Streetwind
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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.
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Can you show a screenshot? Also, can you specify what exactly (ingame name) you are putting into the crucible?
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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.
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Few negative impressions after playing 1.15 (up to .1)
Streetwind replied to heptagonrus's topic in Discussion
@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. -
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.
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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.
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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.
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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.
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Are you playing on 1.14, or on the unstable 1.15 prereleases?
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It'll be craftable in 1.15, I think. But only if you play a Blackguard.
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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.
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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.
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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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I don't think so, no. It would only apply to the "patchy" type climate distribution setting, and almost no one plays that. It's a legacy thing you have to set by hand in the custom settings if you want it. The default climate distribution dynamically chooses what plants and animals to spawn based on the location's average temperature, humidity, and possibly other factors.
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Yes, the room detection sometimes still has a few hiccups. In my last world, my perfectly working house randomly stopped being recognized as a room overnight, in mid-winter, for no discernible reason. To this day I still don't know why. Tore it down and rebuilt it completely in creative mode - nothing changed. I proceeded to live in the basement for the rest of the winter. The water source thing is interesting though. It might make sense if the water block counts as a "not solid" block in the walls/floor/ceiling, which therefore results in an incomplete room. Could you check how high your ceiling is? There must not be more than 7 blocks between the floor and the ceiling at any point. If digging out the hole where you put the water in makes it an eight block in vertical height, then it's not actually the water, but rather the fact that there no longer was a solid floor within 7 blocks of the ceiling. Another thing you can test is whether constructing a "tub" and placing the water block in such a way that it is no longer part of the floor will change anything.
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Items disappear when upgrading inventory slots
Streetwind replied to Vintarian's topic in Bugs (archived)
Not a bug. The items are actually stored inside your baskets/backpacks/sacks etc that you have equipped to provide inventory space. In real life, if you carry your laptop inside a backpack, and then put the backpack down on the ground somewhere, you no longer have your laptop with you. Because it's in the backpack, on the ground. Same thing in Vintage Story. What you think of as your inventory is actually just a summary of the contents of the containers you have equipped in the four container slots in the hotbar. And the position of the slots are not random, either. If you have a linen sack and two reed baskets equipped, then - starting at the top left and going row by row - the first five slots come from the bag, the next three slots will be from the first reed basket, and the last three slots will be from the second reed basket. If you were to reorder the containers on your hotbar, for example putting a reed basket in the first slot, the bag in the second slot, and the second reed basket in the third, then that will also be the order they appear in your inventory view. First three slots for the first basket, then five slots for the bag, then another three for the second basket. Try and swap the positions of your bags in your hotbar while they have items in them. You'll see that the order they appear in your inventory changes as well. -
Just three wax in a vertical line.
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That is not the default recipe. One of your mods is making a mess of things, it would seem.
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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... =/
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Bowl switching slot after drinking milk
Streetwind replied to Dachantenne's topic in Bugs (archived)
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. -
@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.
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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.
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Spears stop at bronze. It's intentional - but I personally don't know why. There are mods that add higher metal tier spears.
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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).
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This game seems to discourage traveling, even in Exploration mode
Streetwind replied to BearWrestler's topic in Discussion
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.