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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. You can easily find out if it is due to mods. Disable all of them (except the three vanilla components), start a new world, give yourself some clay from the creative menu, and start to clayform. After you have confirmed that it is a mod issue, you can slowly add in mods in pairs and test again until you find the culprit. If it should turn out not to be a mod issue... well, I don't know then. Other people playing 1.19 have not reported this.
  2. Definitely a useful and reasonable suggestion, I agree.
  3. If you have a specific window of playtime coming up, I'd say use it! The release candidates are not bug-free, and many mods will not be updated to work for them. But so long as you are okay with that, there's nothing else standing against it. There will not be any breaking changes or feature additions between the RCs and the stable version - it's all just bugfixing at this point. So a world you start now will migrate to stable just fine, especially if you do not use mods.
  4. The server logs indicate the game is loading 42 mods. Remove them and try again?
  5. 1.19 is still only a preview release. If you want it, log into the client area, you can download it there.
  6. No idea, then, sorry. That's very strange.
  7. Did you die once or twice while down south, too? In some game modes, respawn points created by temporal gears have limited uses.
  8. Unsure. Will need someone to do a test. What I do know is that even should the zones on the ore map be identical, the deposits spawned in those zones get randomized and are not tied to the world seed.
  9. Iron has this quirk where it tries less than once per chunk to spawn. So you could have an "ultra high" reading and there still might not be anything there, because while it would absolutely succeed in spawning if it were to try, it didn't even get to try. So you'll likely need to check in multiple locations, instead of just at the highest reading you found. In return, though, the deposits are gigantic. which means (1) if you find just one, you're set for a long time, and (2) if it exists, it will be easy to hit, so you can space your dig sites apart much further and thus cover a lot more ground. I tend to make shafts 50 blocks apart when looking for iron. It feels like a lot, but the deposits really are that big. It also helps knowing what ore you're looking for and where it generates. For example, if your local rock strata go chert -> slate -> granite, and you have a reading for limonite, you can stop digging as soon as you hit slate. Because limonite can generate in chert, but not in the other two. This can save a lot of time in some cases.
  10. I think the implied downside here is that by using a backpack slot, you're reducing your inventory size.
  11. There's probably some nuance, but the way I look at it is as follows - Landcover is how much land there is compared to how much ocean there is. Defaults to 100%, meaning all land, no ocean. But note that even 0% doesn't mean "no land, all ocean". There's always some land remaining, just very little. Landcover Scale is a modifier on this, and you can think of it more or less as "how much to zoom in on the noise field from which the world is generated". If your landcover setting produced a bunch of small islands in water, then raising the landcover scale makes you "zoom in" on these islands and turn them into continents. You could also take a look at the 1.19 release candidate, because according to Tyron these settings got new mouseover descriptions to better explain them. Note that these settings are not very intuitive to test out, especially when not deviating much from the defaults. You may start a world with 100% landcover, and then compare it to a world with the same seed and 80% landcover, and see no difference whatsoever. The reason for this is that oceans are generated by... sort of "inverting" the terrain in certain locations, and filling it in with saltwater. Where that happens depends on the seed. And you might just explore several square kilometers of world and see no ocean anywhere, just because the seed decided to not invert any of the chunks you looked at. You'd have to compare extremely large maps, like hundreds of square kilometers worth, to consistently see the differences from one setting to the next. I'd also advise you to not go overboard with oceans, because it turns out that oceans... have no content. And where they appear, they actively override and suckify existing content. I once gleefully made a world with large continents surrounded by large oceans (something like 0% landcover, 300% scale), only to discover that every single translocator I stepped into put me in a dead end somewhere under the ocean floor. Finding the resonance archive was a mess and a half - the raft at the time was so slow that I spent over fourty minutes just holding W in order to get to it (one way), seeing nothing but a flat blue surface the entire time. So yeah, don't be lured in by the fantasy of a "realistic" world. Because you'll get it. And then you'll hate it.
  12. I am not a dev, but the patchnotes mention no changes to rock strata generation. Chances are, when you got to the edge of your granite region, you simply found (by random chance) another granite region directly bordering it. Or you simply didn't walk far enough. Depending on terrain roughness, time of year, and a variety of other factors, a player might manage anywhere from below 1000 to well over 4000 blocks between sunrise and sundown, so "a day of running" that doesn't tell us much about how far you actually went. Try going in a different direction, too. I once went over 6000 blocks south in a straight line, still saw the same stone, went back home, and walked 1000 blocks towards the west - boom, new stone.
  13. Well, two things come to mind: 1.) Did you enter the command exactly as you wrote it here? Because that would only print the current value. It's not a binary toggle - you'd need to explicitly provide a value in order to set it. 2.) Did you restart the server afterwards?
  14. The whole "surface ores" and "deep ores" distinction that you can find on the wiki page for ores is just one massive misunderstanding, as far as I can tell. Internally, there are exactly two things explicitly labeled surface deposits: the "starter" copper and cassiterite deposits that spawn independently of the ore map and have their frequency defined in the world config. That's all. And while both of those do in fact generate surface rocks, there are plenty of other ores using the regular ore map which can also generate surface rocks. Whether or not an ore can do so is not tied to which generator it uses, or which depth it spawns at, or anything of the sort. I went and checked the code for this just to make sure, and it all boils down to one thing: if the JSON definition of an ore specifies a value called "surfaceBlock", it can generate whatever block defined there on the surface; if the JSON file omits this value, then it can't generate anything. As an example, borax specifies a surfaceBlock, but ilmenite doesn't. If a surfaceBlock is defined, then the game defaults to a genSurfaceBlockChance of 1.0, and a surfaceBlockChance of 0.05. Both can optionally be specified in the JSON file to override the default; for example, olivine specifies genSurfaceBlockChance = 0.35. genSurfaceBlockChance describes whether an individual deposit will try to generate surface rocks at all. For example, only roughly one third of all olivine deposits will attempt to do so, but all borax deposits will make the attempt. surfaceBlockChance describes the likelyhood that each individual block of ore in the deposit will spawn a surface rock, assuming the deposit makes the attempt in the first place. However, that individual block's likelyhood is modified by its depth below the surface. For each block down, the final chance is reduced by 11%. As in, the five percent points of surfaceBlockChance get reduced by 11%. This means that (depending on how SurfaceY is defined) the final chance becomes zero at either 9 or 10 blocks below the surface. Off-by-one errors, yay Ergo, the deeper a deposit lies, the smaller the chance is that it'll produce surface rocks, even if it can do so; and below a certain depth, it'll never generate surface rocks.
  15. You can find the seed by using the edit/details button on the right side of the screen where you load the world. As of right now, there is no tool that allows you to preview terrain generation based on a seed. If you don't want to walk around aimlessly anymore, I recommend going into creative mode so you can fly, and accelerating yourself with (I think) F2. You'll only be limited by how fast your computer can generate new terrain.
  16. Rift weather changes over time. Sometimes it'll be calm, sometimes it'll be medium, sometimes it'll be apocalyptic. That's just how it goes. It's also a global thing, independent of location. That means no location is more or less safe than any other. Rifts are generated within a certain donut-shaped area around your player character's position in the game, up to a cap. If you move, then the area moves with you, but existing rifts stay where they are; thus, they will no longer be in the area, and so the game will spawn you new ones that are. Rifts will no spawn if block light in the randomly-chosen location is above a certain level. In other words: light up your base. Not just inside, but also outside. Of course, that only really becomes realistic once you can mass-produce lanterns or torch holders. Until then? Well, rifts are going to be part of your life. There is also an endgame device that will not allow rifts to exist within a certain area around itself, so you can use that instead of spreading lanterns all over the countryside. But when I say endgame, I do mean it. It's one of the final things you ever gain access to.
  17. There should definitely be sounds for that. Which version are you on? Do you get player character voices in any other situation? They should sound like musical instruments. You set them in the character editor upon first joining a new world. Also, are you the only one not getting such sounds, or do your friends not get them either?
  18. I was under the impression that turning rifts off is supposed to revert surface drifter spawning behavior to the old style...
  19. Welcome to the community, enjoy the game Please queue over here to receive your complimentary mauling by wolves.
  20. @Kriss If you mouse over the "Devlog" button in the top navigation bar, you can see a link to it.
  21. Not in the base game. There's probably a mod around somewhere, try looking through the modDB.
  22. Yes - go to #wiki-and-translations on Discord.
  23. You can click the "Need Help" button in the top navigation bar to create a support ticket. Because it is the holiday season, please allow a day or three for a response.
  24. Do you have file system access from GPortal? If so, upload the game files. If not, then you can only use whichever versions GPortal gives you to use. Once 1.19 is fully stable (this is still an unstable test build), GPortal should start offering it.
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