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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. Oooooh. Control-click. I didn't try that because that never really does anything, most of the time. Figures that this would be the one exception Anyways, it worked! Many thanks!
  2. Nuts, I just noticed I misclicked on the wrong subforum when I posted this. If a friendly mod comes by, feel free to move it. @EnigmaticWonder - How? There's only one bucket in the game - the wooden one - and it won't let me place water. I can only scoop some water up to place into barrels.
  3. After digging up some farmland in order to replace it with something better, the adjacent water trench is full of "flowing" water. It was perfectly still before. I replaced the soil blocks exactly as they were before. And yet, it turned out like this. I really, really dislike random flowing water where it shouldn't be. Especially in the middle of my base. Is there some way I can give myself some water blocks I can stuff in the trench to make the flowing water go away? I'm in singleplayer, so all server commands are available to me. But I can't seem to figure out how to word the command so that it finds the water block.
  4. 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?).
  5. 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.
  6. 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.
  7. Wenn du Admin bist, verwende das Kommando /worldconfig temporalStability false Das schaltet die Spielmechanik rund um temporale Instabilität komplett aus. Sie selektiv nur in eurem Gebiet auszuschalten geht leider nicht. Aber ihr könntet sie mit demselben Kommando auch wieder auf "true" stellen, wenn ihr z.B. auf Höhlentour geht oder so.
  8. As the elefant says, I now have additional questions. Usually when I break light mud bricks with an empty hand, I get the block back. Twice now, I did not get it back. But that's like, twice out of a hundred. Is there such a thing as a small chance to lose a block if you don't use a tool? Or did I encounter a bug? If animals flee after being injured, and I leave them alone, do they heal back up to full over time? If I leave mature crops and ripe berry bushes standing around, will they eventually go bad and wilt?
  9. When ingame, press C to bring up your character sheet. On it, you will find a value that, if not yet translated, will say. "Satiety: xxxx / 1500". As Sparkle Kitti said, this corresponds to the green bar to the right of the glowy cogwheel on the bottom of the screen. You can think of it as your stomach contents. Eat food to refill it. The character sheet also shows four different kinds of "Nutrition". This is how healthy you have been eating recently. The higher these four levels, the higher your maximum HP will be. Eat a variety of different foods in order to get all sorts of nutrition.
  10. Thanks, I shall investigate keybinds and dummies.
  11. ...but no, none of them are "how do I punch tree" Instead, I'd like to know: If I create a world smaller than the default 1 million by 1 million blocks, what does that do - other than cut off the world at those distances? Does it compress the biome generator so that biomes are smaller and closer together? Can I still "get everything" on a really small map, such as find all the stone types, get all the backstory hints, and see all the different biomes/areas? Does Vintage Story also work in "chunks" like Minecraft does? If so, how big are the chunks, and can I display chunk borders in the game? Related: how far away can I be for crops to still grow, charcoal to still process, and other such things that happen on their own over time? Is there any better way to fire clay products than one by one in a firepit? Those shingles I want for my roof are killing me... EDIT: If I "charge up" a bow or spear for a ranged attack, does that only affect the accuracy? Or does the damage also scale with how far it was "charged"?
  12. @Tim Haucke Your problem is completely different from mine. But it is also much easier to fix: in the "interface" section of the options menu, there is a slider you can use to increase the size of the user interface. Have fun :)
  13. Perhaps land claimed areas could be made to have reduced or eliminated wild animal spawns. it makes sense if you think about it - most animals will tend to avoid civilized, populated areas. Drifter spawns would not be affected, as they are actively invading. Might be something for the suggestion forum.
  14. Can confirm, the text quality is better in windowed mode. However, the game is still working in 1080p internally and giving me an interpolated image. I can easily see this in the dimensions of the screenshots I take. It's basically a tradeoff between somewhat improved (but not optimal) image quality in return for always having the taskbar in my view. I don't know what you can do either, I'm afraid =/ Game engine programming is way above my paygrade. All I know is that this is the first game I've ever seen reacting this way - so there's got to be something that every other game does different, right? If there's any additional tests I can do, or other things I might assist you with, I'm happy to help.
  15. Hey, brand-new player here. Started yesterday, was eaten by a wolf within 30 seconds of my first spawn, loving it so far. There's just one issue that I noticed immediately. And that is that the ingame font was hard to read. Like it was extremely poorly rendered. And I am pretty sure that it did not look that way at all when I was looking at screenshots and videos of the game. I spent a lot of time tinkering with the options, including the ingame UI scaling, but it never looked right. The rest of the game wasn't as crisp as I expected either. After sleeping over it for a night, I found the culprit. I have a fairly high-DPI screen. 125dpi, compared to the typical 90-100 you get on most desktop monitors. This has profound advantages in games, but it also makes the view outside of games pretty darn tiny. So I've set Windows to 133% UI scale. And this has worked perfectly for me for the past half year since I got this monitor. Vintage Story, however, does something unexpected: it somehow inherits that UI scale. No other game I have seen does this. They all ignore it completely, and use their own internal scale. Yet when I set my scaling back to 100% in Windows, and then start Vintage Story, the game looks so much better. The text is far smaller, but even so, it is still more readable than before. And I can use the UI settign to adjust the text size to my liking, while keeping it smooth and perfectly clear. I tried to take screenshots of the effect. This resulted in yet another unexpected behavior. For starters, the text on the screenshot looks much better than it does ingame. I cannot seem to produce an image that is as poorly rendered as what I see when playing. But at the same time, I notice that the screenshot taken with Windows scaling active was captured at 1080p. Meanwhile, the comparison screnshot I took with Windows scaling at 100% was captured at 1440p - which is my native resolution. The ingame graphics setting for resolution was untouched - reading "100%" in both cases. So, not only does Vintage Story somehow inherit the Windows scale setting - but it also changes its internal resolution as a result! No wonder my screen looked so bad: what I was looking at was an image rendered at 1080p while unintentionally being messed with by an external scaler, and then poorly interpolated up to my monitor's actual resolution. Would it be possible for you to tweak the engine so that it no longer pays attention to the Windows scale setting, and always launches at the native resolution?
  16. Looks like both numbers are effectively maxed out, yeah. It should work out fine for you. Now we need someone with wiki editing persmissions to add a blurb to that page about admin profiles...
  17. Well, if you click the "soil" link right there on the wiki, it takes you to soil-type construction blocks, which (among others) include mud bricks. So I would be surprised if they don't work. You can test it though, by comparing the amount of preservation your stored food gets inside versus outside (or versus invalid materials, like wood). As for the doors issue, I would personally default to a ladder. Most of the time I opt for ladders in my starter house basements anyways, as space is at a premium and stairways take up an unnecessary amount of it. In this respect at least, Vintage Story and Minecraft have no differences at all
  18. Yeah, I see no downsides to this suggestion either.
  19. I admittedly know nothing of how Vintage Story does lighting, but I'm a great fan of how SonicEther implemented path-traced global illumination in his Minecraft shader. I mean, if you can achieve playable framerates in Minecraft while path tracing, then it should theoretically run even better in the much higher performing VS engine. And then you don't "just" get things like colored light filtering through stained glass. You get colored light reflections off of colored surfaces, light bouncing around corners, reflected light casting shadows, dynamically emergent ambient occlusion, and all that snazzy stuff. Vintage Story's lighting looks so smooth, I frankly don't know if there's already some sort of global illumination solution in place. I need to progress beyond huddling in a dirt mound hiding from monsters and wolves before I can really investigate that. But if it was a valid option to perhaps convince/hire SonicEther to port his algorithm at some point in the future? Wouldn't that be something!
  20. Land claiming should be able to do that. You'll have to look into editing the allowances, though; under default settings, each player can only claim 4 chunks. And if you claim the spawn for yourself with that, you won't be able to protect your own holdings elsewhere.
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