Streetwind
Very supportive Vintarian-
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You can absolutely play on your own in a singleplayer world. The client authenticates itself with a login server at startup. If this login is not provided, the client will not start. So you must launch the client online at least once. No ifs or buts. However, a successful login is cached by the client. If you start the client without a connection to the internet, and you have previously logged in at least once, then the client will skip the authentication step and let you play.
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That's odd. Usually it doesn't take anywhere near that much effort. I mean, don't misunderstand - it does take effort, and that is intentional by design. I usually expend multiple ingame days on prospecting. But not multiple RL days/playsessions, or multiple worlds. I've had one single world out of the many I've played that acted incredibly stubborn and just didn't yield any copper worth mentioning in a kilometer radius around my base, and the best cassiterite I found was "decent". But in return it showered me in gobs of bismuthinite and sphalerite, and early surprise results like sulfur (which I had never found any of before). There is always some ore around, and if it's not the ore you need right now, traveling generally takes care of it. It's also important to have the right methodology, though. If you just move from chunk to chunk, that's going to take forever. Skipping a few chunks each time won't make you miss ore; most zones of abundance are at least half a dozen chunks across, and often larger. I recommend two approaches, depending on whether you run VSProspectorInfo or not. With the mod, pick a chunk to start in, and prospect it. Try to make the first sample you take be roughly in the middle of the chunk. After you have a result, pick a cardinal direction, such as north. Walk north and skip three chunks. Prospect the fourth chunk you enter, again trying to start in the middle. Then walk another four chunks, prospect. Another four, prospect. And so on. Eventually, when you're getting like a kilometer or more away from your base, return to your starting chunk, and do the same thing towards the south. Return to your starting chunk again later, and then walk four chunks to the east. Prospect that chunk, and then go north again. And south. Drawing a parallel line of samples to the first line. Then another parallel line another four chunks over. And to the west as well, of course. If you don't use the mod, the methodology is essentially the same, but you align yourself to coordinates instead of chunks. Pick a starting coordinate where X and Z are both divisible by 40, such as 280/y/-960. Any will do, so long as it's divisible by 40. Prospect that exact block. Now, walk 160 blocks north, and prospect that exact block. Walk another 160 blocks, repeat. Then to the south. Then parallel lines, as above. In both cases, you're drawing a large, sparse search grid that covers a lot of ground very quickly. And in both cases, the number 4 is important. 4 chunks, or divisibility by 40. Why? Because that lets you refine your search very easily. Once the ore that you're looking for pops up in your results during your sparse grid search, keep paying attention to it how it changes with every grid step forward. As long as the abundance keeps increasing or stays the same, keep moving forward with your large steps. Once it starts decreasing, stop and return to the previous step. From there on out, you will halve your step size: prospecting every two chunks instead of every four, or prospecting every 80 blocks instead of every 160. Look in each cardinal direction from your current best result to find the direction in which the abundance increases, and keep going until it decreases again. Then return to your new best result, and halve your step size again. Now you will prospect every chunk, or every 40 blocks, continuing to look for where the abundance increases. And if it stops increasing? That has a 99% chance to be the absolute local maximum. There's no sense in searching any further. You can then decide if the peak you have found is good enough to dig, or if you'd rather return to your large grid search in hopes of finding something better. There's a lot of experience that goes into making this call, based on knowing how various ores generate. For example, when I'm looking for cassiterite, and I encounter a "high" result, I will typically just dig there if I know that the middle rock layer is igneous. Even "decent" might be good enough in that case, if I can't find anything better. But if it's sedimentary or metamorphic, I'll not bother trying, and just move on and look for a higher result, or perhaps a different region of rock strata. For native copper, meanwhile, it doesn't matter what the rock makeup is. Each ore has its own little quirks. Quarz does not show up on the propick. That's related to how quarz generates. The technical reason is: the propick queries the ore map, which is an internal noise map of ore abundances specific to your world seed, and computes its output to you from what that ore map contains. This by extension means that it can only show you what the ore map contains. And quartz is not generated based on abundance on the ore map. It's spawned in through a different mechanism at world generation. Quartz is really more of a geological feature than an ore. This is not a problem in gameplay because there is so much of it. Stumble across literally any speck of quartz anywhere, and you will have enough for your entire playthrough.
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You say "better", I see "worse" But beauty is in the eye of the beholder, as they say. Perhaps this mod gives you some of what you're looking for?
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Help please. I can't create and enter the world.
Streetwind replied to Владислав Привалов's topic in Discussion
Welcome to the forums Much of this is in what I assume to be Russian, which I cannot read. But towards the end of the log, there is this line, which does offer a helpful tip: And it points out something important: sometimes just uninstalling software doesn't remove everything, especially if corrupted and potentially inaccessible files are in the mix. Sometimes you have to go and clean it up yourself. So I recommend that you: Uninstall VS using the Windows app panel Go to %appdata%/VintageStory and delete that complete folder and everything in it Go to %appdata%/VintageStoryData and delete that complete folder and everything in it Reinstall the game (and consider choosing a custom install path) See if that heps. -
Yeah, uh... good luck with that. Respectfully, I think you've misunderstood the purpose of this forum. This place is not intended for you to discuss your ideas with the development team. This place is for long-form hashing out of ideas with other members of the community. A proper suggestions post will present something to solicit feedback on whether or not it would make sense to have it, or which form it could take. Here's a thread that exemplifies how this forum works. Threads like that are a useful resource for the development team, but they'll be read passively, and not always immediately. Especially since the vast majority (easily over 95%) of posts here discuss things that are not currently being worked on. The team cannot drop what they're currently doing everytime someone makes a suggestion post. Nothing would ever get done. If you actually want to run something by Tyron directly, ask yourself this: is it technical, or is it content? If it's content, just don't. There's a decade-long backlog already. Just don't. But if it's technical? Okay. With that, you'd go on Discord, into #gamedev. There, if you manage to start a discussion that shows that you know what you're talking about - in other words, you understand on a detail/code level how Vintage Story currently does things, and that you have considered how and why it would need to be modified - then you have a pretty good chance to attract the interest of the developers. Heck, I've seen Tyron flat-out ask for a pull request before. That's how you go from bystander to contributor. If you just go there and repeat what you have in your opening post, though? I'm giving you a 1 out of 10, and about that much chance for success, tops. The high concept of your suggestion is a good one, hence the one point; but you're not offering anything other than the high concept. That's just not enough. But you're a modder, so I'm sure you have more knowldge and can do better than that. Always keep in mind, though... even the most well-reasoned and well-received argument can still get a "no, won't implement" in case the required work is just too high.
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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.