Jump to content

Streetwind

Very supportive Vintarian
  • Posts

    1576
  • Joined

  • Last visited

  • Days Won

    75

Everything posted by Streetwind

  1. ...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.
  2. Yes, it will work - even with glass IIRC. All that matters is that all inward-facing block sides are completely solid.
  3. 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).
  4. 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.
  5. 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?
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. Ever since 1.15, you have to craft the workpiece together with a chisel in order to break it into smeltable bits.
  11. 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.
  12. 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.
  13. No, don't fix it! Port it over to real life!
  14. 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.
  15. 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!
  16. Not "slow", no. You can choose between no time progress while no one is online, and regular time progress while no one is online.
  17. 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.
  18. 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.
  19. 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.
  20. You're supposed to be able to turn the ingot into chunks with a chisel... I believe by crafting them together.
  21. 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.
  22. 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).
  23. 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.
  24. 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.
  25. Ah? Neat, good to know. Zero is probably still not going to work, though.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.