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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. ...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.
  2. Streetwind

    Death

    A chunk is 32x32 blocks. The loading distance is probably equal to your view distance, which you set in your video options.
  3. 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.
  4. 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.
  5. 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.
  6. @EMSpara - This is not my video, so I don't claim any credit for it. I also cannot guarantee it shows the steps exactly as I described them. That said, it does follow the same general approach: use the primary propick mode in a grid pattern, use the map to take notes and identify hotspots, dig downwards at the hotspot, and use the secondary propick mode to triangulate the position of a vein.
  7. Note that (as with any other ingame commands to change the world settings) you will need to quit and re-enter the world after using that command before you can switch to the new secodnary mode. Also, it is just a tool you need to learn to use, not a magic solution. If you start walking around the world with the secondary mode active and search at random, you will more than likely not find anything, because that is not what it is intended for. Prospecting is a player skill that you must learn through practice, no matter what modes are available to you. A common good practice for ore search goes like this: 1.a.) Determine whether the ore can even exist where you currently are. Not all types of stone can carry all types of ore. If you try to search for cassiterite in claystone, you will have a bad time. To find out what stones you need, open the handbook by pressing H, then search for the nugget of the ore you want - for example "nugget (cassiterite)" for tin. Click that entry. Look for "obtained by breaking", where you'll find a number of items. Mouse over them. The tooltip will tell you the stone types these nuggets can be found in. 1.b.) If you do not know what stone types you have where you are, you'll need to dig a shaft down and check. There are almost always three layers of stone below the surface; sometimes there is a narrow fourth layer, but not always. Find out what your local three main stone types are. Can at least one of them spawn cassiterite (tin)? Or alternatively, can at least one of them spawn sphalerite (zinc) and at least one bismuthinite? If your answer to either one is "no", you will need to move to a different part of the world where there are different kinds of stones. But I doubt that will happen. 2.a.) Once you know what you want to look for, select the primary mode of the prospecting pick, and decide on a grid pattern. Using a systematic search pattern is far more likely to yield results than taking samples randomly. The primary mode requires you to break three blocks a certain distance apart from each other, but always gives you a result for the first block you broke. So only the first block you break matters for your pattern. You could decide to check every 100 blocks, for example. That is a nice and easy to remember pattern. Ingame, hit V to bring up the coordinate display in the upper right. Then start somewhere that's a multiple of 100 in both the first and the last number. For example 200,x,200. (The middle number is your altitude, which does not matter.) Prospect that particular block (and break two others near it to get your result). Now, move 100 blocks over in one direction, for example to 300,x,200. Prospect that particular block. Move 100 blocks again. Rinse, repeat. 2.b.) Each time you prospect, make a map marker with a summary of what you found. Something like "poor zinc, decent bismuth, no tin, high borax". You can include the percentage numbers or not - they help a little, but it's extra work. You can limit yourself to only noting cassiterite, sphalerite and bismuthinite for now, if tracking everything feels too tedious. But on the other hand, tracking everything might later help you find iron, or something else you're looking for. 2.c.) EDIT: There's actually a mod that does that for you, if you are willing to go into modding. 3.a.) Once you have prospected a bunch, going both north/south and east/west, you will be able to use the map to mouse over the markers you've made and look for patterns. Does moving east/west make the cassiterite concentration go up or down? Does going north/south make the sphalerite concentration go up or down? This is why you use a steady grid pattern: it lets you identify trends. It'll be easier to see these trends if you recorded the percentages, but it also works with just the words poor/decent/high and so on. Follow the trends. Prospect more where it looks like the concentrations of the things you want are going up, but keep to your grid pattern for now. 3.b.) You're hoping for an "ultra high" reading, but it's not guaranteed that one will exist. Perhaps "very high" is the best the current area will give you. Or even less. Once upon a time I was so desperate for iron, I made do with "poor" being the best reading. It's up to you. The higher the reading you can obtain, the higher the chance that you will actually find ore in the following steps. Once it looks like you're getting a decently high reading, it might be worth to narrow your pattern and search every 50 blocks instead. Identify and map out that hotspot where the highest readings are. Note that not all the things you want are going to be high in the same area. If you need both bismuth and zinc, you'll need to identify hotspots for both. 4.) After you've found a hotspot, go home, and fetch ladders. A lot of ladders. Like, at least two stacks if you're playing with default world height. More if your world is higher. Sticks can be obtained in large quantities by making some copper shears and running through a forest trimming the trees. 5.) Vintage Story spawns ores as horizontal discs. Thus, much in the same way you're shooting an arrow at the front of a practice target and not at the side, you'll be digging from the top down to have the best chance to hit an ore disc. Hence the ladders. Pick somewhere on top of your hotspot, and dig straight down. To prevent you falling into a cave, you'll make the shaft two blocks wide, and stand in the middle while digging left, right, left, right. This way, you will always have solid ground under your feet even if you break through the ceiling of a cavern. If that does happen, you'll have to find a way to continue downwards; this might involve fighting mobs, lighting up the area, and building walls around your ladder. Or you could give up this shaft and dig a different one a couple dozen blocks off to one side. But if you hit a cave with the first shaft, chances are the whole area is full of holes, and any shaft you dig will eventually hit one. Might as well grit your teeth and fight for your shaft. Additionally, you could later start exploring these caves starting from the shaft you dug, using it as a safe retreat. 6.) As you dig down, you will go from one stone layer to the next. Pay attention to what stone you are digging through. Can this stone type carry the ore you want? If no, continue digging until you hit the right stone. If yes - well, now is finally the time to activate the secondary propick mode. If you used the command like Maxwell supplied it in his post above, you'll have a search radius of 6. That means you will want to break a block with the propick every 12 blocks (twice your search radius) that you go down. Keep doing this as you dig deeper. Now, one of three things will happen. 7.a.) The first possible result is, you find nothing, even if you dig as deep as you can. This can happen even with an "ultra high" reading, but it is very unlikely. If you must make do with a lower quality hotspot, the chance of this happening obviously goes up. If this happens, you will have to dig another shaft some 15-20 blocks away from your first one, and repeat the exercise. When I was looking for iron at a "poor" hotspot, I needed four shafts. 7.b.) The second possible result is, you dig straight into a disc of ore. Congratulations, a winner is you! 7.c.) The third possible result is, your prospecting pick secondary mode spits out a reading for ore, but you do not find it by digging further down. This means that there is the rim of a disc of ore within 6 blocks of your shaft, but you narrowly missed it. 8.a.) If it's the third case, you now need to triangulate where that vein is located. Take prospecting readings along your shaft both upwards and downwards in narrow steps (say, 3 blocks, half your search radius) until you can no longer detect the ore on both ends. This lets you identify the exact middle point - the altitude of the disc. 8.b.) At that altitude, dig a horizontal tunnel into the side of your shaft, six blocks deep. Take another reading. Is the ore still showing up? If no, do the same on the opposite side of the shaft. 8.c.) If the ore reading still shows up (or you went to the opposite side), you now dig a tunnel perpendicular to the first one. Again, go six blocks in both directions and take samples. Does the ore still show up? 8.d.) If you've made it here without finding anything - honestly, you should have run into that disc long ago. Try digging up or down a bit where your prospecting readings are the highest, maybe the terrain shape has twisted the vein into a non-disc-like shape. This happens sometimes.
  8. Depends entirely on your area and climate, right? I'm sure there are areas where the greenhouse as-is makes the difference between keeping the farm going in winter, and having your crops freeze. It is not meant to be a magical solution for all temperature problems. There will be areas too cold for farming in winter no matter what you do, and this is intentional. The game wants you to live off of preserved food during winter. That said, the greenhouse is a new addition, and its effects may not yet be set up perfectly. What would you change if you could, given the design intents above? And what would your reasons be for those changes?
  9. I believe that right now, it means that you get less meat from slaughtering the animal if its weight is not optimal. The use case is to make meat harder to come by in winter, when animals themselves have trouble finding food and are therefore not as plump and juicy.
  10. Looks quite interesting, although it might need careful balancing considerations. The base game assumes that food groups other than fruit are not easily and immediately available - particularly high-value cookable protein like red meat.
  11. Did you buy a game key? The account management is a bit convoluted. Your forum account is not the same as your main user account. And the main user account alone doesn't work either, but rather needs to be associated with a game key, which needs to be bought in the shop. If you have bought a key, received it via email, and successfully activated it on the website, and you still cannot log in? Verify you're using the correct login credentials.
  12. They currently cannot be grown. Every one you chop down is gone forever (unless you rebuild it block-for-block by hand).
  13. Suggestion: play the Highlander theme melody while multiple wolves fight.
  14. Not currently implemented. There are three methods right now to move animals: Chase animals that flee you, into a fenced area Be chased by animals that fight back after you slap them, luring them into a fenced area Place down throughs with feed near animals, which will cause the females to approach the troughs, letting you fence off paths you don't want them to take in the meantime Note that method 3 works only for short distances, as animals only eat one or twice per day and wander around otherwise, so it takes a lot of time to make them move a larger distance. Furthermore, babies and males do not eat from throughs and cannot be lured by them. There will be better animal handling methods implemented in a future update. But for now, the game is (strictly speaking) still in alpha, and you will have to forgive loose ends like this.
  15. Use bowls to take the rotten food out of the pot. Throw the bowls into a block of water to wash them. Переводчик Google: Используйте миски, чтобы вынуть гнилую еду из кастрюли. Бросьте миски в блок воды, чтобы вымыть их.
  16. Huh, I never knew this existed. Gonna try it right away.
  17. I'm in a claystone area, and I've found a surface borax deposit. It was reasonably obvious, as it has white flecks that stand out quite well in most types of surface rocks. Looks somewhat similar to quartz bits, even - so if you come across white-flecked stones and think "bah, quartz again"... do check anyway, just to be sure. It might be borax. My prospecting pick is also indicating chances for underground deposits, so it can spawn as a deep ore as well. The wiki must be outdated in that regard.
  18. I'd caution against valuing this trade so highly. True, it's easy to make ladders right from the start, without any tech... but here's the thing: ladders are actually fairly valuable. You're probably going need a clean thousand ladders as you play, unless you get lucky. And gathering sticks is mind-numbingly boring, time consuming drudgework. If people rush to pour sticks into this trade, they're going to regret it. Like, I definitely regret selling three stacks of ladders to my local building supplies merchant. Now I have gears I have no use for, while sticks have become my most valuable resource of them all because every single prospecting mineshaft I dig needs nearly 400 of them to make ladders with. Took me eight such mineshafts until I finally found iron. Do the math on those sticks. And then don't ever sell a single precious ladder. =P
  19. Pumpkin is obtainable. I don't know where you get the seeds, personally, but I've seen people rocking farms full of them. Potash is a better fertilizer than saltpeter.
  20. The client can turn up gamma in the graphics settings, no? That should make nights a little brighter. It'll also make days brighter, so you may have to turn it back down eventually, but it's at least a temporary workaround, right? Besides, "unable to play" is a wee bit of an overstatement, no? That's what torches are for. It takes just a few moments to light up the area you want to work in by placing a couple of them in the general vicinity. Works in four out of five weather conditions (or something to that effect). Additionally, your experienced players can help coach the newcomers to adjust their playstyle and plan ahead. For example, instead of doing whatever comes up whenever it comes up, I attempt to intentionally focus on outside work during the day, and leave everything that can be done inside the house for the night. Things like clayforming and knapping and smithing, making food, baking things in the firepit, grinding the quern, splitting and stacking logs, sorting inventory and storage, digging out a basement... the works. Half the nights, I don't even use the bed.
  21. As a followup to what I said yesterday, I had some time in the evening to playtest a few actual ingame numbers. Keep in mind this is just a suggestion; you don't have to take it if you're happy with the way it works right now. Your mod and all - - - Current setup is 8x ash at 3% each (24% total) converting into 1x white potash at 60%. I think this could be improved upon, because a.) game design best practice recommends not having a renewable resource match the best nonrenewable resource in capability; and b.) the value of ash is so low that using it as-is doesn't justify the resource investment to produce it; and c.) the majority of the value of white potash is produced in the second step, which costs zero resource investment beyond the one-time cost of a bucket and a barrel. Ergo: I recommend lowering the value of white potash to something in the 40%-50% range. This leaves it comparable to saltpeter, which is also a nonrenewable resource. However, it is not the best nonrenewable resource. It is also found primarily in areas where wood is scarce, and wood scarcity makes white potash a less ideal choice, giving saltpeter a leg up in the direct competition for people who settle in those areas. At the same time, the value of ash can be increased, and potentially the production process adjusted, so that the majority of the value is produced during the resource-intensive first step. For example, instead of a 4:1 ash to water ratio, you could use a 3:1 ratio. Now only six ash convert into one white potash instead of eight, meaning each ash can have a larger relative value of its own. As a side benefit, a stack of 64 ash can now be used for a 60 ash / 20 liters mix, instead of the current, awkward 40 ash / 10 liters that barely even uses the barrel. The value of ash can be doubled to 6%, or even a smidgen higher to 7%. That makes it actually an option in the earlygame, although it still requires a major investment of wood (both as input and as fuel) and player time (both procuring wood and repatedly re-fertilizing fields). It would be something you'd use if you found yourself settled in a low-fertility area with lots of forest and for some reason were disinclined to relocate. At the bottomline you'd have 6x 6% = 36%, turning into 1x 40%-45%; or maybe 6x 7% = 42%, turning into 1x 45%-50%. And though it seems like you barely get anything out of the white potash step, this is not true; you do get a few extra percent for free, and you get convenience. You get to apply one batch of fertilizer and walk away for a month instead of re-doing it every 2-3 days. In this setup, the white potash is ultimately weaker than in its current iteration, but it also requires less input wood, and less total player time, and the barrel operation is more convenient.
  22. Bug report: - All of the logs have a "baking" temperature of 300°C. Except oak at 200°C (hit the wrong key?) and birch at 800°C (copypasta from burn temperature?).
  23. Not sure that's the best way to go. Iron is (currently) endgame content, and generally takes people far longer to reach than obtaining high-output farmland. I've only just found my first cassiterite after 20 hours in my singleplayer world, and I have four 12-block terra preta farmland plots by now. As the purpose of fertilizer is primarily to help with lower-grade farmland, that means it should be available relatively early, not gated into the iron age. Primitive Technology also regularly works with wood ash using clay pots and stone age tools, zero metal of any kind, so there's no practical limitation here. In my personal opinion, there's enough other crafting mechanics that clay pots could do (like rendering fat into tallow) that it would be well worth Tyron's time to make the pots more flexible under the hood. I guess we can only cross our fingers and hope Gameplay-wise, I would much rather be able to work with an inferior fertilizer relatively early, than wait a long time to get something that is as good as something else that is also difficult and time-intensive to obtain. Why have both items fill the same niche? Vintage Story's mineral potash is a limited-access, technically nonrenewable resource. It should be the clear king of K fertilizers. Your white potash is an easily-accessed, infinitely renewable resource; it should be clearly inferior, even if real life perhaps disagrees. We're playing a game here, after all. So I'd rather see something like wood ash being 10% and white potash being 30% where mineral potash is 60%, than white potash being too similar to mineral potash for comfort and then gated behind some lategame mechanic or resource in order to keep it balanced. A low-grade fertilizer can still be quite effective. Consider flax, which requires K nutrient. Everyone will agree that it's a key resource. String and cloth do so many important things, and there are no real alternatives. So flax it is. The stone age player will likely plant it on medium farmland, as that can be reliably obtained where terra preta takes time and luck to collect in any useful quantities. And when you do plant flax on medium farmland, you'll find that the first seven or eight out of nine stages grow reasonably well, while the last one or two stages stall for days and days on end because the K nutrient concentration fell too low. It would just take a small bit extra to make it all the way. Even a low-performance K fertilizer will have a tangible impact on flax farming, especially if it is renewable and easily accessed. So it doesn't actually need to be competitive with mineral potash as a high-end solution in order to have its niche.
  24. Out of curiosity, would it be possible to implement the lye cooking in a pot? It would feel more immersive than just effectively pouring the stuff into the fire. Of course, pots already have the meal code attached to them, so I don't know if you can even give them a recipe that doesn't follow the meal format... If it's possible, the output item could be a pot you can place and rightclick with an empty hand to take the white potash from, whole stack at once.
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