Streetwind
Very supportive Vintarian-
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From past experiences, new story locations will not generate in older worlds. It was that way with 1.18 and the Resonance Archive.
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This year was a bad time to get into Vintage Story...
Streetwind replied to tibbers's topic in Discussion
It's less about how big they are and more about what precisely is in them. 1.20 brings with it additional lore/story locations that may not generate properly in older worlds started before the update (though you may potentially be able to force them with admin commands), so it's actually a good idea to wait for it. If the update did not add such structures, it would not need this consideration. -
No such feature is currently in the prerelease changelogs.
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Players are set to 125% movespeed by default. That's likely what helps people easily outrun predators.
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In the stock game: the Homo Sapiens world config setting. It disables all lore content, which includes all monsters. It does, however, also disables ruins and other discoverables, storyline quests, traders, and a number of item drops. Outside of that, there might be mods to that effect.
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There actually were Tyron-musings on making the bushes only bear fruit once per year. But those are shelved musings for the time being, given that berry bushes are such a major component of the earlygame. That's not a change he'll chuck in on the side. And who knows how priorities might change in the future.
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Fruit from trees also lasts much longer in storage.
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I'm just wondering, why would you need a mod to invert seasons in the southern hemisphere? The game already does that out of the box...
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How do I change my VintagestoryData folder location?
Streetwind replied to Euri's topic in Questions
The game tracks where it looks for mods via an entry in the clientsettings.json file, inside the data folder. The field is called "modPaths" and is probably near the bottom. In many cases, the game manages to find and add the mod path inside your new custom data folder on its own, but sometimes you have to tweak it yourself. I'm not sure of the exact conditions, but I suspect that copying over an existing clientsettings.json versus letting a new one autogenerate, or other such things, influence it. If the new mod path isn't automatically found, you can edit your settings file manually, or you can supply the --addModPath commandline switch at game startup in the same way you would use the --dataPath switch. Doing it once is technically enough, but there's no harm in leaving it in your shortcut either. -
Bein inside doesn't necessarily warm you up. It only does two things - one, it removes the 25% hunger penalty from being outside in cold weather, and two, it increases the range in which a firepit warms you up. But without a firepit, you have no source of warmth, so you'll still freeze.
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The mod you're thinking about is most likely Distant Horizons, which does not actually increase the view distance in the traditional sense. Rather, it adds a new method to render terrain at a much lower fidelity, which it then uses to display chunks beyond the native view distance. There's nothing that inherently prevents the same from being done in VS - but keep two things in mind. One, it took the Distant Horizons developer multiple years of constant trial and error and two brushes with burnout syndrome to get this working in Minecraft. It was a herculean effort, not just something someone came up with and put together on a whim. Two, Vintage Story's chunk handling is nothing like that of Minecraft, meaning we can't just expect to import the same solution used in Minecraft. It would have to be developed from scratch specifically for VS. Given the looming threat of how much work that might be... probably neither the VS team nor the modding community are all that keen to dive in. That said, Tyron did show off a concept picture of low-fidelity distant terrain on Discord at some point. It might happen, eventually. Just don't expect it to be anywhere near the front of the miles-long development backlog.
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Another common mistake is lamellar armor, because it needs cured pelts, not raw hides.
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Yes, all lore content is enabled in the Exploration Mode preset.
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You're not dumb - 1.20 simply isn't out yet. You can get prereleases, but those are usually buggy messes meant to discover and fix bugs by the brute force method of letting masochistic volunteers at them. Worlds created in prereleases are not guaranteed to be compatible with the final release. Therefore, I really recommend you don't upgrade your existing worlds to a 1.20 prerelease build. Just be patient - and once the update is released in a stable version, you will actually get a popup in the main menu of the game offering to automatically download and apply the update. If you do want to try a prerelease build nevertheless, you can find them for manual download in the Client Area of the website. I recommend making a parallel installation next to your existing one.
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Alcohol (Im)balance: One Degenerate's Heartfelt Suggestion
Streetwind replied to Prof Neils's topic in Suggestions
Perhaps it's useful to compare the ingame timescale. At default settings, an ingame hour is two IRL minutes. So being completely smashed for over 3 IRL minutes would mean being completely smashed for 1-2 hours ingame. -
Then... write a support ticket? As mentioned above? Us regular forum users can't help you with that issue.
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In my 1.18 playthrough I managed to successfully hide in a closet. 2x1x1, with a door on the inside so it occupied part of the inside space. I could stand inside, close the door, and nothing spawned on top of me. That said, the team is constantly engaged in removing methods of achieving total safety during temporal storms, so I can't say whether or not that still works in 1.19/1.20. Additionally, temporal storms can be quite profitable after you've gotten to a certain level of armor and weapons. Go out there, get slayin'! Killing one or more double-headed drifters gets you some nice stuff.
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Pretty sure he's gone on record in the past that he dislikes the idea of implementing guns and wants to leave that to the mods. Things can change, obviously, and my memory is not always reliable... but that's what my brain claims to remember.
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How to Submit new mod?
Streetwind replied to Micah Holmes's topic in [Legacy] Mods & Mod Development
You don't upload to the forums. You use https://mods.vintagestory.at/ -
Did you use any commands to modify the passage of time while playing in your already existing world, such as changing days per month or hours per day settings, jumping forward to a future date, or even (this is the great big no-no) trying to go back in time? Generally, try to avoid using such commands unless they are absolutely necessary. You can set things like length of the month when creating a new world already, which is a far better and less invasive way than doing it with a command after world creation.
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It's purely distance-based I'm afraid. Chicken coops should always be a decent distance away from where you spend your time.
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Getting readings for gold like that is not going to happen, I'm afraid. Gold mostly spawns in single-chunk spikes, and since the prospecting pick interpolates across an area, there just won't be enough gold-bearing chunks for you to get more than the lowest couple values. Gold is rare. There are no ways to obtain large amounts at once. Your best bet is to canvas every quartz layer you find for small pockets of it.
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The firepit is one of the oldest blocks in the game. It doesn't obey the calendar because it is potentially older than the calendar mechanic itself. And there are more issues with it besides. But the team knows - a rework of the firepit is already on the roadmap. It's just a matter of getting around to it, given everything else that's on the roadmap as well...
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I'm not sure what you mean. None of the various meters' fill level affect your hunger rate. They never have. You can see your current hunger rate by pressing C and looking at your stats. It defaults to 100%, or 130% if you're a Blackguard. Being outside in cold weather can add up to 25% extra. Holding an item in your offhand adds 20% extra. Wearing armor can add to it as well, depending on the exact items worn. But, feel free to try it out ingame - no matter what your satiety and nutrition bars are doing, the hunger rate will not change. The only two exceptions to "everything obeys the hunger rate in the C menu" are: (1) if you are injured, you lose additional satiety while you regenerate health, independent of your hunger rate; and (2) if you eat a cooked claypot meal, you will not lose any satiety for a duration of 30 seconds for every 100 satiety the food was worth.