Streetwind
Very supportive Vintarian-
Posts
1582 -
Joined
-
Last visited
-
Days Won
75
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Streetwind
-
Drifters cannot spawn under an open sky unless there is a rift nearby. They additionally require darkness, and a suitable surface to spawn on, and cannot spawn within a certain number of blocks close to the player. (An ongoing temporal storm waives all of those restrictions.) Additionally, if you press C and look at the bottom, you'll be able to see "rift weather". This controls both how many rifts will pop up, as well as how many drifters will spawn (from rifts or otherwise). If your rift weather reads "calm", then you'll be safe even at night or deep underground; but if it reads "apocalyptic", better hunker down wherever you are unless the sun's shining on your head.
-
Yes, there is: /time calendarspeedmul 0.25 This command regulates the speed at which ingame hours pass compared to IRL minutes, with a value of 1 being a 1:1 lockstep (24 minutes per 24 ingame hours) and 0.5 being the game's default value (48 minutes per 24 ingame hours). Dropping it to 0.25 gives you what you want. It probably does not affect your hunger drain. It didn't use to, but I haven't played in 1.19, and there were some timekeeping changes under the hood. Test it out to see if the same meal lasts you the same IRL time or the same ingame time. If necessary, you can fix it yourself: /worldconfig playerHungerSpeed 0.5 It does, however, affect everything that follows the game's calendar. Meaning such things like animal pregnancies, crop and tree growth, how long charcoal piles and pit kilns burn, the time before traders cycle their inventory, the passage of seasons, the rate at which weather changes, and so on and so forth. It is, after all, a calendar speed multiplier
-
What is the best perk/profession to start with ?
Streetwind replied to Tubik Gleba's topic in Discussion
The easiest class to start the game with is Malefactor, as it is specifically statted out to make the earlygame more easy: you find additional resources and food in almost everything in nature, and you get more loot from ruins as well. In addition, animals are less likely to detect and react to the player, which makes both hunting prey and avoiding predators easier. Its special recipe, the sling, is one a lot of players sleep on - it's not the strongest of weapons, but it fires fast. And its ammunition is stupidly cheap, zero effort, and you can pack a huge amount into a limited inventory. The biggest downside of the class is reduced combat potential, especially melee - which is perfectly fine for a new player, as they should be avoiding combat anyway. It does however lead to the Malefactor being quite weak in the lategame. The Blackguard is in many ways the polar opposite - the early game is more difficult, but it becomes a real powerhouse in the hands of an experienced player. Avoid this if you're just starting out. The Hunter is quite balanced across all stages of the game, and probably the overall strongest class after all is said and done. A perfectly good pick, even for a new player. Additional food from hunting, better ranged combat, better craftable ranged weapons. The increased movement speed is probably its most popular feature, and it helps with getting away from danger as well as with the tedium of long-distance travel. The main downside, less ore yield, is probably not as big as most people think it is, because ore really is very plentiful out there. New players may struggle with prospecting, which is fair... but especially experienced players can pretty much ignore this downside completely. The Tailor is an okay class if you play with class-exclusive recipes enabled. Its pros and cons don't look that convincing, but the recipes available are absolutely worth it. On the other hand, you could just turn class-exclusive recipes off, and choose a class with better traits... and the downsides this class has do make it harder to find food and early resources. I'd avoid this class on a first playthrough. The Clockmaker is weird, and hands down the weakest class overall. None of its upsides matter in practical gameplay, except for the movement speed (which the Hunter also has). The downsides on the other hand do matter, a lot. Sure, it has a fun gimmick where you can tame a certain kind of monster and have it follow you and fight for you... but then again, you can have that with any class if you turn off class-exclusive recipes... Definitely avoid as a new player. And finally, the Commoner. This is the class for you if you're afraid of red text. Unfortunately, most classes have more upsides than they have downsides, so this leaves the trait-less Commoner as the objectively second-weakest class in the game (just after Clockmaker). It can still be a decent starter, since you don't have to account for a weakness... but in doing so, you're actively forgoing advantages that would make learning the game easier. TL;DR: pick Hunter or Malefactor to have a leg up as a new player. -
As an aside, I loathe what the new forum theme does to my name. Maelstrom's in the same boat. The old theme was much better for this, and I was using it all the way until it was silently removed a week or two ago. Much sadness.
-
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.
-
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.
-
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
-
"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.
-
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.
- 4 replies
-
- 3
-
-
- prospecting
- resources
-
(and 1 more)
Tagged with:
-
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.
-
Lurk under the floor of their house and moan incessantly, day after day, slowly but surely eroding their sanity.
-
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.
-
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.
-
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.
-
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...?
-
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.
-
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.