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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. It's a grenade full of bees. The bees are very angry. You can throw it at someone to make them regret having gotten up that day. (Because the bees are very angry, you cannot use them to peacefully populate skeps again, I'm afraid.)
  2. Potentially a bug. One thing you can do is bring up the chat window. It actually has three tabs. One of them is a combat tab. And everytime you take damage, it prints there exactly how much and from what source. Please check to see if anything gets written there if you take damage from the mystery source, and report back.
  3. Sleeping to skip through the storm works. Some people consider it cheating... but then again, if you're playing singleplayer, the only person you can cheat is yourself. So it's up to you to decide what's fair and what's not.
  4. When I last bred sheep, I fed them dry grass, which they happily ate. I did not try flax grain.
  5. 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.
  6. I love the model. Great work
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Looks like this fixed it for me. Thanks! (Karma's Variants is simply a texture pack for animals, by the way.)
  15. 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.
  16. 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?
  17. 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.
  18. I like the concept of both of these tools! But if it was me, I'd probably make the seed bag recipe require a linen sheet instead of individual yarns. It just feels more logical to make a bag out of actual cloth.
  19. Note that bushmeat is not a valid ingredient for cooking. Only redmeat and poultry works. You probably tried bushmeat.
  20. Yes, you currently cannot cancel this selection menu. If you try to get out of it without choosing anything, it auto-selects whatever recipe is in the top left position (arrowheads in this case). The clayforming selector is the same.
  21. ...unless that was changed in 1.13, and I'm pretty sure it wasn't because I stalk the changelogs, that my good sir is a mod Namely Lazy Warlock's Tweaks.
  22. Streetwind

    Death

    A chunk is 32x32 blocks. The loading distance is probably equal to your view distance, which you set in your video options.
  23. Streetwind

    Death

    No, it doesn't - at least not concerning the question at hand. You cannot choose a setting that deletes everything you carry. Yes, your inventory's contents will spill out onto the ground and remain there until you return to pick them up - or enough time passes for them to despawn. If you are really far away after respawning, the location of your death will be unloaded, and no time will pass there until you return. If you respawn close by, you should be able to make it in time. Of course, the wolf is likely to still be there... What Gazz meant is: you can configure the game to not drop your inventory on death. You will respawn with everything still on your person. If you want this, you have to either go into the custom settings when creating a world, or use an admin command in an existing world: /worldconfig deathPunishment keep After entering the command in the chat, you have to quit and reload the world for it to apply.
  24. Streetwind

    Hunger

    Just to add: Any worldcnfig change only applies after the world is reloaded. So you must quit to main menu and rejoin your world. Then you'll see if it worked.
  25. Note that PSJ and other youtubers may not necessarily "give up" on the game due to getting bored. Rather, it depends on the view count that the videos generate. PSJ himself has stated this in the past for other games - saying that he'll not continue a particular series because he cannot afford to keep making videos that are barely being watched. This is an unfortunate side effect of the Youtube background algorithm. If you want to make a living off of being a content creator, you are reliant on the algorithm recommending your videos to potential new viewers. But if you stop uploading regularly, or if your recently uploaded videos fall below the curve in terms of user enggagement (a complex statistic involving more than just clicks), then Youtube will stop recommending you. Therefore, if PSJ wants to grow his channel further, he must limit himself to upload only videos which draw the maximum amount of viewer engagement. Anything else would actively undermine his own efforts. In the early days of Youtube, you could make it big just on word of mouth and recording what you like. Nowadays, there are way, way too many people competing for viewer attention to make that a viable method anymore. Which is why this... ...is a much bigger issue in "marketing" Vintage Story via youtubers and streamers than its similarity with Minecraft. I mean sure, there will be some people who will look at it and go "...but this is just Minecraft with mods". I see such comments under every VS video I watch. But does that mean these people actually didn't watch? Or did they? And commenting is a form of user engagement too, as far as the algorithm is concerned. But if someone clicks on the video, watches five minutes, thinks "this is boring" and leaves without writing a comment, that's really bad for engagement. And Vintage Story may simply be a game that isn't very "watchable". You may or may not be surprised to hear that making a game "watchable" is a major concern during game design nowadays. Typically a larger concern than making it fun to play. Battle royales like Fortnite do get a bit repetitive after the hundredth round... but they are very, very watchable by crowds of people who enjoy a streamer goofing off for them. The game would not be half the moneymaker it is today if it wasn't so watchable. Another recent example: auto-battler type games. Like Riot Games' Teamfight Tactics. The part of the game where stuff happens basically plays itself - it's right there in the name "auto-battler". It would ordinarily be a niche title for a niche audience. But it's supremely watchable in streams. It was, in fact, built from the ground up to be watchable. That is its entire business model. They intentionally made a game that is fun to watch as it plays itself because it makes more money than a game that's actually fun to play. This is the kind of competition Vintage Story has to face on Youtube and Twitch.
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