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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. If you used your Google account to authenticate yourself, then perhaps you need the password of your Google account? Have you tried using that?
  2. 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.
  3. ...You sure you're not looking back at Terrafirmacraft through some rose-tinted goggles there? Because if I was given the choice which prospecting system I wanted to use, I'd choose Vintage Story 100% of the time. The main reason is that it not only offers the same tools as TFC did, but actually more of them. Finding ore in Vintage Story is easier and more immersive. Let's review how you found ore in TFC: you walked through the world (or through a cave) and spam-clicked the prospecting pick in hopes of getting a result right beside you; or perhaps exposed ore in the flank of a cliff or tunnel; or small ore bits you could pick up like stones which indicated a deposit below. Once you found one of the former two, you could start mining right away; but if you found a deposit indicator, you dug down from there and tried to triangulate the deposit using the prospectign pick. There were three main problems with this approach. First: spam-clicking the prospecting pick on dirt? Really? That's supposed to be immersive, believable gameplay? That's not how prospecting works, bro. And yet, that was what most people did all the time, and yes, it occasioanlly worked. Second: false negatives. The prospecting pick would randomly claim there was no ore nearby, even if you could see the ore right in front of you. Third: the only thing that actually showed you where ore could be found were the small ore bits that served as surface indicators. And not all ore veins generated surface indicators - many of them were simply too deep. And those deep ore veins? You had no tools to find them besides the sheer blind luck of accidentally digging into them or walking past them in a cave. So in practical application, player progression worked by whatever ores they could find surface indicators for. And that is the reason why the vast majority of players never got through the entire progression. Copper, tin, bismuth, zinc, iron... sure, you could find those around as surface-indicated deposits. That would take you all the way to steel. And then you were tasked with finding nickel... and you realized you had zero tools to do so. You could live your entire ingame life in the middle of an area made exclusively out of stones in which nickel can generate, and you could still never see a single speck of it despite digging kilometers of tunnels in every direction and breaking 10+ prospecting picks in your search. I should know - I've been that person! By comparison, Vintage Story. It also has surface deposits that can be discovered through little ore bits on the surface. But those are a special generation type that is specifically meant to be discoverable from the surface, and only a subset of ores can actually generate this way. They're just meant to get you started. The main bulk of ores must be found by active prospecting. This is the first difference: you're no longer running around hoping for an indicator, but rather you're actively searching and tracking down what you want. This is already a better gameplay design approach. You do this active searching with the primary mode of the prospecting pick. In contrast to TFC, you're not right-clicking blocks, but rather you must break them; and it has to be stone blocks. This much better represents what you're actually doing while prospecting: you're crushing rocks apart to examine the trace elements they contain to get a hint as to what might potentially be found in this area. The game offers this information to you by reporting which ores might generate here, and how likely each of them is to generate - anywhere from "miniscule" to "ultra high" chances. And right away, you know more than TFC ever told you. If you're looking for nickel (if it had a gameplay use in VS, which it does not yet have), and the prospecting pick didn't mention it, then you know you don't have to bother digging a single block here, even if the right stone type is present. And if the pick did mention nickel, you can then continue actively prospecting in the area until you track down the highest possible reading you can get, so when you do finally start digging, you have the highest possible chance of there actually being something for you to find. Then you have the secondary mode, which works exactly like TFC's propick... except it never gives you false negatives. So it's straight up better as well. You use this secondary mode once you start to dig in a promising area that you previously identified with the primary mode. It helps you find deposits that you're not directly hitting with your mineshaft. Combining the two, you can identify the best places to look, and then reliably detect and narrow down anything that actually spawned there. Check this tutorial video to see a practical example of how this is done. Admittedly it's a bit weird that the secondary mode is disabled by default in survival and requires you to toggle it on in the customization (or use an admin command in an existing world). That is definitely something that should be changed, in my opinion. Just the primary mode alone does work, to some extent, but all it ultimately changes is having to dig more shafts closer together in order to not narrowly miss something while digging past it. That's not as fun and engaging as actively detecting and triangulating the ore deposit is.
  4. Huh, I never knew this existed. Gonna try it right away.
  5. @radfast - I like your thoughts. That's much more concise and to the point than the original, and actually sounds possible to implement. Less edge cases too. I can still come up with at least one way to exploit that for quasi-infinite food preservation, but it involves paying realworld money for a secondary account. I suppose that's a reasonable barrier - and for server owners it should be possible to recognize the very unusual behaviors of such secondary accounts and ban them if fairness is desired/required.
  6. I don't think it's that big of an issue right now, because there is absolutely no need to stock food. Your primary food sources simply never go bad, so you simply use those. If you have a pen full of animals, they will have given birth and grown up while you were away, and slaughtering one will instantly give you enough meat for a full cooking pot. If you have berry bushes planted and fenced off, or bee skeps in a fenced off area, those will have regrown and repopulated while you were away, letting you instantly harvest for fruit nutrition. And if you plant a fresh batch of vegetables and grain on fenced-off farmland, those too will be ripe and waiting whenever you log in next, while your fallow farmland will have recouped all of its nutrients. It takes some setup for all the fencing required, sure, but it is possible even for a new player - especially if you borrow a saw from someone else early on. However, I can see this becoming a problem once seasons are implemented. If crops and berries do not grow during certain times of the year, or perhaps even die if they are planted during that time, then it is possible to log in and find much of your preparation destroyed. Or rather, you will know before logging off that you have very little means to prepare unless you can predict what season it will be when you log in again. Unfortunately, I don't fully understand how the solutions you suggested should work, especially regarding edge cases and potential exploitability. For example, let's say a player stores food in a remote location and then walks away, leaving it unloaded. Eventually, they log off. Sometime later, they log in again, play some time, log off again - all without ever loading that remote area. Repeat this process four or five times, over the course of a week or two. The remote location is never loaded by the player again. Now, someone else accidentally walks past and loads that area for just a few minutes before it unloads again. This other player logs off soon after, and does not log in again. Finally, the original player comes back to the remote area the following day. In what state will they find their food? Would the result be different if the other player had remained online the entire time until the first player's return? Would the result be different if the brief loading by the other player had happened near the beginning of the first player's extended absence instead of near the end?
  7. Klingt fast so, als würde irgend ein Eingabegerät eine automatische Auswahl auslösen. Die Pfeilspitzen sind das Rezept ganz links oben, sprich die erstbeste mögliche Auswahl.
  8. 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.
  9. Well, I'm sure the developers of Vintage Story have their reasons for tiering metals like this. That doesn't mean you have to follow it, though, or that the reasons the devs have work out for you. Allow me to explain my reasoning: In the list you gave, molybdochalkos is on a lower tier than copper. But if a player ingame must decide what they can afford, that's a different story. It's not enough to have lead; it's not enough to have copper. You must have both to make the alloy. As a result, for actual gameplay purposes, molybdochalkos is harder to get than either copper or lead on its own. Additionally, consider that molybdochalkos only has one single use right now - it makes lanterns, and that's it. As such, allowing it to make metal chest gives a heavily underutilized alloy something new to do. Brass is in a similar boat; right now, all it makes is torch holders and lanterns. Might as well also allow chests to be made out of it. Both molybdochalkos and brass are two-component alloys of copper and a relatively common secondary ingredient, so they are extremely similar in that regard as well. It makes perfect sense, game design wise, to have them together in a capability tier. And since they are harder to get than straight copper, they should be in a tier above copper. But since I inserted the two-component alloys in between copper and bronze, I made that a "half-tier", only adding two slots instead of four. Tin bronze is also a two-component alloy of copper. However, cassiterite is very rare - much more so than galena and sphalerite. Also, bronze's material properties make it a proper tool metal, in contrast to brass and molybdochalkos. So it makes sense, for both of these reasons, to have it a tier higher than those two. The other two bronzes are three-component alloys, and are therefore harder to get by default than the two-component alloys. But the ingredients for bismuth bronze are common, so it can stand side by side with tin bronze easily - maybe even a step below it, as it does in tools and armors. Black bronze, in turn, has better stats than tin bronze in every application we see in stock VS, because it is so hard to make. So keeping them in their own tier, but with a three-way capability split, both makes sense game design wise, and matches the behavior of the base game that players learn to expect. You can, of course, stick directly to the metal tiers as defined by the base game. I just wanted to point out that you don't have to - that you can look at how players in the game obtain metal and progress, and design your own tiers according to that. Also be aware of future-proofing your approach. Should steel ever get implemented in the base game, players of your mod will clamor for steel chests. So you'll enter tier 4 that way. But tier 4 as defined by base VS also has tin. So what are you going to do - implement a tin chest, and allow players to jump to chests equivalent to steel before they have even made bronze? Or decide that tin chests shouldn't exist, or should exist but on a different tier, and therefore deliberately break with the base VS tiering as you do so? And then comes stainless steel, and gives you the same problem. Stainless steel is tier 5, and it is made with chrome, and chrome is also tier 5. So why should people ever use stainless steel, if they can use straight chrome and get the same result - unless you, again, deliberately break with the base VS tiering? Might as well think things through now, so you don't run into that awkward situation later!
  10. Half-height dirt and sand would be very interesting and make Vintage Story different from other one-meter-block games for sure. Unfortunately it doesn't come without issues. For example, VS is already a game that heavily restricts your inventory size in the beginning. And now instead of three soil types plus one sand type per stone variant, you have twice that number of blocks? Even If you allow direct crafting of one into the other, that's a bit awkward at best. You could make it so that dirt and sand (and perhaps snow as well) do not have full blocks at all, that only slab blocks exist, stack to 128 (instead of 64), and the world generation works with that. However, then you have to account for the fact that currently, mobs cannot spawn on anything that isn't a full block. And that apparently the game cannot handle combining two slabs in the same block space the way Minecraft can (at least I have been unable to make it work for me). And, independent from it all, if water still comes as full blocks, how do you make sure that shorelines generate correctly? And so on and so forth. It's a very deep rabbit hole. It's the kind of decision you'd probably make before you even begin writing the engine. As such, I doubt it will happen, and introducing some item-bound form of step assist would be far quicker.
  11. The thing about the auto-jump in Minecraft is the fact that it's an auto-jump in the first place, and it's freaking annoying =P Minecraft mods have gone the "step assist" route long before Minecraft officially did (starting with Thaumcraft 2 IIRC, way back in the days where singleplayer and multiplayer MC where still different platforms), and they usually do it without an auto-jump. They just let you walk up that block as if it was a slab. And that is generaly far more palatable to a far larger number of people than the unexpected jumping animation. Still, I agree that it should be configurable, or perhaps related to special boots you can wear ("Sturdy Hiking Boots", made from leather). Because even with non-jumping step assist, there are still moments where you don't want it - usually while you're at home. Can you imagine the frustration of trying to work on a smithing anvil, and repeatedly and accidentally auto-stepping up onto it while trying to readjust your position to better get at those last few pixels? It would suck hard. It's also a problem that has existed in Minecraft for as long as step assist has been a thing, and the chief reason for why step assist generally comes in item form (or at least with a hotkey toggle if it's a feature of an integrated armor set like from Pneumaticcraft). Given the choice between forced always-on step assist and no step assist at all, I'd rather keep jumping manually while exploring the world.
  12. Hello Vies, I like the idea of these chests a lot, but I'm not sure that two extra slots per metal tier are worth it. Consider that 16 storage slots cost 8 planks - that's half of a single wood log, and half a single tick of durability damage to a saw. Meanwhile, the 2/4/6 bonus slots the metal chests offer cost four to five metal ingots - that is, four to forge the supports, and a fifth for the hammer that is most likely going to be used up in forging those four items. Nevermind the procuring and processing cost of that metal (pickaxe durability, smelting fuel, player effort, etc). It seems that, if I wanted more storage, just making more chests would be the far better idea. Space is only rarely a limitation, which leaves these chests to be mostly a luxury statement: see how much metal I have, that I can afford to spend it on this! Now obviously, adding enough slots to make a chest that costs wood and metal more cost effective than a chest that costs just wood is not going to happen. They're never going to be cost effective, nor should they be meant to be. Still, I think that the payoff could be a little more attractive than just two slots per tier. You could consider maybe three or four slots per tier. Or maybe even something irregular, like a 2/6/8 setup, where bronze adds +4 and the other two tiers add +2, since copper is easy and iron is plentiful, but bronze is usually a major hump to cross. Or +3/+4/+3. Or the like. If each tier was bigger, then you could also have variation within that tier. The game already does this all across the board with bronze, which is an example you could follow. It could result in the following example lineup, or something similar to it: Tier 0, Wood: 16 slots Tier 1, Copper: 20 (+4 over wood) Tier 1, Bismuth: 20 (+4 over wood) Tier 2, Molybdochalkos: 22 (+2 over copper) Tier 2, Brass: 22 (+2 over copper) Tier 3, Bismuth bronze: 24 (+2 over brass) Tier 3, Tin bronze: 25 (+3 over brass) Tier 3, Black bronze: 26 (+4 over brass) Tier 4, Iron: 28 (+3 over tin bronze) Not sure if it's worth having other metals like straight zinc, tin, lead, etc in there, as you're always better off alloying them. They would simply never be used. Bismuth is an exception for its interesting color. Silver and gold could probably also be added in there for their appearance, though I'm not sure if you'd want to balance them according to their rarity (high) or according to their suitability as a metal (low). Tools made from them choose the latter route in stock VS.
  13. 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
  14. You can try fixing it yourself, with /wgen regen x Where x is a radius of chunks to regenerate. 0 = the chunk you are in, 1 = a 3x3 area, 2 = a 5x5 area, and so on. 0 or 1 is usually fine. Each chunk is 32x32 blocks. Be careful where you stand, you might end up underground and might need to teleport a few blocks upwards.
  15. 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.
  16. It would have been in one of the posts in the News section. /worldConfig propickNodeSearchRadius 8 And after using it, you must exit the world and re-enter. Afterwards, you can use the F key to switch modes when you have a prospector's pick in hand.
  17. I now have additional questions: Is there anything like a window tile or glass sheet that doesn't take up a whole block? If I saw apart regular glass blocks, the resulting slabs say "horizontal placement only". I'd want to put them vertically as a window. Is there some way this can be done? I mean, it's not of critical importance, I could use full blocks. But it would be nice to have aesthetically How can I figure out the item names used for the /giveitem command? Take for example a wooden door. '/giveitem wooden door 1 streetwind' does not work. Neither does "wooden door", wooden_door, woodendoor, doorwood, or just door. What way would I use to look up what I actually have to type into that command?
  18. I have sheep in an outdoor pen that has no lighting other than what the sky provides. So far, none of them have despawned in 10+ hours of gameplay, even when I worked the anvil throughout the night, or spent several days far enough away that the area was unloaded (visible by the throughs not being eaten from).
  19. 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.
  20. If no mods are working at all, did you check whether or not they are even enabled in the mod manager in the main menu?
  21. Did you take off one of your inventory baskets in order to put the new linen bag in that space? Your inventory screen looks like one contiguous bag, but each item is still tracked as being in individual containers. You can see this by mousing over your inventory containers. Each one will tell you precisely what it contains. And these items stay in these containers when you take them off. Even when "hot-swapping" them with another container. So, chances are that your lost items are safely within a container you took off.
  22. I like that idea. Unfortunately, it doesn't work out quite so well in practice. I just checked ingame, and each ingot is 7x3x2 = 42 voxels. That doesn't neatly share common denominators with 100. One plate, then, takes up 42 x2 -3 = 81 voxels. Makes sense, that's a 9x9 square.
  23. @ApacheTech - not necessarily. For starters, are the wiki numbers even up to date? Perhaps the defaults got changed since the time that page was written. You'll have to check the config file of a world created in the current version to make sure. Also, there is still the requirement for the right stone. If you're exploring a claystone area, you could set the chance for surface tin to 100% per chunk, and you would still find nothing. Only very few stone types allow cassiterite.
  24. I like Lazy Warlock's idea, to be honest. Just remove terra preta spawning entirely, and make it craftable with compost, charcoal, and bony soil. Still requires exploration, adds a usage to a currently useless block, makes composting a valuable game mechanic, takes cues from real life, and makes a full field of the best soil something you can be really proud of. The amount of bony soil per ruin could easily be adjusted to tune how difficult it is to get.
  25. As the saying goes, "there's a mod for that" This is not as easy a feature to add as you think it is, though, because it has potential to seriously break the game in unintended ways. For example: the chainmail blueprint on the anvil costs 2 ingots. You can re-smelt the resulting product and get 2 ingots back. Due to the shape of the recipe, you also have to chip off a moderate amount of excess, and there is no way to avoid that. So what happens if you forge a chainmail sheet, and then re-smelt it? You just got your investment back, but now you also have the extra that you shaved off. Boom, infinite metal exploit. In order to avoid that kind of thing, you'd have to explicitly disallow re-smelting of anything that can be made on an anvil - but, being allowed to re-smelt tool heads is also a popular suggestion/feature request, and there's also a mod for that. No matter which way you turn it, someone's going to be unhappy.
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