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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. v1.19 is going to feature various different antlers and wall mounts for them. Not the other stuff, admittedly, but it's a start?
  2. The firepit is one of the oldest blocks in the game, and due for a rework... it's already on the roadmap, in fact. Hopefully, the reworked firepit can have an output slot for ash. Even if the base game won't use it, I can imagine half a dozen mods that'll instantly pile on the opportunity!
  3. Did you actually create your game account? Note, this is different from the forum account. The forum account is only for the forums. The game client, as well as the download area, needs a game account which is linked to the key you purchased. When the email with your key arrives, it is supposed to contain instructions for setting up a new game account. If you have not done this, and instead are trying to log into the client area with your forum credentials, that would explain why it isn't working (and also why reset password fails, because there is no account to reset). In that case, click here. If you already created a game account, but you can't log in with the information you think should be right, then yes, try creating a support ticket.
  4. The client download section can be found by clicking (or just mousing over) the "Client Area" button in the top navigation bar.
  5. Congrats on finding your iron As for the question above - just like all other parts of prospecting the answer is "you develop a reliable, repeatable methodology". Go to this prospecting guide I once wrote. Skip down to the part where it gets to digging.
  6. This suggestion is probably far too development-heavy to be considered, but let me add two comments anyway: (1) You wouldn't need to make the immersive map a world option. Since it's a craftable item, anyone who has the global map turned on would just not use the craftable map since the global map is so much easier, and anyone who has the global map turned off would probably appreciate the option to have a craftable ingame tool available. I see no reason for a world config that bans all maps - nevermind that worldconfigs can be changed at will during gameplay, and then what do you think would happen if someone sets a server to "no map" after several players have used the map items extensively? Do they just get deleted? Too big a can of worms. If someone doesn't want any map, they can just... not craft a map. No need to make it more complicated than it needs to be. (2) Ingame chunks are 32x32, not 64x64.
  7. Have a look here: https://wiki.vintagestory.at/index.php/World_Configuration You'd be looking for stuff like /worldConfig harshWinters true. Make sure you read the "general usage" section carefully. Also note that some changes won't come into effect until the server is restarted. Finally, don't touch any of the commands that involve time, date, or other calendar functions unless you know exactly what you are doing. You can make your entire food storage rot in a split second with a single innocent-looking change.
  8. Yes. That simply means that nobody got around to translating those parts yet. Localization into other languages is mostly a community project, meaning that a language that doesn't have active volunteers won't make much progress. If you wish to contribute, you can join the #wiki-and-translations channel on Discord.
  9. VS doesn't have "difficulty levels". It only has a number of settings that change how forgiving or challenging individual parts of the game are. If you want to make the game harder, you need to know what exactly you want to be harder. Once you know that, there are commands.
  10. Decent is... well, decent. Not good, but serviceable. I'd give it a try, especially since you're looking for iron. Iron ores, unlike most other ores, have this quirk where they try to spawn less than once per chunk column. That means that you could find yourself an "ultra high" result, and still not find an iron deposit there. It would have certainly made its spawn roll if it attempted one, but welp, it didn't get to even try. So for iron, you'll need to be prepared to search more than just the highest peak you can find. On the other hand, you can spread your search attempts easily 50 blocks apart, because when an iron deposit does generate, it'll be absolutely gigantic and almost impossible to miss. As such, it is more valid to try lower spawn chance areas for iron than it would be for other ores that reliably produce deposits in peak spawn chance areas. For example, if your "decent" area covers four chunks, then chances are that two of those chunks were allowed to try to spawn ore, so you got two spawn rolls at decent chances, and if just one of those succeeded, the resulting deposit would be so large that you'd find it by digging in the middle of those four chunks, no matter where it actually spawned. So while it's not ideal, and you might well not find anything, it's worth giving it at least one try IMHO.
  11. Go sleep in a bed and don't cancel it, let it play out. Once you wake, time should have fixed itself. (This is a known issue that can rarely happen when you go to sleep and start time accelerating but then somehow manage to get out of bed "improperly" so the acceleration never stops.)
  12. ..."download window"? It shouldn't matter where you download something. Are you sure you don't mean "installation window"? In that case, yes, you need to install each game version into a separate folder. They need to exist independently of each other.
  13. It looks like one plant in the top row managed to reach stage 2? But yeah, that is somewhat slow. Most crops should take around 2 months now, so 18 days at default settings and 100% growth speed from farmland. Turnips should only take one month. Which version are you on?
  14. It's just a cobblestone block with a different texture. You can build something with it if you want.
  15. You can use a spoiler tag by clicking the eye icon in the text editor.
  16. Yeah, the Dynamic Trees mod in Minecraft took dozens of iterations before it became more than a neat gimmick that started running out of bounds more and more as time went on. It's very, very complicated to do it right, and to this day the mod has to take shortcuts to mitigate the performance impact... which, by the way, is already lower in Minecraft than it would be in VS because Minecraft (1) has a noticeably lower average view distance, and (2) does not need to fast-forward entities in previousy unloaded chunks to match the current calendar when they become loaded again. I'm fairly sure it can be done well and right in VS, too. I'd celebrate it as much as the next person. But the amount of work it would require...
  17. That's a sensible first step, but consider that there are armors that do not consume metal at all. You need to balance against those as well. I'd say, try to fit them into gameplay niches. For example: it is generally accepted that (1) the improvised armor should always be worn from day one until you have something better; (2) wood lamellar is a waste of resources; (3) copper anything is an emergency solution and you should probably pick the cheapest recipe, meaning lamellar; (4) bronze lamellar is the first good option for cave exploration; (5) iron chain is the logical upgrade once available; (6) you should try and find a set of blackguard or forlorn hope armor for endgame; (7) nobody ever uses scale armor; (8) steel plate if you want to be the frontliner in multiplayer. The reason for this progression is that (1) the improvised rmor has zero downsides and costs almost nothing; (2) wood lamellar is pretty much the same stats as improvised, except more expensive and with downsides, and its higher durability doesn't matter at all because it is defense tier 0 and thus will get torn to shreds in a small number of hits anyway; (3) copper is defense tier 1 and still gets torn to shreds rapidly by all animals and most drifters; (4) bronze is defense tier 2 and thus will hold up against all animals except bears, and three out of five drifter types, making it the first armor you can actually wear for an adventure and expect it to still exist when you return home; you pick lamellar because it is the only armor type that doesn't need leatherworking established, and durability on that set should last until you can upgrade to iron; (5) iron is defense tier 3 and thus covers bears, all locusts, and all drifters except nightmares, and additionally chain has low downsides and is very low effort to make with a helvehammer, so replacing this armor is quick and easy; (6) the relic armors give you almost-steel stats for iron repair costs, making them a no-brainer; (7) making scales is just about the most annoying and tedious thing you can imagine doing on an anvil, and the armor you get in return has high downsides; (8) plate mail has extremely high downsides, and as a single player you are limited in your DPS output; even if you can tank a million hits, you will probably end up eating hit after hit because you can't avoid enemies and it takes you ages to kill everything that swarms you, and thus this armor is improved by having friends that can supply extra DPS from afar. Additionally, there are the nonmetal armors. Leather is your zero-downsides, every day armor that you have on when you don't expect to be fighting, but still don't want to be completely unarmored. Tailored gambeson covers the same niche but better (tier 2 instead of 1), in return for some minor downsides, and the fact that it's a class-exclusive recipe (though tbh most players disable that feature anyway even though it's technically cheating). Normal gambeson has more downsides, but still not too much; it is certainly still better than anything bronze. The reason you go for bronze anyway early-on is because flax tends to be the more valuable commodity during your first six months of a playthrough. Later-on, after your windmill is up and running, you definitely would choose gambeson over bronze every time. So where do your armors fit in with this? You'll notice that the only metal armors that are considered "efficient" to use in the first place are lamellar and chain. Both of those are considered that because they are the cheapest and fastest option. If you make options that are even cheaper, chances are your options will be preferred (and doubly so if your armors have fewer downsides due to being lighter), unless you downgrade the stats a lot. Remember, defense tier is more important than durability or damage reduction; due to how the armor system of the game works, you will choose tin bronze lamellar (-0.6/77%, 600 durability) over copper chain (-1.1/80%, 600 durability) every time, even though chain has lower downsides on top of its better stats. You'd make this choice even if both cost the exact same amount of resources. Having defense tier 2+ is especially important due to just how many creatures in the game are at attack tier 2, so players tend to beeline for the quickest way to get tier 2 anything, no matter the stats. Of course, all of the above counts mainly for a resource limited scenario, and the pursuit of "optimal play". If you're at a point where you have more metal than you know what to do with, or if you like the look of certain armors more than others, then there is absolutely nothing wrong with going for brigandine or scale or whatever else you might prefer. But that kind of usage is not useful for defining balance. So, ask yourself the following bonus questions about your armors: (1) Does it require leatherworking? If no, it must compete with lamellar and gambeson only. If yes, it must be balanced against everything. (2) Aside from just considering raw material cost, how much player effort is it to craft them? Using metal plates and chain could be considered low effort if the armor is meant for lategame use, due to the helvehammer, but before that point, asking players to manually smith chain or scales is liable to make them run for the hills.
  18. Whenever a player is hit, there's a diceroll that determines which of the three armor zones (head, body, legs) is selected. After a zone is selected, then that zone's armor protection comes into play: first the flat reduction, then the percentage reduction. There's no check in there whether the armor of a zone applies or not. Therefore, you cannot model reduced coverage, where sometimes you get the benefit of armor, and sometimes not. The only stats you have to play around with are flat and percentage-wise damage reduction.
  19. That's a known issue in .pre9, it is said that .pre8 was supposed to be fine. Are you sure you're on .pre1?
  20. Also, keep in mind that VS only just moved from .NET 4 to .NET 7 this summer. The main delay in doing this migration was a third party component which did not support .NET 7 up until that point, but which VS has a hard dependency on. Chances are, that third party component won't immediately move on to .NET 8, so until it does, VS cannot update either.
  21. Yep, that was the rift activity. "Apocalyptic" basically means an unending swarm as long as you are in a dark area. You do get fake drifter spawns on very low stability, but definitely not above a quarter.
  22. Well, to start with, you don't need to flee the moment you hit 60. You can go quite a bit lower. I think actually dangerous stuff only happens when you fall below 25 or so. But yes, this puts a hard limit on how long you can go spelunking for. Is that really such a problem, though? Once you have found the ore deposit and know where it is, you can get there much faster next time. You can get a lot of ore in a pretty short time if all you have to do is swing the pickaxe. Additionally, at least as far as I am personally concerned... I don't spelunk for ore. I might explore caves to look for ruins and translocators and such, but ore? If my prospecting pick says that I'm on top of an "ultra high" location for cassiterite, I'll just dig a vertical shaft straight down. Ore deposits in Vintage Story generate as horizontal discs, so finding them is much easier if you come at them head-on instead of from the side. And having that shaft means I don't have to walk through any caves to get to the ore. I just climb down the ladder, fill my inventory, and head back up.
  23. You can find all of the spawn conditions in ...\assets\survival\worldgen\blockpatches\flower.json. Rafflesias need hot, humid jungles. Edelweiss wants things cold and high up.
  24. Some payment options may take up to a week to clear, as indicated on the shop's page. Additionally, if you purchased from an external reseller (Humble Store, itch.io), they sometimes run out of codes and the VS team needs to resupply them. But if you used Paypal and bought here on the website, it should be very quick. In that case, check your spam folder. Failing that, you can open a support ticket (mouse over "client area" in the top navigation bar) mentioning the email address you used and the time of purchase. Support tickets may take a day or two to get processed.
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