Streetwind
Very supportive Vintarian-
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Everything posted by Streetwind
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Better Ruins is known to be very performance-heavy at times. It does things the engine wasn't really designed to handle at that scale.
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will current mods work in 1.20 on release?
Streetwind replied to RasmusTheGreat's topic in Discussion
Expect them to break until proven otherwise. This is a major version change, with a lot of new engine tech. -
I had a game world once, in 1.16, where that was copper for me. I had everything else - literally built my base on a "very high" cassiterite peak by sheer chance. But copper? It just didn't want to go above "very poor", no matter which direction I looked or how far I roamed. Needless to say, earlygame was... slow. Then I took a translocator, and it shunted me 3500 blocks away. Over there? Plenty of copper! When I didn't need it anymore. Welp. What I mean to say is: random chances sometimes go streaky. You're having exceptionally bad luck in your current area - so perhaps you need to try somewhere else entirely. A translocator would be my recommendation. There are more of those around than you think - try exploring every cave opening in your area. As for where to look for iron? Any rock type except for bauxite and minor strata (kimberlite, marble, etc) can spawn some kind of iron. But andesite, chalk, conglomerate, and claystone are technically the worst. They can only host magnetite, which has the lowest abundance of all iron ores, and cannot host rich quality deposits on top of that. By contrast, chert, shale, granite, and peridotite tend to have the most abundant and richest kinds of iron deposits. The differences aren't that large, but they can be noticeable. Also keep in mind that all iron ores, regardless of type, try less than once per chunk column to actually place a deposit. Even an "ultra high" chunk may not actually generate anything. So while it's still very much worth to chase a high peak reading, you should be prepared to go digging in multiple chunks surrounding that peak reading, in case it turns up empty. Vertical shafts around 40 to 50 blocks apart from each other work well. Iron deposits, when they do spawn, are simply that large. And when you do find one, chances are you'll be set for a good long while.
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Even in the base game, iron ores try fewer than once per chunk column. The deposits are huge but rare.
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Am i allowed to have multiple copies of the game?
Streetwind replied to tentacle's topic in Discussion
A game account must be registered to an email address, I'm afraid. Have you considered just making a throwaway email account for them? You can keep it under your control if you feel like they aren't old enough yet. -
If only the Ever Given had the tech that Tyron built for 1.20
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From Tyron, on Discord:
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Can you show us a screenshot of the affected character's C window?
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I bet it's armor penalties.
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Which payment method did you use? As described on the shop page, some methods may take longer than others for the payment to clear. In some cases, more than a week. Paypal is generally the fastest, and keys tend to arrive within half an hour at most. If you used Paypal, check your spam folders. And do give the support team a little time, they're not exactly full-time paid people.
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Commands are fairly strictly case sensitive and sometimes do not display error messages when you screw something up. They just silently fail. Additionally, you may need to restart the server before any of the changes you tried to make come into effect.
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How do I change my VintagestoryData folder location?
Streetwind replied to Euri's topic in Questions
@Jade Moon I'm not sure what you're asking either. All the steps are in the list. You are asking for a more detailed description of something that has no more detail to describe. Some time after making the above post, I went and put everything into a formalized guide: https://www.vintagestory.at/forums/topic/10676-guide-multiple-parallel-installations-of-vintage-story/ That's worded in a slightly different way, maybe that will serve you better? Otherwise, I recommend you get help from someone IRL. A second pair of eyes to look at it, ideally someone who knows their way around Windows a bit more than you do. -
Cracked vessels should be pickable in some way in the lategame
Streetwind replied to VadiK GricyuK's topic in Suggestions
Perhaps the glue mechanic that's already used for recovering clutter blocks could be used for this? -
I believe it's anything that has "more than air" blowing about. Dust storms, sandstorms, snowstorms, etc where you have stuff being blown about.
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The "shielding eyes" animation is in response to strong wind, not sunlight
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I don't know for sure, since I don't rent a server, but: you can try the "Manage Purchases" section under the "Buy" header in the top navigation bar, or the "Need Help?" button in the same bar to open a support ticket.
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I have never had this much trouble finding a specific ore. Yikes.
Streetwind replied to immersiveSinner's topic in Discussion
I have been summoned. Your lack of a sacrifice has been noted. I'll put it on your tab And yes, the prospecting pick in density search mode interpolates across more than one chunk column, weighted by the exact block coordinates of the first block broken. I don't know the exact range. Confusingly enough, while the prospecting results don't work on a per-chunk column basis, the actual ore generation very much does. The ore map has a resolution of 1 pixel = 1 chunk column, and all ores are given a "you may try spawning this many times per chunk column" value. Each try has a success chance described by the ore map. For most ores, if you score an "ultra high" reading, you can be very confident that the local chunk column has an extremely good value. Spawn areas rise and fall gradually from one chunk to another, and to even get an "ultra high" from a scan that interpolates across more than one chunk column, they all need to be pretty good. Only a few outlier ores, like gold and silver, actually occur as single pixels on the ore map, and for those it is worth trying to determine which chunk is actually responsible for the reading. Honestly, in this case, OP has been very successful with density search. I suspect his problems stem not from ore not spawning, but rather from not having a good methodology for what comes after density search. LadyWYT and Maelstrom both adressed this adequately already. I'll add the recommendation of looking up bismuthinite nuggets in the handbook, to see the different stone types that bismuthinite can occur in. Then it's easy to know when it's worth to keep digging and when it's worth to stop whenever the stone type changes while digging. -
C for everything that runs off of the calendar, including crop and berry bush growth, animal pregnancies and growth, food spoilage, charcoal pits and pit kilns and cementation furnaces, torch lifetime, and so on and so forth. A for everything that doesn't run off of the calendar, for example the firepit, quern processing, and pounder processing. ...There actually isn't a lot in this category. Side note: animals never starve. Feeding them only serves to trigger breeding, and keeping their weight up during winter (in the case you plan to slaughter some of them in winter, because weight affects meat and fat drops). You can leave animals without food in their trough indefinitely and they will still be perfectly alive.
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It absolutely does affect cave rates. Source: I sometimes went as long as 30 minutes without encountering a single drifter while caving with calm rift activity. More than once. However, keep in mind that (1) rift weather may change and cause drifters to start spawning again; (2) bells and locusts may still spawn anyway; and (3) there may still be drifters left over that spawned before rift weather calmed down.
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It actually does. It's just not reflected in the C menu. As in: you don't get a modifier to your consumption rate, but rather, the consumption rate itself changes under the hood. Weirdly enough, the single most low-consumption activity you can do is just standing still. It gets a bigger reduction than sitting or even sleeping. It's not realistic - but it's intentionally done this way to let people go AFK more easily on multiplayer servers.
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Well, 1.20 isn't done yet, and is unlikely to be done in the near future. Maybe a trailer is on the books alongside it? On the other hand, realize that making trailers is a lot of work. I think it took the team over a month to make the last one (though I don't know how intense that work was).
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create new world Add option to import custom play styles upon world recreation
Streetwind replied to Crick's topic in Suggestions
You can already import custom settings from existing worlds when creating new worlds (though it is very, very hidden). You can't, however, save a playstyle, which would be useful for when you don't have the old world to copy from anymore. This would be great to have. -
Of course, once you finally do get that world you're looking for, where you're starting on limestone, you'll play happily for a while and eventually realize that there's no cassiterite anywhere. And then you'll cry out for granite. (Guess how I know...)
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Trying to Place water from a bucket ctrl + r click not working
Streetwind replied to Sluttyshorts's topic in Questions
Have you rebound any keys? Vintage Story tracks interactions by base action, not by key. For example, if you rebound your sneak key, all the interactions that used the same key will now expect you to press the new sneak key you rebound, not the default sneak key. This can mean people are telling you to press CTRL because it's the default, but what they really mean is that you must press the key that corresponds to the action that is bound to CTRL by default.- 1 reply
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IIRC the seasons are supposed to match IRL as closely as possible, so I would suspect that the axial tilt the code assumes is close to Earth's real value. If you want, you can try looking through the code for the actual value: https://github.com/anegostudios/vssurvivalmod/