Streetwind
Very supportive Vintarian-
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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?
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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.
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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.
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Have you tried placing them from the opposite side?
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Welcome to the forums! How exactly is your health "affected" by the armor's healing penalty? Like, does the penalty persist after you have died, even when not wearing armor? That would most certainly be a bug and not intended design.
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Items don't get rearranged through reheating. But they may be placed on the anvil in a different orientation. Rightclick the workpiece on the anvil with your hammer to rotate it.
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Question about those potions that copy class traits, like Archer's, Hunter's, Miner's, and Looter's. What if you are already one of those classes? Does it stack? Like, does drinking Hunter's Delight further increase animal loot even if you're already getting increased animal loot just from being a Hunter?
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I've no idea what you mean by that, but if you built anything else than a perfectly straight, vertical shaft down, you put in way more effort than necessary Ores generate as flat discs. If you dig straight down from the surface, you go at them head-on, which maximizes the chance of hitting one. If you dig a horizontal tunnel underground, you'll only be able to hit the edge. Like shooting an arrow at the thin edge of a target instead of the large front face. Find the highest probability reading you can, and dig a two-wide shaft straight down. Take secondary mode readings every dozen blocks or so. Dig all the way to the mantle. If you found nothing, then move 20 blocks over in one direction and make another shaft. Don't bother snaking, spiraling, or getting fancy in any other way. You just want to dig the minimum number of blocks possible, both for tool durability, and for playtime investment. And that minimum number is a two-wide vertical shaft, because a one-block shaft would see you fall to your death if you hit a cave ceiling, whereas a two-wide shaft keeps you safe.
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If you let your food rot, you can make compost (a soil type for farming) from it.
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Screenshot failure error can anyone help?
Streetwind replied to Papa Cheese's topic in Bugs (archived)
It might be a file system permissions issue, in that the Vintage Story client is not allowed to write to %USERNAME%\Pictures (or your regional equivalent). This is the folder where screenshots will be deposited. You can try reviewing and adjusting the file system permissions. -
Welcome to the forums Unfortunately, lore entries are per-person for the time being. The story part of the game is only implemented very rudimentarily, and is slated to be expanded significantly in the future. In the meantime, I recommend collecting all the bony soil from ruins that you can find. It can be panned, and yields not only some valuable items, but also a relatively large amount of lore books.
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There's no such thing as interior temperature in the game, I'm afraid. The game can detect enclosed spaces if their volume is no more than 7x7x7 blocks, and that volume is surrounded entirely by solid block faces (unchiseled) or doors. Within such spaces, the player's cold resistance is increased and the cold weather food usage penalty is removed. Plus, a burning fire has a much larger range for warming up players than it normally has outdoors. But that's it. There's no separate interior temperature being tracked for the room.
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Streetwind's Homesteading Update Brainstorm Thread
Streetwind replied to Streetwind's topic in Suggestions
Section 4: Home Decoration Contains ideas centered around building oneself a beautiful, individual, and satisfying home. Corner Stairs Crafted Wooden Furniture Matches Wood Used More Immersive Lamp Recipes -
Streetwind's Homesteading Update Brainstorm Thread
Streetwind replied to Streetwind's topic in Suggestions
Section 3: Cooking and Alcohol Contains ideas related to combining edibles in interesting ways. Though there's not that much here, as it would venture too much into suggestion new systems or content, neither of which is the point of this thread. Unhide Hidden Satiation Bonus on Meals Storage Shelf Tooltip Polish -
Streetwind's Homesteading Update Brainstorm Thread
Streetwind replied to Streetwind's topic in Suggestions
Section 2: Animals and Animal Husbandry Contains ideas regarding the keeping, breeding, and raising of livestock. Chickens Hatch from Eggs Chalk from Eggshells Possible Pig Perk? Animal AI Improvements Bones Dropped by Skeletons Animal Tooltip Polish -
Hey @Tyron, this is for you! This insufferable wall of text is the result of multiple months worth of on-and-off gameplay, testing, ruminating, note-taking, and writing. In making this thread, I attempted to adhere to the following principles: Stick to the homesteading theme as declared in the 1.15 feature poll (meaning plants and farming, animals and animal husbandry, cooking and alcohol, and home decoration) Don't make up new game systems and content; look at improvements for existing ones instead (though this may at times result in suggesting extra features that improve existing systems) Keep each suggestion an individual, stand-alone deal with no dependency on other suggested features It is entirely possible that a number of suggestions made here will be invalid, for any number of reasons. I have no insight into the current status of 1.15, after all. Maybe something is already planned anyway. Maybe something will be incompatible with a planned change. Maybe I guessed the design intent of an existing system wrong. Or maybe you simply don't like a suggestion. That's perfectly fine. But I must admit to being at least a teensy little bit proud of a few of them, and I do hope that there'll be at least one single thing, somewhere in there, that you look at and go "yeah, that sounds like a great idea". Section 1: Plants and Farming Contains ideas related to farmland, crops, tools, and surrounding processes. WYSIWYG Fertilizers Additional Nitrogen Fertilizer Swap Compost and Terra Preta Add a "Compost Bin" Optional Interaction with Crops and/or Farmland Trading Seeds Farmland Tooltip, Growth Speed, and Nutrients Cleanup
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It is used to transport items upwards in a chute system. Without it, items can only travel sideways or down, following gravity.
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"setir" should be regional, whereas "seti" (without the r) should be global.
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A server with no one on it defaults to halting its progression of time. You can configure it to keep running instead, but you don't want that anyway, so you're good on that front. But yes, you can also play on your singleplayer world. After entering your world, hit ESC, and in the menu, select "Open to LAN". Confirm the following dialog. Afterwards, the button in the ESC menu that previously was "Open to LAN" will have changed to "Open to Internet". Clicking it will make the game attempt to ask your router for automatic port forwarding. The router must be UPnP-capable, and have this function enabled (it is sometimes disabled for security reasons). Even if this fails, you can still use your singleplayer world in the same manner if you manually set up forwarding for port 42420 TCP to your machine.
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Not sure you can - but I think there are weather commands that can ensure a clear sky. Try /weather seti clearsky
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What you think? Warmer climatzone northly from my base?
Streetwind replied to RobinHood's topic in Questions
Not weird, no. You just have 200k blocks between 90° latitude and 0° latitude. Which is a very large distance. So you will have very slow, gradual climate changes. If you want to visit hot biomes like jungles, savannahs, or deserts, you'll better set aside half an ingame year just for travel. (Depending on the amount of sunlight you have and the terrain you encounter, you can expect to walk roughly between 3k and 5k blocks per ingame day.) My singleplayer world has a 15k pole-equator distance. I walked south from spawn for three days straight until I hit a savannah. Your world is more than ten times this size. -
What you think? Warmer climatzone northly from my base?
Streetwind replied to RobinHood's topic in Questions
The game always spawns you in the northern hemisphere. Going south will always be moving towards the equator, and thus warmer weather. You can walk to a point in the world where going north will make it warmer, but you cannot spawn there. If you really set your pole-equator distance to 200k blocks (which is crazy high), you will have to walk south for at least a whole month straight before you see a noticeable climate difference. Are you sure you didn't mean 20k? -
German language: "Korn, Körner" -> "grain, grains". The etymological source of the English "corn", which Americans started calling the maize plant for some reason.
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Not a bug. Cut grass is added in batches of 8 per portion. You only have 4 pieces in hand, which is not enough. A full stack of 64 cut grass will add 8 portions to the trough, filling it completely.