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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. Streetwind

    Armor 2.0

    Okay, that's fair.
  2. Streetwind

    Armor 2.0

    In my personal opinion, I've never understood why we need item repairing at all. We do want a resource sink as a game mechanic, and having to replace items as they break serves that purpose; repairing existing items doesn't make a difference there. I mean, I guess it sort of makes sense for clothing as a special mechanic, because it's good to have the warmth benefit be more than a binary on/off. But for armor, weapons, and tools, I see it opening a big can of complexity worms in return for a mixed bag of advantages and disadvantages. For example: That is a big no in my book, because then you have to keep track of a stat in combat that you cannot always see. Imagine if health, food, and temporal stability were not displayed above the hotbar, but you had to hit C everytime you wanted to check them? Yeah, this suggestion introduces something exactly like that. Additionally, if you open the can of armor losing effectiveness with durability, then it's only fair that weapons receive the same treatment, scaling their effectiveness with remaining durability. And then tools stand alone as the only remaining members of the old system, and since people want to repair them too, might as well port them over! And suddenly your "armor rework" suggestion has changed every item with durability in the game and their associated gameplay. I mean, if Tyron wants to to there, more power to him, but this is a gigantic rework. That said, the rest of the suggestions? Yeah, I can see those working well. I don't particularly pay that much attention to armor stats right now; the most important thing is that you're wearing any kind of armor as opposed to not wearing any. That's what makes the big difference in combat survivability. The exact armor of choice doesn't matter that much until you go fighting the very high-end of monsters. Perhaps with the new system you propose, I'd be inclined to pay a bit more attention to what I wear.
  3. ...Credit for the effort, but - did you know this feature has been part of the core game for a long time now? It can be configured at world start, and changed in existing worlds via /worldconfig blockGravity [sandgravel|sandgravelsoil]
  4. Don't edit the save file directly. You never know what will break. Instead, use worldconfig commands. All commands are case sensitive and will only take effect after you quit and reload the world (or restart the server, if multiplayer). Do not include square brackets, they just mean "insert value here".
  5. ...Have you tried pressing E? Your description is very vague.
  6. Yes, there is: simply '/kill'. But, as an alternative, consider '/gamemode creative', which lets you fly out of the hole. '/gamemode survival' switches you back. Note: this only works if you are in singleplayer. All commands starting with a / are admin commands, and in singleplayer, you are always admin. But on a multiplayer server, you need to be specifically assigned the right to use them. There are client commands that start with a . which do not require any special permissions even on a server, but none of them kills you or changes your gamemode.
  7. Yes, this is on a Windows 10 machine. I can provide system details if you like.
  8. Issue Summary: - The "on" and "off" states for Vsync appear to be flipped. Off means on, and on means off... most of the time. Sometimes on is also on, but different. - The "Max FPS" slider doesn't work at all in some cases, and only minimally in all others. No configuration can be found in which it works as expected. - The game does not properly detect the display's native refresh rate for its vertical sync in many cases. Actual test performed and results: Display native refresh rate: 75Hz Test 1: Nvidia Control Panel vsync setting as "globally off" With Vintage Story in windowed mode: - Setting "Vsync: Off" locks me to 60 FPS. The "Max FPS" slider is ignored, unless I set it to below 60 FPS, in which case the game immediately drops to 30 FPS. In other words, it behaves as if Vsync was on, not off, but for the wrong refresh rate. - Setting "Vsync: On" locks me to 75 FPS, which is the correct refresh rate for my display. However, Vsync is globally turned off in the Nvidia control panel and should not apply even if control over the framerate is handed over to the Windows Desktop. The "Max FPS" slider is completely ignored, no matter the setting. - Setting "Vsync: On + Sleep" behaves identical to "Vsync: Off", locking me to 60 FPS (the wrong refresh rate) and dropping to 30 as soon as the "Max FPS" slider is set below 60. With Vintage Story in fullscreen mode: - Setting "Vsync: Off" locks me to 60 FPS. The "Max FPS" slider is ignored, unless I set it to below 60 FPS, in which case the game immediately drops to 30 FPS. In other words, it behaves as if Vsync was on, not off, but for the wrong refresh rate. (This is the same as in windowed mode.) - Setting "Vsync: On" lets my framerate run completely uncapped - well over 200 when looking up at a cloudless sky. The "Max FPS" slider is completely ignored, no matter the setting. (This is different from windowed mode.) - Setting "Vsync: On + Sleep" behaves identical to "Vsync: Off", locking me to 60 FPS (the wrong refresh rate) and dropping to 30 as soon as the "Max FPS" slider is set below 60. (This is the same as in windowed mode.) Test 2: Nvidia Control Panel vsync setting as "application controlled" Test results in windowed mode mirror those of Test 1, except that minimum FPS is slightly worse. Test results in fullscreen mode mirrored those of Test 1 in the "Off" and "On+Sleep" settings. When choosing "On", however, a different result appeared. Instead of shooting up into the mid-200's, the game now largely behaved as in windowed mode with this setting - that is, locked to 75 FPS, with the "Max FPS" slider completely ignored. However, performance was significantly worse, with the average FPS counter of the F3 screen dropping below 60 at times, despite staring up into a cloudless sky. Now, this may of course just be a quirk of my system. For this reason, I invite other users with displays that have refresh rates of greater than 60 FPS to check if they can replicate my findings, or if everything works fine on their end.
  9. The saw can be used to make half-width glass slabs. But you can use the full-width glass blocks as windows too. The bigger issue is that quartz requires a tier 2 (bronze) pickaxe to mine. So you usually have the saw before you can make glass anyway. However, you may get lucky with drops from ruins, or you might be able to buy some quartz (or a bronze pick) from a trader.
  10. There is a Discord channel dedicated to discussing translation. The actual work is handled via an external project website, I believe. To get onto the official VS Discord server, click on the "Chat" tab at the top of the website here, right next to "Forum". (You will have to have the Discord client installed on your system, of course.)
  11. You need to target something it can cut. It will then cause neighboring valid targets to also break. But you cannot for example aim at the empty ground in the middle of grass. Empty ground cannot be cut, and thus the scythe does nothing. You must aim at the grass itself.
  12. Depends entirely on the arrow you're using. The bow has a base damage of 3. Flint arrows subtract 0.5. Steel arrows add 2.5. So steel arrows do more than twice as much damage as flint arrows (5.5 versus 2.5), and also deal noticably more damage than a steel longblade (4.25). Better arrows also break less often. Your character class also matters. Clockmaker and Malefactor get -25% bow draw strength (-> less arrow speed -> worse arcing behavior, lower max distance, and harder to aim), whereas the Hunter gets +10% ranged damage and 30% increased ranged accuracy (-> smaller crosshair radius -> less shot deviation, easier to aim). Blackguard and Commoner don't modify bow behavior. I think the bow is generally regarded as a bit weak... but only a bit. Certainly not so weak that it would need to be made one-shotting targets, like you suggest. That would be crazy, considering the HP pools of some of the stronger monsters in the game. I'd rather wait for future updates, as there are also better bows planned than the current simple bow. Those will likely have a bit higher base damage, resulting in better damage scaling across the progression. If you'd rather have a really high-powered single ranged attack than repeated smaller hits... well, that's what yeeting spears at things is for. I heartily endorse spears and think people generally underrate them. My typical surface drifter killing method with a bronze spear is stab-stab-throw, and it's dead. I just wish the base game would implement spears higher than bronze tier...
  13. You can press C to bring up your character sheet. It has a clock on it. Alternatively, there's a mod that adds a clock to your UI, but it is slower to update the display than the character sheet, so it's imprecise for timing your sleep with it.
  14. If a wild animal takes any sort of damage that was not deal by another creature, it currently assumes that the player was the source of that damage. The AI simply has no concept of "environmental damage" right now. Boars are passive, but will get aggressive when attacked. Result: boar falls off of cliff -> it takes falling damage -> it aggros onto you. Though honestly, this is super rare. I can go dozens of hours of gameplay without ever seeing it. I have no idea why the boar behaved as it did in your world either. It must have taken damage from something, but I have no idea what. Drowning is not implemented yet, it cannot be that. Solution? Just kill it, it drops valuable loot. Chuck flint spears at it. Assuming you already defended yourself before, it should be dead in 2-3 throws. Also, craft yourself an "improvised armor". It's chest slot only, so will only catch 50% of all hits, but those it catches it will cut the damage in half. Typically means you live through an attack that would have killed you. It's also super cheap (you can make it right after spawning into the world and finding some flint) and has no downsides to being equipped 24/7. Always wear one. Always. As for how it got into your house? Well, you answered hat yourself: you have an open window line. Put something in there to close it off - rough-hewn fences for example. If you want a house with a view, you'll need proper window glass, or prepare to be invaded. Not all creatures can go through 1-high gaps; drifters for example cannot. But some can.
  15. You can also place them in the world and relight them with a lit torch - just like you can relight torches that were extinguished by rain (but not torches that have fully burned out). Make a habit of keeping at least one lit torch in your inventory instead of/in addition to your hotbar, and try to progress towards oil lamps (cheap) and lanterns (powerful). Technically all you need for an oil lamp is killing one large animal (sheep/boar/wolf), finding any sort of clay, and making a campfire.
  16. The firepit is not affected by the time speedup of sleeping, but everything else is. As a result, you cannot skip through a lengthy cooking process by going to bed. I can only speculate, but the firepit is probably one of the earliest crafting stations that were added. There are more issues with it than just this one. The development roadmap already has an earmark for a future firepit rework, but no idea when.
  17. In that case, you could probably edit the surface stones to drop more nuggets. Something like 3-5 instead of 1-3. Or improve the yield of panning.
  18. Why would you need to adjust it, if you can simply adjust the amount of nuggets yielded from ore? Additionally, changing the nugget value can lead into problems - for example if the value you choose does not multiply to 100 evenly. Then you can no longer make ingots properly.
  19. Nicht genug RAM. Kann daran liegen, dass andere Programme alles in Anspruch nehmen. Browser zum Beispiel neigen dazu, sehr viel zu hamstern, und nicht korrekt wieder freizugeben, obwohl es im Task Manager so aussieht, als wäre noch Speicher frei. Mach den Browser zu und probier's nochmal.
  20. It would help if you could analyze the network traffic from the point of view of the wifi-connected desktop. I realize this is a tall order for the average user, but without knowing what's going on, this is almost impossible to troubleshoot.
  21. Your test setup is incorrect. If you have pole-equator distance of 100k blocks, and you start in between the two, then traveling 100k blocks in either direction will not put you at the pole or equator. It will put you way past them. If you were to spawn in the exact middle between the two, then you would have to travel 50k in either direction, not 100k. Polar days and nights are definitely a thing. Here's a video from the developer, showing it happening. There's also a coordinate display up, so you can see that the coordinate is definitely less than 100k. But then again, we don't know the parameters of the world that was used for that video. And we don't know for sure if the world spawn/coordinate zero point for any given setting is exactly in the middle of pole and equator. A much better way to determine where exactly a pole or equator is, and how far you have to travel to get there, is to use the command '/wgen pos latitude' to read out your current position's latitude.
  22. Streetwind

    Shells

    An ocean update is already on the roadmap, and this seems a logical part of it. Gives players a reason to dive and explore underwater.
  23. Yeah, the firepit is currently not in a good place. You can exploit its mechanics to get a large amount of items processed in a relatively short time for very little fuel input, but the process is extremely boring because you need to stand there and babysit it. Alternatively, you can just let it do its thing and walk away, but it will take a long time and gobble up large amounts of fuel. Neither option is good. The dev team is aware, but reworking this is not currently a priority because the community desired more crops and animal husbandry instead. I keep my fingers crossed for a future update.
  24. You would be placed further south, towards the equator, yes. However, the map doesn't necessarily have to end there. The edge of the map is configured separately via the world size setting. Ingame, if you walk across the equator, you will simply enter the southern hemisphere. Seasons will be correctly flipped down there (it's hot and bright in December etc). Additionally, you're not limited to one equator and two poles. Depending on the world size and your pole-equator distance, you'll get many ones. The climate distribution simply repeats infinitely along the north-south axis as long as there is world left to go on. For example, moving south from the starting position: equator -> south pole -> equator -> north pole -> equator -> south pole and so on and so forth. (And since the map is square, the poles are not singular points. Just like equators, they are imaginary lines extending infinitely east/west.) Hard to answer for sure, since that requires making assumptions. There are no hardcoded separate climate zones; rather, you have a continuous spectrum from pole to equator. Somewhere in this spectrum, the game is placing its starting positions. Did Tyron evenly space them, and did he make use of the full latitude spread available? Or did he hand-pick some locations that offer reasonably different gameplay and biomes? We don't know. We'd have to look into the code to be sure. There is, however, one thing you can do to get additional data if you're playing on 1.14.3 or newer: type '/wgen pos latitude' into chat. This should print out your current latitude. You can compare this value across different starting positions.
  25. This is not possible, because Vintage Story correctly simulates latitude and seasons. And therefore, the day/night length depends on your latitude and season. In summer, you're going to have longer days and shorter nights. In winter, you're going to have shorter days and longer nights. Where for the northern hemisphere, "summer" is defined as the 6-month period after the vernal equinox (second half of March), and "winter" is defined as the 6-month period after the autumnal equinox (second half of September). In the southern hemisphere, these will be flipped (-> hot and bright in December). How much longer/shorter the day or night gets depends on your latitude - meaning, how far north or south you are. If you go close enough to a pole, you can have a midnight sun (24 hours daylight) in summer and a polar night (24 hours darkness) in winter. Meanwhile, if you are near an equator, you're going to have little difference between day and night all year round.
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