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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. Perhaps the original author's personal tweak, which slipped in unnocticed, and came from a time when meteoric iron had no use yet...?
  2. ...Wut? o_O Is your game modded? Because the default behavior is definitely: toss pieces into bloomery, light up, wait, receive ingot. Meteoric iron ingot, not plain iron. Worked perfectly fine for me just the other day.
  3. In the game, press H to open the handbook. Search for "nugget (bismuthinite)". Click on that entry. Where it says "Obtained by breaking", there will be a bunch of icons. Mouse over them to see all the stone types that can host this ore. If you do not have one of these stone types around your base, you will not be able to find bismuth. But do note that the world has three stone layers, so you might find one of the right kinds of stone if you dig down. As for how to find it? With the prospecting pick. Look for a video tutorial, that'll be much faster ans easier to grasp than a text writeup.
  4. A possible "final destination" for fruit trees and berry bushes is that all of them produce fruit only once per year. One of the inspirations for Vintage Story, the Minecraft mod Terrafirmacraft, had it set up like that. You had different fruit trees that would ripen in different months, and different berries as well. If you managed to collect a good variety, then at least one of them would be ripe in any given month for like March through October and give you a steady supply of fruit. If your collection of bushes outside the door gave you a harvest only once per year, instead of once per eight days, you'd quickly stop questioning the usefulness of fruit trees
  5. As mentioned, the number of cases where you see any difference by mixing fuel types is very small. I was supplying the theory case that high temperature fuels are better as a starter, and the charcoal/lignite pair one poster child where this difference exists. If I had come up with a different example off the top of my head, I would have used that. As I wrote in the first post I made in this thread, I haven't even seen lignite since game version 1.12. If you're looking for specific use cases, you'll have to continue experimenting. (And while I'm not entirely sure, there's a decent chance that your 1 charcoal + 2 lignite experiment would have melted fine as 1 charcoal + 1 lignite, too. 40 units is a tiny amount with a fast cooking time.)
  6. There's actually a good chance you'll see them in the very next major version, as they were included in the choice that won the last community poll:
  7. That's a hard question to answer. Because when you look closely at the firepit and how it works, you'll notice fairly quickly that it's... in a really weird place right now. Likely, it was one of the first crafting stations ever implemented, and is very much showing its age nowadays, mechanics-wise. There is already a rework task for it penciled into the development roadmap, too. It probably won't happen in 1.15, as that update will have a different thematic focus, but it'll happen at some point. As far as processing single items goes, optimization is fairly straightforward. You're basically just trying to figure out the minimum viable fuel input for the task. I'd start by figuring out which fuel items can do it with just one of them, or two at most, and then comparing the cost. For example: when trying to fire a storage vessel, putting in one firewood will not do it, and neither will one peat. But one charcoal will do it, or two firewood, or two peat. Given that charcoal converts from firewood, is it better to use two firewood or one charcoal? In this case, firewood is better, because the conversion ratio is worse than 2:1 (that is, you need more than two firewood to make one charcoal). But peat isn't part of that equation, so you cannot solve it by math. Here, go back to ease of procurement. What is more convenient in your situation - chopping trees, or digging up peat? A big part of this minimum viable fuel strategy is realizing that there is a grace period that all hot items have. For about a minute or so after they stop gaining heat, they'll hold their temperature steady as long as nothing else updates it. And if that temperature is above the minimum cooking temperature, then the item will continue cooking even if there is no more fuel in the firepit. That's why two firewood will bake a storage vessel to completion despite the process taking longer than the burntime of two units of firewood. And only very few cases exist in the game where a single item will take longer to cook than this grace period - mainly crucibles filled with nuggets, and cooking pots with particularly large portion sizes. Both pots and crucibles are special in how they scale their cooking time with the amount of contents inside them. Pretty much all other items have fixed cooking times lower than the grace period, or at least very close to it, and all you need to do is to figure out the minimum viable fuel input to make the item go above its cooking temperature just once. But it can apply even to cooking pots, depending on what you cook. Example: a vegetable stew will cook at 100°C. With few ingredients inside the pot, tossing in a single stick will be enough to bring it to 120°C, after which it just continues cooking to completion. But with many ingredients in the pot, it'll take too long - so what you do is throw in a second stick at the halfway mark. It'll bring the temperature of the firepit higher than the temperature of the pot for just a few moments. Which means that the pot gains heat again for a few moments, then stops. And because it just stopped gaining heat, it gets the whole grace period all over again, and finishes cooking on that. Alternatively, if sticks are more precious than firewood because you need tons of ladders for mining, then one firewood will push the temperature of the pot high enough that it'll take so long to cool down even after the grace period ends, it'll finish anyway. The reason I say to try and stick with single items is because your list of options quickly becomes arbitrarily huge by allowing arbitrary combinations of items. What about starting with one oak sapling to preheat the firepit, then one peat to bring the temperature up, and then one firewood to hold the temperature? Yeah, that's utter nonsense, isn't it. Don't go there. It's pointless. You spend more time confusing yourself than it would take you to chop one ingame year's supply of firewood. If you must get into games of mixed fuel types, keep one thing in mind: temperature changes more quickly the farther it is from the target. So use the highest temperature fuel you have first. One of the few examples where this is worth paying attention to is smelting copper or bronze with lignite (brown coal). It has an ideal 1100°C burning temperature for copper's requirement of 1084°C, and it has a really long burn time - nearly three times that of charcoal. Sounds great for those chock-full crucibles that take forever to process, and it is... except that because temperature climbs only slowly when it is already near its target maximum, lignite will take a long time to initially get to 1084° that's required for the process to even start. If you start with charcoal to spike the temperature up fast, and then switch to lignite to merely hold it steady over a long period of time, you'll be more efficient with your nonrenewable supply of lignite, and slightly faster in your processing too. As for processing stacks of items (bricks, shingles, dough, bushmeat etc.) goes, this is where the firepit is at its worst. You can currently choose between two approaches. One, you can put your fuel and your items into the firepit and walk away. Everything will process just fine. It'll take ages, and consume huge amounts of fuel, but you can do something else in the meantime. Or, two, you can exploit the heck out of it, processing your items in a fraction of the time for a fraction of the fuel cost - at the expense of enduring the boredom of having to babysit the entire process from start to finish without being able to step away even once. What is more precious to you: your fuel stockpile, or your time? It varies from player to player, and possibly from situation to situation.
  8. Surface drifters drop very little loot. The chance for a temporal gear is like 1% or something, so you got incredibly lucky. That said, you should still get the "loot inventory" window when you skin a dead drifter, even if it ends up empty. If that doesn't appear, then something is not right - usually, as you have found out, it's not being close enough.
  9. (Note that MacOS versions are still being provided at the time of this writing, but with the caveat that updates could stop at any time if the developer runs into an unsolvable isse. There are also mouse problems plaguing some Mac usersm but not all of them.)
  10. It's probably hiding in plain sight. I live in an all-igneous area with plenty of peridotite in my current world, and I can tell you, the place is absolutely lousy with olivine. I've stopped bothering to mark the deposits long ago, and the area I've seriously explored is a miniscule fraction of the total expanse of peridotite on my map. Thalius said "quartz-type", but that is not strictly correct. Quartz is actually its own generation type, which no other ore shares. Olivine is a surface-type. That means it follows the same rules as those surface copper deposits you use to get your first few bars of copper in any world: 1.) it spawns within the first ten stone blocks below the dirt layer; and 2.) it generates surface pebbles above itself. (Actually neither me nor Thalius were quite correct, but in the end Olivine does leave surface pebbles and can be found close to the surface somewhat reliably, so the following bit still holds true.) So by far the most reliable way of finding olivine is walking around, looking for surface pebbles, and also cave mouths, crevasses, sinkholes, and so on. Wherever there is blank rock exposed below sea level. Due to the ten-block limit, you don't even have to go delving deeply into them - most of the time, you can determine whether anything is there just by looking in from the outside. But you could climb in and take some readings with the node search mode of the propick if you wanted to. Once you have found even one speck of it, you're probably set for life. Olivine is the second largest ore deposit type in the game, after quartz. I've marked six deposits on my map and ignored at least six more, but I don't personally expect to dig up more than one of them.
  11. Abundance differences by area in the sense of frequency of generation isn't really a thing. An ore has a fixed number of tries it is allowed to roll per chunk for a chance to spawn, and then there is an ore density map overlaying the world that determines the chance of success for each of those rolls in each particular chunk. If the local stone cannot host the ore, nothing can generate; if the local stone can host it, then it has that amount of tries at that chance of success. The former never changes by stone type, and the latter is essentially random. Ores that can have different qualities can sometimes spawn better variants in some stone types but not in others. But coal ores do not have quality. Anecdotally, I can offer the following experiences regarding coal: In my 1.12 world, I started in a claystone area, and I found three separate surface deposits of lignite before I managed to find cassiterite. As far as deep ores went (the kind the propick actually detects) I had lots of readings for lignite and bituminous coal both, but only very low density ones, so I never bothered to follow up on them. In my 1.13 world, I didn't play for very long due to RL time constraints. I remember getting anthracite readings, but they started right at the edge of a ginormous lake, and I didn't feel like prospecting underwater. In my current 1.14 world, I started in an all-igneous area so large that I reached meteoric iron before even spotting a single sedimentary pebble anywhere. Thus coal couldn't generate for me, and I have never seen any. Come to think of it, I have never found a high density coal area anywhere, in any world. Unsure if this is intended or not, but there are other ores that seem to follow a similar pattern. Cinnabar for instance - I've never seen any result other than miniscule or very poor. But I have found cinnabar deposits. Two in my current world, in fact, without even looking for it. Randomly hit 'em while looking for iron. So perhaps that's just the way it's meant to work? Don't have enough data to say for sure. Personally, I just make charcoal. It doesn't have the long burn time of lignite, but it is hotter than any naturally occuring coal type. And for that matter, everything besides the firepit ignores burn time and temperature anyway, so only ease of procurement matters. By being accessible without metal tools, independent of your local stone type, and infinitely renewable right outside your front door, charcoal wins that contest handily. I mean, if I randomly hit a coal deposit I would dig it up for sure, but I wouldn't ever bother putting any time into searching for one. (Steelmaking works just fine with charcoal too, by the way.)
  12. Not a bug. Transforming into corner stairs is a Minecraft thing; Vintage Story has never had it. It has long been a community wishlist item, though. In the meantime, you might be able to get the corner look you want with the help of the chiseling mechanic.
  13. If you ever progress to the point where you want to make steel (not iron, but proper steel) then you'll find yourself in need of a lot of quartz.
  14. ...Oh. Right. Timezones are a thing. Gotta remember that those exist. Timezones. Must remember. Note to self.
  15. ...That can't be it o_O Like, the very latest line is from 13:15. If you have been playing in the evening, then this was not the logfile the client was actually writing to.
  16. If the client crashes without a proper report, then client-main.txt typically has the last useful log entries in it. Check that file, perhaps?
  17. Yes: --addModPath driveletter:\your\desired\folder
  18. Rabbits should be attracted to crops on farmland, and racoons to berry bushes. But other animals should not try to get into your garden. ...Unless you have a filled feeding trough in there. Sheep, pigs, and chickens are attracted to filled feeding troughs of the right size.
  19. A few notes: - You do already get wet from snofall. Not from trudging through snow that's already on the ground, though. - Trees losing their leaves was investigated during development, with the result of "anything we tried either looks awful in practice or kills performance, we're shelving this indefinitely". - Sprinting already does affect you in a similar way as clothing does, and already costs a lot of satiation. You don't notice it much, though, because in situations where you are just slightly too cold, you are not paying attention to your body temperature. In situations where you do pay attention to it, you are likely already getting the freezing screen effect and need warmth right now - and then the outside temperature will be so far below the threshold that just physical activity alone won't make up the difference. - Winter is already a performance killer. Systems which run fine during the warm seasons can suddenly hit a CPU bottleneck as soon as snowfall starts, which manifests in things like chunks suddenly shifting from snow-free to being completely snowed in as the simulation struggles to catch up. Many of your suggestions boil down to "I want the block makeup of the world to change dynamically", and that further costs performance. Things like wild crops shifting color and getting snowcover would be perfectly reasonable - but you should probably accept that anything along the lines of "grass breaks under snow" or the like will be near-impossible to implement for performance reasons.
  20. Welcome to the forums! To play the game, you need to buy it from the store. You will then receive an email with a game key. You need to enter this key on the website to activate your account. The email has instructions on how to do that. If you bought the game but did not receive your key by email, check your spam filter. If you followed all the steps from the email to enter your key, and it still isn't letting you play the game, then someone from the team can look at your account to check what's wrong.
  21. (Assuming you're using all the default installation paths and such...) Simply zip up the entire contents of %appdata%\vintagestorydata, and extract them into the same location on your new machine. That is where the game looks for savegames, config files, map caches, and so on. Don't worry about which contents you need, don't tinker with the folder structure - just grab the entire contents and move them over.
  22. Thunderstorms already exist in the game. Hailstorms too, and they look extremely good. Here is an old demo reel of weather effects from 1.12 development; note that we've gotten new, better thunder sounds since then. I did notice in my own gameplay that inclement weather is fairly rare, though. I think I've seen two thunderstorms and no hailstorms over the course of 70 hours of gameplay. It may have to do with the location, temperature, seasons, and so on - I'm not exactly sure how it works.
  23. Lake ice is not part of the snow accumulation system that is tied to the calendar and can fast-forward when a previously unloaded chunk is loaded again. As a result, if a lake froze over in winter, and then stays out of loading range for half a year, it'll only start melting once you come back to it. And yes, I have also found that the melting is sometimes a bit slow.
  24. You can already do that via a shortcut commandline argument. This is admittedly not the most straightforward or newcomer-friendly way, and perhaps a better solution could be implemented. But for the time being, you can use this method to get what you want. You will be ordering Vintage Story to use a different directory as its Data directory. The Data directory is where your user data is stored, such as savegames, logfiles, mods and mod configs, and so on. First, you'll want to create the directory where you want your savegames and other user data to be saved, somewhere on your D drive. Next, go find your vintagestory.exe file, wherever you have it installed to. Create a shortcut to this file. You'll need to use the shortcut to launch the game from now on, because this shortcut will be telling Vintage Story at startup which directory it must use as its Data directory. I've described how I've set it up on my end in this thread here, it should have everything you need.
  25. This honestly looks like a font smoothing/ClearType issue to me. I'm surprised that kind of thing shows up in a screenshot, though.
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