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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. 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.
  2. 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!
  3. Not "slow", no. You can choose between no time progress while no one is online, and regular time progress while no one is online.
  4. 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.
  5. You do this by entering chat commands. You must be admin to use these commands. In singleplayer, you are always admin. https://wiki.vintagestory.at/index.php?title=List_of_server_commands#.2Fworldconfig Changes you make via these commands will only apply the next time the world is loaded. Note that the commands do not have any error checking. If you enter a value that is invalid, you will not know this until you restart the world and find out that it didn't work. Make sure any input is exactly in the format requested, and do not include the square brackets (they just mean "your value here"). Also avoid including the word 'nipple', it doesn't do anything. Also, some settings that claim to accept 0 do not in fact accept 0. You cannot entirely turn off certain mechanics like hunger rate or food spoilage. You can only make them very small.
  6. You'll have to ask your fellow players about that. The direction of 1.15 was decided by a public poll, and all the features you named as missing were offered as well (plus others more besides). They received fewer votes than the farming, cooking, and home-building additions.
  7. You're supposed to be able to turn the ingot into chunks with a chisel... I believe by crafting them together.
  8. When you take the crucible out of the firepit before the contents melt, the contents will spill out onto the floor. Depending on how your firepit is built/situated, you may not see this. Just like all other items, if these bits are not picked up within 10 minutes, they will despawn.
  9. You can discard and regenerate chunks with an ingame command. But it only does an area centered on your position. If you were to perform the chunk regeneration in range of your own base, it would be committed to the void, and you'd get a virgin, untouched landscape instead - the same as if you had started a new world with the same seed. What you would need is affect everything except an area centered on you, which is the exact inverse, and there's no way to pull that off. With good reason, too - such a command could potentially affect a near-unlimited amount of chunks, and might freeze the world for hours (or, more likely, run out of memory and crash and corrupt the world in the process).
  10. Temperature and humidity, I believe. You'll most often encounter this highly saturated green in warmer areas, like jungles and other tropical/subtropical areas. As temperature plays a role, so does elevation (temperature changes with elevation) and the current time of year. Winter tends to make all colors cool and grey and washed out, whereas summer makes things extra lush.
  11. Unless the update is specifically marked as save-breaking, you will never have to start a new world. However, keep in mind that you may have to travel quite a bit to experience all new content. Things added by the update that generate with the world, such as prettier jungles, new flowers and rare trees, and so on, will only appear in terrain that is generated after updating. That means: places you have never been before. You will not see these features appear around your established home.
  12. Ah? Neat, good to know. Zero is probably still not going to work, though.
  13. Alternatively, if you can find bismuth, you can use that with the sphalerite and copper you already have to make bismuth bronze. That works too.
  14. Can you show a screenshot? Also, can you specify what exactly (ingame name) you are putting into the crucible?
  15. You can, but that always results in huge amounts because you need huge amounts of copper to combine with one ingot of tin. Also, come 1.15 you will no longer be able to stuff whole ingots into the smelthing crucible either way. Instead, just combine the ore nuggets. 20 nuggets make one ingot, so your goal is to figure out a combination of nuggets that adds up to 20 (or a multiple of 20) which fulfills the mixture ratio. I mean... you strictly speaking do not even have to hit multiples of 20. It'll work whenever the mixture ratio is right. But producing something that's not a full ingot's worth doesn't let you cast anything useful with it, so why bother? For example: 18 copper nuggets and 2 cassiterite nuggets fulfills the mixture ratio requirement for tin bronze and adds up to 20, so you get a full ingot's worth of tin bronze from smelting this. 92 copper nuggets and 8 cassiterite nuggets works as well, that will give you 5 ingots' worth. 88 copper and 12 cassiterite will as well - or anything in between.
  16. @RobinHood You might have mixed up your breads there. In 1.15, the bread you know has been moved to require a proper oven. The stuff you make in the firepit is a different, new, lower-quality bread. It intentionally has less saturation. If you want the old bread back, you'll need to build yourseld an oven.
  17. You claim to differ, yet you confirmed what I said precisely Let me explain in more detail: I said "real life is often a fairly poor model for good gameplay". When I said that, I did not mean "the only good games are those that go full on fantasy". I meant that if you strive to replicate real life in full exactness, you will be bogged down in an endless morass of finnicky details, because real life is absurdly compex. And your players will eventually call it quits as well, because there's only so many hoops they're willing to jump through for something that other games present in a more streamlined way. You don't want "realistic". You want "believable". The kind of simplification and abstraction that results in an experience where the player feels immersed because it is "close enough" to the real thing, even if it is not the real thing. The very thing you meant when you said "a 'sort of' realistic struggle for survival". Tanning hides in Vintage Story is believable. It requires a setup. It has multiple production stages. It has individual steps that real tanners also performed. It includes the most important chemical, and an authentic low-tech way to procure it. But tanning in Vintage Story is not realistic. As in: it doesn't replicate the process in full, nor does it replicate the time it takes, nor the entire infrastructure and toolset, nor the long-term health problems and social ostracism that tanners often faced, nor even the sheer physical discomfort of living beside an active tannery because good grief they stank to the very heavens. And trust me: even if you were presented with the option to have the full, 100% real life equivalent simulated in your game, you too would choose the gamified, simplified variant. Because the other one would be a royal pain in the behind. Hence: real life often makes for poor gameplay. Often. Not always. Dedicated, narrow-focused simulators have their place. Of course, you could argue that even they gamify and simplify a thousand little details - even in the most realistic air combat simulator, the ones with the full-button cockpits and fifteen minute preflight checklists, you don't need to make sure your pilot goes to the bathroom before liftoff. Still, some genres are better suited to a deep dive into the precise mechanical replication of something than others. Typically, the narrower the task, the better. It's no accident that 'operating complex machinery from a fixed seat' is wide and far the most common simulator-style game. However, Vintage Story is not a game that's narrowly focused on one specific mechanic. In fact, you could call it the exact opposite. As such, going for full-on realism in any single individual area is a bad idea. You want "believable" instead, and a solid foundation of gamification to guide the player throug VS' complex world and create a solid core gameplay loop with sense of progression. This is why we have metal tiers, for example, and certain ores requiring certain metals to mine. It's not realistic; heck, it's not even believable. But it creates both short-term and long-term goals, ensures newcomers can focus on a reduced featureset at first, and lets the player 'level up' upon reaching a breakpoint. Removing these systems in favor of more realism would actually make the game worse, not improve it. I hope that clears up the misunderstanding. We do mean the same thing - we were just using different words to say it.
  18. I'd like to add some food for thought here - Story-wise, the game is already placed in a specific age of civilization. You can find pieces of lore during gameplay, and reading them reveals that a renaissance-era world [REDACTED FOR SPOILERS], which through various events leads to [REDACTED FOR SPOILERS] and the eventual appearance of the Seraph (also known as the player character). The Seraph retains the knowledge of the renaissance-era world. He/she/it must start from scratch, obviously, and thus must use stone tools in the beginning. But they are not a caveman - not a stone-age person limited to stone-age tech until chance inventions pave the way for a more civilized approach. No, they already know how to make steel when they spawn into the world. They just have to build up the required infrastructure to where it's feasible to attempt the feat. And in this regard, the game design does a bit of creative straddling of two approaches, namely real life techniques on one hand, and a tiered progression game system on the other hand. Because ultimately, a game is meant to have gameplay, and real life is often a fairly poor model for good gameplay. Now, if someone wants to play Vintage Story as a stone-age simulator, that's perfectly fair. There's even mods available right now which are specifically built to enable that. But I don't think there's any chance that the base game will ever implement a civilization-ages system. It would not fit its backstory.
  19. Not to rain on your parade, buuuut... there was actually no change made to jam in 1.15. None at all. I was 99.9% sure of that from memory. But just for good measure, I logged into my 1.14.7 world where I remember stocking a whole shelf full of currant jams, and sure enough: each and every one of them has 400 saturation per portion. This also matches the wiki page on cooking, which lists all the food values of ingredients when put into a pot. These values are different from the food values if eaten raw or campfire-cooked, gaining anywhere from a 33% (honey) to a 300% (grains) saturation bonus. Blueberries and currants are at 120 each here, honey at 80 each. Two berries and two honey go into a portion of jam, so: 120+120+80+80 = 400. Jam made from cranberries only yields 360, since cranberries themselves are only worth 90. It appears the dough is using the cookpot values for grain, not the breadbaking values. Not sure if intended or not. It's fair feedback, I suppose. That said, there are now advantages for eating food warm. And if you want to restore both grain and fruit nutrition, it's easier to make one meal fresh than it is to make two meals fresh just for that one occasion. It's a minor advantage. Possibly not worth losing the saturation difference. But it's there. Personally, I'd love to be able to bake pies with jam, not with fresh fruit. Can you already do that? I don't know, I haven't tried the prereleases yet. But I'd love to be able to do that. Because that would let me make pies fresh in winter, when I can consume them hot and benefit from the new bonus. Berries don't keep over the winter, which is the whole point of making jam: so you have fruit nutrition that keeps well. Just let me grab some jam off of my storage shelf, pour it into the pie dough, and bake the thing! The honey only makes the pie better, IMHO.
  20. That's not a bug, then, that's intentional. You can no longer fire pottery in a firepit. You need to use a pit kiln. I haven't tried it out yet, so I can't tell you how they work. Maybe someone else can chime in. Or perhaps you can find it in the handbook, or in the release notes.
  21. Are you playing on 1.14, or on the unstable 1.15 prereleases?
  22. It'll be craftable in 1.15, I think. But only if you play a Blackguard.
  23. They drop them on the ground. But since they despawn eventually, and the chickens move around besides, it's very difficult to find them in the wild. If you need a steady supply for some reason, build a pen with one side open, chase some chickens so that they run into the pen, and then close it up.
  24. It certainly works, though much slower than on soil blocks regrowing their texture. So you'll need a very large area of fallow farmland for it, not sure if it needs to be irrigated.
  25. If you look at a soil block, you'll notice that there are like 3 or 4 different grass textures it can have. Starts from very patchy and gets increasingly dense, until you have the perfectly full, all-green total grass cover. If you put down a soil block, it will start without any grass at all. Eventually, grass will begin to grow on it. And if there is anything less than full grass cover, it can grow further. Think of it like stages the block can progress through. Depending on the temperature and humidity, and also pure chance, it may go stage by stage, or it may skip some stages and go to full very quickly, or it may never actually reach full, and peter out at an intermediate stage. Now: each time the soil block changes its texture, there is a chance for tall grass to spawn on it. This means that the same block can potentially spawn tall grass multiple times, if it generates one with each stage it goes through, and you manage to cut it in time. But, it also means that once the block has reached its final stage - the full grass texture - it'll never spawn tall grass again, because it never changes texture again. And because the soil block will still continue to advance even if the tall grass on it is not cut, that means that typically you'll only get to harvest it once. So how do you get enough tall grass for your animal husbandry needs? Well: grab a shovel, dig those grass blocks up. Put them back down. They're now grass-less soil blocks again. And once they start getting their grass textures back, they can spawn tall grass again.
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