suspend their growth if their environment goes outside their ideal temperature window. So it may currently be too hot or too cold for this particular species. It should resume growing once a more agreeable season rolls around. If the leaves do not say "dormant" though... I have no idea.
  15. Hmm, good point, actually. Then the VS engine must already have such a workaround available for use. That's good news actually, since it should ideally be possible to apply it to other blocks as well... unless it was made for reeds specifically and cannot easily be generalized. There's always that danger with in-development games where a one-off solution ("I need reeds to grow in water for this update!") is made on the quick without an eye for broader application down the road. A universal solution is hard to engineer when most of your features aren't even designed yet - how are you supposed to know how to support them? Still, it makes me cautiously optimistic, and btw I am totally in favor of as many "waterlogged" (term as used in Minecraft) blocks as we can get.
  16. Welcome to the forums! This mod is unfortunately abandoned and no longer works reliably on newer versions of Vintage Story. Many of the recipes are broken. You can look for "Better Than Heresy", which aimed to continue this mod... but it also looks abandoned at the moment.
  17. Growth stunting happens the moment the temperature gets above the threshold just once. Then the crop remains growth stunted until harvested/broken. Rye takes ten days to grow and has a heat resistance of 27°C. If the temperature ever gets above 27°C during one single moment on one single day out of those ten, then the crop will get damaged. Your temperature right now might show 19°C, but temperature varies throughout the day. Mornings are the coldest, and afternoons are the hottest part of the day. It's perfectly normal to see temperature spikes over 30°C in summer in the default starting climate. That is too hot for rye. Also: in 1.16.1, there is a bug with daily temperature variation, which shows the wrong temperature to the player. This was fixed in 1.16.2. So if you use .1, you may simply be seeing the wrong value. Consider updating to a newer version.
  18. Because that's how block voxel games work. Each block space can have exactly one block occupying it at any given time. If you try to place another block in the same location, it'll either fail to place, or it will overwrite the block that is already there. Not all blocks visually fill the full 1x1x1 meter block space. But they are still a block, and still cannot share the block space with any other block. Meaning: a fence block cannot be in the same space as a water block. Period. In order to make it work, a custom workaround is required that sidesteps this limitation. Depending on the game engine used, this may be fairly straightforward, or incredily difficult. Minecraft for example eventually came up with such a workaround for its engine - after nine years of development. Vintage Story uses a custom engine, and so I have no idea how hard or easy it might be to implement. It also takes development time away from actual features, and since Vintage Story is not yet feature complete, this issue very likely way down the priority list at the moment.
  19. Never needed a mod, you can always use commands if you are admin. In singleplayer, you are always admin. https://wiki.vintagestory.at/index.php?title=World_Configuration Read the "general usage" part carefully, these commands will not error out on you if you make a typo or offer the wrong format. It'll just silently fail and leave you confused. After you have set your desired changes, exit to main menu and then load back into the world. Most worldconfig settings only apply after a reload.
  20. Sorry, that's semantics to an extent. The system in Vintage Story doesn't work 100% as you described, but it was specifically created to represent the same concept (becoming physically healthier through eating well). It's just a different implementation. I mean, it's fair if you feel it doesn't go far enough. But it's there. And as for it not interacting meaningfully with starvation - yeah. That's like, the entire point of this thread I wrote about this at length in my post further up, how the nutrition bars could easily (and IMHO should) be leveraged for this. Every new feature idea has an opportunity cost in dev time. Leveraging existing systems makes it take far less dev time. And thus, far more viable.
  21. The wiki page on fruit trees chronicles everything we currently know - which, I might add, may not be 100% complete. But it should help answer several of your questions: https://wiki.vintagestory.at/index.php?title=Fruit_Trees/en
  22. I think you misunderstood that. You can plant trees whenever you want. Vernalization just means that a tree will only bear fruit if it went through a winter season first. Nothing more, nothing less.
  23. Vintage Story already has this. It's what the five extra nutrition bars do. Except they work in reverse - you have to build them up for a bonus, instead of degrading to give you debuffs.
  24. I don't agree. Please don't generalize your own personal opinions to everyone else. This, on the other hand, is something I can agree with. On one hand, the food bar represents your stomach contents. So in a way, it is sensible that once it runs out, you'd start feeling hunger pangs. And perhaps it is an intentional game design decision to have a hard fail state there. Vintage Story is not meant to be a RL simulator, it's meant to be a survival game. There's no point in trying to survive if there are no consequences for doing nothing. On the other hand, there may be room to allow the player to starve for longer periods of time, so long as there are still consequences attached to it. I don't like your suggestion, because it has pretty much no consequences. Distilled down, all you are essentially asking for is "I want to be able to binge-eat a dozen things at once and then run around the rest of my gaming session ignoring the hunger mechanic entirely". That's not only uninspired design, but actively lessens the survival aspect of the game, and is even more unrealistic than starving in the span of a day. Humans don't have stomachs the size of a camping backpack. And even though the player in VS is not human, I doubt that part of their physiology differs so radically. Instead, let's look at what existing mechanics we have that revolve around nutrition, beyond just the contents of your stomach. Oh, right, we have those five extra bars that, based on the quality of your nutrition, give you extra health. They represent being well fed and physically at your peak. Why, that sounds like the very thing that should probably degrade before you die of starvation! Technically, having more health already extends the time you can spend starving, because there's more HP to go through before you ultimately keel over. But we can do more with this. So how about: the moment your main food bar is empty, instead of starting to drain health, it starts draining your nutrition bars at a greatly accelerated rate. The drain rate is split up among bars that have something in them; as some bars start to empty, the other bars start draining faster. Only when all of the nutrition bars are empty, the player starts taking actual HP damage. The drain speed can be tuned to whatever the game needs in terms of consequence for the player starving. Thus, you get a setup where regularly eating well and healthy makes you more resistant to starvation - just like you asked for - but still makes you actively lose something valuable the entire time you are starving. If you carelessly burn through all your nutrition, you'll be more vulnerable to both combat and repeated starvation for some time, as there's no quick way to build the nutrition bars up again. Their growth is capped by how much you can eat at any given time, even if you have infinite food available. You could also have the food bar/counter go into the negative while the player is starving, requiring that amount of extra food intake before the player stops starving. Could perhaps be represented by the bar filling back in in a different color. This mechanic could balance out the fact that it is now easier to avoid dying from hunger, creating additional consequences and keeping starvation scary. And, well... binge-eating a little after being really, really hungry for some time is certainly believable, even if not entirely realistic
  25. That's slightly worse than my system (i5-4670K @ 4x3.60 GHz, 16GB, GTX 1060) but still well above the minimum requirements. I can play with 512 blocks view distance at high graphics settings and get a stable 30 fps synced, which is perfectly playable on my adaptive sync monitor. The stuttering is likely not caused by Vintage Story itself, but something else on your system. I don't know what though. I've heard it told that setting Threaded Optimization to off in the Nvidia Control Panel has helped people. For me it's on and I don't have stutter. But it's something you can try.
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