Streetwind
Very supportive Vintarian-
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Everything posted by Streetwind
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Did you use any commands to modify the passage of time while playing in your already existing world, such as changing days per month or hours per day settings, jumping forward to a future date, or even (this is the great big no-no) trying to go back in time? Generally, try to avoid using such commands unless they are absolutely necessary. You can set things like length of the month when creating a new world already, which is a far better and less invasive way than doing it with a command after world creation.
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It's purely distance-based I'm afraid. Chicken coops should always be a decent distance away from where you spend your time.
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Getting readings for gold like that is not going to happen, I'm afraid. Gold mostly spawns in single-chunk spikes, and since the prospecting pick interpolates across an area, there just won't be enough gold-bearing chunks for you to get more than the lowest couple values. Gold is rare. There are no ways to obtain large amounts at once. Your best bet is to canvas every quartz layer you find for small pockets of it.
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The firepit is one of the oldest blocks in the game. It doesn't obey the calendar because it is potentially older than the calendar mechanic itself. And there are more issues with it besides. But the team knows - a rework of the firepit is already on the roadmap. It's just a matter of getting around to it, given everything else that's on the roadmap as well...
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I'm not sure what you mean. None of the various meters' fill level affect your hunger rate. They never have. You can see your current hunger rate by pressing C and looking at your stats. It defaults to 100%, or 130% if you're a Blackguard. Being outside in cold weather can add up to 25% extra. Holding an item in your offhand adds 20% extra. Wearing armor can add to it as well, depending on the exact items worn. But, feel free to try it out ingame - no matter what your satiety and nutrition bars are doing, the hunger rate will not change. The only two exceptions to "everything obeys the hunger rate in the C menu" are: (1) if you are injured, you lose additional satiety while you regenerate health, independent of your hunger rate; and (2) if you eat a cooked claypot meal, you will not lose any satiety for a duration of 30 seconds for every 100 satiety the food was worth.
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A balanced diet not affect hunger rate at all. It only gives you bonus HP.
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FYI, because this was discussed on Discord just a few days ago - Apparently there is a function in the AI behavior that makes animals seek to return to land once they stop fleeing in panic from something (which is also generally the only reason they will enter water in the first place). And this return-to-land behavior was apparently bugged. It supposedly is fixed for 1.20, which should hopefully lessen your issues somewhat.
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Yes, you can make glass. Try looking sand up in the handbook. It lists both its sources and its uses.
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You have to keep two things in mind - One, this is a pre-industrial world. It is colder than our heated-up present day. Two, while VS models climate bands, it can't offer a full global climate simulation with details like sea climate versus continental climate, major ocean and atmospheric currents, and other such things. For this reason, all areas of a VS world are effectively deep continental climates, which are unaffected by any outside influences. So when you look at the VS "temperate" start, that's a latitude of roughly 47.5° north. In Europe, that's southern Germany and central France... but, Europe's winters are kept gentle by the Gulf Stream. Rather, look at other areas at this latitude, which are far away from all coastlines. And you'll find southern Canada. You'll find northern Mongolia, and parts of Russia. That's the kind of climate you should expect; the kind of winters you should expect. A minimum of four months of continuous snow cover is par for the course, especially in a pre-industrial world. You could set your world starting climate to "warm" when you create it. That puts you near 30°N. That'll be comparable to northern India and Pakistan; central China; but also for example the western parts of Texas, and the Mexican border. You will experience a lot less winter down at those latitudes. (That said - even I have noticed before that the leaves change color fairly early in VS, no matter where you are. Don't really have a solution to offer for that.)
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Could you let us turn the grass interaction prompts off?
Streetwind replied to NastyFlytrap's topic in Suggestions
You can turn of item interaction hints as a whole. There's a checkbox in the menu somewhere, and also a keybind. -
I can't bear it anymore. How to keep agressive animals out?
Streetwind replied to Flying_Fan's topic in Questions
This mythbusting thread on Reddit claims this as false, though depending on the situation, the difference can be academical. There is no such thing as creature spawn points, but there are spawn restrictions based on environment. And if by random chance only a certain small patch in an area fulfills the spawn requirements for let's say wolves in regards to humidity, temperature, etc, then wolves will spawn there and only there, making it look like there is a fixed spawn point. -
I can't bear it anymore. How to keep agressive animals out?
Streetwind replied to Flying_Fan's topic in Questions
You need infrastructure. No mobs will spawn where there is good artificial lighting, and fences will reliably keep out animals including bears. They can vault a wall of solid blocks, but won't pass a fence. -
Keeping your inventory on death is an option you can set. With your recent experiences in mind, think about if this is something you might want. Wanting to play a game on "hard mode" is fine and all - but when you come onto a forum to vent about a loss, is it really still the experience you're looking for? I realize your main gripe is the loss of your death waypoint, but keep in mind: up until the current version, you didn't get a death waypoint at all. For the longest time, players had to deal with it in other ways. Like paying attention to their surroundings and finding their way back by sight alone. You can still do that. That's basically your alternative.
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using the Reduced Grind mod it is considered like cheat?
Streetwind replied to el-zorrito-vintage's topic in Questions
Dunno. I've not played the 1.20 prereleases, but I've heard people mention on Discord that apparently you can no longer till the ground under wild crops to magically get yields as if the crop was player-planted? If that's correct, and if you've been using that to get lots of flax early, then that might be what's slowing you down. -
using the Reduced Grind mod it is considered like cheat?
Streetwind replied to el-zorrito-vintage's topic in Questions
In a singleplayer game, the only person who gets "cheated" is you yourself. If you feel like it's cheating, then it is. If you feel like it's not cheating, then it's not. Of course, as soon as you start involving other people - be that playing multiplayer, or just trying to brag with your achievements - that equation changes -
Then that's likely something unfinished, or something just being tested. None of the patchnotes mention anything like "calcinated flint". If it was a new feature or a change to earlygame progression, it would most likely be communicated as such...
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...eh? Are you running mods? That's not a thing in the basegame.
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Oceans do not appear by default, you need to manually configure the world for them. Ergo, if you load an old world, it won't have those settings, and therefore it won't produce oceans. The terrain features themselves will apply to your world. Think of them as the building blocks the game jumbles together to make a landscape. Some building blocks were removed, some were added, some were changed - the world looks different now. You will notice these changes in new areas you generate. (This also includes the artic glacier features.) As an unsolicited bonus tip: do not update old worlds across multiple major versions in one go. I would recommend for you to, first, make a backup. Then go to 1.18.0, load your world and let it update. Then go to the highest 1.18.x minor version, load the world again. Then go to 1.19.0, load the world again. Then finally to the highest 1.19.x minor version. You don't have to do this, it might work if you skip steps. But this order is the least likely to cause something to break. And since you seem fond of your old world...
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@Thorfinn Are you sure? Last I played in 1.18.5, they did indeed re-add missing voxels magically.
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Huh. I've seen single missing voxels before, but never three. You must have cut off some metal that wasn't slag. It's important to be really careful with this. ...But, generally it's recommended to let a helvehammer handle the iron blooms - for two reasons. One is that it saves you a whole lot of drudgework. Iron deposits can be huge, and it's not unlikely that you will produce more than a hundred bars of the stuff during a playthrough. Doing this by hand takes forever. Additionally, helvehammers can be set up in multiples (given enough windmills), so you can spend your time just heating blooms up in forges and feeding the hammers. And two, because they can't make mistakes. They don't produce missing voxels... and in fact, they will fix missing voxels. You can put this broken ingot aside for later, and when you have a helvehammer, let it work on this ingot. It will add the missing voxels back.
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Welcome to the forums I'm going to assume that you mean the hunger rate, or in other words, how quickly the food bar goes down. You can do: /worldconfig playerHungerSpeed 1.0 Where 1.0 is the default, a smaller number means growing hungry more slowly, and a larger number means growing hungry more quickly. The command is case sensitive, so type it exactly as seen. You need admin privileges to use it. It's recommended that you restart the server afterwards.
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You can pile up some dirt and plant the flowers closer to the hive if it is really high up in a tree. Otherwise, it's a "walk away for a few days and then check again" type of deal.
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Nickel has had a use since 1.18 though. The endgame devices made with Jonas parts call for cupronickel, an alloy of copper and nickel. Admittedly, given how difficult it is to make even one of these things, I wouldn't be surprised if most players didn't know this...
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Like in real life, the seasons depend on your latitude in the world. Move further north, you will get longer/harsher winters and shorter/cooler summers. Move further south, and the opposite happens. If you go past the equator, the seasons even flip. You can set your desired starting climate when creating a new world, which determines at which latitude the world spawn is placed.