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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. When I last bred sheep, I fed them dry grass, which they happily ate. I did not try flax grain.
  2. From what I observed, nutrients regenerated just fine as long as there was no plant currently consuming that nutrient. For example, after planting flax, the K nutrient would be depleted; but it would regenerate just fine over time even while other crops were planted that were consuming N or P nutrients. I didn't have grass on it for extended periods of time, as I'm happily cutting it off on a daily basis to use it as animal feed. How long did you wait? It's not unusual for it to take 10-15 ingame days to regenerate, depending on how much nutrient was missing.
  3. No, they are not debunked. Temporal storms override common spawn restrictions - they'll spawn in midair in broad daylight if they have to. I already wrote this in my post further up the thread. To debunk slabs as a viable method, you'd have to get confirmed spawns outside of a temporal storm.
  4. This is a somewhat common issue that new players face. The issue doesn't lie with the way ore spawns and the difficulty of finding it, though; both of those are quite adequate. An experienced player can consistently find the ore they are looking for without much impacting the durability of a single propick. The issue is that you have to learn how to use the propick as a player. For example, I can immediately see from your description that you're doing it wrong. And this part is a big, big learning curve, because it takes a lot of steps to get that consistent positive result I mentioned earlier. And fewer of those steps than you think actually involve hitting a rock. You have to understand that the propick has two modes, and both are useful; in fact, the primary mode (density search, the one you didn't use) is the more important of the two. Next you have to understand how to interpretate the information you receive; and then you have to use that understanding to plan out how you want to go about searching. And then there's ancillary information to consider, such as the fact that not all rock types host all ores, which informs where you should even bother searching in the first place. It's a bit like fighting wolves with flint equipment and no armor without taking damage. To a new player, this sounds ridiculous, because if you just stand in front of it and hit it with your weapon, you're dead before you can say "oh no not again". But experienced players kill wolves in the stone age all the time. It's just like that for prospecting... except that prospecting is harder to learn than fighting wolves safely Perhaps the VS team can think some more on the topic of how to lessen the giant learning cliff that is prospecting. Having both propick modes active by default from the start, for example, which is something I've repeatedly suggested. But I personally would not want the actual mechanics to change much, if at all. Because once you figure it out, prospecting is actually quite rewarding. You can make a whole profession out of it on a multiplayer server, creating ore maps and selling promising locations to other players. In the meantime, try looking at this thread. I wrote a guide about my personal approach to prospecting there. Other people also chimed in. There's even a video tutorial, if you'd rather watch that than read a giant wall of text.
  5. Alle Worldconfig-Kommandos ziehen erst, wenn man zurück zum Hauptmenu geht und die Welt neu läd.
  6. Four plots will also do, if you're limited in how much terra preta you have. It'll be right at the edge of not quite regenerating it, and the difference won't really be that noticeable. Other crops have different growth speeds and nutrient costs, though, so what I described is only valid for flax.
  7. Yeah, crop rotation is the name of the game. Besides, be happy that K fertilizer is the most useful, because the only plant worth fertilizing (flax on medium farmland) requires K. All other crops are barely required. I run like... 4 blocks of cabbage on terra preta, and I cannot eat all of that output. At least, not while taking care to evenly eat from all four food groups. Flax, though, produces fibers, and that you need in huge amounts. Plus you can feed the excess grain to livestock, which covers your protein needs. So now I have five 4x4 plots of terra preta, and I fill one of it up with 16 flax. Let it grow, harvest, fill up the next one. While one plot grows, the other four sit fallow - or rather, have those 4 blocks of cabbage sprinkled in somewhere. Four cabbage on 64 available spaces, because as a single player you just don't need more. Those five plots are just enough to regenerate the K nutrient to maximum through a full rotation, without a need for fertilizer.
  8. Yes, they all exist in every world. The tropical and desert trees only grow in very warm, southern latitudes though. Where what stone spawns is entirely random.
  9. That's one of the many things that can be manually configured at world creation though. For my latest world, I set the pole-equator distance lower, to 25k blocks (and if you want you can set it even lower than that). As for new things that require salt - yeah, that's coming with 1.14 To make cheese, you need a pickled veggie as a starter. And you'll want to make cheese to fill up that new, fifth nutrition bar for an additional +2.5 max HP. I reckon that for most players, this is going to be a mid- to endgame thing.
  10. ...Quenching something in molten metal? But doesn't that... heat up the object instead of cooling it down?
  11. Are you sure that The Forest is actually giving you a free server - and not just facilitating letting other people log into someone's local world? Steam's remote play together functionality explicitly exists to link Steam players together without the need for a third-party service or platform. For example, it allows games that only support LAN multiplayer can be played together over the internet.
  12. Just flying will only show you what's on the surface. However, the world generally has at least three, sometimes even four stone layers, so it's perfectly possible to find limestone below the surface. Additionally, halite only spawns on the surface in deserts. If you've been flying anywhere other than deserts, you had no chance to see any. The majority of halite deposits spawn underground. Finally, you don't need specifically limestone. Chalk rock works just as well. And then there's borax ore, which can generate (underground) in areas where there is neither chalk nor limestone. Borax can be used for tanning as well (though not for plaster).
  13. The issue is that you have different amounts in each slot. One meat in slot 1, one meat in slot 2, and one berry in slot 3 is a valid recipe. Two in each slot also is. Three in each slot also. And so on. The number of items you place in each slot determines the number of servings you cook. For this particular meal, try one meat each in the first three slots, and one berry in the fourth. This should also work.
  14. This should probably go into Off Topic/Other Games. Also, Mojang has explicitly clarified that 2FA is going to be recommended but entirely optional. From the tone of your post, you're probably a bit emotional about this. Take a step back and a deep breath. You're not going to have to give Microsoft anything they don't already have, because Microsoft already owns Mojang and everything that Mojang has. This includes the Mojang authentication services and the Mojang user database with every single Java Edition player account ever created. Additionally, other Mojang games, such as Minecraft Bedrock Edition, already use Microsoft accounts today. And have for a while. Security isn't the main driver for this migration. It is one potential user-facing benefit they can communicate to the users. The main driver though isn't going to be user-facing - because it's cost. Microsoft has an existing account management infrastructure, and Mojang has an existing account management infrastructure, both from before one bought the other. Now there is duplicate infrastructure that costs upkeep every month. By migrating all the accounts that use Mojang's infrastructure over to Microsoft's infrastructure, they can just switch off Mojang's infrastructure and stop paying hosting fees, power, cooling, support fees, and developer time for it. Since Minecraft Java Edition is a fixed-price title (meaning it generates zero revenue per user beyond the initial purchase), a recurring monthly upkeep cost really hurts the overall revenue of the game. By saving money on account management, they can afford to operate and develop Minecraft Java Edition for longer, even if new account sales decline over time, and even if they do not choose to turn it into a microtransaction-fuelled service game like Bedrock Edition already is. I would wager that turning Minecraft Java Edition into a paid service game would go over far less well with the community than an account migration. That's really all there is to it. Unlikely. Many people play Minecraft Java Edition for one specific purpose: its modpacks. Vintage Story does not have anywhere near the amount and variety of mods to satiate that need, and making new ones will take a while. Years, likely. If you're into Minecraft for the vanilla experience, you might go to Bedrock Edition instead. It delivers pretty much the same content with better graphics and better performance than Java Edition. Also, Vintage Story is still in alpha. People might want a more complete, more stable experience. Next, the tone and playstyle of the game is different. As an example, I present my sister, who sometimes plays a little Minecraft. Sometimes, not often, because she doesn't like survival games all that much. For her it's more about the multiplayer experience, and finding something like a research system to grind through. She watched me play Vintage Story for a few hours, and her final verdict was: "Looks like they took the most boring aspects of Minecraft, made them ten times more boring, and took out all the rest". Clearly, Vintage Story is not for her. And there's going to be a good number of people who think the same way. Because, let's face it: 'hardcore' is a niche. One that is alive and well, but a niche nonetheless. And finally, do keep in mind that Vintage Story costs money. Migrating your Mojang account... doesn't. Maybe a couple of players will go look for alternatives, sure. Maybe it'll even be a noticeable bump in VS sales figures, since the playerbase is so small compared to the gigantic number of Minecraft players. But I'm pretty sure Minecraft Java Edition will lose very few players over this in the grand scheme of things. If you want to continue playing it, migrating an account is free and easy. If you want to stop playing it over such a small hurdle, the drive to continue playing it was probably already very weak, and you might have stopped soon anyway. Lots of people stop playing Minecraft Java Edition every day. Many of them return later when new updates and new mods pique their interest again. They can still migrate their account then; it'll continue to remain a very small hurdle to overcome.
  15. Dumb but necessary tech support question: Did you bake the mold first?
  16. This bug already existed on 1.12 and was fixed there. Seems like a regression.
  17. In client-main.txt, we can see this as the very last log entry: Try following the recommendation. Find clientsettings.json in your data folder (typically %appdata%\VintagestoryData), look for "glDebugMode": false, and set it to true. Run the game again. I'm not exactly sure what's supposed to happen, but I suspect that it'll write alot of extra stuff into the logs. Describe the result and provide client-main.txt and potentially also client-debug.txt if there is anything interesting in there.
  18. The game does provision high-tech ores for modders to use though. Stuff like uranium and titanium is already generating in worlds today.
  19. It is supposed to, and generally does so just fine. There's a bug in the 1.14 prerelease that makes them spawn in broad daylight though. As for yourcellar, I'm not sure. It's entirely possible that there are other bugs at work. The game is still in alpha, after all. Also note that using slabs only works if they're creating a half-height surface. Just like in Minecraft, using slabs to make a surface level with full blocks does not prevent creature spawning. Finally, temporal storms, and having low temporal stability in general, override just about all spawn restrictions. Drifters will pop in right out of thin air no matter where you are and what the conditions around you are. For example, I have hidden in a completely enclosed, fully lit up 2x2 room during a temporal storm before, and had a Drifter spawn inside this room next to me.
  20. Looks like this fixed it for me. Thanks! (Karma's Variants is simply a texture pack for animals, by the way.)
  21. Yes! A modest number of them. You can find a screenshot of my mods folder attached. Additionally, a screenshot of testing in a superflat world. In the foreground you can see a cluster of oak chests, and a cluster of birch chests. Both were placed while circle-strafing. Accordingly, the oak chests are a wild jumble of different orientations. The birch chests, meanwhile, all face the same direction. After testing all available chests, this behavior is shared by all unlabeled chests except the oak one, which rotates fine. All labeled chests also rotate fine. If you'd like a logfile, I can provide that as well, though I'm not sure it would show anything in this case.
  22. I crafted a birch chest, and it seems it will only ever place in the same fixed direction. It does not face me upon placing, but rather always faces south. Is this a bug, or normal for the current version?
  23. Depends. Are you planning to be in the same room/on the same network? Then it is very easy, as you can just open a singleplayer world for LAN gaming and your friend can join. If you want to play over the internet, then you need a dedicated server. You can host this on your machine (or your friend hosts it on theirs), in which case you need to research how to do that. Or you can rent a server from an online provider, in which case you need to pay money. In either scenario, the person who is opening their singleplayer world or hosting a dedicated server needs somewhat more computer performance than if they were just playing alone; the person joining actually needs a little less than singleplayer would take. Additionally, the person hosting a dedicated server benefits from a good upload (not download) speed on their internet connection.
  24. The thing with prospecting for ore is, you can break lots of propicks doing it, but it won't do you any good if you don't have a plan. Ultimately, the prospecting mechanic delivers you data points. You need to think about two things: what data do you actually want? And once you have that data, what do you do with it? If you produce data points without knowing why you produce them, or ones that you cannot properly analyze for useful results, then all that work was for naught. For this reason, I recommend that people follow a structured approach to prospecting. Don't just prospect wherever, but pick a coordinate grid and stick to it. Really stick to it, even if the coordinate is underwater (protip: drowning is not yet implemented ). Record the results, either on the ingame map, or with an external tool like a spreadsheet. Then, look for trends in the results you have recorded. This can be done very simply, like just reading through your notes and thinking "hey, the concentration seems to go up as the x coordinate increases". Or you can go full-on max effort and do a graphical representation where you can visually see where the centers of ore concentration are likely going to be. In this thread here, I did a much more detailed writeup on how I personally approach prospecting. There is also a video (made by someone else) that shows a very similar approach. If you've already found a chunk with a "high" or better reading for an ore you are looking for, you can skip down to the part about how to best dig down and discover the presence of actual deposits.
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