Streetwind
Very supportive Vintarian-
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This depends on the "pole-equator distance" setting, which is also configurable at world start. A smaller value means that climate changes more rapidly as you move north/south.
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Honestly you just need to let the slider go higher. I assume Tyron just capped it at the current value because he didn't have a 4k display to test on, and any value larger than 16 was impractical to use in gameplay.
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This is very much seems to be a bug, yes.
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Traders get a new random selection of buy offers and sell offers every couple days... roughly 5-7 in my experience. It is not always the same time, it varies. You can see the time to next restock at the top of the trader window. There is no threshold to trigger a restock, as the traders simply get new offers after this time, over and over. You cannot influence this in any way.
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Can I migrate my singleplayer world for a paid host server?
Streetwind replied to Moonjinn's topic in Questions
This depends on the host. You'll need one that gives you file system access, so you can upload the world and replace the configs. -
I support this suggestion, that would be fantastic. You prevent your loss of items to despawning... but you'll have to fight yourself to reclaim them!
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Some suggestions about the game and its mechanical aspect
Streetwind replied to Livarbesaru's topic in Suggestions
It is actually more or less as close to reality as you can reasonably get within the confines of a video game that's meant to be fun. Look up some youtube videos of how hobbyists prospect by hand. You might be surprised! The propick requires you to take three different samples in moderately close proximity to get an estimate of the chance of ore to spawn under the prospcted spot. This represents the real life act of ging somewhere, smashing open some rock outcrops, and examining the mineral makeup inside in order to make estimates about the composition of the local rock layers. This was done all over the world in times past. It's not as accurate as modern drill core sampling with chemical analysis, but it was good enough to determine the presence or absence of veins of ore - and that's all we need it to do. And yes, methods like panning are also things that prospectors use to get additional data points from local sediment, but at some point you have to step back from the real world and consider game design. For a game - especially one with a multiplayer component that can lead to local resources being exhausted - you want things like fallback solutions when the main solution falls. Vintage Story decided to make panning the fallback solution. If you really can't find enough copper in surface deposits or cracked vessels to get those first 40 nuggets to get started, then panning is there as a reliable, if tedious, backup. It works completely independent of any actual ore deposits in the area, and that is fully intentional. You get about one copper nugget per block of material, so if you're seven nuggets short, grab yourself eight blocks of gravel or sand and a wooden pan, and in 99% of all cases you'll be good to go a couple minutes later. If panning was meant to be used for prospectng, then it would have to yield results based on the local ore distribution - and that removes its reliability as a backup solution. Clearly that doesn't work. So the prospecting pick will have to continue to be the singular tool for prospecting. Knowing what you know now, perhaps it is time to learn to use it... -
Disable temporal stability but keep storms?
Streetwind replied to Rykuta Maxwell's topic in Questions
Correct, they are linked. You cannot have storms without the underlying temporal stability mechanic. -
Can't change orientation of refractory
Streetwind replied to Mikel Monleón's topic in Bugs (archived)
Are you on the latest version of the game? The furnace should be rotatable these days. -
Deutsch ist schon lange verfügbar. Du musst nur nach dem ersten Spielstart einmalig in den Einstellungen die Sprache ändern.
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Set shadows to the lowest level - they are still pretty good then, and higher levels have high performance costs. Also turn off god rays and SSAO, both of which are performance hogs. You can also consider reducing the view distance slider and/or the resolution slider. Both have huge impacts on performance, but unfortunately also on the visuals of the game. Ultimately though, your computer will not get any cooler by reducing the performance impact of the game, since the computer will simply calculate more frames per second in turn. So to keep the temperature down, you need to reduce the max FPS slider. Depending on how low you set the cap, this will significantly impact how well the game plays - but, well. You want to reduce your system temperature. This is the way to do it. Of course, the higher the FPS can go without a cap, the less you have to push the cap downwards to see an effect. So reducing the graphics settings is definitely recommended.
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You have the usual twelve months. The game starts you out on the 1st of May in the northern hemisphere, which therefore is in spring. You can confirm this by pressing C to bring up your character sheet, where there is a date and time tracker. I didn't pay attention to whether VS switches seasons on the first of a month, or on the solstices and equinoxes in the second half of a month. But this would be a display thing only, as the climate simulation in the background doesn't make any big switches. Weather and temperature changes smoothly from one day to the next. What season the game shows you as being in is merely cosmetic. Each month has nine days. It used to be twelve days, when initially implemented, but this was later reduced in 1.14. Therefore a season takes 27 days, and a full year takes 108 days. This value is configurable at world creation though.
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Mit einer silberbeschlagenen Laterne in der linken Hand ist es jederzeit angenehm hell. Dass man die sich erstmal verdienen muss, ist durchaus Absicht. Zu Beginn tun es auch Fackeln (nicht schwimmen gehen!), Öllampen, und einfache Laternen. Auch die Umgebung der eigenen Basis kann mit Laternen ausgestattet werden. Übrigens varriert die Helligkeit der Nacht je nach Mondphase und Wetter.
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Gold & Silver Ore: Where do i look for this? Propick info?
Streetwind replied to ᴊʀʟ𝟙𝟘𝟙's topic in Questions
Depends on what you mean with "accurate mode". The ingame names are "density search mode" and "node search mode". Sometimes people also simply say "primary" (for density search) and "secondary" (for node search). Gold and silver generate by exactly the same mechanism as all the other deep ores - they have hotspots on the ore density map that is probed by the prospector pick's primary mode. That means, yes, you can find gold and silver using a propick in density search mode. ...At least theoretically. Two major differences exist compared to most other ores. For starters, the 'host rock' can only be quartz ore, as you already know. In my experience, I've only ever gotten readings for gold and silver in areas with lots of quartz, so the game seems to account for this and won't give you bogus readings in places where no quartz exists, which is good. However, the second difference is the way these ore density map hotspots appear. Typically, ore density hotspots are very large. You can get a 'miniscule' reading somewhere, walk 30 blocks, get a 'very poor' reading, walk another 30 blocks, get a 'poor' reading, and so on and so forth. Especiall with rare ores like cassiterite, it quickly becomes apparent that most ores are drawn as large circles several hundred blocks across on the ore density map, with the highest values in the middle. With common ores like copper, the game can draw so many of these areas that they overlap with multiple neighbors, creating a 'landscape' with high-value peaks and low-value valleys. With gold and silver, neither of these things happen. Because these two ores seem to be drawn like needles. They are extremely localized, with areas only a dozen blocks or so across that cause a few blocks of ore to generate within the local quartz layer. In practical application, that means that to get any sort of reading in density search mode at all, you'll have to hit the deposit almost exactly. I once got a miniscule silver reading, walked ten blocks forward, and discovered silver bits in surface rocks. So the primary means of finding gold and silver is indeed just walking all over an area that has surface quartz rocks, and checking each and every one. If you find one, dig down directly below it, and you can usually find 3-6 ore blocks in the quartz at that location. But if you happen to randomly get a gold or silver reading while prospecting with density search mode, that also means that there's a high likelyhood that some of it is nearby. It'll just be quite hard to find. And keep in mind that quartz layers can generate deep underground too. It might be that the only quartz in the area is near the bottom of the world, meaning that's the only place the gold/silver can generate. If your lake heights are off by one or two blocks, why does that matter? The middle between 0 and 130 is barely any different from the middle between 0 and 132. And yes, the deepest possible y-level is 0. But, take it from a master prospector: ore spawn heights are a trap that Minecraft players fall into. In Vintage Story, they are ancillary information that is useful in some few cases and completely useless in many others. In most cases, you have no need to even bother checking. The only case where they are relevant is if you have only a single rock layer that can host the ore you are looking for, and you have determined where that rock layer starts and/or ends, and now you need to know if it gets deep enough (or reaches high enough) to be able to spawn the ore you want. Halite is the poster child example. But if you're looking for copper? That stuff exists in all igneous layers, and you always have at least one guaranteed igneous layer, so just start digging. There is no spot anywhere in the ingame world where you cannot encounter native copper, as long as the ore density map provides a chance to spawn it. The fact that you have to dig to a certain minimum depth first is true, but completely irrelevant. I'm also leery of your use of the term 'strip mining', which is another trap that Minecraft players fall into. If you make horizontal tunnels in Vintage Story in hopes of finding ore, you're going to end up trading your pickaxe durability for a backpack full of disappointment. Vertical shafts is where it's at, because of the way that ore deposits generate as flat discs. You'll also need a 'decent' or better reading on the density search mode to make the endeavour worth your while, unless you really cannot find anything better than 'poor'. In which case, be prepared to try multiple shafts scattered over the area. -
Do these link only to other surface translocators, or do they integrate and network with stock underground ones?
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- 1.14.0+
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Yes, it does detect borax. But you can also find borax as bits in surface rocks, just like copper.
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There is no definitive feature list for 1.15, but Tyron will try to honor the community's wish for a Homesteading Update that contains at least the features advertised in the poll. There may or may not be other features, and it's technically possible that one of the advertised features turns out to be un-fun or impossible to implement (but the chance is very very small).
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Can't cure small hides, but can cure any other type.
Streetwind replied to Karmatose's topic in Bugs (archived)
This is intentional, as there exists no recipe that uses small cured hides. Previous versions allowed players to cure them, only to later discover that they completely wasted both the hides and the fat. So the curing recipe was removed in 1.14. -
Classes in single player, do people use them?
Streetwind replied to Phillip Webster's topic in Discussion
The Clockmaker is definitely a multiplayer class. There's no reason to ever pick it in singleplayer, and honestly it's underpowered even on a server, and I wouldn't pick it there either. The other three classes however are perfectly fine in singleplayer. You play the Hunter if you enjoy ranged combat and high movement speed. Your main downside is that some ore blocks won't drop anything when mined. But if you are good at prospecting, it is easy to find plenty of ore - especially in singleplayer, where you are the only one who needs metal. You play the Malefactor if you want an easier game start, and hate being eaten by wolves. Your main downside is the lowered maximum health, so you really want to get into breeding sheep ASAP to make cheese and get that dairy meter up, since that whole process takes a long time. You play the Blackguard if you like digging and hitting things and surviving getting hit back. Your main downside is that you'll have a harder game start as you'll struggle with food and forage loot early-on. If I wanted to rank them by new player suitability, the Malefactor would probably win out, though the Hunter is also good. The Blackguard is probably for someone who's not riding their first rodeo, as its downside hits right where newbies struggle; but if you know what you're doing it can be very powerful. Personally I have been playing Malefactor in my world. Picked it more or less at random since the class system was new for me back then. But I've been really enjoying that it can traverse the wilderness without being a complete wolf magnet. Sometimes they won't chase you even if you already hear them growling. -
Yep, as long as someone is logged on, time will continue to pass on the server. It'll pause when it's completely empty, but time must continue when there is at least one player. And since almost everything that takes time in VS (minus the firepit) is tied to the ingame calendar, that means there is no such thing as time being frozen in unloaded areas. The calendar is global, and when you log back in and load your area, all the food will check the calendar to determine whether it should be spoiled.
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World generation has not really been adjusted for the introduction of seasons and latitude. There are many issues stemming from this, such as permanently snowed landscapes having very few loose rocks since they don't normally generate on top of snow, and no grass to even start a fire with. This is a direct consequence of the game still being in alpha. The team will eventually take a look at this, I'm sure - but due to the gigantic backlog of features yet to be implemented, and he fact that only one person is really working on code, this may take a good long while.
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Cloudy3DX VS Version 1.14.3 (Work IN Progress)
Streetwind replied to bielbi13 Milla's topic in Mod Releases
So this is a themepack that... turns your entire game black? Because that's all I can figure out from the thread contents and screenshot. -
Then it ran up against that boundary and got truncated, yeah. Typical hematite veins that appear in their full size will have you running multiple trips even with four leather backpacks because your inventory filled up.
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Welcome to the forums! The most important tip is: don't build strip mines. Ore in VS generates as horizontal discs. Meaning, if you dig horizontal shafts, it's like trying to shoot the edge of an archery target instead of the front face. Instead, dig straight down. A 2x1 block vertical shaft, equipped with ladders, all the way down to the bottom of the world. If you do not hit an ore deposit on the way, go 20-30 blocks to one side and repeat. One time, I was also desperate for iron, and had to make do with a "poor" reading. I had to dig four such shafts until I found something. Thankfully, iron deposits are huge, so once you get one, you'll be set for a good long while. And a "decent" reading is quite okay as far as chances go. Additionally: do you have the secondary propick mode (node search mode) enabled in your world? It can help while you dig those vertical shafts, by detecting ore you just barely missed.