Jump to content

Streetwind

Very Important Vintarian
  • Posts

    1,446
  • Joined

  • Last visited

  • Days Won

    70

Posts posted by Streetwind

  1. What is the file you downloaded / are trying to execute? As in, what's the full filename, including extension?

    (Note: nowadays you may need to first find a fairly hidden setting to configure Windows to actually show the file extension, because Microsoft has been on a quest to hide as much important information from the user as possible.)

  2. Player data is saved in the world save file which ends in .vcdbs

    It is a SQLite database. Hence, you need a SQLite database editor program to be able to open it.

    Most of the contents will be unreadable binary blob data, but there should be a players table somewhere that is human readable and modifyable.

    I should not even have to say this, but you should never open your savefile with an external tool without first having made a copy as a backup!

    • Like 1
  3. What Bumber likely meant with "outdated" is that the ingame handbook is maintained and updated by the development team, but the wiki is maintained and updated exclusively by community volunteers.

    This means that when new content is introduced in an update, the handbook is likely to have the info available immediately, whereas the wiki will only have it once some random player with wiki edit privileges feels motivated to log in and make the change. For major features and exciting mechanics that many people interact with frequently, that can happen fairly quickly - within days of release, even. For obscure mechanics, it can take a very long time. Partially because the community might first need to reverse-engineer how the mechanic even works in order to be able to explain it, and when it's something that almost nobody uses, that knowledge might simply not be available.

    Example: there's a lightning rod in the game that the player can make. Most players are unaware that it exists. The item was first added in 1.17.0-pre.1 on June 14th, 2022, and the recipe to make it was immediately added to the handbook in that release. The wiki page about it was first created on June 16th, 2023 - literally a year later. And even then the page merely said "this item exists and it can protect you from ightning strikes". It did not give any advice on how to set up the rod correctly so it actually protects an area. That part was only added by yours truly a mere three weeks ago on March 14th 2024, after I saw someone complain on reddit how the lightning rod is completely broken and unfunctional (as a result of not knowing how to set it up properly). And I only knew what to write there because I lurk on Discord and saw a bunch of people doing sourcecode sleuthing to figure out its mechanics.

    As a result, you should take everything on the wiki with a grain of salt. On one hand, it's a great resource that goes into far more detail on how stuff works than the ingame handbook ever could; on the other hand, there is no oversight from the devs that ensures that the information on the wiki is up to date, or even factually correct. If you find something on the wiki that doesn't work ingame, that's most likely why.

  4. Yeah, you wouldn't know this as a beginner, but the "bakes into" line in this case is actually not referring to the clay oven at all.

    It refers to putting the dough into the firepit. Which is how we baked bread in old versions, before the clay oven was added to the game. When the update came that added the oven, the act of baking in the firepit was nerfed to produce charred bread, in order to incentivize players to make and use the new oven.

    The "baking temperature" line is the same. It refers to how hot you have to get the firepit. The clay oven actually doesn't use that target temperature, and will in fact finish baking even a bit below 200°C.

    The reason the finished bread still has these two lines is because the finished bread is still a valid input item for the firepit, and it will produce charred bread as an output item when heated to 200°C.

    The two lines are likely auto-added by the recipe handler code just because it detected a valid firepit recipe for this item.

  5. Keep in mind that you cannot use your forum account to log into the game. For that, you need a game account, which is separate. When you buy the game, you will get an email with your game key, and instructions on how to use it to create your game account.

    Have you done that? Are you using the login details of the game account?

  6. Quote

    27.3.2024 16:38:21 [Notification] Server main instantiated
    27.3.2024 16:38:21 [Error] Exception: The type initializer for 'Vintagestory.Server.MagicNum' threw an exception.
       at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 392
       at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 390
    27.3.2024 16:38:32 [Notification] Destroying game session, waiting up to 200ms for client threads to exit

    Try deleting %appdata%\vintagestorydata\servermagicnumbers.json - the game will recreate it with default values on next startup. If you wanna be extra thorough, delete all the files in that directory. Not the subdirectories though, they have your savegames and such.

    (FYI: this directory is completely unaffected by uninstalling or reinstalling the game.)

  7. Unfortunately, this specific kind of approach taken by Distant Horizons only works for Minecraft and not for Vintage Story.

    DH works by taking a snapshot of a chunk as it goes out of loading range, creating a low-detail stand-in model from it, and presenting that model in the space where Minecraft itself unloaded the chunk. This works because in Minecraft, terrain generally doesn't change unless you, the player, are there to make the change yourself.

    In Vintage Story, terrain changes by itself all the time. Chiefly through the seasons system and its slow but constant color shifting, and through the snow accumulation/melting system. That means that presenting a static stand-in model for a chunk results in that model becoming more and more visibly outdated as time passes. You could have a chunk that looks like a green summer field sitting right next to the border of your snow-covered surroundings in the middle of winter.

    If you'd like a more visual example, look at the world map in 1.18 (or even in 1.19 with color-accurate world map enabled) after roughly an ingame year of play. You will have weird color seams all over the place, and regions that are shown snowed-in even though winter is long past, and so on. That is the exact same thing: the map is built out of 2D snapshots of terrain, and these snapshots are static while outside your loading range. Only if you walk there, you update them. A static LOD-based solution for distant terrain would have that problem, except that it'd be in your face all the time and look all the more awful for it.

    No, VS needs a different system, one that accounts for the fact that even the most distant terrain needs at least occasional dynamic updates to prevent it from going visually out of sync, all while not murdering your hardware with a hatchet.

    The team has actually toyed around with this in the past (this image is from summer 2023, showing an example of ultra-low-res terrain for ultra-high view distances). So who knows, maybe something like that will come eventually.

    In the meantime, VS still has the advantage of having up to 1536 blocks of real, fully simulated view distance, in cases where your hardware can manage it. In Minecraft terms, that's a view distance of 96... triple the highest possible value under unmodded Minecraft.

     

    • Like 2
  8. In singleplayer, you are always admin, and I don't think you can take those privileges away.

    But you could use a local server instead. The downside will be that you have to start two programs instead of one when you want to play, and that pressing ESC will no longer pause the game. In return, the server config that Ape mentioned will actually work, and you can demote yourself to a regular player instead of an admin.

  9. Yeah, there's a reason the guy is throwing pure aluminium into his crucible, and not bauxite.

    Because aluminium is fiendishly difficult to refine from ore. Far more difficult than iron, even. It takes a humongous amount of energy in combination with chemical reduction; in the modern day we make it by sticking massive electrodes into aluminium salts (which have to be specially made in prior processing steps) and blasting them with raw electricity until they melt, because no fuel exists that could do the job. Early-on after its discovery in the 1800's, aluminium fetched as much as twice the price of gold, despite being impure, because the processes available back then couldn't purify it properly.

    Given that aluminium bronze is not even that good as a tool metal - the video shows that it dulls within mere minutes of working hardwood - it would likely sit somewhere between copper and tin bronze. It makes no sense for the progression to have a metal that's harder to make than iron be required for a step before bronze. And it might even be disqualified as a tool metal entirely, and only available for making other metal objects, in the same way as brass currently is.

    • Like 3
  10. I'm entirely ambivalent about this, playing singleplayer exclusively, but I can't help but think... wouldn't this result in major pushback from the multiplayer community? Those who play on permanently-online servers?

    They already face the problem that their food rots away while they are offline, but at least they can plant crops, and when they log back in, they can harvest these crops and have something to eat. With this change, you'd have to harvest plants before they reach the last stage in order to get food. So someone logging onto a multiplayer server will find all their crops have passed that stage already, and now yield only seeds, not food.

    • Like 1
  11. Well, partly.

    Upheavel elevates part of the terrain. That can result in mountains, but more often results in shifting an entire region 20-30 blocks upwards.

    The fact that the world is very jagged, noisy, and filled with ultra-steep slopes is due to the landforms the terrain generator is working with. You have absolutely zero influence on those outside of using a mod.

    • Haha 1
    • Thanks 1
×
×
  • 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.