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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. 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.
  2. 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.
  3. 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.
  4. Are you able to make purchases on itch.io or the Humble store with your card? Both places are official Vintage Story key sellers.
  5. 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.
  6. The term "Wolf Pub" gave me a fairly amusing mental image...
  7. Welcome to the forums You should have gotten a game key after your purchase. With that, you'll need to create a game account here on the website (different from the forum account). You can then log into the client with that account.
  8. Meißel + Barren im Crafting Grid ergibt kleine Fragmente, ähnlich wie Erzklümpchen. Die passen dann auch wieder in den Schmelztiegel.
  9. ...What "red rain"? That's not a thing that exists in the base game. Do you mean temporal storms? Those can happen while it's raining, but are not really weather per se. Also, they do already drain stability at a very brisk pace, especially as they get stronger in the later game phases.
  10. Yes, it will work - even with glass IIRC. All that matters is that all inward-facing block sides are completely solid.
  11. Try that. If it doesn't happen without mods, it's not a bug - it's a mod issue. You'll have to suss out yourself which mod(s) cause it in that case, and try to get support from the mod author(s).
  12. They walked up the natural ridge in order to bypass your walls. That's how they got to you, at least initially. Or, they spawned right nearby or even on top of you, which can specifically happen during a temporal storm, or if your character's temporal stability rating is extremely low. What was the state of the cyan gear in the middle of your hotbar while this was happening? Did you get odd music? Did the world look warped? By building a roof, doors, and windows filled either with glass or something like fences. You had no roof, therefore you did not have a 'secure base'. Under default settings, dirt has no gravity, and you can simply build a dirt hovel as your first shelter, just like you would in Minecraft. If you do play with dirt affected by gravity, there's always wooden logs, or other earlygame blocks like cob, packed dirt, or mudbricks you can use to get something that'll stay up. Even haybales, layers of sticks, and primitive fences will work. Mind you, even the most well-constructed base ill not protect you from the effects of low temporal stability, or temporal storms. Drifters ignore almost all spawn restrictions then, and can in fact appear in midair. Only if you managed to hide inside less than two full block spaces, you'd be safe.
  13. Does the same happen if you start a completely fresh, new world with this mod setup? Also, does the same happen if you start a completely fresh, new world with no mods active?
  14. Monsters that climb your walls? That is highly unusual. Only locusts do that, and they are only supposed to spawn underground. I've literally never seen one on the surface, and I have nearly 300 hours in this game. Have you settled underground, or near a cave entrance?
  15. Streetwind

    Grass!

    Grass plants have a chance to spawn whenever the texture of a dirt block changes. Freshly placed dirt blocks have no grass texture at all. Then, over time, their texture can go from patchy to sparse to full. Sometimes it skips a step, sometimes it does every step. Sometimes it happens quickly, sometimes it takes a while. Everytime the texture changes, it has a chance (but not a guarantee) to spawn a grass plant on top of it. If there already is one, the block texture can still continue to change, but it will obviously not spawn new grass, as it is already there. But if the grass plant is harvested, a new one might spawn at the next texture change. Once the dirt block has reached its final, full grass texture, it will never change again, and therefore, never spawn grass again. Unless you dig it up and place it back down so it starts texture-less again. Also, fallow farmland has a small chance of spawning grass over time. If you want a steady supply of grass without having to regularly dig up dirt, make a giant field, and don't plant anything on it. Doing the dirt thing generates grass much faster, though.
  16. The crash report references a critical shader error, and the stack trace is full of graphics calls. The crash report also mentions an "Out of resource error". The log indicates that the game is running on an Intel UHD Graphics 620 video card. Which is to say, no video card at all, but rather a CPU-integrated graphics chip. Integrated graphics chipsets often do not have their own dedicated video memory, but rather borrow from system memory. In activating shadows, you may have bumped the game's VRAM need to the point where the GPU tried to request more memory that it was allowed to have (because there's a limit on how much it is allowed to take), or more than it was able to request (because the system memory as a whole was already full). If you do have a dedicated GPU in the system, Vintage Story isn't using it. This happens when the video driver encounters a game it doesn't know, and mistakenly assumes it is not a game, and therefore doesn't need switching to the dedicated GPU. You can force the GPU switch via the graphics driver fairly easily - look up a tutorial based on your GPU manufacturer. If you do not have a dedicated GPU, and the Intel one is all you have - well, chances are, you'll not be playing with shadows anymore. Rendering changes in 1.15.x may have provoked this. That integrated chip is at the absolute minimum lower border of supported hardware for VS, and thus it's entirely expected to require the majority of details and settings turned down or off in order to run. Mind you, I cannot guarantee that this is not a bug. You can keep your fingers crossed.
  17. Ah, right. You actually didn't make a mistake, then. This is working as intended. Some recipes simply require more voxels than a single ingot can supply. In that case, add another heated ingot to the workpiece. Plates always require two ingots each, for example. Later-on, there will even be recipes that require more than two ingots.
  18. Ever since 1.15, you have to craft the workpiece together with a chisel in order to break it into smeltable bits.
  19. Beyond what Silent Shadow mentioned (the map/world only updates in a certain area around you), there's an additional layer of complexity: the weather system. Only areas near the player are loaded. And only in loaded areas does anything happen. Everything else can be thought of as being frozen in time - until you go near it again. Usually, you don't notice that, because the terrain itself doesn't change over time. But as soon as snowfall enters the scene, there's a problem. It just snowed for a whole day over your base, and the ground is covered in a thick layer of white. But all those areas outside loading range, frozen in time? It did not snow there. If you walked over there, it would be as green as ever. Super immersion breaking. This is a huge problem that generally prevents games like Minecraft from having seasons altogether. Vintage Story tries to tackle this problem by, well, memorizing all the weather that should have happened while an unloaded area was frozen in time. And then, as soon as it loads, that area is fast-forwarded through all the memorized weather, so that all the snow that should have fallen actually appears. This may sound like an elegant solution... but it's actually not. Because this problem doesn't have any elegant solutions. If you want to know whether there should be snow on the ground or not, and how much of it, then you must do the math. All of it. All you can do is throw CPU cycles at the problem. Which is what this solution does. And because that's a huge amount of work for the CPU, it is placed into a background processing queue. The idea is that whenever the CPU has some breathing room, it'll silently do some weather simulation in the background. That way it doesn't interfere with the game's performance/framerate. This is all well and good, until you make it run on an older, or lower powered system that's just got roughly enough CPU power to run the game. The CPU is almost always under very heavy load, and can no longer keep up with the weather simulation background queue - especially if the player is traveling and constantly loading and unloading, or even freshly generating, different chunks (which in itself takes CPU power, and adds additional work to the queue). And then, well... the weather simply isn't processed fast enough. Some chunks may wait five, ten, fifteen minutes or longer until they realize that hey, all this snow here should long since have melted. Then they'll update, one cycle. But it may take multiple cycles for multiple snow layers to get melted one by one. This can even happen for chunks that are already loaded, if the simulation queue is really backed up hard. My system is older too, and pretty much all of my winter looked like that. I got snowfall weather playing, but no snow accumulation on the ground. Then, like half an hour later, snow layers on the ground suddenly just spawned in, chunk by chunk, as the simulation finally caught up. In one case it updated right under my feet, and I was suddenly shifted up in the air as I was walking along. One second, bare ground, next second, snow everywhere. In spring, the snow melted the same way. And some chunks simply took longer to update than others. If you open the map and stand still doing nothing for a few minutes near the irregularly snowed areas, you should eventually notice the chunks updating. ...Probably.
  20. Bell peppers are not bugged, they are not yet implemented. That you are able to receive the seeds is an oversight. Regarding your crash, you'll have to provide a logfile.
  21. No, don't fix it! Port it over to real life!
  22. I would also like some way to "subscribe to" or "favorite" or "mark" certain mods I am interested in. Ideally as a separate thing from actually installing them (once installing directly from the modDB is implemented). Reason being, when I browse mods I may come across one that looks interesting, and I think, yeah, I'll totally try that one in my next world. But as you may know, you can play for hundreds of hours in the same world, and then there's things like IRL commitments and waiting for new updates and such that delay you starting a new world. Also, my memory is literally a sieve wielded by a hamster hopped up on caffeine. And so, by the time I finally get around to setting up a new world, I may have completely forgotten about more than a dozen interesting-looking mods. It would be great if the modDB website could help me remember! The reason to keep it separate from whichever method might be chosen to import into the game client is because I might be interested in mods that are mutually exclusive because they do the same thing in different ways, such as texture packs, or because they are incompatible due to trying to edit the same behavior/entity. And, perhaps even more importantly: so that a mod I am trying to earmark for the next playthrough doesn't get auto-imported into my current one.
  23. Welcome to the forums You can save the ruined bloom until you have a windmill set up that drives a helvehammer. The hammer can work blooms for you, so you don't have to do it all yourself. And it will produce a perfect ingot every time, even when the original bloom would not have enough voxels for it. So it will actually repair a bloom that you accidentally ruined. It will also produces plates from ingots, and plates can be used to start chainmail recipes, so the helvehammer is a great help when producing heavy armor. Every workshop should aspire to have one!
  24. Not "slow", no. You can choose between no time progress while no one is online, and regular time progress while no one is online.
  25. Welcome to the forums Areas do not become unstable over time. If you find an area in which the spins clockwise (or doesn't spin, if the wheel is full already), then it is stable and will always be stable. It will never become unstable. (Unless, of course, you have found a bug. But we've not yet heard this from any of the thousands of others that are playing on 1.15.) So look carefully at the cogwheel before you settle down and build a house. Also walk around the area a bit, to ensure you are not on the border between a stable and an unstable zone. If you can document a case of stability changing over time, we'd love a bug report for this. Just make sure that you don't run any mods while it happens. The devs need to be able to reproduce the issue without mods in play.
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