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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. 1.) No. 2.) No. 3.) Yes. Changing the world size just cuts off the world generation at the new border. It does not affect how it generates at all. The setting is pretty much only relevant for multiplayer, where it can be used to keep the maximum file size of the world in check. If you would like to compress the climate zones together, modify the Pole-Equator Distance setting. It does exactly what it says on the tin. Climate will change more rapidly along the north-south axis if you make it smaller. Try not to think of biomes as you would in a Minecraft context. That is not how VS does things. A biome is merely a secondary result of climate parameters like average temperature, humidity, and forestation level. If the terrain generator spits out an area where all three of those are very high, for instance, the world will then decide that there should be a lot of trees here (high forestation), a lot of undergrowth (high forestation plus high humidity), and they should be kapok trees (high temperature plus high humidity). That's how you get what you think of as a "jungle biome". And it won't have fixed borders; the jungle simply stops where the conditions are no longer right. For instance, if the humidity gradually drops, it'll fade out into a savannah, with kapok replaced by acacia trees. There is currently no way to affect the scale of rock layer generation.
  2. 1.) Surface copper deposits are randomly distributed. There's no best location to look, you just gotta be thorough and cover some ground. Recommendation: pick up every loose stone you see. Then at least you'll know where you've already been, and won't accidentally overlook something. You can also use gravel/sand panning to look for copper nuggets. On average, every eight panning attempts (= processing one full block) yields one nugget. 2.) Amount of daylight cannot be adjusted, as it already changes dynamically. VS has a full season simulation with equinoxes and solstices and variable daylight length depending on time of year and geographic latitude. In the far north you can have a sun that never sets during summer, for instance - just like IRL. Dawn and dusk can also be affected by the weather. The game starts you in May, halfway between the spring equinox and the summer solstice, with the world spawn at roughly 45° north. That means you already have longer days than nights, and with every day you play, the nights get even shorter and the daylight lasts even longer. Near the solstice, your nights will be around 4 hours long, compared to 20 hours daylight (including dusk and dawn). Amount of light level at night depends on weather and the moon phase. Cloud cover tends to make things pitch black, as does the new moon. Clear skies during full moon let you see a bit better at night. That said, you're not supposed to see well at night. That's intentional. You're expected to craft yourself a light source and carry it with you. For earlygame, put sticks into the processing slot of a firepit to make torches. Don't go swimming while they're selected in your hotbar, they'll go out! Later, better light sources let you swim with them. 3.) While mousing over the clay object you want to make with clay in hand, press F. This brings up a mode selector. One of the modes is "copy previous layer". Using that, you can indeed just hold down the button to pull up the sides of the storage vessel.
  3. That's why I wrote the third and fourth paragraph in my post. If you want to tackle the 'problem' with class design, then what happens is that you have to throw out the vast majority of potential ways to differentiate the classes. You're left with just a small subset of relatively neutral improvements, meaning you have very little room to make classes that feel and play noticably distinct. It's not something broken being fixed - it's a difference in philosophy. Either approach offers something the other sacrifices. Both are equally valid in game design. And no matter which you'll go with, you'll always have players who'd rather see the other instead. That's fine, and entirely fair. But in the end, a game can only pick one.
  4. This is a mod error. Please take this to the Medieval Expansion mod thread; they should be able to tell you more.
  5. Not sure what caused the crop to revert, then. But much disappointment was had that day It was back in 1.12.x IIRC.
  6. The wiki is updated exclusively by volunteer players and can contain mistakes and misinformation. Or... you know, I could also be wrong. Perfectly possible. But in that case, wild crop respawning is so rare that it might as well be nonexistant, because I've literally never seen it happen myself in over 300 hours of gameplay. What does happen, by the way, is existing wild crops repeating their growth cycle. When you look at wild crops in general, you'll notice that it's pretty rare for any of them to be in the fully mature, final stage. That is because something causes them to revert back to stage one. Most likely they're eaten by wild animals. I didn't see it happen myself, but I once waited for two ingame months for a wild crop near my house to mature to its last remaining stage because I thought it would give me more stuff, and surely it would grow up any moment now. Aaaaaany moment now. Then, over a span of less than 48 ingame hours of me not looking at it, it went from stage 5 out of 6 back to stage 1 out of 6. It was also in a fairly rabbit-infested area.
  7. Eco simulates plant pouplations on a global scale, so yeah, they'll regrow in the wild where the conditions are right.
  8. This seems more like mod territory. It may not immediately apparent, but the game itself is set in an era comparable to the renaissance. Reading the ingame lore pieces will quickly let you realize this. Additionally, the player character spawns in the world with nothing, and thus must use primitive means to get their initial setup up and running, but does not remain stuck in the stone age for more than the first week. They come pre-armed with the knowledge to create highly advanced metal body armors, building steel-making furnaces from memory, and working with gears and mechanical power. They just need to acquire the resources and tools necessary to act on that knowledge. To make Vintage Story into a proper stone age simulator, going the mods route seems more logical. There are already mods around that greatly expand on primitive methods of survival, such as fishing with woven reed traps. A pack of primitive weapons seems like a perfectly good mod idea as well.
  9. Not a bug, working as intended. Every item maintains its heat for roughly one minute after the last time its temperature increased, provided that nothing else updates the item's temperature in the meantime. Not just in the firepit, but with all heat sources. This is supposedly so that you can do something with the item you just heated before it cools down again, for example smithing a tool on the anvil. Updating the item's temperature through any means waives this grace period immediately. For example, you can heat a stack of 30 unfired bricks to 600°C, and then pull it out of the fire. It will maintain those 600°C for about one minute. But as soon as you merge one other brick into that stack, the stack's temperature will be recalculated to be the average temperatue of all 31 bricks in the stack. This modifies the temperature, and so the grace period is waved, and the whole stack starts cooling down immediately. You can actually use this behavior to exploit the heck out of the firepit. For this reason, the roadmap already has a rework of the firepit earmarked. And who knows, maybe the temperature system as a whole will get overhauled at the same time? Or not. We don't know. Nor do we know when it will happen. Until then, however, this is not a bug.
  10. Irrigation is just generally slow to update in VS. I've had farmland sitting right next to a water sourceblock going from 100% moisture all the way down to 50% before suddenly jumping back up. Sometimes it feels like it can take more than an ingame day before irrigation does something.
  11. Pretty sure there is no random spawning mechanic either. I've played for multiple ingame years in worlds with zero wild crop respawns. You just sometimes come across a plant you missed the first five times going through that area. It happens. Just like it does with surface copper deposits - where you return from your three thousand block copper scouting mission only to discover the deposit right next to your base that you completely missed all this time.
  12. This is typically a system RAM or VRAM issue. Once you encounter regular lag spikes in the game, go into your video settings, and select the "absolute minimum" preset. Play a few minutes, see if it makes a difference. If yes, go to the next preset. Trial it. Rinse and repeat until you notice lag spikes again. Then check what changed between the last presets you tried. Perhaps that setting will be the one that troubles your system. Or, it might just be the sum of all settings.
  13. Yeah, it's still a bit wonky, if much better than it used to be. See this thread. I've actually talked to @radfast a lot outside of that thread, and the TL;DR was that there's no quick and easy fix, because monitor refresh rates don't work like you'd expect them to, behind the scenes. Maybe he can explain and/or investigate some more.
  14. There are already two mechanics that partially address this. Both are optional settings that are enabled in the Wilderness Suvival preset, disabled in the other presets, and can be manually toggled in the Customization screen. One is the fact that setting your spawnpoint with a temporal gear is no longer permanent. It only has a limited amount of revives before it expires. Wilderness Survival has it set at 2. So the third time you die, you no longer have a saved spawn point, which means you either get punted back to world spawn, or fall prey to the second mechanic: Two, when you die without a spawn point, you will respawn roughly 5,000 blocks away in a random direction. You won't know where you are and which direction you have to go to get back to your base. It practically means starting the game over from scratch in a different location. As for wolves: It's fine, they are super easy to avoid and deal with. At default settings you outrun them like Usain Bolt versus your grandmother, And even in worlds with reduced player speed they still only match you, so if you have a head start you can lead them around forever. They stupidly die every time to cheap tricks like jumping into water or pillaring up, to the point where experienced players think "yay free food and hides" upon seeing a wolf. Then there's the Improvised Armor which costs practically nothing, can be made on day 1, has zero downsides for wearing, and gives you an extra hit or two in combat. You can also make it harder for wolves to detect you in the first place by playing Malefactor, or just straight up tank an extra hit by playing Blackguard.
  15. Fun idea: have it contingent on having a rooster within a certain distance from the bed. ...I have no idea how you'd implement that, but it is a fun idea
  16. What exactly is the issue? What are you trying to do that isn't working, how does it manifest? Just checking this so we can determine if there is actually a problem, or just a misunderstanding of how it's supposed to work. That happens sometimes.
  17. Welcome to the forums You need to hold a second stone/flint in your hand to knap with. It needs to be of the same kind of stone that allows you to select a knapping recipe. There are some types of stone that are too soft. When in doubt, stick with flint. If you do have flint in hand, and still can't break voxels - have you tried the other mouse button? if you tried them both: can you show a screenshot? That may help us figure out what's wrong.
  18. Streetwind

    Multiplayer survey

    In all fairness, that means grain only, and perhaps pickled soybeans. While it's easy to avoid starving outright even when not logging in every day, it's also quite hard to keep all of your nutrition meters supplied. You end up spending a good part of your already limited playtime on obtaining food you cannot store. It can be demotivating. Of course, I also realize how difficult that would be to fix from a development standpoint. Trying to reliably determine what "belongs" to an offline player for purposes of slowing down the decay is not only hard to implement in code, but will pretty much automatically be exploitable by other players for improved food storage. And that kind of metagameplay can ruin the experience even for those who willingly participate. Still, assuming a non-exploitable solution could be found, would you be willing to at least consider a system that helps offline players preserve their supplies? Another solution might present itself almost by accident, by the way. Once the game reaches a state where everything that's calendar-dependant can be scaled uniformely in the settings, then multiplayer servers can be set up with longer year lengths, while scaling food decay down appropriately. This will result in one RL day being a smaller slice of a VS game year, meaning that more food will survive longer offline times. If memory serves, a VS day spans 48 minutes (please correct me if I'm wrong), so a 30-day-per-month timescale would result in 24 RL hours being 1 VS game month exactly. The game isn't quite at this state yet, I think, but it's probably headed there, right?
  19. The problem with enabling class changes, even as a big project, is that some classes are better at certain phases of the game than others. In stock VS singleplayer, for instance, Malefactor is a great earlygame class that suffers in lategame, and Blackguard is a great lategame class that suffers in earlygame. So why not just start Malefactor in every world and then switch to Blackguard once you're settled in and stable? With the class setup as it is in stock VS, allowing players to switch classes risks reducing the amount of player choice rather than increasing it, because there will be an optimal path from first spawn to lategame, and some, or perhaps even most, classes will simply not feature in that path at all. And such a thing is nearly impossible to balance, because the only way to avoid optimal progression paths is to ensure all classes are equally viable in all stages of the game. And that greatly constrains what you can even do with classes. Things like foraging bonuses or hunger penalties are suddenly no longer valid class features because they directly impact game difficulty more during specific phases of the game than in others. So in a way, locking the player into their choice allows for a greater variety of classes and playstyles to coexist, both in singleplayer and in multiplayer. And if one of the classes ends up too good or too weak (*cough*Clockmaker*cough*), then it's a matter of balancing that particular class, individually for itself, without having to worry about the implications of cross-class metagaming.
  20. In lieu of a mod like VSProspectorInfo, there's basically three approaches you can take. One: don't track your results at all. When you need a specific ore, go out and look for that specific ore, and forget everything else - other than perhaps a general "there be iron in them there hills" marker so your future iron-finding endeavours will have a generic starting point. Because you're not spending time on marking and tracking, this lets you find that specific ore faster than by any other method. Downside is that you have only minimal data to use when you need a different ore next. Still, it's a valid approach, particularly in singleplayer. Two: Make a map marker in every spot your prospect, with a small note on what you found. Not only will you see where you have searched before, but you'll also be able to remind yourself what you found there. Downside is, this will slow you down significantly while prospecting, and blanket your map in markers. Three: track your results in an external app, for example a spreadsheet. This will take even more effort than making map markers, but it will keep your map clean in return. Also, doing it this way allows you to leverage that external app for things like results filtering and advanced data visualization. This is something you might do if you're really into prospecting, or if you're on a multiplayer server and you're the go-to person for finding ores among your group of friends. Regardless of which approach you take, however, the quality of your results and your rate of success in finding ores will suffer greatly if you don't have a structured approach. If you run willy-nilly across the landscape taking random samples here and there, you won't don't have to bother tracking data because it'll be largely meaningless even if you do. And you'll forget where you have already looked because you have no system. I recommend thinking good and hard what you're doing before you think about your results. Personal experience and some trial and error over multiple worlds have led me to the following system: I prospect only locations which are divisible by 40 in both x and z coordinates. And I'll walk 160 blocks in one cardinal direction between each attempt. This results in a large, sparse grid that covers a lot of ground quickly, and lends itself well to data analysis. When I get interesting readings, I will halve the distance to 80 blocks to narrow it down, and then halve it again to 40 blocks to nail down the local maximum. You can, of course, come up with your own system. The point is simply to have a system.
  21. Streetwind

    Class survey

    Malefactor and Blackguard are both good classes, and kind of polar opposites in their direction. Malefactor is the best earlygame class, with its foraging, looting, and wolf avoidance bonuses. If the player wants an easy start, this is the go-to class. However it falls off later when you want to go cave delving, being penalized in health and almost all weapons. By contrast, the Blackguard struggles early-on, with foraging penalties and an increased hunger rate. It is the hardest class to start with. However, if the player survives and stabilizes, the penalties cease to matter, and then the Blackguard can play to its full strengths involving late-game activities like combat and mining and making class-specific gear. Hunter is a strong class overall. Particularly in multiplayer, where someone else (like a Blackguard) can mine ore and be on the frontlines, resulting in a class that has all the upsides and zero downsides. It might be the strongest class in the game in that particular context. Meanwhile in singleplayer, it is decent all around, not quite as easy as the Malefactor to start with (but not far either), and not quite as strong as the Blackguard in the lategame (but not far either). The ore mining penalty is a thing, but probably overestimated by many players. In singleplayer, you generally have so much ore that 15% less or more simply makes little practical difference. In multiplayer, you just let someone else dig. Commoner is for the undecided. Its main advantage is that it has no downsides, but it also has no upsides either - and since the upsides generally outweigh the downsides (especially if the player chooses their class according to their preferred playstyle), that leaves the Commoner a substandard choice. It is not bad, strictly speaking, there are no problems with it - but it's just not as good as the other options. ...Except perhaps for Clockmaker. This class has problems. One of its big advantages is a damage bonus to mechanical foes - but one of its downsides is a general damage penalty to everything. So in sum, even against mechanical foes, the Clockmaker is only barely better than the Commoner. But mechanical foes are only a small subset of the dangers in the world. Then, the temporal gear frugality bonus: this should be treated as a ribbon ability instead of a main class feature. I have never, ever run into a shortage of temporal gears. There are very few uses for them, you accrue them passively over time just by keeping your base clean, and whether or not you actually find translocators is a roll of the dice in the first place. I've gone through entire worlds, 100+ hours invested, without finding even a single one. So where does that leave the Clockmaker? It's a class with all the lategame weakness of the Malefactor, but without any of the earlygame advantages. The only thing it has going for it is the 10% movement speed boost. But if you wanted that, you could be playing Hunter instead, and get other actually useful bonuses on top. You can make an argument for one person on a multiplayer server picking up Clockmaker if they are part of a group that intentionally wants to go out and find translocators for the purpose of contructing a fast travel network. One person, on a large server. For everyone else, this class is bad. As for the Tailor, I cannot comment, as I have yet to play with it. From a first glance, it looks like another class that lives mostly on multiplayer servers and struggles in singleplayer, but that depends on the quality of clothes it can make. So I'll reserve judgement until I know more about it. Still, beware the lessons of the Clockmaker - having a unique class mechanic does not automatically make a good class.
  22. The hosting service directly from the Vintagestory.at store is a pilot project with limited availability. It's a very new project that will be expanded on at a later time, once the initial kinks have been worked out. There are third-party hosting services that offer VS servers as well, you can investigate that option.
  23. Well, the dev team cannot make your card work if it doesn't work. They can only provide multiple payment methods, and multiple alternative stores, to allow people who encounter problems to try something else. And that is what they have done. You can now choose to try these alternatives... or you can choose not to. It's all up to you, at the end of the day.
  24. Are you able to make purchases on itch.io or the Humble store with your card? Both places are official Vintage Story key sellers.
  25. Prospecting and mining were my main winter occupations in my last world, yes. Also workshop building. Planning ahead, gathering materials... That said, I did get impatient and antsy by the time February turned to March and winter still showed no signs of letting up. I think my world ended up unecpectedly cold, as the snow started falling in early November and only melted in mid-April despite me having moved five degrees south from spawn before settling down. That is a wee bit long to be twiddling one's thumbs. Next world I'll probably try even further south - or just try to get a warmer world in general.
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