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Streetwind

Very supportive Vintarian
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  1. Streetwind's post in Create a World is busted was marked as the answer   
    They may not be deleted, just deactivated in the mod manager. I've done that before by accident when I deactivated lots of other mods and clicked too fast without reading...
  2. Streetwind's post in Lock orientation block placement was marked as the answer   
    You do this by placing the slabs into the crafting grid. This locks them in one orientation. Place them into the crafting grid again locks them in the other. Doing it a third time resets them to normal.
  3. Streetwind's post in How do leg and body armor stats combine was marked as the answer   
    They don't combine.
    Leg armor protects the leg slot. Body armor protects the body slot. Helmets protect the head slot.
    Whenever an attack lands, the game decides which slot is hit. If you have armor there, that armor mitigates the hit. If you don't have armor there, it goes through unmitigated.
    For example, if you wear just body armor, but nothing on legs and head, you can expect around half of the hits you take to be mitigated by armor, and the other half will hit you as if you were unarmored.
  4. Streetwind's post in Story mode was marked as the answer   
    Yes, all lore content is enabled in the Exploration Mode preset.
  5. Streetwind's post in Drifter and Temporal Storm Proofing was marked as the answer   
    In my 1.18 playthrough I managed to successfully hide in a closet. 2x1x1, with a door on the inside so it occupied part of the inside space. I could stand inside, close the door, and nothing spawned on top of me.
    That said, the team is constantly engaged in removing methods of achieving total safety during temporal storms, so I can't say whether or not that still works in 1.19/1.20.
    Additionally, temporal storms can be quite profitable after you've gotten to a certain level of armor and weapons. Go out there, get slayin'! Killing one or more double-headed drifters gets you some nice stuff.
  6. Streetwind's post in Can Animals be scared through walls? was marked as the answer   
    It's purely distance-based I'm afraid.
    Chicken coops should always be a decent distance away from where you spend your time.
  7. Streetwind's post in firepits don't consume fuel faster or cook food more quickly while the player is sleeping. was marked as the answer   
    The firepit is one of the oldest blocks in the game. It doesn't obey the calendar because it is potentially older than the calendar mechanic itself.
    And there are more issues with it besides. But the team knows - a rework of the firepit is already on the roadmap. It's just a matter of getting around to it, given everything else that's on the roadmap as well...
  8. Streetwind's post in using the Reduced Grind mod it is considered like cheat? was marked as the answer   
    In a singleplayer game, the only person who gets "cheated" is you yourself.
    If you feel like it's cheating, then it is. If you feel like it's not cheating, then it's not.
     
    Of course, as soon as you start involving other people - be that playing multiplayer, or just trying to brag with your achievements - that equation changes
  9. Streetwind's post in Iron ingot question was marked as the answer   
    Huh. I've seen single missing voxels before, but never three. You must have cut off some metal that wasn't slag. It's important to be really careful with this.
    ...But, generally it's recommended to let a helvehammer handle the iron blooms - for two reasons.
    One is that it saves you a whole lot of drudgework. Iron deposits can be huge, and it's not unlikely that you will produce more than a hundred bars of the stuff during a playthrough. Doing this by hand takes forever. Additionally, helvehammers can be set up in multiples (given enough windmills), so you can spend your time just heating blooms up in forges and feeding the hammers.
    And two, because they can't make mistakes. They don't produce missing voxels... and in fact, they will fix missing voxels. You can put this broken ingot aside for later, and when you have a helvehammer, let it work on this ingot. It will add the missing voxels back.
     
  10. Streetwind's post in how to Bee was marked as the answer   
    You can pile up some dirt and plant the flowers closer to the hive if it is really high up in a tree.
    Otherwise, it's a "walk away for a few days and then check again" type of deal.
  11. Streetwind's post in Weird glitch with Spears/Bows was marked as the answer   
    I bet it's armor penalties.
  12. Streetwind's post in Loaded/Unloaded Chunks? Will my base be frozen in time if I travel far enough? was marked as the answer   
    C for everything that runs off of the calendar, including crop and berry bush growth, animal pregnancies and growth, food spoilage, charcoal pits and pit kilns and cementation furnaces, torch lifetime, and so on and so forth.
    A for everything that doesn't run off of the calendar, for example the firepit, quern processing, and pounder processing. ...There actually isn't a lot in this category.
    Side note: animals never starve. Feeding them only serves to trigger breeding, and keeping their weight up during winter (in the case you plan to slaughter some of them in winter, because weight affects meat and fat drops). You can leave animals without food in their trough indefinitely and they will still be perfectly alive.
     
  13. Streetwind's post in Trying to Place water from a bucket ctrl + r click not working was marked as the answer   
    Have you rebound any keys?
    Vintage Story tracks interactions by base action, not by key. For example, if you rebound your sneak key, all the interactions that used the same key will now expect you to press the new sneak key you rebound, not the default sneak key.
    This can mean people are telling you to press CTRL because it's the default, but what they really mean is that you must press the key that corresponds to the action that is bound to CTRL by default.
  14. Streetwind's post in A way to have longer days? was marked as the answer   
    Yes, there is: /time calendarspeedmul 0.25
    This command regulates the speed at which ingame hours pass compared to IRL minutes, with a value of 1 being a 1:1 lockstep (24 minutes per 24 ingame hours) and 0.5 being the game's default value (48 minutes per 24 ingame hours). Dropping it to 0.25 gives you what you want.
    It probably does not affect your hunger drain. It didn't use to, but I haven't played in 1.19, and there were some timekeeping changes under the hood. Test it out to see if the same meal lasts you the same IRL time or the same ingame time. If necessary, you can fix it yourself: /worldconfig playerHungerSpeed 0.5
    It does, however, affect everything that follows the game's calendar. Meaning such things like animal pregnancies, crop and tree growth, how long charcoal piles and pit kilns burn, the time before traders cycle their inventory, the passage of seasons, the rate at which weather changes, and so on and so forth. It is, after all, a calendar speed multiplier
  15. Streetwind's post in Flour keeps missing from automated mill was marked as the answer   
    Does it happen while travelling? Auto-querns set up this way are known for losing some items whenever the chunk they are in goes from unloaded to loaded while they're in mid-operation.
  16. Streetwind's post in Resource percentages question was marked as the answer   
    Because that number isn't what you think it is.
    The spawn chance of the ore is denoted by the adjective ("decent", "very high"). The number is ancillary information, and it's closer to debug output than anything useful. It's also different for each ore. If you ignored it entirely, chances are your prospecting efforts would be just as successful. Or perhaps even more so, because you're no longer getting distracted by a misunderstanding.
     
  17. Streetwind's post in Empty hands? was marked as the answer   
    Yes, you need to have a free toolbar slot for that. There is no way to have empty hands while the toolbar has an item selected.
  18. Streetwind's post in approximate date for 1.20? was marked as the answer   
    No statements have been made by the developers, IIRC.
    Personally I wouldn't be surprised if it was somewhere in the July-August timeframe. Just based on past releases. It's really hard to judge though, because in contrast to 1.19, we're getting less in the way of regular dev updates this time. 1.120 will add a lot of new lore content, and they don't want to spoiler us with previews. So there's absolutely no telling if it's nearly done or only barely started.
    In the meantime: yes, do upgrade to 1.19. You'll want to do that anyway if you want to go to 1.20 later. Worlds can generally be brought forward just fine, but the more major version steps you try to skip, the more likely you'll run into problems. So my recommendation here is: update to 1.19.0, start the server once and let it remap. Then update to 1.19.7. Then you should be good for an 1.20 update in the future.
  19. Streetwind's post in How do I make bread in the clay oven that does not come out charred? was marked as the answer   
    Yeah, it's as I suspected. The bread is not, in fact, coming out charred - you're just misunderstanding the tooltip
    The "(charred)" part is not a line of its own that describes the item. It's part of the line "Bakes into 1x <something> bread (charred)". The tooltip window doesn't fit the entire line, so the last word wraps into the next line.
    As mentioned in the fifth post in this thread, this line simply means that if you stick this item into a firepit, you will get a charred item as output. It does not describe the item's current state.
    If the item itself was actually charred, it would say so in the bold heading of the tooltip! You can verify this by leaving the bread in the oven until it actually chars, or by just sticking it into a firepit and letting it bake there. You'll see the difference immediately.
     
    EDIT: the satiety value is another indicator. Charred bread does not yield 300 sat, as you can see in the ingame handbook, but your bread does.
     
  20. Streetwind's post in Largest Possible Charcoal Pit Not 11x11x11? was marked as the answer   
    The maximum size is 13 by 13 by 13.
    All firewood within 6 blocks of the firepit will be converted to charcoal. 6+1+6 = 13.
    If you put the firepit up on top, then obviously all you're going to get is the 6 layers below it. In order to reach more layers, the firepit must be placed inside the cube of firewood, and you must finish building the cube and covering the pit in the grace period after igniting.
    Yes, this is impractical. But then, charcoal pits of this size are silly to begin with.
  21. 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.
  22. 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.
  23. 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).
  24. 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.
  25. 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.
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