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Streetwind

Very Important Vintarian
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  1. Streetwind's post in how I'm going to reconfigure the revival site was marked as the answer   
    Hi, you can set your spawn point with a temporal gear. Hold it in your hand, look at a spot on the ground, and hold rightclick until the gear disappears.
    If you do not have a temporal gear, you must find or loot one.
  2. Streetwind's post in Copper hammer problem was marked as the answer   
    You probably made a helvehammer mold. Those can only be cast out of bronze.
    You need a regular hammer mold.
  3. Streetwind's post in Ruins Question - 1.19.4 was marked as the answer   
    Yes, ruins are considered lore content and do not generate in worlds with that setting turned off (like homo sapiens mode).
  4. Streetwind's post in world gen how small is too small? was marked as the answer   
    Note: lowering the world size doesn't actually make the geography smaller. It just moves a hard cutoff world border closer to the world spawn.
    The only number you need to adjust (and the only one you can adjust) is pole-equator distance. This influences how quickly it gets warmer as you move south, or colder as you move north; and this, in turn, influences how quickly the flora and fauna changes. It does nothing for the east-west axis, nor does it influence geology (rock strata, land forms, etc).
    I played with 15k once. You can try it, but it felt a bit too small. You can basically see the temperature change as you walk. 25k is probably a saner choice. It's half the default value.
  5. Streetwind's post in falx has increased mining speed but can't mine anything was marked as the answer   
    Nope.
    Swords used to be a tool like any other before they got a rework into having a specific swing animation. You used to be able to spam-hit enemies.
    ...which was less ideal than you might think, because you wasted durability on i-framed enemies, and the sound it produced distinctly felt like you were gently but insistently slapping their fleshy little buttocks. Slapslapslapslapslap.
    So I think you can definitely file this under legacy leftovers.
  6. Streetwind's post in How large is the protected area from a RiftWard? was marked as the answer   
    From https://github.com/anegostudios/vssurvivalmod/blob/master/BlockEntity/BERiftWard.cs
    private void BlockEntityRiftWard_OnRiftSpawned(Rift rift) { // Instead of preventing rift spawn, we set the size to 0, which makes it invisible and inactive, // so as to still consume a "rift slot" if (HasFuel && sapi.World.Rand.NextDouble() <= 0.95 && rift.Position.DistanceTo(Pos.X + 0.5, Pos.Y + 1, Pos.Z + 0.5) < 30) { rift.Size = 0; riftsBlocked++; MarkDirty(); } } This leads me to believe the range is a roughly 60x60 square centered on the ward. So ever so slightly less than 2x2 chunks.
  7. Streetwind's post in Running a world in the background was marked as the answer   
    I don't think you need a server to get what you want. In fact, you may find that a server you only join intermittently makes things harder. Your food will spoil while you are absent and such things. Much better to be in a singleplayer world that only runs while you are present, and use other methods to achieve your goal. Like these handy commands and settings.
    Don't use them all willy-nilly. Choose carefully what you want and which number you want to use. Messing with time too much can get... well, messy.
    /worldConfig daysPerMonth 5 will make a month pass roughly twice as fast as the default 9. Ideally you would set this during world creating in the Customize menu. You can still use this command in an existing world, but your current calendar date might change quite drastically.
    /time calendarspeedmul 1.0 doubles the progress of calendar time. The default value is 0.5, equaling two IRL minutes per ingame hour (or 48 IRL minutes for an ingame hour). 1.0 makes one ingame hour pass in a IRL minute, a value of 2.0 makes 2 ingame hours pass in an IRL minute, and so on. With this, days and nights will pass faster, but the simulation speed of the game will remain normal.
    /time speed 120, on the other hand, changes the simulation speed. It's the same function that gets activated when you sleep through the night in a bed. The default value is 60, so 120 would run the game twice as fast. Higher values are possible. This isn't very useful for playing, but it can be used to fast-forward several days while you wait for something to happen. Just be careful you don't starve in the process.
    /time setmonth is an alternative for quickly skipping several days. Supply the first three letters of the name of a month, and the calendar will instantly jump to the morning of the first day of that month. Anything dependant on the calendar, including but not limited to crop growth, food spoilage, and animal pregnancies will update accordingly. Note that you can only ever jump forward, meaning if you're in April and decide to jump to April, it won't go back to the first of the current month... it'll skip an entire year!
    And as a bonus, a hidden setting:
    /worldconfigcreate float cropGrowthRateMul 2.0 will double the speed with which crops grow. It accepts numbers as high as 10.
    /worldconfig cropGrowthRateMul to adjust the number afterwards.
  8. Streetwind's post in PC required to make it look all pretty :-) was marked as the answer   
    Both of these systems will run Vintage Story just fine. For reference, I got 60-75 FPS on 1440p with a ten year old i5-4670 and a Geforce 1060 6GB... at view distance 640 and decently high settings.
    However, do not design your PC entirely around a single game. Consider what else you might want to be playing in the coming years, as far as that is possible. If you are someone like me who's fine with spending a ton of time in "older" titles, your requirements will be lower, but if there's a future triple-A release you have your eye on, the 4070 Super is going to be the minimum option.
    Regardless of what setup you choose, go for 24 or 32 GB system memory. 16 is not enough going forward.
    You're already looking at video cards with more than 8 GB of VRAM, which is good - don't go lower than 12 anymore.
    Don't bother with mechanical disks anymore. 1TB of NVMe SSD is perfectly affordable and more than enough if you're not a hoarder or record video.
    Consider going for an X3D CPU. The difference in gaming is significant. There should be a 5600X3D if I'm not mistaken, though it's only available in the US last I checked.
  9. Streetwind's post in What is happening here? Am i just stupid? was marked as the answer   
    Not every area with ore goes up to the highest readings. This has a number of reasons.
    For example, the prospecting pick interpolates over an area around where you prospect. If some chunks in that area have a high probability of spawning ore and others have a low one, you'll get something in the middle. Another thing the pick takes into account is the makeup of the local rock layers. Cassiterite can only spawn in igneous rock, so if two out of the three local layers are not igneous, you're getting lower results because the ore can't spawn everywhere even in a chunk with good chances.
  10. Streetwind's post in Not reading from relocated Mods folder was marked as the answer   
    You can tell the game to look for mods in additional folders either by editing clientsettings.json, or by providing the --addModPath your:\path\here startup parameter.
  11. Streetwind's post in Hand covers screen in snow? was marked as the answer   
    Your character is covering their eyes because they are facing into a blizzard. It has been in the game for several versions now, but you didn't see it because the legacy first person camera used to render a completely different view from what your character was actually doing.
    Now the new first person camera correctly renders what your character is doing, and thus you see animations like these.
    Certain kinds of headwear counts as protecting the eyes, and when you wear one of these, this animation will no longer play. Try looking for things like masks and goggles.
  12. Streetwind's post in SOLVED: Half paper map, half full detail map after installing 1.19? was marked as the answer   
    Only loaded chunks are updated on the map. Thus, areas you haven't visit since updating will retain the old look until you go there.
  13. Streetwind's post in When to start with the new version (brand new world v.1,19)? was marked as the answer   
    If you have a specific window of playtime coming up, I'd say use it! The release candidates are not bug-free, and many mods will not be updated to work for them. But so long as you are okay with that, there's nothing else standing against it. There will not be any breaking changes or feature additions between the RCs and the stable version - it's all just bugfixing at this point. So a world you start now will migrate to stable just fine, especially if you do not use mods.
  14. Streetwind's post in Land cover setting? was marked as the answer   
    There's probably some nuance, but the way I look at it is as follows -
    Landcover is how much land there is compared to how much ocean there is. Defaults to 100%, meaning all land, no ocean. But note that even 0% doesn't mean "no land, all ocean". There's always some land remaining, just very little.
    Landcover Scale is a modifier on this, and you can think of it more or less as "how much to zoom in on the noise field from which the world is generated". If your landcover setting produced a bunch of small islands in water, then raising the landcover scale makes you "zoom in" on these islands and turn them into continents.
    You could also take a look at the 1.19 release candidate, because according to Tyron these settings got new mouseover descriptions to better explain them.
    Note that these settings are not very intuitive to test out, especially when not deviating much from the defaults. You may start a world with 100% landcover, and then compare it to a world with the same seed and 80% landcover, and see no difference whatsoever. The reason for this is that oceans are generated by... sort of "inverting" the terrain in certain locations, and filling it in with saltwater. Where that happens depends on the seed. And you might just explore several square kilometers of world and see no ocean anywhere, just because the seed decided to not invert any of the chunks you looked at. You'd have to compare extremely large maps, like hundreds of square kilometers worth, to consistently see the differences from one setting to the next.
    I'd also advise you to not go overboard with oceans, because it turns out that oceans... have no content. And where they appear, they actively override and suckify existing content. I once gleefully made a world with large continents surrounded by large oceans (something like 0% landcover, 300% scale), only to discover that every single translocator I stepped into put me in a dead end somewhere under the ocean floor. Finding the resonance archive was a mess and a half - the raft at the time was so slow that I spent over fourty minutes just holding W in order to get to it (one way), seeing nothing but a flat blue surface the entire time.
    So yeah, don't be lured in by the fantasy of a "realistic" world. Because you'll get it. And then you'll hate it.
  15. Streetwind's post in Quick question about prospecting: was marked as the answer   
    Decent is... well, decent. Not good, but serviceable.
    I'd give it a try, especially since you're looking for iron. Iron ores, unlike most other ores, have this quirk where they try to spawn less than once per chunk column. That means that you could find yourself an "ultra high" result, and still not find an iron deposit there. It would have certainly made its spawn roll if it attempted one, but welp, it didn't get to even try.
    So for iron, you'll need to be prepared to search more than just the highest peak you can find. On the other hand, you can spread your search attempts easily 50 blocks apart, because when an iron deposit does generate, it'll be absolutely gigantic and almost impossible to miss.
    As such, it is more valid to try lower spawn chance areas for iron than it would be for other ores that reliably produce deposits in peak spawn chance areas. For example, if your "decent" area covers four chunks, then chances are that two of those chunks were allowed to try to spawn ore, so you got two spawn rolls at decent chances, and if just one of those succeeded, the resulting deposit would be so large that you'd find it by digging in the middle of those four chunks, no matter where it actually spawned.
    So while it's not ideal, and you might well not find anything, it's worth giving it at least one try IMHO.
     
  16. Streetwind's post in Recurve bow not available for normal characters was marked as the answer   
    Try "false". As in, non-capital F.
  17. Streetwind's post in Rifts and temporal activity was marked as the answer   
    Rift weather changes over time. Sometimes it'll be calm, sometimes it'll be medium, sometimes it'll be apocalyptic. That's just how it goes. It's also a global thing, independent of location. That means no location is more or less safe than any other.
    Rifts are generated within a certain donut-shaped area around your player character's position in the game, up to a cap. If you move, then the area moves with you, but existing rifts stay where they are; thus, they will no longer be in the area, and so the game will spawn you new ones that are.
    Rifts will no spawn if block light in the randomly-chosen location is above a certain level. In other words: light up your base. Not just inside, but also outside. Of course, that only really becomes realistic once you can mass-produce lanterns or torch holders. Until then? Well, rifts are going to be part of your life.
    There is also an endgame device that will not allow rifts to exist within a certain area around itself, so you can use that instead of spreading lanterns all over the countryside. But when I say endgame, I do mean it. It's one of the final things you ever gain access to.
  18. Streetwind's post in Bloomery Alternative was marked as the answer   
    Not in the base game.
    There's probably a mod around somewhere, try looking through the modDB.
  19. Streetwind's post in Bright green grass was marked as the answer   
    Temperature and humidity, I believe. You'll most often encounter this highly saturated green in warmer areas, like jungles and other tropical/subtropical areas.
    As temperature plays a role, so does elevation (temperature changes with elevation) and the current time of year. Winter tends to make all colors cool and grey and washed out, whereas summer makes things extra lush.
  20. Streetwind's post in cobbled skull was marked as the answer   
    It's just a cobblestone block with a different texture. You can build something with it if you want.
  21. Streetwind's post in Where can I find Edelweiss flowers? was marked as the answer   
    You can find all of the spawn conditions in ...\assets\survival\worldgen\blockpatches\flower.json.
    Rafflesias need hot, humid jungles. Edelweiss wants things cold and high up.
     
  22. Streetwind's post in Am I just unlucky, or was Iron changed? was marked as the answer   
    It's very annoying when that happens, yeah. And some ores are more prone to it than others. Sphalerite for instance tends to appear as giant sheets of "poor" stretching out in all directions in every world I play, to the point where I have never made bismuth bronze even once because I never have sphalerite readily available.
    Honestly, jumping through the translocator is your best bet. Get yourself somewhere far away from everything and see if things are better there.
  23. Streetwind's post in Found halite on prospecting pick, does that mean there is a salt dome nearby? was marked as the answer   
    Correct.
  24. Streetwind's post in Constantly losing sanity but nothing is happening? was marked as the answer   
    Rift activity is unrelated to temporal stability. It's just about how many drifters are likely to spawn at any given time. Low rift activity = few spawns; high activity = you'll get mobbed. It'll change over time and is not bound to any given area.
    Only the spinning cogwheel in the center of your hotbar tells you whether a region is stable or not. Counterclockwise = unstable, clockwise or holding still at maximum fill state = stable. Temporal stability is bound to the local area and never changes over time.
     
  25. Streetwind's post in Diamond from Suevite was marked as the answer   
    0.5%, according to ...\assets\survival\blocktypes\stone\rock.json.
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