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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. See if this solution works for you: https://www.vintagestory.at/forums/topic/5872-crash-on-install/?tab=comments#comment-27834
  2. If you'd like some nicer swords now, instead of in a potential future update - take a look at this mod:
  3. 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.
  4. 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.
  5. Have you ever run Vintage Story successfully before, or is this your first attempt? Have you installed it at the default location?
  6. ...I've knapped a lot of granite tools in my time, and that's not how it's supposed to look like o_O There should be highlighting of the breakable voxels. It's missing in your screenshot. I don't know why.
  7. You can potentially buy them from other traders and sell them for profit? To be fair, I've not checked if that works with cracked vessels, but there are several other trade goods with which that works. Additionally, the Malefactor has a chance for a cracked vessel to drop itself instead of its contents. That way you can make a few extra gears on vessels which no longer contain anything interesting to you.
  8. Bee noise is controlled via the "ambient" slider. Doublecheck if you actually have that one maxed out, and not the regular sound slider.
  9. Have you learned other books successfully in the same savegame? When you loot a book, it is already determined what it contains. So if you already have learned that same passage from another book, you cannot learn it a second time. In such a case, trying to learn it should display a message somewhere - either on the screen or in the chatlog - that there is nothing new to learn from this book.
  10. You'e not wrong: why are we in the midle of the wilderness, anyway? In contrast to Minecraft, Vintage Story is meant to have an actual backstory. One that's meant to get fleshed out a lot more in future updates. So, the way I see it, the current state of affairs is merely a stand-in. You spawn in the middle of the wilderness because there's far too much other stuff that Tyron wants and/or needs to implement first. Eventually, I see things going one of two ways. Either we'll get a backstory explanation why we're spawning in the middle of nowhere (fallen out of a temporal rift, maybe?), or we're going to get a more fleshed out world spawn, similar to (but not exactly like) what you described. But I couldn't tell you which one it's going to be. I'm not even sure Tyron himself has decided at this point.
  11. I like that idea. Not just for tools, but also for armor, in particular. So if you take the time and effort it takes to craft a full plate set, you can ensure that it stays with you when you die.
  12. It's supposed to be on by default in Wilderness Survival Mode... at least the patch notes said so. Should be set to two respawns per gear there.
  13. This feature already exists - you just need to configure it in the custom options at world creation. (Or possibly with an admin command, in existing worlds.)
  14. Reasons you might be suffering food troubles: You're playing a blackguard You're constantly holding a torch in your offhand You're too careless and are constantly injured All these things raise the food consumption speed. Regenerating health in particular burns through your satiation meter. But an even bigger impact would come from the fourth reason: you're not processing your food. When you spawn in the world, you are basically forced to eat the ingredients you find around the world - berries, mushrooms, unprocessed grain, pieces of bushmeat, that sort of thing. They do not give you much, and spoil quickly. You will run out of them, guaranteed, unless you either keep moving, or start doing something to improve the output. Cooking, baking, farming, or preserving. For example, baking bread requires some infrastructure investment, but it will multiply the food value of grain by five. And with stuff like that, it suddenly becomes a lot easier to make ends meet. As you get more experienced at the game, survival becomes easier. You will know how to better avoid injuries, learn to make bandages to top off your health in order to avoid becoming hungry, and memorize the things you need to best process various foodstuffs. (Which, in 90% of all cases, is a claypot. Craft a claypot and some bowls. Done. )
  15. Then it sounds like this mod will be right up your alley
  16. Yes, it needs to be cold outside. If you press C, the game shows you stats, including your current hunger rate in percent. When it's cold and you're outside, this number may climb by as much as +25%. If you are counted as being indoors, this no longer happens. So if you are outside in the snow and see (for example) 125%, and then you go through the door and it instantly drops to 100%, you'll know it works. Or at least, that's how it worked in 1.14, I haven't actually played in 1.15 yet. Waiting for another update or so to before I start another world.
  17. Inside your VS install directory, go to ...\assets\survival\entities Open item.json in a text editor, and chenge the despawn time to your liking. It must be given in seconds. Save and close. Run modmaker.exe inside the VS install directory. Wait and follow the instructions until complete. Open item.json again, and change the value back to the default 600. Save and close. You now have a mod that changes your item despawn time to the value you want. It is likely already where it needs to be, and you'll be able to activate it from the mod manager in the game's main menu. If you suffer from performance issues when running that mod - well, redram already explained why But in singleplayer it should be okay, so long as you don't choose an utterly ridiculous value. If you just want to keep your stuff from despawning when you die, by the way, it would be way easier and less problem-prone to just set /worldconfig deathPunishment keep instead of fiddling with despawn times.
  18. If you want lower temperatures, you'll either need to move towards the nearest pole, or upwards in y-level. In fact, the latter will change the temperature quite drastically. Even just ten blocks makes more than a full degree's difference at default world height. But then again, it might look quite silly to build a huge tower for the express purpose of putting farmland on top... so, maybe got a hill somewhere nearby?
  19. This feature was only just introduced in the most recent update a couple days ago, so there's not that much known about it yet. But as far as I am aware, the only thing it is intended to affect is Drafter spawn rate. No idea if rift stability is itself influenced by anything other than random chance.
  20. The 7x7x7 room thing is for getting an indoor warmth bonus in winter. Cellars are something entirely different - they work off of the storage vessels checking for valid cellar blocks (stone and soil) in their vicinity. You even get a partial bonus for partial cellars. Whereas with the warmth bonus, you either have a valid room or you don't, there is no in-between.
  21. Your singleplayer world is hosted on a dedicated server that is spun up on your local machine whenever you load the savegame. It does not require an internet connection. Indeed, you should be able to pull out the ethernet cable, turn off the wifi in your machine, start the client, and log into your singleplayer world (or start a completely new one). If your singleplayer server is freezing on you, this might mean that your PC is not able to keep up with the demands of the game. Have you checked the minimum system requirements and compared them to your computer's specs?
  22. Got a brwoser open while you play VS? If yes, try closing it down and see if it helps. Browsers can be memory hogs. Chrome in particular, but none of them are really frugal at the end of the day. Too many webapps want to load hundreds of MB of stuff into your RAM.
  23. The neat part about Vintage Story defining most of its game mechanics in JSON files is that you don't have to just "think" - you can look it up There are currently two distinct ore deposit generation styles, although one exists as a collection of subvariants and the other is more of a special case that ultimately refers back to the former. In practical application, you can eyeball it to "almost all ore generates roughly the same way". That's all a player needs to know, really, because it means that there is no need for different strategies. Digging a straight shaft down will pretty much always be the optimal way to encounter deposits, since ore blocks only ever get displaced along the y-axis. Viewed top down, every ore deposit is some form of disc. (Also note that I only said 'vein' in the other post because it's a commonly used word and shorter to type than 'deposit', which is what the game calles them.) If you want to get into the nitty-gritty details of each generator method: disc-followsealevel: This is how (for example) iron ores generate. The game determines a spawn point, which becomes the center of a horizontal, disc-shaped deposit of a certain specified radius. The thickness of the disc can also be defined in detail, with average and variation values and even the distance function used; but many ores in Vintage Story just default to a thickness of 1. This particular disc generator follows the sea level of the world, which generally means it is going to be largely flat. Only rarely will you encounter an elevation change in the disc. disc-followsurface: This is how (for example) cassiterite generates. Ores with this generator still produce a disc exactly the same way as above, but the individual blocks will be displaced along the y-axis according to the elevation of the surface. So if there is a massive cliff face up above, that might mean that one half of the disc might be pulled up dozens of blocks higher than the other half. If it spawned close enough to the surface, this may even cause the ore to be exposed in the flank of said cliff. But most of the time, the effect is far less dramatic, and you might just get a somewhat slanted disc following the slope of a hill. disc-followsurfacebelow: This generator doesn't follow the rock layer above it, but rather the rock layer below. Why bother with the distinction? Well, because this is how things like peat and clay generate: they layer themselves on top of a surface. But, in the end, this is still the same disc generator. disc-anywhere: Quartz and olivine use this. Still the same disc generator, but this one just ignores pretty much all other worldgen factors and just sprawls itself in there in whatever way it pleases. disc-alluvialdeposit: A special variant that involves proximity to water in some way. Used to generate gravel. childdeposit-pointcloud: This is the only generator that is not directly a disc variant. And it is only used for things that spawn inside other ore, such as gold and silver. The way it works is that it attempts a defined number of times to spawn a tiny deposit (which by the way use the disc generator again) in the parent material. As a result you can have a quartz layer which is peppered with groups of 2-3 blocks of silver ore every couple meters. And now, veterans might say: but what about halite salt domes? Those generate as huge vertical pillars, so that's got to be different generator, right? But no: halite uses disc-followsurface. It just has a thickness value defined that is way higher than the disc radius. So the result is a cylindrical shape. And the dry lakebed variant of halite uses disc-followsurfacebelow.
  24. Sounds like the chunk reset. That should definitely not happen.
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