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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. If an item is selected in your hotbar, you hold that item in your hand. In order to put it away, you need to select a different hotbar slot. If that one is filled as well, you now hold that item. You need an empty hotbar slot to be able to hold nothing. This is likely an intentional design decision, as it reduces the number of key presses the player has to perform to switch tools and/or items. Minecraft, which is a big inspiration for Vintage Story, also made that exact same design decision. As for the torches - well, I'm not the developer, but I would guess that it's a game balance thing. When it is dark, there is a major difference between having to stop holding your torch in order to attack, and being able to hold your torch and attack. You're paying a little extra for that advantage. Additionally, what else would you put there, currently? If you remove that mechanic, you'd essentially say "here is a slot you can fill with a torch within one minute of spawning into the world and then forget it exists". There is no real player choice or interaction there - it's simply an automatic "you always have light" effect. In such a case, you might as well make players give off light by default and remove the offhand slot entirely. Torches and other light sources would only be used in base-building. That doesn't sound particularly immersive or survival-y to me, personally. With the added food drain mechanic, at least you have to think about whether or not you really need that torch there right now, in the middle of day. And you gain a tangible advantage from placing down fixed light sources in a cave, so you can switch to your weapon without holding a torch and still see your enemy. Which, in turn, plays into the whole 'torches burn out eventually' mechanic. People often don't bother lighting up caves, because it won't be permanent. But being able to see without holding a torch yourself is an added incentive to at least put down a little bit of lighting here and there.
  2. One of the most beloved Minecraft mods is an item browser, where you can look up each individual item, its properties and description, what recipe it has (if any), and what recipes it is used in (if any). In MInecraft, this is a mod. In Vintage Story, we have that stock, in the form of the handbook. However, one thing that the Minecraft mod has that the VS handbook doesn't is a little button in the recipe lookup. You click that button, and it populates your crafting grid with that recipe. It can either use actual items from your inventory, if you have them on hand, so that you can immediately take the finished item out; or, it can display semi-transparent images of the items in the correct slots, so you have a guide for manually placing things there. We will probably never see this feature in stock VS, because the crafting grid is merely a stand-in solution. Over time, as development progresses, most recipes are supposed to be migrated out of the crafting grid into either in-world crafting systems (like knapping and clayforming) or specific crafting stations (barrels, cooking pots, etc). Tyron has stated that ideally he'd like to get rid of the grid entirely at some point, but he doesn't know yet if it'll be feasible. But, I could see a mod that adds this functionality to VS as well. One small issue to keep in mind: in Minecraft, the recipe browser mod is integrated into the inventory screen. Meaning, the inventory is guaranteed to be open when viewing recipes, and thus, the crafting grid is guaranteed to be open when the user tries to populate it with a recipe. In VS, the handbook is not linked to the inventory screen in any way. A mod that gives the handbook the ability to populate the crafting grid with recipes would need to be able to control the inventory screen, in order to open it on demand before pushing the recipe.
  3. Press H ingame to bring up the handbook. In the search field, enter "pigment". That should list them all.
  4. You are supposed to receive a code from the Humble store. With that code, you create a game account on the VS website. The same is true if you buy it directly from the developer, here: you receive a key via mail, which you then use to create the game account. So if the Humble store informed you that keys are back in stock, you probably need to perform some sort of action in the Humble store to request/obtain your code. But I've not used that store myself, so I can't tell you what. When in doubt, perhaps the Humble store customer support could help?
  5. @Hal13 Whether or not an animal is enclosed by fences plays no role in its behavior; the game does not detect enclosures. If you happened to settle in a natural valley that has no animal-traversable exit, you could let your animals roam free and they would still work just fine. The only thing that matters currently is which generation of feeding trough initiated breeding the animal has. As Bernhard said above, if the tooltip info shows no generation at all, the animal is not a result of breeding - it spawned in the wild.
  6. Did you restart the entire server, or just your client?
  7. Females should display "Portions eaten: " in their tooltip when they have eaten from a trough at least once. They must eat 10 portions to be able to get pregnant. They will never breed if they are not fed from troughs. Males will also eat from troughs, but they do not show portions eaten and do not have a minimum requirement. Despite this, do not confine males away from filled troughs that they want to get at. It'll cause animals glitching through fences, and not always in the place or direction you expect.
  8. Long-standing known issue. Unfortunately there is little that can be done due to the difficulty of dealing with MacOS as a developer. The team hopes to resolve the issue one day, and new versions of the game will continue to be compiled for MacOS, but for the time being it is no longer officially supported. Statement here. You can try enabling input monitoring for sh and zsh under privacy settings. This fixed the issue for some Mac users (but not all of them).
  9. Maybe you could renable it for a moment, switch to creative, fly to a stable zone, wait for the wheel to fill up, and then deactivate it.
  10. It does sound like a feature a mod could implement, yes. Just like Minecraft, which also has no save system, but there are mods that (for example) run a backup every X minutes. You could have such a mod, and map a hotkey to "trigger backup now". That's your quicksave. Well, "quick" depends on your world size, really. It might take 10 seconds or so for larger worlds. The loading aspect, on the other hand, would be more tricky. The game is not set up to just discard all data on the running world at the tap of a button. It is built with the expectation that before you load a world, an already running world is shut down in an orderly fashion. Honestly, the fastest valid method of "quickload" might turn out to be Alt+F4, restart client, load saved world. This could potentially corrupt the world you quit out of, but then again, you want to load a different state anyway... So if the backup mod could write its latest backup into the save file directory so that it shows up as a separate option in the list when you go to load a world, that would work. But it would still be much more clumsy than a classic F5/F9 setup.
  11. 7x7x7 area, enclosed entirely by solid, not-chiseled blocks. Stairs and slabs work, as long as the "solid" face - the one that lines up with full blocks - faces inwards. Open gaps are not allowed, but you are allowed to have doors and trapdoors.
  12. Welcome to the forums There are no differences, no. In all cases, you will receive a game key that you will enter on the website to activate your account. After that, you use your website account (note: different from forum account) to log in when you start the game client.
  13. Maybe this will help?
  14. That's a feature, not a bug That person's temporal stability was low. Pay attention to the cyan gear in the middle of your hotbar. If it spins counterclockwise, you are in an unstable area and your stability is decreasing. If you open a UI element that frees your mouse (inventory or character sheet for example) you can mouse over the gear to see your current stability as a percentage. Below 25% you start taking damage, which starts very minimal but increases the further it drops. Below 20% (I think), Drifters start spawning near you. All worldconfig commands only take effect after a server restart. You will not see any difference if you just enter the command without a restart.
  15. Even in less hardcore singleplayer worlds, this can be useful. I always have chests full of temporal gears piling up, just from killing drifters, and no use for them. I never thought of making them single-use consumables. Neat!
  16. Error messages are always really big and bloaty, but this here is the relevant line. It describes that a graphics process died. As I mentioned before, driver issues are a prime suspect here. Make sure you have the latest graphics driver that is available for your OS/graphics card combo.
  17. Nope. The bees are too angry to go back to their old peaceful ways. (But perhaps a mod could be made that provides this feature.)
  18. ...\assets\survival\entities\item.json Create a backup copy of the file, modify the original, save it, run modmaker.exe in the root directory, delete the changed file, and restore the original from the backup copy. You now have a mod that modifies this value that you can change anytime you wish without touching the base game files, can be enabled/disabled from within the game client, and prevents your changes from being overwritten whenever the game updates. Be aware that setting this number too high can lead to large amounts of non-despawning items in the world, which will degrade your performance. Not recommended for multiplayer servers. Also consider: /worldconfig deathPunishment keep
  19. Each light source in the game has a light level stat listed in its tooltip. That is how brightly it illuminates to block it itself occupies. Every block away from the light source, the light level decreases by 1. So if you had a lantern with reflective lining, the best light source in the game, it would have a light level of (I think) 22. Therefore, any location within 14 blocks distance from that lantern will be illuminated with a light level of above 8 - provided there is no solid block interposed. Even without lining, though, lanterns are still very powerful. Myself, I don't even have walls - I just have eight lanterns spread in a loose circle around my house. That has reduced the amount of drifters visiting me at night by easily 95%. I still get one randomly wandering in now and then, but I don't have clumps of them dry-humping my windows all night long.
  20. Your data folder (default: %appdata%\vintagestorydata) has a logs subfolder, in which you will find client-main.txt. This file should log everything that happens during startup. See if an error message can be found towards the bottom of it after you provoke a crash. Prime suspects are driver issues (Win7 is old), or an out-of-memory error.
  21. Not correct. The name of the setting is "pole-equator distance", not "pole-pole distance". If the setting specifies a value of 100k, then that is the distance between pole and equator, not between two poles. There are presets that have it set to 100k, and presets that have it set to 50k. Other custom values are available, of course.
  22. Blind mining is unlikely to work for earlygame progression, yeah. You don't have the durability on your first pickaxe to try 4-6 blind shafts and hope to luck out - and besides, it's tedious. Even later in the game you are better off determining where you are most likely to succeed, first. Generally your tool progress should go pickaxe -> hammer -> prospecting pick -> replacement pickaxe -> anything else. If you lucked out and dropped cassiterite nuggets from a cracked vessel or found a merchant that sells you some, that can give you a big leg up; only two cassiterite mixed with 18 copper nuggets gives you a bronze tool.
  23. Do the deer spawn in place of other wild animals, partially replacing them? Or do they spawn in addition? Important to know when considering to add multiple mods with additional mobs. Don't want the base game animals to disappear, but don't want to overcrowd the world either
  24. No, you cannot selectively regenerate surface ore deposits. You can regenerate the entire chunk, but that's a completely new result - it does not guarantee that an ore deposit will spawn in it again. Most likely it won't. You could consider packing up your things and running some 5k blocks in one direction (not north) before settling down again. Then you have a whole new area to explore with fresh deposits. The world is more than large enough!
  25. When you use ladders extensively in mining, you need a lot of sticks. Vertical shafts are the best method for searching for ore, after all. And if you get unlucky... Well. In my currently world I have invested over one thousand sticks into looking for iron, and still have not found it yet. Since I cannot be arsed to manually collect all those sticks, I also modded in a saw recipe for 1 plank -> 2 sticks. It simply replaces consuming shears with consuming saws, so it's perfectly fair.
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