Streetwind
Very supportive Vintarian-
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Everything posted by Streetwind
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Does it happen while travelling? Auto-querns set up this way are known for losing some items whenever the chunk they are in goes from unloaded to loaded while they're in mid-operation.
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Honestly I would be in favor, just so that the boring surface drifters get something unique to them. And of course to beat back the atrocity that is building bases with dirt blocks. Since most drifters need a 2x1 space to fit through, one broken block is not an immediate problem; the player can just replace the block. Active defense against active attack, so to speak. Crawling drifters... well, you just learned why not to rely on dirt blocks too much! Drifters should only do this while aggroed on the player and actively trying to reach them. They should not randomly destroy the landscape.
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Updating existing worlds to newer version + 1.20 question
Streetwind replied to CynicalCat's topic in Questions
...Does it? 1.19.0 went stable mid-January. If it was six months between releases, then 1.20 should be dropping in July/August, not fourth quarter. And to be fair, it often did work out to two releases a year in the past. But 1.20 seems to be especially complex. We're apparently getting multiple new story locations, or so the plans go; and even if they aren't as big as the Resonance Archive, that still sounds like a ton of work. At the same time, the team has to magic the technical groundwork for mounts and vehicles into existence. -
Updating existing worlds to newer version + 1.20 question
Streetwind replied to CynicalCat's topic in Questions
Vintage Story releases are typically preceded by prereleases (like 1.20.0-pre.1, pre.2, pre.3 etc), and then release candidates (like 1.20.0-rc.1, rc.2, rc.3 etc). These are publicly announced and can be accessed by anyone, but tend to be very unstable. A release candidate typically takes one or two weeks of additional polish before going stable, sometimes more. Prereleases typically take at least a month before being upgraded to a release candidate. From this, and the fact that not even a pre.1 build has been announced yet, you can guesstimate that 1.20 won't be going stable for at least another two months from now. Ergo, just make a 1.19 world now. -
The setting you're looking for is "Pole-Equator Distance". Change that one, not the world size as a whole
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"World Width" and "World Length" control where there world border is on the east/west or north/south axis, respectively. I would recommend leaving those settings untouched, as they do nothing other than controlling where the world stops generating. There is no benefit from limiting it below the standard world size.
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Because that number isn't what you think it is. The spawn chance of the ore is denoted by the adjective ("decent", "very high"). The number is ancillary information, and it's closer to debug output than anything useful. It's also different for each ore. If you ignored it entirely, chances are your prospecting efforts would be just as successful. Or perhaps even more so, because you're no longer getting distracted by a misunderstanding.
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Help with player model mod!
Streetwind replied to FurryFreedom's topic in [Legacy] Mods & Mod Development
I think the point everyone is trying to make is that you should use the given examples and contact with the people involved in them to further your understanding of how player models work in VS, so that you can fix the abandoned mod yourself. You said in your original post that you were looking for help, after all. If you were just looking for someone else to do the work for you, then perhaps your should have said so. Although, chances for that are fairly low. If a person has the knowledge to do this stuff, that knowledge usually comes from the fact that they're already managing a mod themselves, and are unlikely to be interested in taking on more work for free. Your biggest chance to see a working anthro player model mod that suits your tastes in the near future is to step up and just do it The channel #mod-development on the official Discord is a great way to get help from experienced people. But I highly recommend you do some research of your own first - find a concrete problem that stumps you, and ask about that. -
Don't write in this thread. Instead, go here to find out how to get a refund the proper way.
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Lurk under the floor of their house and moan incessantly, day after day, slowly but surely eroding their sanity.
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Spawning in at night when starting a world? I call shenanigans. New worlds always start at 08:00 in the morning. I've also never once in over 500 hours been attacked through a wall. Was this on a server? Don't struggle alone, call for help Also, Wilderness Survival is quite literally the hardest mode. If it's too hard, choose a lesser difficulty.
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Why is my Forum Screenshot Upload Size Limited to 14.5kb?
Streetwind replied to ifoz's topic in Questions
tbh, I've never even used the forum's upload function. Whenever I want to share an image, I just throw it on imgur and embed it in the post. -
Server commands not enabled?
Streetwind replied to VivianVeltra's topic in [Legacy] Mods & Mod Development
As written on the shop page, Vintage Hosting does not currently support mods. It'll probably be added in the future. -
Yes, you need to have a free toolbar slot for that. There is no way to have empty hands while the toolbar has an item selected.
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Do you have more than one version of VS installed, and tried to update one of the others? Due to the update package looking into the Windows Registry for the game's install path, it will always update the client that was installed most recently, not the client that downloaded the update (unless of course, the two are the same). Example: you have two clients installed, A and B, and A was installed first. If you start client A, and it offers you an update, and you accept, then the game will dutifully proceed to download and install that update... into client B. Because it was installed more recently.
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To my knowledge, the user is notified on the main menu when a new version is available. Upon clicking the notification and confiming you wish to update, the game will then download and install the update. I've never seen this happen automatically without user involvement, nor do I recall patchnotes to that effect. I will, however, add the disclaimer that I've not installed any 1.19.x versions myself - I've done so many playthroughs already that I'd rather wait for 1.20 before making another new world. So, who knows, maybe 1.19 works differently...?
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When making a new world, you can customize its properties so that it is more humid, or that it spawns you at a different latitude, or the like. You can also make the distance between poles and equators smaller, resulting in more rapid changes in climate as you travel. Perhaps that can give you what you seek.
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Nah, they're just particles. As in, they're something the videocard draws clientside. They don't exist on the server. Their position doesn't matter, and they don't interact with the world beyond traversing the terrain in a basic manner. They take about as much performance as a torch placed on the wall, I would wager.
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Something in me is urged to stick some big, blocky, angled eyebrows onto the growling wolf so he can be properly angry
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No need to redownload, even. It can all run off of the same installation. You just need different startup shortcuts that point to different data folders. Those are separate from installation folders.
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Welcome I made this guide for parallel client installations, but the information in it should serve you as well. In essence, what you need is multiple different startup shortcuts and multiple different data directories.
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Just to check, are you playing with default world settings? Or is your world perhaps a bit taller than normal? There are currently some issues with larger world heights than the default 256 blocks - which is to say, they aren't properly supported by all game systems yet. Including weather. When it rains (and perhaps for other weather events as well, I don't know), the game generates a fog effect that scales with altitude, getting denser to higher you get, to simulate the effect of super low hanging, actively breaking rainclouds. And that altitude doesn't scale with world height. So when you play in a world with more than 256 blocks height, then it's perfectly possible for there to be as much weather fog at sea level as you'd find in a default world at cloud height, which reduces your visibility to near zero. You can check if the kind of fog you get is this type of fog by entering the command /weather setprecip 0. This should clear it up - if it doesn't, then there's something else at work. Afterwards, set the value back to auto to re-enable normal weather behavior.
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Help, my tools are auto selecting and I have no idea why!
Streetwind replied to Kecoleo's topic in Questions
This is not a game feature - it's coming from a mod. Lesson of the day: it's probably a good idea to know what the mods you install actually do