Streetwind
Very supportive Vintarian-
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1.17.x+ Meteoric Expansion v1.2.2 - New Content: Meteor Showers
Streetwind replied to Taska Raine's topic in Mod Releases
I have never consciously noticed a sizzling meteor. I mean, maybe I have heard the noise but did not associate it with a meteor; there's torches and firepits everywhere around me a lot of the time. If something sizzles I will probably just subconsciously associate it with that. Have you jumped into water with a lit torch recently? They go out with a very distinct sizzling noise nowadays. -
1.17.x+ Meteoric Expansion v1.2.2 - New Content: Meteor Showers
Streetwind replied to Taska Raine's topic in Mod Releases
I think the meteors really need a rumbling sound while they're in flight, no matter how unrealistic. Right now I only ever hear the airburst/impact, and I completely miss most of them. Like, one of them streaked across a major part of the sky and impacted a mere 40 blocks behind me, and I only noticed the giant trail after the impact made me turn around in surprise. These meteors all have Rogue levels with stealth bonuses, I tell you. Sneak up on you all the time! Fun fact, by the way: I don't have the Destructive option turned on, so the impact did nothing to the landscape. However, I did pick up seven conglomerate rocks and five nuggets of magnetite randomly strewn over a moderate area which were definitely dropped by that thing. An insignificant amount, but I was still surprised to find anything at all. -
Oh. Good to know. Never seen them anywhere before. Must be very rare indeed.
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They do not exist in the stock game, as they are added by a mod. You'll need to install that.
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There, I added the missing word for you
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Mods can be toggled on/off via the Mod Manager in the main menu. Note that there are three core Vintage Story packs that must not be disabled: "Essentials (Code)", "Survival Mode (Code)", and "Creative Mode (Code)". Always leave them on. Everything else was added by you, and can be toggled as you see fit. Note: the world may potentially complain that you cannot load it with missing mods. I'm not actually sure if there is a way to fix that. If this happens to you, you may have to start a new world.
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[V1.14.+] Lazy Warlock's Tweaks (steel update)
Streetwind replied to The_Lazy_Warlock's topic in Mod Releases
I've tweaked the mod a little by removing unwanted files - anoher sign that modularity will be a good thing Now I've gotta ask, though: the new molds added by the mod cannot be stored in the mold rack that 1.14 adds. Is this something I accidentally broke, or has that not been implemented yet? If so, I would humbly like to suggest adding it. Mold racks are great! -
1.16.0 ZEEkea! Functional Furniture [v1.6.0]
Streetwind replied to ZigTheHedge's topic in Mod Releases
Since candles are automatically lit in stock VS, it seems perfectly fine for the candleholders to not need lighting. I mean, if someone desires an unlit candle for decoration... maybe RMB toggles on/off?- 135 replies
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- 1.15.6
- 1.15-pre.1
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(and 4 more)
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Yes. There is a thread asking this exact question (and containing the answer) right next to yours, at the top of the forum...
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That's the value I found on the wiki. Perhaps it has changed since then. But I've played in 1.14 and I didn't get any unduly long periods of satiation yet. This really needs to be displayed to the player in some way...
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When you eat meals cooked in claypots, there is a hidden bonus where your hunger meter will not drop at all for 30 seconds per 100 points restored. Have you eaten such a meal recently?
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Are you on 1.14 already, or older? I thought this was supposed to be fixed.
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Additionally, if you press Ctrl+M, you get a simple macro editor that lets you bind this chat command to a key, like F9. (Check the game controls first to make sure that F9 isn't already used for something else, though.)
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I'm not entirely sure since I've never done it myself, but my brain claims to remember I saw someone talk about making waypoint macros that only take one keypress to activate. Let me see if I can find someone in the know. EDIT: I found a video!
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Well, I can show you my setup, because it's pretty much what you're looking to do, and it works. This first imgage shows the folder structure I have. Three version-tagged folders, each with exactly the same subfolder structure. In fact, this subfolder structure is autogenerated during installation, except for one of them: "Data". I created that one myself. (The contents of Data are, again, automatically created by the game once you tell it to use it.) In the second image, you can see the contents of my 1-14-0 directory. I have marked the Data folder I created by hand in blue, the Mods folder inside that directory in green, and the Mods folder in the base directory in red. (Sorry if colorblindness is an issue.) The red-marked Mods folder is the one where the three base mods of VS (Essentials, Survival, Creative) are located. I can put downloaded mods there too, and it will find them just fine. But I like to keep all my custom stuff inside the Data directory, so I am using the green-marked Mods folder in there instead. In order to make that work, I had to use the --addModPath argument in the custom shortcut, back when I first started using it. In newer versions it might work without using it, I don't know. You can try. You can also see the "StartWithCustomDataFolder" item in the files list in that image. That's the custom shortcut to Vintagestory.exe that I created to point to this new Data folder structure. The third image shows how the custom shortcut is set up. The line of text outlined in blue is the following: D:\Vintagestory\1-14-0\Vintagestory.exe --dataPath D:\Vintagestory\1-14-0\Data --addModPath D:\Vintagestory\1-14-0\Data\Mods Now if I click the StartWithCustomDataFolder shortcut inside my 1-14-0 directory, it will start version 1.14.0, using the Data folder inside the 1-14-0 directory, and discover savegames and mods that are placed in there (and only there). If I instead use the StartWithCustomDataFolder shortcut inside the 1-13-4 directory, which is set up exactly the same way except for the small difference in the directory name, it will start version 1.13.4, using the Data folder inside the 1-13-4 directory, and discover savegames and mods that are placed in there (and only there). The same goes for version 1.12.13. It is not exactly a per-save mod management solution, but at the very least it is per-version. And if you really wanted to, you could duplicate an install folder if you wanted to start a new save with different mods on the same version. Note that I do not see the issue you are reporting about sharing mod folders and save folders between installs. You must be doing something different than me. Care to share how your shortcut looks? For both of your installs?
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1.17.x+ Meteoric Expansion v1.2.2 - New Content: Meteor Showers
Streetwind replied to Taska Raine's topic in Mod Releases
Well now... I've definitely got to see that. -
Which version VS were you playing on, and was it modded?
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1.14.0-rc.8 Simply Patches (Extended Bed Time, Drop Armor)
Streetwind replied to DArkHekRoMaNT's topic in Mod Releases
That is why I was so excited that one of the poll options for 1.15 included a firepit rework. But instead people voted for additional meals to cook. I guess we'll be stuck with the unintuitive, inefficient, and exploitable firepit for a while longer.- 10 replies
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- quality of life
- survival
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(and 5 more)
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The thing with armor stands (and target dummies) is that they're not blocks, they're entities - like creatures. For example, that means you can push them around by walking into them. Does that still work for you? If yes, can you try pushing them into a more open space and see if you can then interact with them again? Maybe they are standing "in" something that blocks your access.
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Not just almost, but entirely singleplayer, yes. I'm the kind of person who would play multiplayer with people I know, but not jump on public servers. Sadly, none of my regular gaming friends has shown much interest in Vintage Story (yet?). And I'm sure my points of view are not universal, even if some others identify with them. Everyone's mileage varies, and that's okay
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While I dither around indecisively over what to vote for, let me sum up my thoughts on the individual options... Fish, fishing, boats, oceans: Boats are nice. I could use a boat to travel across large bodies of water. The rest? Eh. It can wait. I'm not one of the people pining for fishing. I find it boring in every survival game. In Minecraft specifically, the only reason I ever bother with it is because it can give you Mending books. Unless Vintage Story adds a completely unique, super-attractive bonus loot to fishing, I will never touch it. If Vintage Story does add this, I will moan about having to do it to get the cool stuff every step of the way. SUMMARY for Ocean update: Boats are nice I guess. Giant creatures, the first main story event, alchemy, richer ruins: The idealistic part of me wants more story and ruin content. The realistic part of me remarks that this is probably because I have never found a single piece of story content in all my 150+ hours of playing VS, despite repeatedly receiving tips and tricks on how to find them. So these additions will likely do nothing for me personally. Alchemy, meanwhile? That could be really interesting, especially if it gets broadly integrated into the flow of gameplay. As in, various recipes start requiring alchemical products where this makes sense. If it ends up as a separate system that just makes something new on the side, like the potion brewing system in Minecraft, that would be less interesting. As for giant creatures - I kind of feel like they might work better after a combat update. SUMMARY for Lovecraftian update: Alchemy yes please. Shields, improved visual feedback, ranged mobs, tool/armor repair: Combat as a whole could benefit greatly from a rework, and there are great threads already here on the forums that go into way more detail than I could hope to, so I'll leave it to them to explain. But that does make the combat update idea very interesting for me. I don't even need the repair stuff, or shields, or ranged mobs... if melee combat becomes more responsive, precise, and mechanically consistent between weapons, that would aleady be a huge win. SUMMARY for combat update: Very yes, especially the improving current mechanics part. Fruit trees, alcohol, improved meals, more animals, more crops, birds, animal leashes, pies: I read across this list and thought to myself, all of this is sorta nice to have at some point, but do we actually need it right now? Homesteading already works okay. There can always be more, true, but there are areas of the game that would benefit far more from development time. The one thing that piqued my interest were animal leashes, until I realized that you can't really go out and leash wild animals, realistically. This is probably something for domesticated critters. Which again makes it nice at some point, but not needed right now. Needed would be a more interesting and believable way of initially capturing wild animals... you know, other than punching them in the face and legging it towards the future stable, hoping they chase you all the way there. SUMMARY for homesteading update: better delivered in a future version. Water wheel, low tech windmill, brick kiln, firepit overhaul, elevators, more mechanical power blocks, conveyor belts, etc: Again, most of this list ticks the 'nice to have but not really needed' box... except for two things. Brick kiln and firepit rework. Oh, I so want a firepit rework. The way it currently works leads to such weird and exploitative ways of trying to optimize it. Like, if I want to cook a bunch of bushmeat, or a stack of fire bricks for bloomeries, then I will make four firepits, heat the initial stack up in one of them, wait until it has the target temperature and starts processing, pick up the stack and put it in my inventory, prime the other three firepits with a single stick so their temperature is above 'cold', then drop single items from the stack in each firepit and wait for them to process, adding another single item each when the first ones have finished processing. The stack in my inventory maintains its temperature for a good long time, and the firepits don't need to be on, only above 'cold' which can be maintained with single sticks or grass bushels every now and then. It's silly, unimmersive, and mind-numbingly boring, but lets me cut both fuel costs and processing time by like 90% each. That's how badly the firepit needs a rework. If I could get just that rework and nothing else, and the resulting mechanics were believable and non-exploitable, I would already be so happy. If I could also get a kiln that lets me fire large amounts of ceramics at once? Now that's heading into spoiling territory. SUMMARY for industrialization update: nevermind the industrialization, I'm just here for the firepit rework! Firepit rework! Firepit rework! (chanting) So, yeah. Currently unable to decide between voting for Lovecraftian (for alchemy), Combat (for the melee rework), or Industrialization (for the firepit rework). Leaning slightly towards firepit rework. Will spend some more time considering.
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There is a loading range, which equals the view range you set in the video options. However, many things that require time are actually tied to the ingame calendar. So if a sapling grows in 8 days, then this will happen regardless of it being loaded or not. It will check the calendar as soon as it next loads and will therefore realize if it should be fully grown.