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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. That is not the default recipe. One of your mods is making a mess of things, it would seem.
  2. Dein System ist an der alleruntersten Grenze der Minimalanforderungen - möglicherweise sogar darunter, weil deine Grafikkarte eventuell nur 512 MB VRAM hat. Bevor du das Spiel startest, solltest du sicherstellen, das nichts anderes auf dem Rechner offen ist. Vor allem kein Browser, der frisst RAM. Im Spiel, geh mal im Hauptmenü in die Einstellungen -> Grafik und such die Option "RAM optimieren". Stell sie auf "aggressively optimize". Stelle außerdem sicher, dass die folgenden Optionen alle aus sind: FXAA, wehende Blätter, Bloom, Lichtbüschel, SSAO, Schatten. Stelle Partikel auf maximal 50% und dynamische Lichtquellen auf maximal 4. Zum Abschluss drehe die Sichtweite ganz runter, und die Auflösung auch. Versuche jetzt mal eine Welt zu erstellen. Lass die Weltenhöhe dabei unangetastet. Wenn es funktioniert, kannst du anfangen, die Sichtweite und Auflösung langsam anzuheben. Dein Ziel sollte sein, idealerweise 0.75x Auflösung zu erreichen, weil alles darunter schon arg mies aussieht. Sichtweite sollte hoffentlich bis 256 hochgehen, aber wenn das nicht klappt, nimm das Beste was du erreichen kannst, ohne die Auflösung wieder auf 0.5x absenken zu müssen. Wenn das alles nicht so wirklich klappen will, wird es wohl auf einen Refund hinauslaufen müssen... =/
  3. Can confirm, happens to me too. When eating anything else from a bowl, the bowl always stays in the same slot. But with milk, it jumps to a different slot.
  4. @Saricane The issue with that is that bronze spears get outclassed so hard by steel weapons. Tin bronze spear melee attack is 3.75, with a slow animation. Steel longblade melee attack is 4.25, and it can hit at least three times in the same span of time the spear needs to stab once. As a melee weapon, the spear is completely outclassed. And let's not forget the tin bronze spear's 250 durability compared to the steel longblade's 2125. Tin bronze spear ranged damage is 7.5, and you have one shot per inventory slot. Steel arrows with a regular bow do 4.5, fire twice as fast as spears are thrown, and stack way more ammo per slot. Plus, in 1.15 we're getting new, more powerful bows, which could bump steel arrow damage up even further. So as a ranged weapon, the spear is completely outclassed. That leaves the niche of keeping an enemy at bay with the spear's superior melee range. Which is something I absolutely love. It is much safer than using a sword. But honestly, that's something for surface drifters and animals. Venture in a cave and try to kill a Nightmare drifter with a bronze spear sometime. I hope you brought yourself some coffee, because you're gonna be there a while! It's not just that tougher enemies have more total HP, but also that enemies begin regenerating health after a set time of being in combat. Meaning, the longer it takes you to kill a target, the more time to regenerate health they have, meaning it takes you even longer to kill the target... And as soon as there is more than one enemy at the same time, you're going to have a problem, because once you begin to have to split your attacks between two or three targets, the regeneration is going to be tough to overcome, and the low durability is going to drop quickly. I really do like spears, but there is no scenario where I would opt to spend inventory space on a bronze spear if I had steel available.
  5. Also, the wiki is sometimes wrong and/or not entirely up to date. Several commands which the wiki claims are "0-xyz" do not actually accept a 0. Food spoil rate, for example. The lowest you can set it is 0.1. Anything lower will be an invalid number, upon which the game either continues using its last known valid value, or reverts to using its default. I'm not entirely sure which it is. But either way: all the commands should work on servers, as even singleplayer worlds are technically running on an underlying local offline server. They just don't necessarily accept all the values you think they should accept.
  6. Spears stop at bronze. It's intentional - but I personally don't know why. There are mods that add higher metal tier spears.
  7. Streetwind

    Rain

    Weather is regional in Vintage Story. Not like Minecraft, where the whole world either has rain or doesn't have rain. In Vintage Story, you can walk out of an area of rain, and then turn around and walk back in if you like. Latitude, season and climate all play a role as well. It's not just the local rainfall chance (though obviously it matters).
  8. TL;DR: supporting this gameplay style is best provided by the modding community, not by the game itself. Read on to find out exactly why. You are absolutely correct, Vintage Story does not support groups of people moving all other the place without severe consequences for dying. But in all fairness, that is a bit like saying that Doom Eternal punishes you for attempting to be a stealthy sniper-assassin type. Like, that's a perfectly fine way to play an action game, even a completely linear one - but Doom Eternal is built from the ground up to be a game where you rush forward guns blazing and screaming bloody murder at the top of your lungs. Even if you really like the way Hitman, Sniper Elite, and Assassin's Creed play, expecting Doom Eternal to support that kind of gameplay is a wee bit unfair to the game. Games are often built with a specific kind of gameplay in mind. Sometimes, they also support alternatives by happenstance, and that is certainly a plus. But there comes a point at which supporting an alternative starts infringing on the original gameplay design and actively makes it worse. To really properly support nomadic group gameplay like you and your friends are looking for, what you need is a player-count-agnostic mobile respawn point. Take, for example, Space Engineers. In that game, the player can respawn at any medical bay they have been given access to, and by the very nature of the game, any block can be mounted on a vehicle. That is Space Engineers' core gameplay concept: from the smallest remote-controlled drone to gigantic mobile bases and warp-capable space stations, the player can build any vehicle their heart desires. Everything in the game is designed to facilitate this core concept. In fact, for the greatest part of its 8-year history, the creative building mode was the game's main mode. Despite the fact that a survival mode was available from early on, it was limited to "you need to dig up ore and wait for this machine to spit out parts, and by the way, your oxygen supply is limited". That was it. It pretty much only existed because some people liked to grind. It took a very long time for the survival mode to be anything more than a token effort, and even today, you practically need mods to make it feel truly complete. But, it does have an unlimited mobile respawn system. It does have that going for it, which is nice, because it does support nomadic gameplay quite well. There are youtube series where people set out with the specific goal of living on a mobile base that they need to build from scratch and move it around the whole planet or take it to space or some other far-flung goal. With the right selection of mods, it can be a genuinely difficult challenge. On the other hand, it kind of is part of why the survival mode isn't very good, because you can simply corpse rush any challenge in the game with zero penalty beyond losing your inventory. You even get free tools on respawn, so you can get right back to what you were doing. And for Space Engineers, that is okay, since the core gameplay concept is "build cool stuff". The game will never be a hardcore survival experience out of the box, because it doesn't want to be. Getting back on the topic of Vintage Story, and you can immediately see the difference in design direction. Vintage Story wants to be that hardcore survival experience out of the box that Space Engineers intentionally avoids. Vintage Story wants you to be genuinely afraid of dying, and it wants to make taking measures against the dangers inherent to death feel like an achievement. This is why setting your respawn point is harder than in many other games. And why Wilderness Surival Mode goes the extra step of intentionally respawning you far away from anywhere you've been before. But it's not the only difference - and perhaps not even the biggest one. Where in Space Engineers, anything can be mobile if you want it to, Vintage Story does not support that. You cannot make a charcoal pile on a wagon. You cannot make a windmill, a quern, a helvehammer on a wagon. You cannot make an enclosed space with warmth bonuses on a wagon. Heck, you cannot even make a campfire on a wagon. The game does not have the physics simulation required to support a concept like a wagon - a moving entity that can support a block grid on top of itself, and keep it independent from the world's own block grid. So let's say Vintage Story goes and implements support for easily-accessed mobile respawns for a group of players, so they can have their nomadic lifestyle. What will the nomads find? Well, they'll find that they keep having to stop for increasingly long times. Because they need to make charcoal so they can smelt metal. Because they need to grow flax which gates so much content in this game. Because steel takes forever to process. And the further they progress in the game. the more stationary infrastructure needs to be raised every time they stop, and then torn back down to get back to moving. Maybe it'll no longer take a whole play session for one dead player to return to the group, but now it'll take one whole play session to tear down the base and get it ready for moving. You also cannot do classic nomad things, like keeping herds of livestock with you on the move. So the result is mainly that the nomads feel dissatisfied with other aspects of the game, which do not really cater to how they want to play it. And meanwhile, the base-building players will find that the change cheapened their experience, as it is no longer an achievement to ensure that your eventual respawn is adequately prepared. In essence, in trying to please everyone, you have truly pleased no one. You've made the core gameplay concept worse, and gained very little for it, if anything at all. So what's the solution here? Mods. It needs to be mods, because the only way to truly get the nomad experience down pat is to break a lot of what the base game is. Beyond just the respawn mechanic, you'll need to adjust many other things to avoid requiring so much stationary infrastructure and processing time. Making all those changes in the base game would kill what the base game is meant to be.
  9. Welcome to the forums Yes, your old world will work. Yes, you will miss out on new worldgen features in existing terrain. Those will only appear in terrain that has been generated after the update, so you will have to go somewhere you've never been before. The first time you load an older world with a newer version of the game, you will need to remap some blocks. A popup will tell you about it. Read the popup carefully and follow the instructions. Note that there's a chance for visible seams in the world where old terrain and new terrain meet. If not in the terrain itself, then in the way vegetation spawns on it. There is also a chance that an unstable prerelease might damage an existing world, for example through missing or wrong remaps. Make a backup of your old world first. Yes, the world will work on future versions unless explicitly stated otherwise in the release notes. Unknown to all, perhaps even the dev team. 1.15 will be done "when it's done", and what features will be in at that point may yet to be determined.
  10. Your forum status is still "Vintarian", so it definitely didn't take. Did you get an email after purchasing the addon? Did you try logging into your game account using the "client area" button in the upper right?
  11. No problems, no. The client does not care about which account created what save
  12. We are of course eager to have you as a member of our community Unfortunately, only the development team can really speak on pricing strategies. But I can tell you that it's not a simple topic. If they simply created a way to obtain the game for cheaper than usual, then everyone would use that way, not just for example residents of Russia. In order to prevent this, you would have to implement region locking in the software - and that is, I believe, illegal under European law. You would instead have to employ "soft" region locking methods, such as choosing a distributor that has individual shops for each individual country and region locks their user account (which is not illegal). Steam, for example, would be such a distributor. And as the first entry in the FAQ will tell you, there are multiple reasons for why Vintage Story is not being sold via Steam. All in all, the game is incredibly cheap for the time you can spend playing it - a single ingame year can take 90 hours of IRL gameplay. Even if Euros convert very unfavorably into your local currency, consider how much you would normally be willing to spend on a game that may give you more than a hundred hours of gameplay. And how much the cost of each individual hour would then be, compared with watching a two-hour movie at a local theater (assuming they were open, of course). Perhaps this is something worth saving for, even if it takes you a little while? After all, the game is still being actively developed, and if you buy it later, the game will be better than it is now. So you're not missing much by not buying right this instant.
  13. Just started the client to check, and I can say with certainty: there is no process of this name running on my computer. Not with VS open, and not without it either. I'm on Windows 10.
  14. If you play with the default 256 setting, then up at height coordinate 256, there will be a block placement limit. You simply will not be able to place blocks there anymore. That is the world ceiling. Similarly, if you dig all the way down to height coordinate 1, you will encounter a bottom layer that cannot be broken in any way. That is the world floor. Changing this setting changes how far apart the world floor and the world ceiling are. If you increase it all the way to 1024, then there will be a whole kilometer of distance between floor and ceiling, allowing for truly gigantic builds (like a 1:1 scale reproduction of the Burj Khalifa). That is more of a thing for creative mode, though. It's not such a good idea to do this in survival, due to the way the world generates. A lot of the additional height will go underground - that is, the sea level will rise a lot, and all the terrain with it. Normally you have roughly 100 blocks between the surface and the world floor. On very high world height settings, this can be 300-400 blocks and maybe even more. That also means that it takes you four times as long, and consumes four times as much tool durability, to dig all the way down while searching for ore. And while we're on the topic of ore: if the terrain as a whole is higher, then there is just that much more volume underground, and the same amount of ore spawning in a much greater volume will make that ore much more difficult to find on average. This can be mitigated by configuring a higher ore spawn rate, if necessary, but you should keep it in mind in any case. Aboveground, the terrain generation will be stretched vertically. Things will become taller, but not wider, which will make all slopes steeper. Perhaps a future update will change the world generation to work differently with world height scaling. But it appears fairly far down the dev priority list at the moment.
  15. Streetwind

    Chimney

    I think there is a creative-only ceramic chimney part that can create smoke. You can't light it or put it out though. You can only place it already-lit in creative mode.
  16. Sounds like a Mac/Linux thing. I remember hearing about persistent mouse issues on Mac, and this being potentially fixed by aggressive input logging of sh or something. Don't have a Mac myself, though.
  17. Pick up every loose stone you see. Every single one. In fact, go out of your way to do so. If you don't need them it's okay to drop them and let them despawn. But pick them up off of the ground. This forces you to actually look at every single stone, instead of glancing across a bunch from afar and going "nah, doesn't look like anything is here". And additionally, it creates zones where you can be sure you already looked. Because copper is stealthy. Lots of people, including myself, have roamed far and wide in search of copper - and when we finally found enough and returned home, on just a slightly different path, we found multiple copper deposits very near our base. So I've just started eradicating loose stones with great prejudice. When I go fetch some reeds, I pick up every stone I see along the way. When I go get some more clay, I pick up every stone I see along the way. When I hunt for meat, I pick up every stone I see along the way. It adds up, in time. Of course, you can stop if you want once you have your first 40 nuggets.
  18. All anvil recipes are started the same way: you select the recipe from the popup window when you put an ingot onto the anvil. If you have selected the chute section recipe, and the helvehammer isn't doing anything, then the wiki is wrong in this regard.
  19. You're not technically wrong, meteoric iron only occurs in suevite impact rock. However, that impact can generate anywhere - it spawns like a ruin, and doesn't care which stone type is normally there. So in practical application, meteoric iron doesn't care about the area's stone type, either.
  20. In an existing world, you can use admin commands to change settings. See here: https://wiki.vintagestory.at/index.php?title=List_of_server_commands#.2Fworldconfig Note that the wiki is not always complete, and is not always correct in everything. For example: some of the settings that show a 0 as the minimum number, like playerHungerSpeed, cannot actually be set to 0. You must be an admin to use these commands (in singleplayer you are always admin). Also, they will only apply the next time the world is reloaded.
  21. The game is also sold via the Humble store and via itch.io Have you checked if those accept a form of payment that works for you?
  22. It is a repository for ingame story text. You sometimes discover such things by exploring ruins, completing tapestries, or panning bony soil.
  23. Which hawk? Was there a preview I missed?
  24. Wow, the decor system together with placing groups of mixed ceramics on blocks is fantastic. Before, you had a very limited amount of options to greeble your indoor spaces without something looking off due to the one-block-per-blockspace limit. Now not only are there more things to work with, but the limitation itself fell by the wayside in most cases that matter. I foresee a flurry of new indoor showcases from happy decorators
  25. @TristamIzumi@Mod Dudlar Yep, that exactly.
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