Streetwind
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Yeah, the crucible will not get pushed to the output slot in this case, and there won't be a green arrow, because there is no recipe in play here. You are simply raising the object's temperature. This is internally consistent with how the game works, but can be confusing to new players. You'll get used to it
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My current singleplayer world is 50k by 50k blocks with a pole-equator distance of 10k. It seems to be working out okay, but I would definitely not set the distance any lower. I already get fairly noticeable temperature swings when I travel between my base and the trader 800 blocks north of me, and since you can easily travel 4k-5k blocks in a day if you want to, the world would get too small. I've only really started exploring a lot in the past few days, and I have not yet seen many different biomes; I cannot tell yet if they all still get to spawn properly at this scale. It feels like they should, but I can't confirm yet. One thing to keep in mind is that regardless of how you configure your world size, you cannot change the expanse of rock layers. If you had to walk 5k to 10k in search for limestone in the past, then chances are, you will have to walk similar distances again in this world. And if your pole-equator distance is just 5k blocks, you might be visiting the south pole before your local stone layer changes significantly I've not personally touched the global ore density setting in my worlds. When you do generate a world, keep an eye on the temperature you get when spawning. It currently seems like the average world temperature gets randomized with the world seed, and across a crazy large range, too. In testing, I've seen anywhere from -15°C to +37°C for May 1st, 08:00 o'clock in the morning. And since my current world had a relatively cold start (near 0°C) I can tell you that this isn't just a one-day thing. My summers struggle to hit 30°C and I've had snow cover into early April at a latitude comparable to southern France. Depending on what temperature you score, your game will be more or less challenging. If you get one of the extreme values, it might be borderline unplayable. Thankfully they only appeared rarely in my testing. (This is reported to the dev team already btw.) One setting I always recommend is having dirt affected by gravity. It makes things more challenging, but also more immersive... and forces you to use the actual early building materials like cob, packed dirt, or mudbrick instead of just living in a hole in a pile of dirt. Plus, getting caught in a landslide during exploration sure makes your heart rate spike up for a moment
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I think I messed up... Any way to make an alloy from an ingot?
Streetwind replied to CHollman82's topic in Questions
Yes, you can combine ingots as well. Due to the alloy ratio, it'll have to be 9 copper ingots to your one tin ingot. EDIT: wow, sniped -
Common misconception! The Propick does not actually interact with the chunk grid. You get an data readout for each individual block you check, and if you prospect another block nearby while still in the same chunk, you get a (slightly) different result. That shouldn't be possible if the chunk as a whole is read out, but you can confirm for yourself ingame that it indeed happens. The pick does internally interpolate the ore spawn probability over a chunk-sized area centered on the block you prospected. But not actually a specific chunk. Small but important difference. It has to do that because the ore density map has a much coarser resolution than the world itself. Still, that's mere trivia at the end of the day - it doesn't change or affect the way you use the pick in the game at all. I mean, you could if you wanted to make a grid search pattern based on the chunk grid - but, having tried it myself in practical application, I can tell you that it quickly gets annoying when you have to mentally count in multiples of 32 while you're at coordinates like -928/x/1312. That's why I always recommend a 40-block search grid. Way easier on the brain.
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To be fair, when you're looking for copper because you've only barely just made your first pickaxe, spending what little metal you have on shears may not be on the forefront of your mind Also, don't use knifes on leaf blocks as a fallback solution. Use axes. They get a far higher speed modifier for specifically that. If you're running with stone tools, replacing them frequently is not really an issue. The rule governing this is as follows: You break the first block, which is the one that reports results for its ownspecific location. It now expects two additional samples nearby. "Nearby" in this case means "no more than 16 blocks away from the initial sample, but at least 3 blocks in between any sample and the new one". So going four blocks forward -> sample -> another four blocks -> sample works. That is the system i personally use. You could also move left or right instead of forward, if the terrain there is more accessible. But your third sample must never be within three blocks of the first or the second sample, and may never be more than 16 blocks away from the first sample. If you break a block that is not valid - too close or too far away, as per the above rule - then it resets to being a first sample again. It will again expect two nearby samples, and it will report results for its own specific location.
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It's possible that there will be breathing mechanics added once underwater areas will get actual content (right now there's absolutely nothing there). It's also possible that seraphs will always be able to breathe underwater. I don't think the exact extent of how the player character differs from normal humans is revealed just yet... but then again, I haven't found all lore snippets that are available so far.
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Looks like there won't be anything useful in that location, no. Make your grid pattern far larger, for starters. Sample 160 blocks apart. You might feel like you'll walk past something, but trust me, you won't. Ore hotspots are easily large enough for you to at least clip them reliably with a 160-block grid. I mean, technically there's nothing wrong with doing 40-block steps all the way; if you want to create a detailed map of all ores, then you'll eventually want to sample most grid points anyway. But personally, when I'm just looking for one specific ore, I'd rather cover a lot of ground quickly and figure out where it's even worth spending additional time. Look for any result of "decent" or better, or "poor" if you're not feeling confident. Once you have found that, do one more sample 160 blocks forward, so see if it gets better still, or worse again. Then, starting from your best result, narrow the grid down to 80-block steps, and then finally to 40-block steps when you're very close to pinpointing it. Here is an example of how the magnetite ore distribution looks in my current world. I initially did a 120-block grid there, then later did additional offset rows within the pattern to get more detail. You can see how large the hotspot is from the coordinates of the samples I took; and this is actually a fairly small one. It didn't even go all the way to ultra high. Just two results of very high in neighboring 40-block spaces. This can happen; sometimes hotspots are narrow and somtimes they are broad, sometimes they are steep and sometimes the are relatively flat. You can also see a fairly large area of "nothing" in the northwest where I did a lot of results - that is actually a cassiterite hotspot. I don't have a visible copper hotspot because I didn't have to search for one; I just randomly hit an ultra high just with my initial large grid pattern and made a shaft at that spot.
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The first block you break is the one that actually generates results. Then you need to break two others nearby. This is meant to represent you going around the area and collecting different samples to determine what might be here. You can confirm this by doing one sample, walk five blocks east, second sample, five blocks east, third sample. Then, start again with the last block you sampled and walk west. Both times, you'll have broken the exact same three blocks (ignoring y-level); but the final result will be different, because it is always centered on the first block you broke.
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Iron veins are huge but rare. There is no way around them being hard to find. Even in a high yield area, you may need multiple shafts. Magnetite is especially bad, but thankfully you have granite and peridotite, which means you get hematite ore instead, which is somewhat more common. Because iron veins are so rare, but so gigantic when they do spawn, cave exploration is a viable (if very dangerous) avenue. But it sounds like you've exhausted that approach. Then you're left with prospecting. You say you've only found miniscule readings? Then you need to search some more. Most likely, you haven't had a structured approach to prospecting yet, and only took some random samples here and there; this is unfortunately not going to work out for you. If you want proper, useful prospecting results, especially for something as elusive as iron, then planning how to prospect and knowing how to interpretate the data is actually more important than the actual act of going out there and hitting rocks. That is why the prospecting pick has such a steep learning curve. Go to this thread, find my second post (it's an insufferable wall of text, you can't miss it ), and read the prospecting exercise I gave the other guy. You can use the same approach to prospect for any other ore, including iron. Ideally start in an area where you remember there being at least some sort of reading; it's still better than to start where nothing is and hope you run into smething eventually. The upside to all of this, by the way: once you have found a vein, then as a single player, you'll most likely never need to look for another one again.
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What? Basalt is fantastic! It's the best top-layer stone you can have for three reasons. One, it's black, baby. Two, it is the only stone that can host obsidian, which makes the best stone tools, better than flint even. Three, basalt has special world generation, in that it is an igneous stone type, but it can have sedimentary below it. Usually, sedimentary stone can only generate on top of, and never below, igneous types. So if you are walking along a top layer of granite, you immediately know that there won't be any sedimentary anywhere. But if you get lucky with basalt, you can have both an igneous top layer and a sedimentary middle layer, with all the advantages in ore diversity (and the chance for it to be chalk or limestone) that it brings. ...Which of course does not help you at all But I loved that one world in v1.13 where I scored basalt->chalk->granite in my staring area. Easiest world I ever had. I guess one thing to take away from this is to always check what's below the basalt if you explore looking for lime/chalk. Anytime you come across a cave, see if you can hop in just to check the transition from top to middle layer. Another indicator that there's sedimentary below the basalt is if you get readings on your prospecting pick that can only exist in sedimentary, like borax or halite. (Waypoint any borax areas you find, by the way. Not only can it replace lime/chalk for leatherworking, but it is progression critical in later metalworking.) As for armor: the rule of the thumb is "wear armor, any armor". If all you can make is the improvised chestpiece from grass and firewood, then wear that. It already gives you 55% damage reduction on half the hits you take. It's also one of only two armor types in the game that has absolutely zero downsides for having it equipped, so there is no reason to ever not wear one. Even if you have better armor that you choose to take off because you don't expect combat right now and you want to get rid of the slowdown - put on some improvised armor instead. You can supplement it with wood lamellar on head and legs if you really cannot spare the copper, but I wouldn't waste too many pelts that way. And as for finding copper being difficult even in a group due to not having armor - are you referring to cave exploration? The solution here is: don't explore caves for copper. It can work, and with rare, huge vein types like iron ore it can even be a fairly decent method if done intelligently, but it is very dangerous. For something as common as copper that shows up nearly anywhere you dig? You should really be prospecting for that. There is no combat needed when you simply stay on the surface in daylight until you have found a high yield area, then dig a vertical shaft down to see what's there. Using the prospecting pick is often considered one of the steepest learning curves of the game, because learning the use of the tool alone isn't the whole story - you also need to learn to interpretate the results it gives you (or the absence thereof), and full mastery even requires that you plan how and where to search ahead of time based on the ore you're looking for. But don't let that discourage you. If anything, take it as a reason to start practising with it as early as possible. If you have literally never held one before, it may be worth it to read up on its basic use first. Otherwise, for your copper mining needs, here's a training exercise for you: Grab a prospecting pick, and choose a coordinate near your base that's divisible by 40 on both horizontal axes. Like, 200/y/-120 or anything like that. Using the primary mode (density search) of the prospecting pick, sample precisely that block at that coordinate. It may say something like: "native copper: very poor (1.5‰)". Or, it might not show any reading at all for native copper. Note down the words "very poor", or "nothing", or whatever, for these coordinates on a piece of paper, and forget everything else. Now, walk 160 blocks along either east/west or north/south. For example, you go from 200/y/-120 to 200/y/40. Sample this exact block. Write down the descriptive word for the yield. Walk another 160 blocks. Rinse, repeat five or six times. You now have a line of results running across your map. If none of them is "decent" or better, go back to the start, and move 80 blocks north/south and 80 blocks east/west. For example from 200/y/-120 to 280/y/-200. Now, you start a second line in parallel to the first. Do another five or six along that line, and if you don't get a "decent" or better, come back and start a third line that's offset by another 80/80 blocks. And so on. Once you find a "decent" or better reading, go one more sample forwards. Is it getting better still? If yes, go another sample, and so on, until it stays the same or gets worse again. Then stop. You'll notice that I had you follow a grid pattern with very large gaps in between. That was for covering ground quickly. Now that you have at least one good reading, you can narrow your search down. Starting from the best reading you found, go 80 blocks in each of the four cardinal directions (you can skip a direction if you're sure from previous data points that it'll be worse there). Then pick the best one again, and go 40 in each direction from it. Chances are, you will now have moved very near to the highest density spot in the whole area. And you will have enough data on your sheet of notes to hazard an educated guess as to where you need to sample next. Once you have a "very high" reading, or perhaps even that juicy "ultra high", fetch two stacks of ladders and start digging vertically down. Make it two blocks wide while standing in the middle, so you don't fall through the ceiling if you hit a cave. Protip: ladders can be lowered through air if you keep applying more pieces to the bottom part of an already placed piece. Copper starts generating after roughly a third of the way down below sea level, generates in every major stone type in the game except for bauxite, and can spawn many times per chunk. With a good density reading, you should pierce through multiple deposits on your way down to the bottom of the world. Additionally, if your server has the secondary propick mode (node search) active, you can use that every dozen or so blocks along the way down to check if you just narrowly missed something with your shaft.
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Welcome to the forums How far did you progress? If you're using copper tools and copper armor, ten yeah, the durability will be low. It goes up dramatically with every new metal tier. A copper pickaxe is 350 durability, I believe; wrought iron is already 1000. Steel is >2000 I think. Copper tools are not something to rest on. The metal is soft and corrodes rapidly. You only use it because you need it to get the better stuff. This also means that, yes, a full suit of copper armor isn't really all that great for the investment it took. But: it is armor. It keeps you alive. If you don't mind dying a few times, you can deprioritize armor. But if you play the Wilderness Survival preset, which randomizes your spawn point everytime you die and throws you many kilometers away from your established base, you really kinda want to avoid that. Copper lamellar is already a 75% damage reduction - you only take one quarter of the damage you ordinarily would. It takes four times as many hits to kill you. That's a very substantial survivability bonus. And as you progress, you'll eventually notice that copper is absolutely everywhere. You'll keep coming past surface deposits that you missed the first twenty times you walked through that area. You'll randomly hit copper veins when searching for literally any other ore. And if you happen to have an ultra high reading for copper on your prospecting pick? Digging down there might well see you pierce through four or more deposits in a single shaft. Really, I have personally found that copper isn't even the resource that makes lamellar armor expensive. For me, it's the fat lumps used for curing the pelts. Between that, and making lamps, and conserving food for the winter, and building a proper windmill-powered workshop, I am always chronically short on those even after 80+ hours in the same world and ranching my own livestock. All that said, I did my own comparison of armor cost and crafting effort progression in a spreadsheet a while ago, and came away with the feeling that lamellar may be just a tad bit too expensive on the metal side for its place in the progression. I decided to make my own mini-modlet that tweaks the recipes of the three pieces, making the full set somewhat cheaper. I don't feel this buff is affecting game balance all that much, since lamellar in general is only a stopgap solution until you get to better armor. You don't want to keep making it once you have the ability to tan leather. And finally? Fish is not (yet) a thing in the base game. You're playing modded. Depending on which mods you play with, you might even have some that modify the durability and/or cost of tools and/or armor. So it's not really all that useful to give feedback on game balance based on experiences in a modded playthrough.
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I... honestly don't remember. When I bought the game I simply followed the instructions in the mail that delivered the key to me.
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Yep. For some reason, the world temperature seems to get randomized and tied to the seed. But only if you don't click the advanced customize menu, because when you do it seems to get randomized regardless of the seed. ...Yeah, it's extremely weird. I did a whole systematic test series a few weeks ago and passed the results on to Tyron; it's probably not intended to be this way. I mean, for the 1st of May at 8:00 in the morning at 45° north, I got anywhere between -15°C and +37°C in my testing.
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Member: someone who made a forum account and uses it to post, but doesn't have a valid game key linked to it. Vintarian: someone who has a valid game key linked to their account. They get access to a special forum section. V.I.Vintarian: someone who not only bought a game key, but also a supporter pack on top. They get access to two special forum sections. ...mind you, almost no one ever posts in the Vintarian section unless they need support. Can't see the VIV section, but I imagine it's similar there.
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It's an audio recording. Now, you need a device which can play back this recording. It's called an 'echo chamber', and can very rarely be found in ruins, or (equally rarely) be bought from a luxuries trader for a considerable sum.
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Only that you accidentally labeled the equator as "north pole" But yeah, if the world is centered on the player spawn, then that is precisely what I would expect to see. You can further research this using the command /wgen pos latitude at your northern and southern world borders to print your current latitude into chat.
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The climate repeats infinitely along the north-south axis as long as there is world left to go: north pole -> equator -> south pole -> equator -> north pole -> equator -> and so on. As for how the poles are positioned on a 10k map with 5k pole-equator distance? I actually don't know. I wondered this before, but didn't arrive at a conclusive answer. One one hand, it makes intuitive sense to align the climate to a world edge that way; on the other hand, the 0,0 coordinate is always at a latitude of 45° north, and you'd intuitively expect there to be half a world in each direction. You cannot have both at the same time. And then there's the fact that there's two coordinate systems in VS - one absolute (used in the data files), and one relative to the world spawn (displayed to the player). It gets confusing. I think the only way to tell for sure would be to actually make such a world, go into creative mode, and fly to the northern and southern world egdes. I've been too lazy to try, so far
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There's probably no 100% solution, but there are ways in which you can dramatically reduce the chances of this happening. Embiggen your enclosure. If the animals are not cramped, they will not push each other into the fences, and generally have more places to path to that are not outside. Avoid elevation changes in your fence. These tend to be the most glitch-vulnerable places even if you put extra fences to try and secure it. In general I'm a follow-the-terrain kind of builder, but I will always terraform at least the enclosure boundary to be perfectly level. Same goes for farms, by the way, to prevent rabbits from glitching inside. Do not block animals from reaching filled feeding troughs. They will throw themselves into the fence with reckless abandon to get there, and then it only takes a minor ticking hiccup for them to glitch through. The above rule includes not having multiple enclosures next to each other. You may want your sheep pen next to your pig pen, but when you feed the pigs the sheep will start throwing themselves into the separating fence. The feeding troughs must be far enough apart so that animals in other enclosures do not detect them. Be wary of snow accumulation in winter. If you get enough snow on the ground to be lifted up at least half a block while walking, the animals will be lifted up too - and then can simply jump over the fence. Following the above steps, I have pretty much eliminated fence glitching entirely for my singleplayer save. In over 70 hours of gameplay, I had only one instance of glicthing through fences, and that was when I screwed up the feeding trough thing. In multiplayer, network latency is a thing, and that may make the issue worse.
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I make stone path slabs and construct roads towards nearby traders. This also helps to get rid of all the stone pieces I get from mining. Since I am too lazy to dig the road into the ground, I put slabs on top instead - like a raised gravel road kind of thing. I also attempt to follow the terrain instead of cutting straight through it, as that creates better-looking, more immersive roads. All this means I hardly get any dirt out of the construction effort, and so this project is great for getting rid of leftover dirt. My nearest trader is 800 blocks north and 150 blocks west, and I went two wide. You can do the math about how much dirt that took
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Automated firepit? Meh... Immersive, functional iron stove to decorate my kitchen with? With a sensible but not overdone usability advantage to reward progression? HECK YEAH!
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Yeah, this likely sets the window size, not the display resolution. Many games take over the screen when you run them, which allows the game to dictate the display resolution. Vintage Story doesn't do that. I have had experience with this in an older version, where the native Windows UI scaling was mistakenly being applied to the ingame UI - and poorly so, leading to nearly unreadable font. Since I also have a fairly high DPI display, I always have UI scaling active, and I couldn't properly play VS until I turned it back to 100%. Tyron came through and fixed that issue So nowadays everything works just fine for me. But as you can see, the game really has no control over the display resolution, and always inherits what the OS prescribes. I don't think that can easily be changed, either. Why do you want to run at 1080p, by the way? Maybe there's a workaround.
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You can try playing with the internal render resolution slider in the graphics options, but I don't think it'll give you the same result. I think right now you actually need to switch your desktop resolution, yes.
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single player hunger set at 0 not working
Streetwind replied to lumberjack44's topic in Bugs (archived)
I'm not sure what you mean. Did you try using the /worldconfig playerHungerSpeed command? If so, what exactly did you type in? The command is case sensitive (small and large letters must match), and there is no error checking whether the value you chose is valid. For example, if you entered [0] because you looked at the wiki and it shows square brackets there, then it will happily accept that value, but it will not work because this is wrong. The square brackets are just a placeholder for "enter your value here", and need to be left out in practical application. So you have to really pay attention to what you type. Additionally, all /worldconfig commands only take effect after you quit to main menu and reload the world. If you did not do that, then even if you entered the command correctly, you would not see any difference (yet). Finally, the wiki is wrong in places. Some of the configurable values are not allowed to go all the way to zero. I know for a fact that foodSpoilSpeed has a minimum of 0.1, even though the wiki claims it goes to 0. This is wrong, a zero does not work. Perhaps playerHungerSpeed is the same, and you cannot actually turn it off, only set it really low. If you don't want to deal with survival mechanics, have you considered /gamemode creative? That one works without restarting the world, too... -
Each time you play, you learn something new - about how to do certain things faster, or what's important do do first. Or even new recipes. For example, did you know there's an improvised armor piece you can craft with starter resources? Perhaps you can find it in the handbook...
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The pillar can still be made 100% safe if you include a chiseled cell on the top. Like, chisel out everything from the top two blocks except a one pixel wide "support" in each of the four corners. You can stand in there just fine, but since it is strictly speaking still the inside of a block, drifters cannot spawn there. ...Oh, yeah, you might want to put something on top to close it off. Anything is fine.