Streetwind
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There is at least one known issue with hunger getting stuck. It's possible that it occurs in other situations as well though.
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Not on my end. I've had a giant bay eight chunks across that was all freshwater despite leading into an actual ocean. The way oceans are generated is: first the game world generates a 100% land world, and then an algorithm runs that, depending on your landcover and scale percentages, selects certain areas and sort of inverts them, meaning they go down instead of up. These elevation-dropped areas become oceans. Due to this process, you can end up with a large body of water that generated as a lake seamlessly border a large body of water that was designated an ocean. You won't be able to tell where the freshwater stops and the saltwater starts unless you use a liquid container like a bucket or bowl to scoop up some of it and check.
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Some worldconfig settings have minimum values you cannot go below. Maybe 1.18 changed something about the minimum playerHungerSpeed you can set? (I don't actually know, just speculating.)
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Yeah, grass behaves differently. Most soil-type blocks can become covered with a grass texture over time after being placed in the world. This texture has multiple stages, from small patches all the way to completely green. Every time this texture changes, there's a good chance a tall grass plant will spawn above the block, if there's room and there isn't one there already. Once the block texture is fully green and doesn't change anymore, you can remove the tall grass and it won't come back.
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Light up your house, and the area around it. Rifts cannot spawn above a certain light level - and even if a rift is already there, drifters cannot spawn above a certain light level either. Note that oil lamps are worse at spawn prevention than you think. Use lanterns - or failing that, torches. So what if they burn out every so often? They're practically free in unlimited quantities. ...And the whole going AFK in a non-pausing multiplayer game with periodic monster waves, when you could have logged out instead? Yeah, sorry, but that's entirely on you.
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Via Google Translate:
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If you authenticate online at least once, you can continue to open the client while you have no internet connection and it will work fine.
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It looks great, but I worry about the gameplay effects. Finding limestone/chalk and finding bauxite will be made significantly more onerous and time-consuming.
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Vintage Story servers have been under a brute force hacking attack this past day or two, trying to guess user accounts and passwords by using data from security breaches on other websites. It's quite likely that login issues stem from that.
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There is no way to get most ores without prospecting for it, no... unless you count spawning it in from the creative menu. Prospecting is the most difficult mechanic in the game to get right for new players, because it heavily relies on both player experience and developing a reliable methodology. If you are still in your first world, it's normal to be struggling; it gets easier the longer you play. I can also offer you a how-to guide. If however you dislike the mechanic as a whole, regardless of how much or how little time and effort you have to spend interacting with it... then I'm not sure what to tell you. This might not be the right game for you then.
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Silver is a bit over three times as common as gold. (20 tries per chunk compared to 6.)
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Turning off rifts just makes drifters spawn everywhere at night instead of just around rifts. (In other words, it reverts the spawning behavior to Minecraft style, like it used to be before rifts got introduced.)
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High light level under creatively created ceilings ...
Streetwind replied to DrEngine's topic in Questions
It changed to /debug chunk relight in 1.18. -
I'm not sure if a trader's land claim actually states being protected by "a higher power". I know a location that definitely does this, though. The Resonance Archive, a unique storyline dungeon. There's only one of these generating in any given world, usually around 6k to 8k away from world spawn, and it's about six by six chunks in size. It would be absolutely hilarious if you took a random translocator and ended up in one of the protected chunks. The claims don't even extend all the way to the surface, they're only in the direct vicinity of the structure. Have you ever considered playing the lottery?
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Do crops take longer to grow if you pick 30 day months?
Streetwind replied to Nerdlin Geeksly's topic in Questions
Yes, crop growth times are measured in months, and will follow the calendar.- 1 reply
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You will not be able to grow the same type of crop on the same block of farmland over and over. Each crop requires one of the three nutrients, and drains it from the soil. The less nutrient remains, the slower the crop grows. Nutrient recovers over time, but much slower than plants consume it. Fertilizer helps, but releases only gradually over time (hence the tooltip literally saying "slow-release fertilizer"). Some crops with high nutrient needs will still drain the soil much faster than fertilizer can restore it. To get around this, you need crop rotation. That means: first, plant a K crop. Once its fully grown and harvested, plant a N crop. Once that's fully grown and harvested, plant a P crop. And once that is done, the K nutrient will have fully recovered and you can start again from the beginning. You don't even need fertilizer or good soil for this to work. If you do have good soil and fertilizer, you may be able to alternate between just two crop types instead of all three. But you can't expect to just plant flax over and over without a break on the same soil. This is intentional.
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You can. Grab a shovel, dig up the top layer of dirt, and place it back down. As time passes and the dirt begins to green, it will spawn tall grass above it. Shrubs, unfortunately, will not grow back this way. If you really want them, you could hop into creative mode and grab some leaf blocks to place down...
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You can craft a paintbrush item that lets you change the texture of the decorative clutter blocks to a few different variants. This can help you incorporate them into a build.
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Pay close attention to the "Rift Activity" rating that's visible in your character sheet ('C' button). The calmer the rift activity, the fewer monsters spawn. I've had nights with zero spawns anywhere on "calm", but was besieged by a dozen drifters on "very high" or "apocalyptic". Hence, I've made it a habit to only go caving on low rift activity days, and so far, it's worked out great.
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Never seen this before, but could certainly be a new bug. However, are you positive that you placed an empty bucket under the press? If the bucket already contained water, the press might just have wasted all the juice because there was nowhere for it to go. In general, when you suspect a bug, your first step should be to try and reproduce it. If you do the exact same thing again (press another 24 cranberries - spawn them in if necessary), and definitely use a completely empty bucket, do you get water again?
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Where is the config for rooms/cellars stored?
Streetwind replied to Taylor Beeston's topic in Questions
Pretty sure this is hardcoded. -
Known issue in 1.18.8. You can either wait for an update, or look on the modDB, there's a mod that fixes it.
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Hunger suddenly NOT going down. What did I do right?
Streetwind replied to shnabbles's topic in Questions
It's likely a combination of a bug and a feature. The feature: if you eat a cooked meal, like the kind you prepare in a claypot and eat with a bowl, you get a grace timer during which the food bar doesn't decrease. It's supposed to last 30 seconds for every 100 satiety value consumed. The bug: if you go to bed while under the effect of this grace timer, it will sometimes start increasing instead of decreasing while the world is time accelerated. This leads to having a really, really long grace timer after you wake up again. This is a really old bug, occuring since at least 1.15.x. I'm not sure if it was supposed to be fixed recently or not - I just remember some discussion about it a month or three ago. -
Less valuable items will typically be traded in multiples. That is, he may show "8 feathers", and have a demand of "2", meaning he's buying two stacks of eight feathers each. Since you only offer two feathers, you're not even offering one stack, so there can be no trade. Therefore, doublecheck the stack size of the offer.