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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. Could you tell us your system specs? Also, under video settings, what have you set for VSync and for RAM optimization?
  2. It has been that way in every savegame I've played since I started playing in 1.12. If you suspect there's a spreading mechanic, try doing the creative test I described. You should see the spread happen before your eyes, due to the 100x sim speed acceleration.
  3. If you don't mind redoing your settings, go to %appdata%\vintagestorydata and delete clientsettings.json. It'll get recreated with default settings next time you start the game. It only saves stuff like your video settings, sound levels, custom keybindings, and so on; nothing that interacts in any way with saved worlds, so it's perfectly safe to delete.
  4. Yep, pretty sure. Tall grass only spawns on soil blocks when the soil block's texture changes towards being more green, and there's only like four or five possible stages. Extensively tested it myself, that's how it works. If you'd like proof: start a creative world, replace a few blocks of the green dirt with bare soil, and then /time speed 6000 and watch. Tall grass will grow on the blocks you replaced, but not on any of the already perfectly green soil anywhere else. As for the suggestion - I like it! Make it so.
  5. Not at the moment, I'm afraid. Perhaps there'll be a future feature, or a mod, but right now there's nothing you can do.
  6. You craft a Clockmaker exclusive item, the Hacking Spear. Then you stab locusts with it. Every hit has a small chance to "take over" the locust for a duration, and make it attack its allies. It's not permanent taming, I'm afraid.
  7. Wow. Okay. Never heard of anything like that before. Check what your server-main.txt and client-main.txt files say specifically when you log in and try to do things. Collect any weird messages you may get, and if the server is unmodded, post a bug report with as much info as you possibly can. If the server is modded, I'm afraid you'll have to back up the world and remove all mods, then try and reproduce the issue before you can make a bug report. Unless Tyron is feeling particularly generous, or you've unknowingly triggered something he has seen in during development before, modded saves are their owners' responsibility to troubleshoot.
  8. You made this change via command, not at world creation, right? I don't actually know how this command's effects are processed, but it could very well be related. For example: If you are one year into the game and make this change, the server now has a problem. It has counted out around 108 days since world creation (the standard year length), but you are now telling it that the year actually has 216 days. To resolve that problem, the server has two options. One, it chooses to preserve the day count. That means it must then change the season, setting the world to fall where it was spring before. Or, two, it chooses to preserve the season. As a result, it must then fast-forward the day count until the desired time of year has been reached. So if that is how that works (again, speculation on my part), you could be seeing this fast-forwarding process. Define "only on your end". Do you really mean that, if both you and a friend are on the same server together, your days are passing like fifty times as fast as what your friend is seeing? Or do you mean that when you observed this issue, you were alone on the server?
  9. Have an admin type "/time speed" into chat and press enter. A number will be returned. If this number is anything other than 60, someone with admin permissions messed with the simulation speed and didn't turn it back to default. The server is probably so busy trying to keep up with the high speed that it lags hard and doesn't process things like picking up items. Return it to the default value with "/time speed 60". You can also check "/time calendarspeedmul", which should be set to 0.5 by default. Higher values cause an ingame day to take less RL time, but without accelerating the general simulation speed.
  10. There is something called a "data folder", which stores savegames and mods and configs. No matter where you install the game to, it'll always use the same data folder (%appdata%\Vintagestorydata), and there is no way for you to tell it otherwise during installation. That makes it tricky to set up multiple parallel installations that do not get in each other's way. You can, however, tell Vintagestory.exe on startup where it should expect its data folder to be. So you'll need to create a custom shortcut for each individual installation to point to individual data folders, and then use only those shortcuts to start the game. I've described my approach here. With that setup, whenever I want to install a new version, I simply: Create a new directory for it Create a new Data subdirectory inside it Run the downloaded installer and install into the new directory (answering "no" to the question whether to uninstall older versions) Copy over the custom shortcut from an older version Edit the custom shortcut to match the new directory name And that's it. New version, runnable in parallel with an arbitrary number of old versions, with no mod or savegame sharing between them.
  11. The apple tree in my front yard would disagree vocally with that claim, were it able to speak It gets pruned down to like half its size every spring, taking off two thirds of the volume of its branches, and still somehow manages to be larger by the end of the year than it was at the end of the year before. It's actually a recommended measure for apple trees. Still, reality is not always the best game design paradigm. Maybe they intentionally do not regrow to limit the amount of new fruit trees a player can plant over a given timespan. Or maybe it's a bug/not fully implemented yet. Time will tell, I guess.
  12. You can try the "Get Support" button in the upper right corner above the forums. It's more likely to get you attention from the team than a forum post.
  13. Not a bug. All plants have certain defined climate conditions they spawn in. If these conditions are not present - for example, if it is too cold - the world generator will not place any. Cooper's reeds do not grow where it's cold, so this is working as intended. As for the question of "but how are you supposed to play there then?" - I am not on the VS team, so I can only give my personal opinion. And said opinion is: "I don't know. You tell me!" Perhaps the north is intended for those who enjoy a challenge, who want to see if they can make it despite the great limitations it places on them. I've seen screenshot galleries of a player who decided to settle in the permafrost zone, where there's continuous snow cover all year long, and the temperature never goes positive. They didn't ask "where are my reeds". They simply did whatever they could, just to see if it was possible. Or, perhaps the north isn't really intended for settling in at all yet. The game is far from feature complete, after all. The lower latitudes near the equator used to have a similar problem, where there was barely anything there to support more than minimum subsistence, until 1.15 came along and revamped jungles and greatly expanded the hot-climate options for crops. You can also see evidence that the north is still getting content added to it in the form of the polar bear, which is new in 1.16. So, also not a bug. It's either working as intended as a challenge, or it's simply not fully implemented yet. As for the massive fog - perhaps that is one of the weather options that are more likely to be selected where it is colder. For example, I've recently started a game a bit further south than usual, and I've noticed a marked increase in violent thunderstorms compared to the default temperate starting climate. My 1.15 world that I spent nearly three ingame years in had fewer thunderstorms in total than the first spring season in that warm, humid place. Weather is clearly climate-dependant. So I'd go out on a limb here and say: not a bug either.
  14. Yeah, just plop the downloaded archives into the mods folder as they are
  15. It's likely an intentional design decision that you need a proper copper anvil to work any kind of metal, regardless of its physical properties. After all, one of the inspirations for VS, Terrafirmacraft, did feature granite blocks as anvils. If that was a desired concept, I wager it would have been implemented long ago.
  16. I am running VS 1.16.1, and ProspectorInfo v3.1.2. Works flawlessly. Remember, the go-to way to download mods is the VintageStory Mod Database, reached by clicking the "Mods" button next to the "Wiki" button up in the title bar over the forum. For each mod you look at, you can see in the Files tab which game versions are supported. Chances are, as long as the major version (the 16 in this case) matches, it'll run.
  17. Tab or T should bring up the chat window. Just type it into chat.
  18. To connect to a server you need to have a client with a matching version. You can, however, have multiple different client versions installed side by side. It's a bit fiddly to get it to work, but it would allow you to select which client you want to run depending on whether you want to log onto your server or a singleplayer world. ...Or you could just update the server, of course.
  19. In order to actually destroy an anvil, you need to place it into the crafting grid together with a chisel. The chisel needs to have a lot of durability left (near full if it is the same metal tier as the anvil). You'll get an armful of ingots back.
  20. Ore distribution does not change much from one chunk to the next, actually. If you are in a chunk that has a "high" abundance, then the next chunk over may have "decent", or it may have "very high", or it may even have "high" as well. You won't find a case where it drops to nothing across a chunk border. Perhaps it'll help you seeing it visually represented? It certainly helped me, back in the day where I was trying to figure out how everything worked under the hood. I went on a crazy prospecting spree and recorded everything I found in an excel sheet (first image). Then I used conditional formatting to color in the cells based on the prospecting results for a single ore, for example tin (second image). Now keep in mind that the cells are not squares like the chunks are ingame, so the view is stretched horizontally. But each cell represents a chunk. And you can see quite clearly in the second image that ore spawn areas often generate as very large circles, sometimes dozens of chunks across, with abundance increasing towards the middle. There's two such areas visible, one on the left, basically surrounding the lake, and having high abundance spots (including one "ultra high") in the middle of said lake. The other is halfway to the right, I just clipped its lower edge while exploring eastward. But you can still see the vaguely circular shape of the orange "poor" results there with a bit of "decent" above as it approaches the center. So if you get a good reading in one chunk, you will be somewhere inside a field that stretches for many chunks in multiple directions. It won't disappear on you with a few steps to the side. If you don't have node search mode available, you can: Ask your server admin to turn it on (but it requires a world restart, so they may not want to do it on the spot); or, Follow the guide anyway, and in the second part where you dig down, simply do not use the propick at all, and just dig without a pause all the way to the bottom. You will find less ore this way - the chance of not finding any at all will be higher. You may have to dig multiple shafts nearby.
  21. One big trick to it is: ignore the numbers in the density search readout. Focus on the adjective only. The numbers that show up are different for each ore, and on top of that, they do not mean what you think they mean. Trust me. Even if I don't know what you think they mean, I can confidently say that. They're more debug output than usable data. There is merit in considering them in a few isolated cases, to find out in which direction a result increases; but in most cases you're better off straight-up ignoring them. Especially if you're still learning how prospecting works in the first place. I once wrote a guide to finding tin here, a few months back. Yes, it's long. But it includes more than just swinging the prospecting pick. It also talks about methodology, and which areas might be more suitable than others. It may give you a glimpse at just how complex prospecting really is... but also gives you a step by step instruction list you can just blindly follow. By all accounts, it should lead you to find tin, guaranteed... but I can't guarantee it'll be quick. It all depends what you'll find in your world. If you get an "ultra high", I'll buy myself a hat just to eat it if you don't find a vein in your first shaft. But if the best hotspot you have to work with is just a "high" or a "decent", then you might need more than one shaft. Or perhaps to find another, better hotspot.
  22. What kind of reading do you consider having "found" tin? Do you dig in an "ultra high" abundance area and get nothing? Or do you dig wherever any reading for cassiterite shows up at all? How do you dig, and how deep? It is a very complex mechanic, no question there. I don't mind trying to help you get better at it, but it requires knowing what you are doing in great detail. Looking at your username, perhaps you'd be more comfortable writing in German? Ich sprech auch Deutsch
  23. Yeah, then one of your mods is a hungry hungry hippo. You'll probably have to try them one by one, but you can start with the code-heavy ones. No need to test simple json patches, they won't be responsible.
  24. First step: remove all mods and reproduce the memory leak with a vanilla setup.
  25. Prospecting isn't useless. It works great when you know what you're doing. The actual problem that prospecting has is that the learning curve is pretty long and steep. So getting to "I know what I'm doing" takes a lot of practice, effort, and willingness to engage with and think about the mechanic. The game could perhaps do more to make this learning process easier for the player. There aren't many good, immersive ways I can think of tthough, beyond something like integrating functionality similar to the VsProspectorInfo mod into the base game.
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