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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. 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 The first time you load an older world with a newer version of the game, you will need to remap some blocks.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.
  2. 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?
  3. No problems, no. The client does not care about which account created what save
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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?
  14. It is a repository for ingame story text. You sometimes discover such things by exploring ruins, completing tapestries, or panning bony soil.
  15. Which hawk? Was there a preview I missed?
  16. 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
  17. @TristamIzumi@Mod Dudlar Yep, that exactly.
  18. Welcome to the forums! What made you think that you are forced to play on an online server at all times? Because there is no such thing in Vintage Story, and if anyone told you otherwise, they were either pulling your leg or didn't know what they were talking about. I mean, technically, under the hood the game will still launch a server thread to host your singleplayer session, but this "server" runs entirely local on your machine. The only thing you need an internet connection for is authenticating your client with the VS auth servers on client startup. As long as you have a live internet connection, this authentication process is performed every time you start the client, and is used for minor updates like popping in notifications about new version releases or swapping out the main menu background for a new one every now and again (community screenshots are used for it). It is, however, entirely optional. As long as you have successfully authenticated at least once, the client will remember your session and launch even without an internet connection. You will obviously not be able to join an online server in such a case, but singleplayer worlds will work the same as always.
  19. Things that can increase your hunger rate: Holding something in your offhand Wearing armor (not clothes; you can look the armor up in the handbook to see how big the penalty is) Being a Blackguard Being exposed to cold weather Effects introduced by mods Additionally, being wounded will consume your food bar at an accelerated rate while regenerating health at the same time, but this effect is separate from the hunger rate indicator on your character sheet and does not influence it. You will regenerate faster (and consume food faster) the higher your food bar is filled.
  20. Not a bug You made the mold for the big, mechanically powered, industrial helvehammer. It requires bronze or better, so copper cannot be used. If you just want to cast a regular hammer, for hand use, there is a different mold for that. It will require only 100 units of material, like all other hand tools.
  21. Keep your fingers crossed for 1.15, there may just be something coming in that regard...
  22. Welcome to the forums! No, there is no such function in that command. You can only try regenerating from multiple locations around your base with the radius set so that it doesn't hit it. But, this is the wrong approach anyway. It won't do you any good, for a number of reasons. For starters, any given stone type can only host certain ores. If you are living in an area that has no sedimentary stone layer, for instance, you can regenerate that a thousand times and you will still never see any form of coal. That is because coal cannot exist in igneous stones. Much like coal, each ore has its own rules for where it can appear. You can find out what stone types can host any given ore by searching for the nugget (or whatever the individual piece is, like a piece of coal) in the ingame handbook. To change which stone type you have, you need to change the world seed. And when you do that, the terrain changes as well. So each chunk you regenerate will be completely different terrain from what it was before. It might be a slice of a mountain, it might be a spot of lake. Either way, there will be drastic seams between your base and the regenerated terrain. Oh, yeah: limestone is a stone type, not an ore. So you will never find it by regenerating terrain without changing the world seed. Then, there's the fact that if you want to do things this way, it's not going to be the only time you do this. Because you think that you just need some tin to progress now. Let's say you make some generate nearby through some commands. Great! Now you need iron. And then you need borax. And then you need a meteor. And then you need bauxite. And then you need olivine. And then you need ilmenite. Some sulfur would also be nice. How about galena for those fancy leaded window panes... Do you really want to regenerate your landscape for each new resource you find yourself suddenly in need of? And what if you need multiple ones, and the regeneration removed one type of ore in favor of spawning another? Additionally, it trains you into the entirely wrong way of thinking. You're not supposed to stay in your base. Vintage Story is an exploration game, and the various resources you need are intentionally prevented from appearing all in the same location. If you did not walk at least 5k blocks in all possible directions from your home base looking for what you need, there's a very high chance you're not going to find all of it. Sometimes you'll have to go even further. Go out there, cover some ground! You might be surprised by what you find. Did you know that there are different climate zones with entirely different vegetation and animals? Ruins with hidden treasure that tell the backstory of the world? New beautiful, scenic places you can build outposts and secondary bases in? You're not going to see them if you sit at home, you know Finally, I'm fairly sure that there's more ore nearby than you think it is, you're just not good enough at prospecting yet. It's got a steep learning curve. Tin ore generates in igneous layers, and there is always a minimum of one igneous layer in any given location. Some locations may have better conditions than just that, but in principle tin ore can generate literally anywhere. You just have to learn how to search for it. And if you are frustrated and really can't be bothered right now - there's far more comfortable ways of cheating than terrain regeneration. Try /gamemode creative, for instance.
  23. Animal AI in general would benefit from a healthy aversion to deep water. I've written suggestions to this end before. I'm not sure AI is that much of a development focus at the moment, though.
  24. Covering more ground is the trick - much as it is to all questions of "I am having trouble finding X". Roam far enough from your base, and you'll find so many resin trees, wild bee hives, copper deposits, ruins, and so on and so forth that you'll eventually just stop marking them on your map because you have more than enough already.
  25. Not true. When playing a singleplayer game, in the ESC menu there will be an "Open to LAN" button. If you click this, people can connect to your world without you having to tab out and starting a server in parallel. Afterwards, the button in the ESC menu will change to "Open to Internet", and clicking it will make Vintage Story attempt to negotiate automatic port forwarding with your router. This requires the router to support UPnP, and have the feature enabled. If successful, your singleplayer world will be reachable via your public internet address, and should even be displayed in the public server list inside the VS client.
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