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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. Just to point this out, this isn't really new in 1.16. Wolves could already punt the player respectable distances even in prior versions. To do this they need to land their special attack (the leap/pounce), which they only use while chasing. Normal melee attacks from wolves do not have anywhere near that amount of knockback. But even more than that, the ground below you matters. These knockbacks have a lot of horizontal force but very little vertical force. So even the powerful special attack knockbacks (from leaping wolves or charging rams) don't usually punt you that far because you very quickly hit the ground again and stop. But if one of those hits you while you are jumping (to try and evade, for instance), or pushes you down a slope? Then you might well fly five blocks or more. Additionally, I recommend everyone to check out 1.16.1, which has both increased swing speed and increased base damage on the sword, compared to 1.16.0. That has significantly increased the sword's DPS, which as I gather was one of the main complaints.
  2. The thing that made the Creeper iconic is a combination of various factors. It's completely deformed. It was created when Notch wanted to make a pig but increased the body height instead of the length by accident. The result looked so silly that he decided to keep it. It's essentially a walking... errr... phallic symbol. If you know what I mean. Its weirdly evil-yet-sad face. It kind of just needs a hug, right? Except that's the one thing you really don't want to do... The jumpscare factor. Their steps are silent, their texture blends into grassy plains, and they are coded specifically to use cover - for example sometimes stopping behind trees waiting for the player to pass by. And then, their entire attack is one single loud and spectacular moment. All of this works out to create a creature which is not just memorable for its own sake, but also supremely watchable. As in: the Creeper is iconic specifically because the Creeper is fun for the audience on a livestream or Youtube video. The host can make jokes about how they look; the viewer can usually spot the Creeper approaching while the host is distracted by gameplay and commenting and misses it; the host gets hilariously jumpscared and the viewer laughs about them; and so on and so forth. Being watchable is actually a major part of viral marketing and game popularity nowadays. A bad game can rise to popularity purely because of how interesting it is for people to watch it get livestreamed. Take Phasmophobia, for example. It was one dude's hobby project, clicked together from free assets, poorly animated, buggy, very limited content... he made it for himself and his friends primarily, and once said that if he sold 200 copies he'd have been thrilled. And then someone streamed it and it absolutely exploded. Because even in the sorry state it was in during the first release, Phasmophobia was incredibly watchable. It became so popular and sold so much that the author was able to hire multiple other people to work on the game, and it has greatly improved since. So instead of thinking in the limited scope of "should there be an iconic creature", perhaps the question that should be asked is much more general: how watchable is Vintage Story at the moment? What can be done to improve this? And how do such changes influence the atmosphere of the game? Because I sure don't want a walking dong in VS, no matter how funny it might be...
  3. Option 1: remove flammable blocks rom the vicinity of the kiln. Like 2 blocks out in all directions will do. Option 2: house kilns inside a stone structure. I like to put them in a 3x3x3 cobblestone shell, the same one I use as a charcoal pit. Fits five kilns at once, and nothing outside ever caught fire, even though it was surrounded by grass.
  4. Are you a Tailor? This recipe is class specific. You must either be a Tailor, or a modded class that has the "Clothier" trait; or, you need to uncheck the "class exclusive recipes" checkbox in the custom world options at world creation.
  5. Welcome to the forums! Have you received your game key and set up your account? If yes: click on the blue "Client Area / Downloads" in the top right of this here forum, log in, and download from there. If you have paid but not received your key: - Some external payment providers are not instant, and can in fact take up to a full week to process. There is nothing the VS team can do about this. You must wait. Only Paypal is pretty much always instant. - Check your spam folder. - Make a support ticket (brown "Get Support" button in the top right). Be sure to include where you bought the key from, when you bought it, and with what payment option. - If you do not get a response by the next day, hop on Discord and ask around for help.
  6. ... ... ... ... ... ... ... ... ... ... ... what? o_O Sounds like a bug. Forest floor is a new addition in the latest update. It's not unexpected for new features to sometimes require fixing.
  7. Unfortunately, wild crops do not respawn, and never have - unless there's been a change in 1.16 specifically that I'm as yet unaware of. You just keep finding ones you have missed the first few times, because Murphy's Law.
  8. I enjoy prospecting gameplay and consider myself a bit of an expert on how to be good at it... ...and yes, absolutely turn it on In my opinion, it feels like a natural extension of the large scale density search gameplay, to be able to enter a small scale node search mode. Strictly speaking you don't need it in most cases, if you do things properly with density search. But it saves you frustration in a few edge cases, and it gives you something more engaging to do when digging down than just... you know... digging down. More player engagement is always good for gameplay. I've lobbied repeatedly for the feature to be turned on by default, but alas, so far it's only been done for the Exploration preset.
  9. Welcome to the forums Vintage Story does not have "biomes" the way Minecraft does. It has a dynamic world generator that selects appropriate vegetation and animals based on local climate data, such as latitude, average temperature, average rainfall, average forestation, and so on. This is overlaid onto the output of the terrain generator, which produces the raw shape of the world. So if you've been exploring around using the default world presets, you'll always have seen the same vegetation and animals, because those presets always spawn you in the same latitudes and use very large pole-equator scales. If you wish to see how the world looks in other climate zones, I recommend using the customize menu at world creation to set your starting climate to something other than "temperate". If you select the hottest option, for instance, you'll be spawning around 16°-16.5° northern latitude. You should be seeing sun-bleached savannahs, acacia trees, termite mounds, and hungry hyenas coming after your tasty blue buttocks. Might be tricky growing most crops in that heat, though. Even the winter months won't be much cooler that close to the equator.
  10. Welcome to the forums Torches now require combining a stick with dried grass in the crafting grid to get extinguished torches. You can then light them in a firepit, or place them down and ignite them with another (lit) torch. A tip for when you suspect there might have been recipe changes: press H and look the item up in the handbook. If there is a new recipe, it should show up there. Of course, this doesn't work for exotic processes (those usually are covered in a guide), but crafting grid or firepit operations should be there.
  11. There's already a release candidate available where swords have a faster swing speed. Also, this is not a bug. This is a feature in the process of being tuned. Please don't submit bug reports for things that are not bugs.
  12. Welcome to the forums There is no such creature in the base game. It must be something added by a mod. I recommend you ask this question in the mod author's release thread in the modding subforum.
  13. You need to use the big cogwheel to split power, yes. Unfortunately that also acts as a big accelerator gear, so you're going to lose a lot of torque. The counter to that is using a second big cogwheel as a reduction gear further up. Connect your windmill rotor with an angle gear to the rim (not the shaft) of a large gear. That is your reduction gear. Now bring the shaft down into your workshop, and connect your consumers with angle gears to the rim (not the shaft) of a second large gear. That is your accelerator. The two will cancel each other out, and the system will act as if you had zero large gears, but you are still splitting power. Not without installing a mod, no. That said, your forge gives off plenty of heat. You'll have to live with the +25% winter food usage penalty, but you're not going to freeze.
  14. That's only for game updates. OP has missing blocks due to removing a mod.
  15. Can you describe what you mean? I've never found an orientation that I could not place a slab in...
  16. @gibbelblonk You can turn them down or off in the customization menu at world creation, or with an admin command in an existing world. /worldconfig temporalStorms [off|veryrare|rare|somtimes|often|veryoften] /worldconfig tempstormDurationMul value Note that this is separate from the temporal stability mechanic in general. You can have stability on but storms turned off. Always reload your world after entering /worldconfig commands.
  17. I know it's not what you're describing, but this mod may at least offer something similar.
  18. You of course never have any problems with mods... until the first time you have problems with mods In posting here, you are basically asking a code developer to spend time investigating your issue instead of spending that time to work on the game. And there is only one single code developer on Vintage Story. Investigating your bug therefore halts all development. And if your issue is caused by a mod, then all the time spend investigating will be completely wasted, because Tyron will never be able to reproduce your issue. You did not tell him you use mods, so he will try investigating without mods, and the problem will never appear. Additionally - if the problem is caused by mods, then Tyron is not the right person to talk to in the first place. It's not his problem if a mod breaks something that works in the base game. The mod author is supposed to investigate that. If it turns out that what the mod is doing exposes an undetected issue in the base game code, then the mod author can go to Tyron with detailed info. But that's a rare exception. Most of the time, the mod author will be the one doing the fixing of their implementation. If you are of the opinion that it can't possibly be a mod that does this, then please verify that first. Back up your save, remove all your third party mods, and see if the issue persists - or even better, if you can find some sequence of actions that reliably causes the issue to appear in a fresh new save as well. That part of a bug report is called "reproduction steps", and will make any developer instantly fall in love with you if you include them. Mod authors too, by the way. A single bug report with reproduction steps is worth twice as much as hundred reports of "hey this thing is not working".
  19. Traders will not buy any food that is past a certain point of its shelf life. They'll happily take freash bread, but if you thought to unload your 1-day-left stack that would otherwise just spoil, they won't take it. Don't remember what the freshness cutoff point is. Half, maybe? I'm sure someone else can chime in.
  20. Which version of the game are you running? Got any mods installed? If you start a new save and spawn yourself some smithing equipment with creative mode, does the problem happen there too?
  21. Farmland immediately adjacent to water should be around 75% moisture, barring rainfall. One block away it'll drop to 50%, two blocks away 25%, and three blocks away won't irrigate at all anymore. Higher than 75% moisture is only achievable with rainfall or manual watering. Ergo, water irrigates three blocks of farmland deep, if increasingly worse with distance. You could make a layout like one row of water, six rows of farmland, one row of water, six rows of farmland, and so on. Alternatively, you could do only four rows of farmland each time, if you don't want the middle rows to sit at 25% moisture. Some notes on moisture: - Farmland updates very slowly. You won't actually see the moisture level hover at the mentioned breakpoints. Rather, it'll drain well below that, and eventually, perhaps once per ingame day or so, bounce back up. - Crops grow at any moisture level over 0%. The only thing moisture influences is growth speed. Lower moisture levels will lead to crops growing more slowly, but they won't die on you.
  22. Have you restarted the world in between making changes to the growrth rate? Rule of the thumb is, anything /worldconfig only applies after reloading the world.
  23. Since matchlocks were more complex machanical devices than a crossbow trigger... have you considered adding one 'metal parts' to the recipe? I know they cannot be crafted, but they can be found through exploration. By the time a player has access to steel, chances are they'll have found a few.
  24. I think it's climate and weather-based. Some areas can get this fog at some times of the year and it lasts quite a while. Typically it gets worse the lower down you are, so building your base on a hill should help. Alternatively, settling in a different climate - though unless you change the world settings at creation that usually means a long, long trip south.
  25. Small distinction: commands with a slash are not admin commands but rather server side commands. Many server side commands require admin permissions, but not all of them do. For example, /whenwillitstopraining is available to all players. I'm not sure about the /wgen pos commands, but chances are, if it only prints info it might not require elevated permissions.
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