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Streetwind

Very supportive Vintarian
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Everything posted by Streetwind

  1. You might well and truly be the only real person on the whole website who actually uses either of these features. I didn't even know they existed, and I've been here for over four and a half years.
  2. Is the memory usage actually a problem, though? Or are you just surprised about the number? As long as you do not suffer performance degradation, I'd shrug and move on. I mean... you paid for the whole RAM module, why not use all of it?
  3. They don't combine. Leg armor protects the leg slot. Body armor protects the body slot. Helmets protect the head slot. Whenever an attack lands, the game decides which slot is hit. If you have armor there, that armor mitigates the hit. If you don't have armor there, it goes through unmitigated. For example, if you wear just body armor, but nothing on legs and head, you can expect around half of the hits you take to be mitigated by armor, and the other half will hit you as if you were unarmored.
  4. Honestly, there may be something up with this. I've seen reports of this kind of thing pop up intermittently ever since 1.19 came out - some on the forums, some on reddit, some on Discord. Maybe ten such reports spread over a year, all in all. Some crops grow, other identical ones right next to them won't. I've seen bigger disparities than just two growth stages, too. It's hard to say exactly whether this is actually a bug, or just a case of player expectations not lining up with the game's reality. But what I can say is that I remember no such reports from before 1.19 - and I've been here since 1.12. Unfortunately I don't have personal experience, as I skipped 1.19 to wait for 1.20.
  5. Yes, there was one for the Resonance Archive. But there's no guarantee there will be ones for the new story locations too. Plus, even if there are - you're spoilering yourself by using them. And given that there are four new locations, it'll be more work to find space for them and make sure you create them correctly and don't leave world seams and so on.
  6. It works that way for almost everything. But these structures are placed at world creation. Think of them like Strongholds in Minecraft. If the world already exists, they can't be placed.
  7. From past experiences, new story locations will not generate in older worlds. It was that way with 1.18 and the Resonance Archive.
  8. No such feature is currently in the prerelease changelogs.
  9. Players are set to 125% movespeed by default. That's likely what helps people easily outrun predators.
  10. 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.
  11. 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.
  12. Fruit from trees also lasts much longer in storage.
  13. 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...
  14. 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.
  15. 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.
  16. 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.
  17. Streetwind

    HELP

    Another common mistake is lamellar armor, because it needs cured pelts, not raw hides.
  18. Yes, all lore content is enabled in the Exploration Mode preset.
  19. 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.
  20. 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.
  21. Then... write a support ticket? As mentioned above? Us regular forum users can't help you with that issue.
  22. 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.
  23. Streetwind

    HELP

    Which armor?
  24. 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.
  25. You don't upload to the forums. You use https://mods.vintagestory.at/
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