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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. Lightning rods need to be placed high enough to work correctly. Imagine them as the top of a pyramid. The lightning rod is 1 block. Below them is a 3x3 area. Below that is a 5x5 area. And so on. The lightning rod protects everything in that pyramid, but not outside. So the larger the area you want to protect, the higher up the lightning rod must be placed. (Or alternatively, you can have multiple lower lightning rods.) Because the area is pushed one block out in all directions for every block of height, you can do easy math: if you want a spot that's 20 blocks horizontal distance from the lightning rod tower to be protected, the lightning rod needs to be 21 blocks (in other words, distance +1) higher than that spot.
  2. Does this implicitly mean the door is now open for mods to add all sorts of custom pot recipes? Like perhaps creating salt with enough portions of saltwater in the pot, or making lye soap? That would be really exciting
  3. I don't think you need a server to get what you want. In fact, you may find that a server you only join intermittently makes things harder. Your food will spoil while you are absent and such things. Much better to be in a singleplayer world that only runs while you are present, and use other methods to achieve your goal. Like these handy commands and settings. Don't use them all willy-nilly. Choose carefully what you want and which number you want to use. Messing with time too much can get... well, messy. /worldConfig daysPerMonth 5 will make a month pass roughly twice as fast as the default 9. Ideally you would set this during world creating in the Customize menu. You can still use this command in an existing world, but your current calendar date might change quite drastically. /time calendarspeedmul 1.0 doubles the progress of calendar time. The default value is 0.5, equaling two IRL minutes per ingame hour (or 48 IRL minutes for an ingame hour). 1.0 makes one ingame hour pass in a IRL minute, a value of 2.0 makes 2 ingame hours pass in an IRL minute, and so on. With this, days and nights will pass faster, but the simulation speed of the game will remain normal. /time speed 120, on the other hand, changes the simulation speed. It's the same function that gets activated when you sleep through the night in a bed. The default value is 60, so 120 would run the game twice as fast. Higher values are possible. This isn't very useful for playing, but it can be used to fast-forward several days while you wait for something to happen. Just be careful you don't starve in the process. /time setmonth is an alternative for quickly skipping several days. Supply the first three letters of the name of a month, and the calendar will instantly jump to the morning of the first day of that month. Anything dependant on the calendar, including but not limited to crop growth, food spoilage, and animal pregnancies will update accordingly. Note that you can only ever jump forward, meaning if you're in April and decide to jump to April, it won't go back to the first of the current month... it'll skip an entire year! And as a bonus, a hidden setting: /worldconfigcreate float cropGrowthRateMul 2.0 will double the speed with which crops grow. It accepts numbers as high as 10. /worldconfig cropGrowthRateMul to adjust the number afterwards.
  4. Both of these systems will run Vintage Story just fine. For reference, I got 60-75 FPS on 1440p with a ten year old i5-4670 and a Geforce 1060 6GB... at view distance 640 and decently high settings. However, do not design your PC entirely around a single game. Consider what else you might want to be playing in the coming years, as far as that is possible. If you are someone like me who's fine with spending a ton of time in "older" titles, your requirements will be lower, but if there's a future triple-A release you have your eye on, the 4070 Super is going to be the minimum option. Regardless of what setup you choose, go for 24 or 32 GB system memory. 16 is not enough going forward. You're already looking at video cards with more than 8 GB of VRAM, which is good - don't go lower than 12 anymore. Don't bother with mechanical disks anymore. 1TB of NVMe SSD is perfectly affordable and more than enough if you're not a hoarder or record video. Consider going for an X3D CPU. The difference in gaming is significant. There should be a 5600X3D if I'm not mistaken, though it's only available in the US last I checked.
  5. Nope, it's not cumulative. Farmland that's a block away from the closest water source gets 50%, period; even if there are multiple such sources an identical distance away.
  6. I don't think the forum has attachments enabled. Try uploading the image to an external hoster, like imgur.
  7. Are you in fullscreen or borderless window? Try switching to the other, see if it changes anything. I have a high DPI monitor, and I use both scaling in Windows and UI scaling in the game itself. They work together fine and there are no text rendering problems. I didn't have to do anything to make it work.
  8. Not every area with ore goes up to the highest readings. This has a number of reasons. For example, the prospecting pick interpolates over an area around where you prospect. If some chunks in that area have a high probability of spawning ore and others have a low one, you'll get something in the middle. Another thing the pick takes into account is the makeup of the local rock layers. Cassiterite can only spawn in igneous rock, so if two out of the three local layers are not igneous, you're getting lower results because the ore can't spawn everywhere even in a chunk with good chances.
  9. Did you know that there's a macro editor in the game? With it, you can map /gamemode 1 to a key, and /gamemode 2 to another. This will allow you to switch between creative and survival with the tap of a key. Switch, pick block, use block, switch back.
  10. You can tell the game to look for mods in additional folders either by editing clientsettings.json, or by providing the --addModPath your:\path\here startup parameter.
  11. The crock can be sealed, drastically increasing its shelf life. Additionally - though I haven't checked in a while - crocks can be placed in groups of eight on a single shelf, four on each level, while cooking pots could not.
  12. Note that these are not "class exclusive", but rather "class themed". Anyone can wear them.
  13. Your character is covering their eyes because they are facing into a blizzard. It has been in the game for several versions now, but you didn't see it because the legacy first person camera used to render a completely different view from what your character was actually doing. Now the new first person camera correctly renders what your character is doing, and thus you see animations like these. Certain kinds of headwear counts as protecting the eyes, and when you wear one of these, this animation will no longer play. Try looking for things like masks and goggles.
  14. Read that part again - it says that a certain setting/command isn't needed anymore since moving to .Net 7.
  15. I have not personally tested this. But I have heard it claimed that the ore map is seed dependant - but the individual deposits aren't. As in, you would find the same Ultra High reading in the same spot, but the deposits generated there would be randomly different. Why don't you test your seed and report back your findings?
  16. It's complicated. Prospecting results do not care about the chunk grid, because they interpolate over nearby pixels on the ore map. The ore map itself, however, has a resolution of 1 pixel = 32x32 blocks, or in other words, 1 pixel = 1 chunk. Ore also rolls for permission to spawn on a per-chunk basis. Perhaps OP wants to make sure that they don't dig on a chunk border, believing that if ore spawns in chunk A but not in chunk B, they would be encountering a lower local ore density there? That is technically a valid concern... ...although one that doesn't really play out that way in practical application except maybe for gold and silver, which do produce single-pixel spawn regions on the ore map. All other ores generate larger areas with smooth gradients, so you'll never have a chunk with a high spawn chance bordering a chunk with a low to nonexistant one. It'll be more like high bordering slightly less high. Also, picking a chunk to dig in requires identifying the chunk with the highest ore map value first, which given the interpolating nature of density search is more complicated and time-consuming than just finding the highest single reading. And finally, with ores like iron and halite that try to spawn just once or even less than once per chunk, finding the perfect chunk doesn't matter much because the ore may not even have tried to spawn there and you'll have to search the wider area anyway. Personally, I've never paid attention to this, and have been successful in my mining expeditions anyway.
  17. It should be due to having young, yes. Perhaps the aggression isn't properly resetting afterwards, in which case this might be worth a bug report. But replicating it first would kind of be a requirement for that...
  18. You can use .debug wireframe chunk in chat to see where chunk borders are. It's not on the map, but rather directly in the world. Unsure if you prefer that or the other variant, but it is something you can use right now.
  19. It's not a bug, it's a feature. Look up the patch notes for 1.19.
  20. This has to be the saddest patchnote I have ever read
  21. Only loaded chunks are updated on the map. Thus, areas you haven't visit since updating will retain the old look until you go there.
  22. From what it looks like, a 1.19 build released there about five hours before you posted...
  23. This refers to ruins. The game will sometimes place a number of them in close proximity, resulting in the appearance of a former village.
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