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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. They're supposed to be something that you break, upon which it drops regular rusty gears. How did you even get them in your inventory? Are you playing Malefactor, by any chance?
  2. When you can't dig a pit and pull your enemy into it, of course. Such as: being in a temporal storm; exploring a forested area where a wolf might come screaming out of the bushes at any moment; clearing out an underground nest of locusts which literally just walk up the walls of your pit; and a number of similar situations. And besides, armor does a lot. We're not talking about something that takes off a few points of damage here and there. properly made metal armor removes 75%-90% of all damage coming your way. Even wearing just improvised armor, which is day 1 cheap and has zero downsides for wearing, generally makes the difference between able to fight a wolf head-on and being eaten.
  3. Welcome to the forums Yes, a greenhouse can only be seven blocks wide in all three dimensions, as Domkrats said. Also, be patient. Farmland will update slowly. Wait for 10 minutes after building the greenhouse and then check if all farmland has the bonus.
  4. Most likely your system is missing some sort of dependency that VS needs to run. Try installing the latest 4.something .NET Framework.
  5. This is one of those things that seems super logical to suggest when you notice it missing, right? Been there, done that. Unfortunately, it's also one of those things that, when you look at the handbook - actually look at it, how it's structured, how it presents information and such - makes you realize that it's pretty much impossible to implement without investing serious time into redesigning the entire thing. Example: think of an item that can be produced with two different grid recipes, each of which yields a different amount of the item. The handbook will show both recipes, cycling back and forth between them. How do we show the amount the recipe produces? Well, easy, just show it in the output sl... ... oh. Right. There is no output slot for grid recipes. Or for any recipe, for that matter. Because you never look up a recipe. You always look up an item, and the item page just so happens to include a recipe among various other information about that item. So, let's just make an output slot? ...Nope, doesn't work. Just look at lime, for example. Lime has a header "Created by", and underneath, the subheaders "Grinding" and "Crafting". The "Grinding" contains a number of different stones, and a number of different shells. All the stones yield 1 lime when ground. All the shells yield 2 lime when ground. So, how do you make an output slot for the "Grinding" subcategory? There are multiple possible output amounts, and you need to associate them with the correct input item, but all the input items are grouped in a long line. Also, you can't use up too much screen real estate, and you can't mess with the display of the grid recipe that's also there, shown underneath. And now keep in mind: this is merely one example among many. The deeper you dive into it, the more edge cases you notice, each of which would need to be fixed in a different way, usually involving a redesign of the way the handbook displays information, which in turn conflicts with the way other, non-recipe information is displayed, or would take an inordinate amount of space, or a dozen other things. And then, you need to take into account not just what the handbook displays in stock VS, but also what it would theoretically have to display if/when modders make use of the freedoms in modding that the game offers them. Because something that has only one grid recipe now, or maybe none at all, may suddenly have sixteen grid recipes after you finish installing mods.
  6. Yes, entering the charatcer selection screen again also lets you customize your looks again.
  7. No such changes were made in 1.16. What you're seeing is very likely the result of random chance. One world seed generated a lighter area, another seed generated more dense area.
  8. Streetwind

    milk

    Wild-caught animals are nearly impossible to milk. You need to breed them in captivity. Later generations give higher chances of milking success. Generation 1 has a small chance to succeed. Generation 2 has a decent chance. Generation 3 and up should be guaranteed sucess.
  9. 1.16 actually implements dynamic trees for the first time. You can download a (buggy) prerelease right now to look For now the feature is limited to the new fruit trees. But, who knows... the tech is here now, and it is being put out there for the players to test and enjoy. Maybe, if it is viable from a performance standpoint, a future update could replace all the regular trees with dynamic ones. Do note, however, that that might well turn out to be a savebreaking update. Vintage Story has not had a savebreaking update in years, and Tyron really dislikes them. So there is no planned timeframe right now for a thing like full-scale tree replacement. IF it ever comes, it will likely be bundled with as many other savebreaking things as can be found, to get it over with in one go. In the meantime, there theoretically should be nothing that stops modders from tapping into the fruit tree code to make a dynamic trees mod...
  10. Only soups and jam require liquid input. There's barely any reason to ever use the former right now, and the latter requires significant setup time with beekeeping anyway, so this was never a problem. The main meal types (vegetable stew, mat stew, porridge) have always been available right from the start.
  11. "Hopefully before the end of the year", but also "when it's done". We'll likely get an unstable release or two in December, but time will tell if it makes it to stable before January.
  12. Welcome to the forums Placement of blocks can be context-sensitive. For example, it can depend on the direction you are currently standing/looking, or on which side of another block you try to attach something. With logs, for example, try placing them on the side of another block, not the top, if you want a horizontal placement. As for lower-half slabs, no, you cannot place objects directly on them without a gap. The game works in a block grid, and every object occupies a block space. You cannot have an object sit halfway between two block spaces, and especially not have it invade the space that another object is already occupying. Even if the lower-half slab looks like it is only the size of half a block, it is still an object, and it still occupies its block space completely. You can verify this by trying to place a second slab on top of the first one. They should both fit in the same space, but they do not. Each is an object, and each wants its own exclusive block space. Now, there are potential solutions to this limitation that could be implemented. Minecraft for instance allows you to place two slabs into the same block space by way of secretly deleting the first slab and replacing it by a full block that looks like it is made out of two slabs. That way it can maintain the "one block space, one object" rule. But right now, Vintage Story does not implement such a thing. Maybe it might at some point in the future? Who knows. For now, the game is still a long way from finished, and with only one person working on code, new features take priority.
  13. Right now, the world map is essentially a satellite view of the world. You see exactly the colors that the game world has in first person view, too. As the seasons progress and the colors change (for example maple leaves turning red in autumn), that too is reflected on the world map. So in order to change the map colors, you must change the blocks themselves.
  14. Unfortunately, neither the forum post nor the download contains any mention of a usage license for the mod's original contents (models and code, specifically). This means that we sadly must assume an "all rights reserved" license. Which in turn means that nobody else is allowed to revive the mod or use its assets in another mod. Remember, kids: when you put something original that you made on the internet, give it a license! Even if all it does is state that you don't care what others do with your stuff.
  15. This is completely legit. If you look at the front page, you will see on the right that both itch.io and the Humble Store are official resellers of game keys. You can also mouse over those two and see where the link leads you, and compare it to the site you found, to confirm that there isn't an unauthorized third party making a competing offer.
  16. Yeah, the wiki is edited by volunteers, and may contain omissions, misconceptions, outdated information, and straight-up mistakes The best course of action upon spotting something incorrect is to (first doublecheck it and then) correct the wiki yourself. ...I would offer to do it, but... erm... I kind of forgot my login...
  17. There is a way to force the computer to use the dedicated card for a given application. I don't have a dual setup, so I can't tell you how, but googling "make game use dedicated graphics" instantly returns thousands of guides for me.
  18. Erm... no? None of this is correct, sorry. Don't take my word for it: launch the game, go to create a new world, and mouse over all of the presets. You will see that each and every one of them says "Days per month: 9 (7.2 real life hours)". If you then click "customize" and review the options you have for that setting, you'll see that 24 real-life hours corresponds to 30 ingame days, not 60. Each ingame day lasts 48 RL minutes, each ingame hour lasts 2 RL minutes.
  19. Go to your data directory (default: %appdata%\vintagestorydata), find clientsettings.json, and delete it. This will reset all of your settings. A new file will be autogenerated with default contents the next time you start the game.
  20. Maybe Aura Fury has intentionally turned off the large map? Try starting a singleplayer world with the standard preset and see if it works there.
  21. See if this solution works for you: https://www.vintagestory.at/forums/topic/5872-crash-on-install/?tab=comments#comment-27834
  22. If you'd like some nicer swords now, instead of in a potential future update - take a look at this mod:
  23. When you use the public listing, you will be trying to connect to your public internet IP. This IP is only reachable from the internet. You, however, are not coming from the internet. You're on the same local machine as the server is. For this reason, using the public listing may fail. Instead, try the "Add New Server" button to create a custom entry. For the IP address, enter 127.0.0.1 followed by a colon followed by your server's port. This is is your "loopback address" - that is, a unique IP address that points to yourself. Every computer has it. The word "localhost" can often be used as a stand-in.
  24. If you want to use different mods (or no mods at all) in different worlds, then you need to toggle them on/off in the mod manager in the main menu before joining those worlds.
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