Streetwind
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The thing with armor stands (and target dummies) is that they're not blocks, they're entities - like creatures. For example, that means you can push them around by walking into them. Does that still work for you? If yes, can you try pushing them into a more open space and see if you can then interact with them again? Maybe they are standing "in" something that blocks your access.
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Not just almost, but entirely singleplayer, yes. I'm the kind of person who would play multiplayer with people I know, but not jump on public servers. Sadly, none of my regular gaming friends has shown much interest in Vintage Story (yet?). And I'm sure my points of view are not universal, even if some others identify with them. Everyone's mileage varies, and that's okay
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While I dither around indecisively over what to vote for, let me sum up my thoughts on the individual options... Fish, fishing, boats, oceans: Boats are nice. I could use a boat to travel across large bodies of water. The rest? Eh. It can wait. I'm not one of the people pining for fishing. I find it boring in every survival game. In Minecraft specifically, the only reason I ever bother with it is because it can give you Mending books. Unless Vintage Story adds a completely unique, super-attractive bonus loot to fishing, I will never touch it. If Vintage Story does add this, I will moan about having to do it to get the cool stuff every step of the way. SUMMARY for Ocean update: Boats are nice I guess. Giant creatures, the first main story event, alchemy, richer ruins: The idealistic part of me wants more story and ruin content. The realistic part of me remarks that this is probably because I have never found a single piece of story content in all my 150+ hours of playing VS, despite repeatedly receiving tips and tricks on how to find them. So these additions will likely do nothing for me personally. Alchemy, meanwhile? That could be really interesting, especially if it gets broadly integrated into the flow of gameplay. As in, various recipes start requiring alchemical products where this makes sense. If it ends up as a separate system that just makes something new on the side, like the potion brewing system in Minecraft, that would be less interesting. As for giant creatures - I kind of feel like they might work better after a combat update. SUMMARY for Lovecraftian update: Alchemy yes please. Shields, improved visual feedback, ranged mobs, tool/armor repair: Combat as a whole could benefit greatly from a rework, and there are great threads already here on the forums that go into way more detail than I could hope to, so I'll leave it to them to explain. But that does make the combat update idea very interesting for me. I don't even need the repair stuff, or shields, or ranged mobs... if melee combat becomes more responsive, precise, and mechanically consistent between weapons, that would aleady be a huge win. SUMMARY for combat update: Very yes, especially the improving current mechanics part. Fruit trees, alcohol, improved meals, more animals, more crops, birds, animal leashes, pies: I read across this list and thought to myself, all of this is sorta nice to have at some point, but do we actually need it right now? Homesteading already works okay. There can always be more, true, but there are areas of the game that would benefit far more from development time. The one thing that piqued my interest were animal leashes, until I realized that you can't really go out and leash wild animals, realistically. This is probably something for domesticated critters. Which again makes it nice at some point, but not needed right now. Needed would be a more interesting and believable way of initially capturing wild animals... you know, other than punching them in the face and legging it towards the future stable, hoping they chase you all the way there. SUMMARY for homesteading update: better delivered in a future version. Water wheel, low tech windmill, brick kiln, firepit overhaul, elevators, more mechanical power blocks, conveyor belts, etc: Again, most of this list ticks the 'nice to have but not really needed' box... except for two things. Brick kiln and firepit rework. Oh, I so want a firepit rework. The way it currently works leads to such weird and exploitative ways of trying to optimize it. Like, if I want to cook a bunch of bushmeat, or a stack of fire bricks for bloomeries, then I will make four firepits, heat the initial stack up in one of them, wait until it has the target temperature and starts processing, pick up the stack and put it in my inventory, prime the other three firepits with a single stick so their temperature is above 'cold', then drop single items from the stack in each firepit and wait for them to process, adding another single item each when the first ones have finished processing. The stack in my inventory maintains its temperature for a good long time, and the firepits don't need to be on, only above 'cold' which can be maintained with single sticks or grass bushels every now and then. It's silly, unimmersive, and mind-numbingly boring, but lets me cut both fuel costs and processing time by like 90% each. That's how badly the firepit needs a rework. If I could get just that rework and nothing else, and the resulting mechanics were believable and non-exploitable, I would already be so happy. If I could also get a kiln that lets me fire large amounts of ceramics at once? Now that's heading into spoiling territory. SUMMARY for industrialization update: nevermind the industrialization, I'm just here for the firepit rework! Firepit rework! Firepit rework! (chanting) So, yeah. Currently unable to decide between voting for Lovecraftian (for alchemy), Combat (for the melee rework), or Industrialization (for the firepit rework). Leaning slightly towards firepit rework. Will spend some more time considering.
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There is a loading range, which equals the view range you set in the video options. However, many things that require time are actually tied to the ingame calendar. So if a sapling grows in 8 days, then this will happen regardless of it being loaded or not. It will check the calendar as soon as it next loads and will therefore realize if it should be fully grown.
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It's a grenade full of bees. The bees are very angry. You can throw it at someone to make them regret having gotten up that day. (Because the bees are very angry, you cannot use them to peacefully populate skeps again, I'm afraid.)
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Potentially a bug. One thing you can do is bring up the chat window. It actually has three tabs. One of them is a combat tab. And everytime you take damage, it prints there exactly how much and from what source. Please check to see if anything gets written there if you take damage from the mystery source, and report back.
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Sleeping to skip through the storm works. Some people consider it cheating... but then again, if you're playing singleplayer, the only person you can cheat is yourself. So it's up to you to decide what's fair and what's not.
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When I last bred sheep, I fed them dry grass, which they happily ate. I did not try flax grain.
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From what I observed, nutrients regenerated just fine as long as there was no plant currently consuming that nutrient. For example, after planting flax, the K nutrient would be depleted; but it would regenerate just fine over time even while other crops were planted that were consuming N or P nutrients. I didn't have grass on it for extended periods of time, as I'm happily cutting it off on a daily basis to use it as animal feed. How long did you wait? It's not unusual for it to take 10-15 ingame days to regenerate, depending on how much nutrient was missing.
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I love the model. Great work
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No, they are not debunked. Temporal storms override common spawn restrictions - they'll spawn in midair in broad daylight if they have to. I already wrote this in my post further up the thread. To debunk slabs as a viable method, you'd have to get confirmed spawns outside of a temporal storm.
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This is a somewhat common issue that new players face. The issue doesn't lie with the way ore spawns and the difficulty of finding it, though; both of those are quite adequate. An experienced player can consistently find the ore they are looking for without much impacting the durability of a single propick. The issue is that you have to learn how to use the propick as a player. For example, I can immediately see from your description that you're doing it wrong. And this part is a big, big learning curve, because it takes a lot of steps to get that consistent positive result I mentioned earlier. And fewer of those steps than you think actually involve hitting a rock. You have to understand that the propick has two modes, and both are useful; in fact, the primary mode (density search, the one you didn't use) is the more important of the two. Next you have to understand how to interpretate the information you receive; and then you have to use that understanding to plan out how you want to go about searching. And then there's ancillary information to consider, such as the fact that not all rock types host all ores, which informs where you should even bother searching in the first place. It's a bit like fighting wolves with flint equipment and no armor without taking damage. To a new player, this sounds ridiculous, because if you just stand in front of it and hit it with your weapon, you're dead before you can say "oh no not again". But experienced players kill wolves in the stone age all the time. It's just like that for prospecting... except that prospecting is harder to learn than fighting wolves safely Perhaps the VS team can think some more on the topic of how to lessen the giant learning cliff that is prospecting. Having both propick modes active by default from the start, for example, which is something I've repeatedly suggested. But I personally would not want the actual mechanics to change much, if at all. Because once you figure it out, prospecting is actually quite rewarding. You can make a whole profession out of it on a multiplayer server, creating ore maps and selling promising locations to other players. In the meantime, try looking at this thread. I wrote a guide about my personal approach to prospecting there. Other people also chimed in. There's even a video tutorial, if you'd rather watch that than read a giant wall of text.
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Four plots will also do, if you're limited in how much terra preta you have. It'll be right at the edge of not quite regenerating it, and the difference won't really be that noticeable. Other crops have different growth speeds and nutrient costs, though, so what I described is only valid for flax.
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Yeah, crop rotation is the name of the game. Besides, be happy that K fertilizer is the most useful, because the only plant worth fertilizing (flax on medium farmland) requires K. All other crops are barely required. I run like... 4 blocks of cabbage on terra preta, and I cannot eat all of that output. At least, not while taking care to evenly eat from all four food groups. Flax, though, produces fibers, and that you need in huge amounts. Plus you can feed the excess grain to livestock, which covers your protein needs. So now I have five 4x4 plots of terra preta, and I fill one of it up with 16 flax. Let it grow, harvest, fill up the next one. While one plot grows, the other four sit fallow - or rather, have those 4 blocks of cabbage sprinkled in somewhere. Four cabbage on 64 available spaces, because as a single player you just don't need more. Those five plots are just enough to regenerate the K nutrient to maximum through a full rotation, without a need for fertilizer.
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Not sure if this is a bug, but the pot is not cooking.
Streetwind replied to CookieJarvis's topic in Discussion
The issue is that you have different amounts in each slot. One meat in slot 1, one meat in slot 2, and one berry in slot 3 is a valid recipe. Two in each slot also is. Three in each slot also. And so on. The number of items you place in each slot determines the number of servings you cook. For this particular meal, try one meat each in the first three slots, and one berry in the fourth. This should also work. -
Minecraft Java Edition accounts forcibly being moved to Microsoft
Streetwind replied to voxhaul's topic in Other Games
This should probably go into Off Topic/Other Games. Also, Mojang has explicitly clarified that 2FA is going to be recommended but entirely optional. From the tone of your post, you're probably a bit emotional about this. Take a step back and a deep breath. You're not going to have to give Microsoft anything they don't already have, because Microsoft already owns Mojang and everything that Mojang has. This includes the Mojang authentication services and the Mojang user database with every single Java Edition player account ever created. Additionally, other Mojang games, such as Minecraft Bedrock Edition, already use Microsoft accounts today. And have for a while. Security isn't the main driver for this migration. It is one potential user-facing benefit they can communicate to the users. The main driver though isn't going to be user-facing - because it's cost. Microsoft has an existing account management infrastructure, and Mojang has an existing account management infrastructure, both from before one bought the other. Now there is duplicate infrastructure that costs upkeep every month. By migrating all the accounts that use Mojang's infrastructure over to Microsoft's infrastructure, they can just switch off Mojang's infrastructure and stop paying hosting fees, power, cooling, support fees, and developer time for it. Since Minecraft Java Edition is a fixed-price title (meaning it generates zero revenue per user beyond the initial purchase), a recurring monthly upkeep cost really hurts the overall revenue of the game. By saving money on account management, they can afford to operate and develop Minecraft Java Edition for longer, even if new account sales decline over time, and even if they do not choose to turn it into a microtransaction-fuelled service game like Bedrock Edition already is. I would wager that turning Minecraft Java Edition into a paid service game would go over far less well with the community than an account migration. That's really all there is to it. Unlikely. Many people play Minecraft Java Edition for one specific purpose: its modpacks. Vintage Story does not have anywhere near the amount and variety of mods to satiate that need, and making new ones will take a while. Years, likely. If you're into Minecraft for the vanilla experience, you might go to Bedrock Edition instead. It delivers pretty much the same content with better graphics and better performance than Java Edition. Also, Vintage Story is still in alpha. People might want a more complete, more stable experience. Next, the tone and playstyle of the game is different. As an example, I present my sister, who sometimes plays a little Minecraft. Sometimes, not often, because she doesn't like survival games all that much. For her it's more about the multiplayer experience, and finding something like a research system to grind through. She watched me play Vintage Story for a few hours, and her final verdict was: "Looks like they took the most boring aspects of Minecraft, made them ten times more boring, and took out all the rest". Clearly, Vintage Story is not for her. And there's going to be a good number of people who think the same way. Because, let's face it: 'hardcore' is a niche. One that is alive and well, but a niche nonetheless. And finally, do keep in mind that Vintage Story costs money. Migrating your Mojang account... doesn't. Maybe a couple of players will go look for alternatives, sure. Maybe it'll even be a noticeable bump in VS sales figures, since the playerbase is so small compared to the gigantic number of Minecraft players. But I'm pretty sure Minecraft Java Edition will lose very few players over this in the grand scheme of things. If you want to continue playing it, migrating an account is free and easy. If you want to stop playing it over such a small hurdle, the drive to continue playing it was probably already very weak, and you might have stopped soon anyway. Lots of people stop playing Minecraft Java Edition every day. Many of them return later when new updates and new mods pique their interest again. They can still migrate their account then; it'll continue to remain a very small hurdle to overcome. -
It is supposed to, and generally does so just fine. There's a bug in the 1.14 prerelease that makes them spawn in broad daylight though. As for yourcellar, I'm not sure. It's entirely possible that there are other bugs at work. The game is still in alpha, after all. Also note that using slabs only works if they're creating a half-height surface. Just like in Minecraft, using slabs to make a surface level with full blocks does not prevent creature spawning. Finally, temporal storms, and having low temporal stability in general, override just about all spawn restrictions. Drifters will pop in right out of thin air no matter where you are and what the conditions around you are. For example, I have hidden in a completely enclosed, fully lit up 2x2 room during a temporal storm before, and had a Drifter spawn inside this room next to me.
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1.14.5 [ABANDONED] More Variants v1.5 - chests removed
Streetwind replied to DArkHekRoMaNT's topic in Mod Releases
Looks like this fixed it for me. Thanks! (Karma's Variants is simply a texture pack for animals, by the way.)- 90 replies
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1.14.5 [ABANDONED] More Variants v1.5 - chests removed
Streetwind replied to DArkHekRoMaNT's topic in Mod Releases
Yes! A modest number of them. You can find a screenshot of my mods folder attached. Additionally, a screenshot of testing in a superflat world. In the foreground you can see a cluster of oak chests, and a cluster of birch chests. Both were placed while circle-strafing. Accordingly, the oak chests are a wild jumble of different orientations. The birch chests, meanwhile, all face the same direction. After testing all available chests, this behavior is shared by all unlabeled chests except the oak one, which rotates fine. All labeled chests also rotate fine. If you'd like a logfile, I can provide that as well, though I'm not sure it would show anything in this case.- 90 replies
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1.14.5 [ABANDONED] More Variants v1.5 - chests removed
Streetwind replied to DArkHekRoMaNT's topic in Mod Releases
I crafted a birch chest, and it seems it will only ever place in the same fixed direction. It does not face me upon placing, but rather always faces south. Is this a bug, or normal for the current version?- 90 replies
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Depends. Are you planning to be in the same room/on the same network? Then it is very easy, as you can just open a singleplayer world for LAN gaming and your friend can join. If you want to play over the internet, then you need a dedicated server. You can host this on your machine (or your friend hosts it on theirs), in which case you need to research how to do that. Or you can rent a server from an online provider, in which case you need to pay money. In either scenario, the person who is opening their singleplayer world or hosting a dedicated server needs somewhat more computer performance than if they were just playing alone; the person joining actually needs a little less than singleplayer would take. Additionally, the person hosting a dedicated server benefits from a good upload (not download) speed on their internet connection.
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1.14.0+ Fancy Tools: two tools for farming (spade and seed bag)
Streetwind replied to Jorrit Tyberghein's topic in Mod Releases
I like the concept of both of these tools! But if it was me, I'd probably make the seed bag recipe require a linen sheet instead of individual yarns. It just feels more logical to make a bag out of actual cloth. -
Not sure if this is a bug, but the pot is not cooking.
Streetwind replied to CookieJarvis's topic in Discussion
Note that bushmeat is not a valid ingredient for cooking. Only redmeat and poultry works. You probably tried bushmeat. -
Yes, you currently cannot cancel this selection menu. If you try to get out of it without choosing anything, it auto-selects whatever recipe is in the top left position (arrowheads in this case). The clayforming selector is the same.