Jump to content

Streetwind

Very supportive Vintarian
  • Posts

    1576
  • Joined

  • Last visited

  • Days Won

    75

Everything posted by Streetwind

  1. @Jessica O. Yeah, some worlds are just colder than others, and the spawn latitude is always fairly close to 45°N. In fact, if you create a superflat world, it is always perfectly 45°N. The temperature can still vary wildly. You can check that this is true by using the command /wgen pos latitude to have the game print out your current latitude.
  2. Check out the top entry in the FAQ: https://www.vintagestory.at/features/faq.html/ You can also check the Humble store or itch.io. You can buy Vintage Story there as well, and they may have additional payment options available beyond Paypal.
  3. Brainstorming a little here. A distillation apparatus would be the logical future method for increasing potion strength. By selectively evaporating either the active agent or the water content in a clean, enclosed system, you can split the two apart, and you end up with a smaller amount of more concentrated active agent. The main challenge here is needing an actual distillation apparatus block, for which there would need to be a custom model, a recipe, and processing behavior. That's a big hurdle. But it would open up a lot of neat things. Not just in terms of immersion, but also game mechanical features like progression gating. The simplest implementation would be to require 2 weak potions worth of input for distilling into 1 medium potion worth of output, and 2 medium potions worth of input for distilling into 1 strong potion worth of output. Or, depending on the strength difference between the tiers, maybe even 3:1. But you can also consider what progression breakpoints you'd like to require for the stronger potion types. The starter potions could for example be available to anyone with the basic infrastructure of a firepit, a knife, and perhaps as little as a claypot and some clay bowls. Medium potions could require additional tools and ingredient processing steps, and would require being stored in a proper potion flask, which in turn means the player must have progressed to the point of having bronze tools, charcoal, and fire clay. Then finally, the distillation apparatus could open up strong potions, but creating the apparatus itself just might require something truly exotic like meteoric iron parts in order to properly harness the mystic energies involved, or whatever excuse you want to give There are many potential progression routes. If even weak potions should require proper flasks, that obviously shifts the whole system upwards into the bronze age at minimum, and then you might ask for steel fittings for the distillation apparatus. Unless you also want to require distillation for medium potions, which in turn shifts the block back down in the progression. And of course, you wouldn't have to limit yourself to distilling. Sometimes such a high amount of active agent may become toxic to the user! So you'd have additional steps like mixing moderating agents into the distilled concentrate, or other such things. That is where you could keep the mechanics of chopping/drying/cooking certain herbs and using them as additives in the making of these stronger potions.
  4. You can view the current development roadmap by mousing over "Devlog" in the top navigation bar. Currently, it lists steam engines as potential endgame content. Of course, development goals change over time, but you can consider this to be the intended upper limit until further notice. That said, the game already generates resources that theoretically could be used by modders to push to much higher technology. There is bauxite (-> aluminium), ilmenite (-> titanium), pentlandite (-> nickel), and even an uranium ore.
  5. Did you mouse over the emerald the trader wanted to buy, and yours? It says in the tooltip which quality grade the gem is. "Low potential", "medium potential", etc. If the trader wants to buy low and you have medum, then this is not a bug. You're not offering the item he wants. If, however, the trader wants to buy low, and you have low, and he still won't take it? Then yes, that's a bug.
  6. Welcome to the forums! Perhaps the inventory window was moved outside of the visible screen area. You can go into clientsettings.json, search for "dialogPositions", and delete all entries there - that should reset all windows to their default positions.
  7. Nope. You pick items to buy. Then the merchant will tell you how many rusty gears they want for the selection you made. You click "trade", and the gears are taken from you, while the bought items are given to you.
  8. The "you can sell" section is for getting more rusty gears. If you want to buy, you need to look at the other section.
  9. Welcome to the forums! Are you trying to log into the game client with your forum account, or your website account? They're different. Did you ever receive a game key, or did you just make an account? The account must be activated with a game key. The key should be provided to you after your purchase. Where did you buy the game? The way your key is delivered differs based on that. Did you check your spam filter for emails you're apparently not getting?
  10. Nope, you cannot mine iron with a copper pick. Limonite is one of the three kinds of iron ore, by the way. So you have already found what you wanted, and just never knew it Unless of course what you actually found is ilmenite, which is a titanium ore that is used as a refractory material in steelmaking in the endgame. And if poor abundance is the best you could find for hematite, that explains why you had terrible luck digging for it there. With most ores you generally want to avoid working with anything that has an abundance of less than decent. It can still generate ore - I once found a hematite vein in a poor area myself. But I'd consider that a desperate last resort, which at the time, it kind of was. Though given that that was my first world, It was largely down to me not knowing how to find a better spot. Getting an area with a good abundance is all about covering lots and lots of ground. For example, when I start prospecting, I pick a spot near my base which has both horizontal coordinates divisible by 40. I start with that block. And then I walk 160 blocks in one direction before I prospect again. Then another 160 blocks. And then another. When I have a line of like a thousand blocks long, I move 160 blocks perpendicular to it, and start a second line of samples, again spaced 160 blocks apart. I might end up with a 960x960 block area for which I took only 36 samples in total, spaced evenly in a grid pattern. It'll take me less than two full daylight periods to have a good first approximation of what's available in an entire square kilometer of land. If one of these samples looked promising, I'll then I'll halve the grid spacing to search 80 blocks away from it, to figure out in which direction the abundance increases. And then I'll increase the resolution even further, searching every 40 blocks until I have mapped out the local maximum. Hopefully it'll be good enough to be worth digging. If not... well, back to the sparse 160-block grid spacing to cover more ground.
  11. Welcome to the forums! Your description is a bit vague. If you're coming here saying you've already read all the suggestions, how can we offer additional ones? It's also not clear what problem exactly you're running into. Are you unable to find an area with a high abundance of iron? Or are you unable to find a vein of iron when digging in an area with a high abundance of iron? Your post kinda reads like "both", except that's impossible because those cases are mutually exclusive. In general, though: yes, this is hard for new players. Prospecting has the steepest learning curve of all activities in the game. But you can learn it, and then you can get fairly consistent results. It is a skill that you, the player, must learn through experience. Additionally, it's important to realize that ores differ in more than just name from each other. You can't just look at the copper veins you found and assume that all ores would give you the exact same experience. Higher tier ores are harder to find, not just by spawn chance but also by how the veins themselves look. Copper is pretty much everwhere, due to a specific mix of vein size and vein numbers that make it particularly easy to run into it at random. Then comes the bronze age, where you're looking for cassiterite, or bismuth and sphalerite. They're noticably harder to track down than copper, because they're roughly the same size but spawn less frequently, so you need to put in a bit more effort and work with greater precision. But an experienced player can still consistently point you towards a deposit within maybe half an hour to an hour of looking - depending almost entirely on how much ground needs to be covered to find an initial reading. Then comes the iron age, and that's where it gets really tricky, because iron veins are nothing like copper or cassiterite or bismuth. They're absolutely gigantic in size - but rare as heck. You'll only see one iron deposit for every fifty copper ones, on average, given equal abundance. On the upside, you'll probably only ever need to find one iron ven, and it'll easily last you the rest of your playthrough, because they're just that large. But you really have to search for it. Yes, you can dig where it says "ultra high" and find nothing. That can happen with iron. The veins are just that rare. Move some 30-40 blocks away and look there, even if that's a slightly less favorable area. You may not find anything there either. Move on, search some more. The only solution here is perseverance.
  12. Greenhouse =/= room that warms up players.
  13. There is no display whether you are inside or outside. The only thing that uses that word is "outside temperature", and that always displays outside temperature (chiefly because there's no such thing as inside temperature, there's only warmth bonuses). You can see whether your room works or not by going into it when you have a food usage penalty due to cold weather. If the room works, that penalty should be removed, and come back once you move back outside. (Season, weather, temperature, and related mechanics are not in their final form yet.)
  14. Yes, you can absolutely do that. In fact it's almost the recommended way, due to how a singleplayer world has so many more configurable settings. You need file system access for this to work. I don't know G-Portal, so I don't know if they offer it. But you need to manually upload the world file to the server, and then modify the server's config files to load that world. Beyond that, there shouldn't be anything else to do. All the settings you mention can be configured when you create the singleplayer world, in the 'Customize' menu, and they'll all transfer with the world to the server.
  15. Very strange. I've done it exactly like that in the past, and it has always worked. I don't have a solution for you, but a potential workaround: try searchng for where VSEssentials.dll is on your disk. That should be the folder where the three core mods are located, and since the game is clearly finding and loading them, I would be very surprised if it failed to find other mods you put in the same location.
  16. Your hunger rate can go up by various means, such as: Holding a light source in your offhand Wearing armor (check the stats of the armor) Playing as a Blackguard It being very cold outside None of these are a bug. All of them are intended gameplay. As for the command not taking - keep in mind that the command simply takes whatever value you give it. It doesn't check if the value is valid, and if you give it something invalid, the next world load will fall back to the default. For example, if you include the square brackets in what you type ingame, that's an invalid value. They are present in the documentation to signify "insert your own value here". Additionally, I'm 95% sure that 0 is also an invalid value. Some core game mechanics, such as hunger, food spoiling, and so on, simply cannot be turned off. They can only be reduced to a certain minimum. Try 0.1, that will likely work. Why does the wiki claim you can enter 0? Well, as the wiki is maintained entirely by volunteers on a whenever-they-feel-like-it basis, you may encounter outdated information, missing pages, or even certain common misconceptions on there.
  17. Please put a mod in the folder like you have tried before. Don't unzip it. Show us a screenshot of the folder, and then a screenshot of the ingame mod manager.
  18. Animals despawn if they are without sunlight for some time. It's enough for sunlight to come in from the side, so there is no problem with for example putting a roof over your pen so that it doesn't fill with snow. But when they are in caves, they may move too far away from any source of sunlight, and in that case, they will despawn.
  19. As the wiki is maintained entirely by volunteers on a whenever-they-feel-like-it basis, you may encounter outdated information, missing pages, or even certain common misconceptions on there. It's still a great resource, but it probably shouldn't be your only resource. The ingame handbook, for instance, will mention that powdered borax is "created by grinding: borax", and borax mentions that it "grinds into: powdered borax". ...Which, I admit, isn't supremely helpful to a first-timer either But it does give an indication that this step probably doesn't involve hitting things with a hammer. Also, searching for "grinding" in the handbook will pull up the guide entry for mechanical power, which does mention the quern. Which, by the way, also works without a mechanical power source. The handbook isn't very clear on that either. ...There are many places where the documentation could be improved...
  20. Perhaps it should work with quartz glass slabs, though, as it takes pretty much the same ingredients as making the lantern with two pieces of clear quartz...
  21. Welcome to the forums! Are those just regular glass panes, or colored ones? Does it work if you do /gamemode 2 and take some glass panes out of the creative menu to use in the recipe? Does it work if you use clear quartz crystals (not the regular ones)? Is it a pristine copper plate, or have you mucked around with it on an anvil? Are you running mods?
  22. You're in luck. It's already confirmed that we're getting ebony wood in 1.15. It's gonna be somewhat rare though. A prize for the avid explorer.
  23. Unsure which creatures are affected how, I've never used it myself. "off" is also a valid option, if you don't want creatures to fight back even if you hit them... though, again, not sure which creatures. I think drifters might not be affected.
  24. Creature aggression can be configured on a per-world basis, either at creation, or via admin command in an existing world. Try: /worldconfig creatureHostility passive All worldconfig settings are only processed when the world loads, so in order to actually see a difference, you'll need to quit to main menu and reload the world.
  25. Have you tried placing them from the opposite side?
×
×
  • 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.