Streetwind
Very supportive Vintarian-
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Perhaps the subforum name and description could be adjusted to help direct people to the correct locations? Where it currently says: It could be changed to say "Bugs (Archived)" or "Bugs (Closed)", and the description to "Please report bugs at https://github.com/anegostudios/VintageStory-Issues/issues"
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Eh, I intentionally said "vaguely resembling", because this is clearly an alternate timeline, or even an entirely different world from our own. Things would not necessarily have been developed at the same time. IRL, the first steam engines were being tinkered with in the early 1700's, although it would take quite a while longer for them to be good enough for widespread adoption. But this world clearly has a mechanical focus, as we see not just from Vintage Story's general theme, but also from the lore bits we find throughout the game. Especially in the final days before the apocalypse, there was a big push towards inventing/building something incredibly advanced. It's conceivable that they developed practical steam engines earlier than we did. I hesitate to call the world more advanced than the equivalent of the early 1700's, though, because of its reliance on clearly medieval era weapons and armor, the primitive steelmaking process they employ, and other such things. Even without firearms, a society nearing industrialization would be expected to focus on crossbows, sabers, and fencing swords - weapons which replaced their predecessors mainly for societal and cost-effectiveness reasons. Similarly, cementation is too slow and inefficient to produce the amount of steel needed to support an industrial revolution. Meanwhile, I suspect that the decision to not include firearms in the game at all has little to do with the available technology in the world. IRL, people were shooting bullets at each other by the 1300's (though those weapons didn't have much to do with modern guns yet). No, it's likely either an ideological decision (meaning the devs really don't like guns) or a gameplay design decision (meaning that combat is meant to be mainly melee by design). I don't know for sure, of course, but those are reasons I can imagine.
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If you're not adverse to installing a mod, Accessibility Tweaks provides a number of additional graphical options that the base game doesn't have.
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The dev team has previously stated that firearms will not be implemented into the game. While of course opinions and priorities can change over time, consider this a topic of "not ever gonna happen" until we learn otherwise. They will remain something for mods to concern themselves with. This mod works fine in 1.16.x last I checked. Perhaps you can talk to the modder about your ideas? Just be aware that a.) your chances are much, much higher if you can supply models, textures and/or code yourself; and b.) keep in mind what's period appropriate. Vintage Story's world is set in something vaguely resembling the late 1600's to early 1700's. That's at least a hundred years too early for lever action firearms, percussion caps, or smokeless powders. Rifled barrels, breechloading, and repeaters had technically been invented, but used only in custom-crafted designer weapons for the rich, if at all; they were not widely known, not produced in series, and not used for warfare. This was firmly an era of blackpowder, muzzle-loading, single-shot, smoothbore firearms. The flintlock was coming into its own around that time, but wasn't yet the refined, perfected and reliable mechanism it was around the turn of the 1800's. Matchlocks and wheellocks would still have been seen. Indeed, I think the wheellock is probably the most appropriate ignition system for Vintage Story, as it's a clockwork mechanism. It just fits thematically! You could use the existing ingame 'metal parts' item to make a crafting recipe for the lock, as it's a somewhat rare but not too hard to get loot item and represents some generic gear mechanism. EDIT: if you want to see a period- and theme-appropriate work of art, take a look at this marvel from 1625 This is of course not representative of the common gun at the time, but rather something a dedicated master craftsman could make if time and money was no object. Still, what a piece!
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You might be able to craft it with a chisel to break the work item down into smeltable chunks, in the same way you can recycle ingots and anvils.
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Feeding keeps the animal's weight up, which influences the number of items obtained when killed. But animals only lose weight over the winter, and regain it automatically come spring... and even then only with the Harsh Winters setting enabled (IIRC). So unless you're dependant on receiving the full complement of drops from killing your animals during the winter, there's no need to worry - they'll bounce back on their own later. Feeding also triggers breeding. If you already have enough animals and don't need more, or if the females have given birth recently and cannot become pregnant again yet, feeding them is either pointless or even counterproductive. The only exception might be chickens, which may not lay eggs unless fed. I'm not entirely sure though, because I've never tried raising any. Bottom line is, I never feed my livestock at all unless I want to trigger breeding, and then just enough to do that.
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@Garjouan After you have finished editing your file, I recommend running it through a JSON validator. This will ensure that you don't make any syntax errors, which could potentially crash VS on startup. JSON has some very particular rules about where exactly you must place commas and where they must not be placed under any circumstance. Just open your file, do CTRL+A to select everything, CTRL+C to copy, and then on the website, CTRL+V to paste.
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Make a shortcut of vintagestory.exe Add the "--dataPath InsertFolderPathHere" switch to the shortcut target, according to where you want your new Data directory to go Start the game once via the shortcut to create and populate the new Data directory Migrate your existing savegames to the new directory Only start the game via the shortcut from here on out (If you want to install the game itself somewhere else, you can choose the location when running the installer.)
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Try changing the Vsync settings. Sometimes one of the settings might cause the game to sync down to 30 or below. One of the other settings should let your hardware off the leash.
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Simple: you're not walking far enough. In this game you need to cover distance. This will come up again and again as you progress to higher levels of civilization/technology. Some resource is not going to be available where you have settled, and you need to look for it. Sometimes you will need to walk many thousands of blocks. So get used to it. When you spawn into the game, just walk. Go see the world! Appreciate its beauty! Mark out nice spots for later. Live off the land while you look for your basic necessities. When I start a new world, I don't usually pick a place to settle down until after 3-4 days have passed. I just carry the bare minimum to be safe at night (a straw bed and a single inventory space dedicated to blocks I can build shelter with), and eat whatever berries and mushrooms I walk past. I don't even pick up the berry bushes then, or the wild crops, or anything else. Once I settled, I will grab whatever will be near the spot I picked.
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No, his friend is running Windows 11 and has no problems. he has Windows 10. I also have Windows 10 and it works just fine. Here's how my shortcut looks. The interface is in German, but you should be able to see what you need to know. If you cannot get it to work with that, I'm afraid I can't help you anymore.
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Freshness is relevant, but there is no text for it, I'm afraid.
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In goes in Target, yes.
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It'll be a file system permissions issue, not a network issue. Instead of starting vintagestory.exe, you create a shortcut to vintagestory.exe and use only that to start the game going forward. In the shortcut, you can append the --dataPath switch, specifying a directory where you want the game to deposit its data. For example: "D:\Vintagestory\1-16-5\Vintagestory.exe --dataPath D:\Vintagestory\1-16-5\Data" is what I use. The client will auto-fill the directory with everything it needs at startup.
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Vintage Story needs that directory to work. In such a case, it should create the directory from scratch, but instead it aborts starting. That could mean that there is a write permissions issue - the game is unable to write to %appdata%. Perhaps there is some permissions issue where Windows disallows writing to the user profile from apps launched on external storage media? Perhaps your friend with an older PC also has an older Windows version which does not have that policy - or it's somehow disabled? I don't know. Either way - the client is unable to create its data directory on your machine. Now you must find out why that is - or start working with startup arguments to retarget the data directory to somewhere it can write.
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In that case, go to %appdata%\vintagestorydata\logs and look for errors in the various files.
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Hot damn, those clutter blocks. Who made them? A major double thumbs up to everyone involved! 1.17 isn't even in RC yet and I'm already massively hyped for 1.18 just from those alone! Does the new grass generate in different climate zones, or does it just mix randomly with the regular grass we already have to increase variety? Do sand textures also benefit from the rotation treatment that the gravel textures got? Asking because the mod I've been using religiously treats both gravel and sand. And the screenshots do show that there's a (subtle) improvement. And concerning my 'favorite' not-yet-dejanked feature - do you think a farmland quality reordering, like we once discussed on Discord, might make it into the final release?
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I think the default install directory for Vintage Story is inside %appdata%, if I remember correctly. And sometimes, antivirus software might block all executables inside %appdata%. Do you run a dedicated antivirus/antimalware software? If yes, you can either try turning it off for a moment and see if the game launches; or, if you'd rather not turn it off, you can try installing the game in a different folder.
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No. I'm not even sure Tyron himself knows what he will call 1.18 at this point He has stated the intent that 1.18 would be about story and lore, but we don't know anything beyond that. Aside from maybe the overall roadmap.
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This might even be intended. When using firewood, the top of the storage vessel is visible too.
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In the navigation bar at the top of the wbsite, there's a "Client Area" button. If you mouse over it, a submenu will appear, where you can select "Support". There you can create a ticket and request that both your game account and forum account be deleted. It's not the same as a delete button - which is a fair suggestion - but it should serve your needs.
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Unlocked Recipes and Mechanics Alert and Improvements to the Handbook
Streetwind replied to Darce's topic in Suggestions
Most excellent mockups! -
Check the Humble Store and itch.io. Maybe one of them accepts Paysafe Card.
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Mod that removes axle/gear power loss?
Streetwind replied to alq ue's topic in [Legacy] Mods & Mod Development
You're the first one I have ever seen who claims to notice power loss through axles. I don't know exactly how much loss there is, but the community is pretty much in agreement over the fact that it is extremely miniscule. Like on the order of 1% loss for multiple dozens of sections. Heck, Tyron might have silently removed it and we wouldn't be able to tell, it's that low. How gargantuan is your setup? And are you absolutely sure it is power loss over distance that creates the effect you're seeing? Because I'm willing to bet that you're seeing some other idiosyncracy of the VS mechanical power system here Why don't you describe your problem, and maybe offer a screenshot or two? I'm sure we can troubleshoot this. -
Are you using the correct login details? You cannot log into the game with your forum account. The game account is different from the forum. Also, you must use an account that actually has a game key associated with it. When you buy the game, you get an email with a game key. You then need to log into the website with your game account and input the game key there, so the account is marked as a valid license holder. The email contains a link you can use. If you did not get an email after buying the game, check your spam folder, it might have gotten caught there. If you are unable to recover your key, use the bown "Get Support" button in the top right of the forum to request help. Provide info such as when you bought the game, which email address you provided, which payment method you used, and other details that might help the team identify and verify your purchase.