Jump to content

Streetwind

Very supportive Vintarian
  • Posts

    1576
  • Joined

  • Last visited

  • Days Won

    75

Everything posted by Streetwind

  1. That's very odd, because the game already deploys a popup that tells you about it when you first enter a world. It's the first thing you see, overlaying even the character editor.
  2. That's not quite correct. He hosts and operates it, and sometimes assigns user permissions and such. Though these days it's typically Stroam who handles it in his stead. @ruggbean - I recommend heading onto Discord into the #wiki-and-translations channel, and talk about your suggestions there. That will either result in someone going "sure, i can do that", or, more likely, you being told "make an account and tell us, we'll give you edit permissions, then you can do it yourself". However, you will also be told that in this particular case, it's intentional for the alloys to not be on the metals page. Because there's a separate alloys page, which already lists them all. The first paragraph of the metals page links to it. So your actual task here is not to find someone to make the changes for you, or even to make them yourself; rather, consider your task to start a discussion about whether the current model of having the ingot listing split across two pages is good or not, and what can be done to improve it. That could be merging both pages into one, but it could also involve making the reference to the alloys page more visible, or some other solution like it. That's why it's a chat channel: to discuss things with other people
  3. Your suggestion would require a significant amount of dev effort, probably to the point of being a mainline feature of a new version release. Investing this kind of effort (and in doing so, delaying actual gameplay features) would only make sense if there is a significant amount of players who fail to get into the game and either refund or just quit and never return. IIRC, the refund rate of the game is incredibly low, despite a practically unlimited refund policy. Below 0.1%, last I heard anyone talk about it. The other part though - are there even statistics on that? Does the VS team track it? Such data could be compiled anonymously by the login server, but it would need to be set up for it.
  4. The problem with any self-propagating thing, be it trees or grass or animals, is that it breaks down over time because there's no complete ecosystem simulation. Minecraft's "Dynamic Trees" mod had this problem in the beginning. You'd start a world, and marvel how well it worked, how new trees would sprout from seeds that fell, and all that. And then, you'd play a hundred hours in that world, and realize just how horribly wrong everything was going. Because all the trees in loading range just kept propagating. Constantly. And there was no system that removed trees from the world, beyond the player. No dying off of old growth. No simulation of soil quality and weather and any of the other myriad of factors that influence the formation of forests in the real world. The mod would simply cover the whole world in trees. Every available space. Slowly, but inexorably. The mod has come a long way since then, and nowadays tries to respect biome borders, sets its natural propagation values extremely conservatively, and does a few other things to guard against that kind of thing. But at least within forested biomes, the tree coverage will always be noticeably thicker than in vanilla Minecraft, and it's pretty much impossible to do anything against it. There's no such thing as sparsely wooded areas; they may be generated at world start, but with that mod, they don't last. Now, that's Minecraft. A game with its world comprised of distinct biomes, which have distinct borders, which can be used to decide what grows where. Vintage Story doesn't do biomes. What grows where is governed entirely by the climate simulation. That may allow for a much more fine-grained system... but it also makes it far more complicated and harder to predict. And then there's grass. Which grows just about everywhere, in all climate conditions. So what are you going to use to control its spread, to prevent the world from becoming completely covered in grass? There is, after all, no process that ever removes grass once it has grown. It can't die. So it'll just keep spreading until literally every available space is filled. That's why the deceptively simple suggestion of "just make grass spread" turns into a whole can of worms under the hood, and why very few games ever even bother trying anything like it.
  5. Davis, perhaps it will please you to hear that 1.17 already introduced a new mode to the scythe, toggled by pressing F (like you do with the propick, or chisel, or when clayforming). Using this mode, the scythe will leave stubs of cut grass that will grow back over time, so you can harvest it over and over. If you want to get totally rid of grass, using the old scythe mode (or breaking it by any other means) will do that for you. So that part of your suggestion is basically ingame already, if in another form. No more need to dig up and replace dirt blocks. Regarding your other items, they basically boil down to "redo all trees to use the same system as fruit trees do". This has been suggested before (quite frequently in fact), but Tyron has started that there are, quote, "no plans at the moment" to do this. That's not a "will never happen", but it definitely puts it quite far down near the bottom of a ten kilometer high feature backlog and unlikely to even be considered in the foreseeable future.
  6. Since you're calling out ebony in particular, that brings to mind this line from the 1.17.0 patch notes: Does this solve your conundrum? Or are you getting the same issue with bronze or iron axes?
  7. The first thing you can try is pressing F11 once the client has launched and the window is in focus. That should switch display modes. If that doesn't work: There should be a file called clientsettings.json somewhere (I don't know where it is located on OSX, sorry). There's a "screenWidth" and a "screenHeight" definition in it.
  8. In Vintage Story, as a general rule, smaller containers are filled or emptied by holding them and clicking larger containers. To fill or empty a bowl, hold the bowl and click a jug, bucket, or barrel. To fill or empty a jug, hold the jug and click a bucket or barrel. To fill or empty a bucket, hold the bucket and click a barrel. To fill or empty a crock, hold the crock and click a cooking pot. And so on and so forth. There are exceptions to this rule, sure - but this way should always work. It's the default behavior.
  9. @Branislav Kostic The focus of 1.18 is lore, storytelling, and ruin generation, per official statement of intent. World generation updates and oceans were never attached to any particular update so far, only mentioned as a future possibility (among many others). Unless Tyron gets particularly sidetracked, don't hold your breath for anything of that sort in 1.18.
  10. Yes, it ruins the insulation bonus.
  11. He's not, but this is a public forum. Anyone can add their opinion. ...Particularly since the Suggestions forum exists for the community to hash out ideas and concepts together. It is not a page-the-developer kind of deal. A Steam release is a very commonly discussed topic, which is why there is a FAQ entry for it. That FAQ entry is the developer's response to you, which you are asking for. I'm sorry if that seems harsh - I don't want to dismiss you out of hand. But please understand that that is literally the purpose of a FAQ entry. It is a pre-written dev response targeted at people who want a dev response.
  12. /fixmapping applyall However, it might not help. It's a stock game command meant to deal with stock game issues - not with mod issues.
  13. I've heard this happen when upgrading old worlds to 1.17. How to make it less likely to happen again: Don't update old worlds to new versions If you do update, wait until a few followup patches have come and gone If you do update, make a backup first so you can roll back in a pinch Finish your work items in one go instead of leaving them lying around Ultimately though, Vintage Story is great at migrating old worlds to new versions. Problems like this one are very, very rare. And you know what they say - bugs happen(tm). You will never be able to completely prevent them. Just roll with it.
  14. This might make for a useful sticky topic
  15. While I haven't worked on 1.17, and so I can't say for sure that no changes were made to ore generation directly or indirectly, this sort of pattern isn't new. As a matter of fact, have a look at this prospecting result map for iron from my first ever world. back then I made this map in a spreadsheet to help me understand how the prospecting pick and the ore generation works. I recorded this in version 1.12. As such, I'm afraid you have to chalk up your recent experiences to a string of bad luck. Not every area on the ore map goes up to favorable values - and you just happened to get a number of those bunched up. I can liken that to my 1.16 world, where I had to go through a translocator to find copper. Yes, you heard that right: copper. My chosen settlement area had not a single result above "very poor" for native copper in a 1500 block radius (and possibly further but that's where I stopped checking). I basically made do with surface deposits and rushed to iron. I already had iron tools when I dug into my first proper underground copper vein, after being shunted eight thousand blocks across the world. For what it's worth, though - that poor iron result from my 1.12 map? I actually found iron there, after digging four or five different shafts. Due to the way iron generates, the absolute spawn chance is less important than it is with other ores. Iron rolls less than one try per chunk - meaning, even with a perfect ultra high result, magnetite for example has a 70% chance to fail to spawn anyway. So no matter the quality of your result, you'll usually need to try several different chunks to find one where the ore managed to pass both probability checks. And this, by extension, means it is often an acceptable alternative to go for checking large amounts of lower-probability chunks as opposed to chasing that one perfect result.
  16. Yes, it does apply to older worlds, because the new voices have existed since 1.15. They were just hidden behind an opt-in toggle in the settings menu until now. As for worlds from 1.14 or before? No idea, admittedly.
  17. In before armor and clothing repair becomes class-locked to the tailor?
  18. Only as a mod. You'll have to check if it works for current version of the game.
  19. I don't know about the coordinates, but the player voice is an intended change which is mentioned in the changelog. A while ago, new seraph voices were introduced, based on musical instruments in the same style as Don't Starve. Tyron wasn't fully happy with them then, so they remained optional (you had to intentionally opt into them). Now, a few updates later, they have improved to the point where Tyron is satisfied, and so he has enabled them by default. You can change your seraph's voice "instrument" in the character editor.
  20. I've had no issues finding wild crops in 1.16... Is this your first time playing Vintage Story? Do you already know what the various wild crops look like, or are you unsure what it is you need to find? The grains in particular can look vaguely similar to grass at a distance, so it's possible that you simply didn't realize there were crops.
  21. Which version of the game have you started this world in?
  22. @FairyAngel I have good news for you: the quality of the hammer does not actually matter for smithing Only the anvil does. So you should be able to cast a copper hammer and work iron blooms and ingots just fine, since your anvil is made out of bronze. Other than that, Maelstrom is correct - the bulk of your metal ore should come from prospecting rather than from hoping for surface deposits. There are a number of ores in the game that will never generate helpful fragments on the surface, and even those ores that do so will only do it if there are 10 or fewer blocks of stone above. Deposits that spawn deeper than that will never be indicated by surface fragments.
  23. By default, the server should pause when nobody is online. So if everyone agreed that it is time to pause now, then everyone logging out to main menu is an existing way to achieve that. It's not as convenient as an ingame pause button, of course. But it's an option you have while waiting until such a feature might (or might not) be implemented at a later date.
  24. Long-standing, if rare, chunk lighting bug. There's a command you can use to re-light it IIRC. (Maybe someone else can supply it.)
  25. Yes, wounded enemies will heal back to full if you leave them alone long enough. Sadly, you cannot tame wolves. Food becomes a lot easier once you can use a cooking pot. Cooked meals are much better food than raw ingredients. Also, try to avoid taking damage, healing makes your food meter go down fast. Sometimes you must fight, and you can't avoid being hurt - but IF you can avoid it, try not to get hurt. Don't jump down high places, don't get too close to male sheep, etc. If you want to watch a good and up-to-date tutorial/guide playthrough video series, I can recommend this one. But if you are someone who wants to discover things on your own, that's fine too.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.