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Dear Extraordinary Survivalists v1.19.4-rc.1, a release candidate, is now available to download through the account manager. This is a minor feature update, also including some essential fixes. Some of the dev team were very keen on squeezing in some more nearly finished features and for once Tyron relented and gave free rein, and here is what we came up with! Changes include a rebalancing of loot in ruins - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added a new wireframe color setting to the accessibility tab to assist players with color vision impairments. (Note: this is not a "stable" release. As a release candidate it is for testing and may have issues. Two known new issues discovered in this version are: (1) When smithing on an anvil, in this version the mouse has to be held until after the hammer swing completed and the voxel moved, instead of the previous single tap action. This is a newly introduced bug arising out of the changes to hammer controls connected with using the hammer as a weapon. (2) In Multiplayer games, the position of animals may jump around or 'rubber-band' for some players. Both these issues are now fixed in v.1.19.4-rc.2 released on February 22nd) Screenshots Glue making mechanic, use glue to repair and obtain ruin clutter Barrels finally received the long anticipated model overhaul Hides have new models and textures, and can be placed on the ground Mouse buttons are now re-bindable Game updates Feature: Clutter blocks shatter when broken, unless first repaired using glue Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair in situ. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable" Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue! Powdered charcoal is made by grinding charcoal on a quern Feature: "With great ruins comes great lootability" A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them) A new cellar is included in one of the large ruins Feature: Re-bindable mouse buttons (as first mentioned in the 1.19.0-rc1 news) Any keyboard control or macro can now alternatively be configured to a mouse button [Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key. Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported] In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking Pick block is now re-bindable to any key or mouse button Feature: In the Accessibility settings tab, knapping, clayforming, smithing voxel wireframe colors are now configurable between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly) Tweak: Hides are now 3D models, and can be placed on the ground Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting. Tweak: Improved visuals for barrels and troughs New barrel models Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper) Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable; tomato) Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders Minor tweaks to appearance of both small and large troughs, and rot models Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow Tweak: Performance improvements Reduce server and singleplayer RAM usage around 250MB overall [detail: Schematics used by ruins and villages are now cached and partly lazy-loaded] Reduce spikes in RAM usage on client when moving to new world areas Reduce network usage in large-scale multiplayer games [detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities] Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport) Tweak: Gameplay balancing Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breakage time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs] Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid Commodity trader no longer sells square/offset/diamond linen patterns, only normal Cooking pots are shelf-storable Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced Moose jump height is reduced to 2 blocks, less than most deer Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes' Tule now has plantable roots. Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate Auto-close the trader dialog and trading window when a player moves out of range of the trader Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry) Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode [note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers] Tweak: New first person mode tuning In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long. Added custom animations for the bug net and squeezing honeycombs Added animation for inserting temporal gear with a knife (to restore the player's temporal stability) More sluggish mouse movement and seraph model rotation while swimming Tools now follow the player's cursor more closely in first person mode. Less jarring transition back to tool ready position, after using a tool to hit Impove feel of axe, club and hammer when used as a weapon Adjustments to falx, axe and cleaver first-person animations Adjusted position for held crushed items Adjusted shield transforms and other off-hand transforms Fixes to some animations endlessly repeating after an action Knife cut animation Chisel ready animation, after switching from chisel to empty slot Using torch to light a firepit, whenever a torch was then held Torch in hand - could endlessly repeat instead of holding it out straight Fixed: Block edge sitting was sometimes triggered in the wrong places Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose Fixed: Hammer and chisel animation working properly again Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand. Fixed: First hit animations on spear now consistent with all subsequent hits Fixed: Shovel ready animation now longer firmly attached Fixed: Idle animations for lanterns and pumpkin fruit Tweak: Seraph hair and clothing improvements Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats Ponytail parts removed from basic seraph model Fixed: hats would show through helmets Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat Fixed: emblems were set to wear on the wrist Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears Tweak: Other visual fine tuning More detailed skulls on human skeletons. Special skeleton has smaller skull Feather item now has a 3D model; improved rot model Beeswax, Fat and Raw fish models now smaller when placed on the ground Improved positioning of some food items (thanks to Sonya!) Bunches or piles of food items generally now held with both hands Pixel-level polish to the layout of block interaction help Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: Jonas parts positioning in display cases was not correct Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat) Fixed: Many antlers invisible in the handbook Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered Fixed: Incorrect appearance of breadfruit in cooking pot meals Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin Tweak: Handbook fine tuning Improved text layout and formatting on Handbook pages Minor improvements to Command Handbook layout The knapping guide makes clear that knapping creates a tool head, not an actual tool Handbook entry for deer explains that they cannot be domesticated, milked or bred Fancy-stitched linens are now included in the handbook Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil Changed order of presentation of information in the descriptive text for wearable items Fixed: link to glass in the greenhouse guide Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description Tweak: Positional sounds on moving objects more accurately update their positions Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode) Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups Tweak: /db prune command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook Tweak: Localization and language changes All trader dialogue is now translatable Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world Fixed: Ruins with missing textures underwater, in Arctic regions Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3 [note: existing maps might now be fixable using /db prune command or /wgen regen command, see documentation for those commands] Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!) Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken Fixed: Block breaking decal for support beams Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell Fixed: Chickens were eating from large troughs in 1.19, which was unintended Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals. Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow Fixed: Rare crash when looking at cheese Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed Fixed: Wooden crates did not have their correct capacities for the type of wood Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners Fixed: Scroll Rack block info showed the scroll in the wrong slot Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already Fixed: Various rare crashes and logged errors Crash involving EntityItem Handbook crash when clicking on drops from stony rubble Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading Crash with Command Block in Developer Mode FruitTreeRoot errors in logs at world load Error from Microblocks during snow melt Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource" Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections) Mod API Tweak: Added a new attachment point on the seraph model for off-hand animations Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing Additional minor tweaks relevant only to coded mods: KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247 For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith() Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics View full record
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This ^^^ Moving .NET versions is a large task. We are dependent on around 10 third-party libraries, some of which are open source and maintained by volunteers. And we need to maintain Windows 10 & 11, Linux, and MacOS compatibility (and we shortly hope to support latest Apple Silicon, i.e. ARM64, natively). And Harmony patching needs to be working seamlessly, so that our mods are supported. If even one of these things is not working then Vintage Story starts to have issues... I would be extremely reluctant to update .NET versions again without a very strong reason to do it, and obviously it would be sensible to do it only at a time when the third-party libraries are all stable in the new .NET version. Frankly we are still working through the .NET7 update, there are a couple of niggles remaining ... I'm just thankful the game is as stable as it is in .NET7. It's largely th3dilli to thank for that!
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We are looking at what we can do about this, the issue appears to be in third-party libraries which we use, not Vintage Story itself, so a fix may take some time. Meanwhile, glad to hear that 1.18.7 is working reasonably well. Others affected by this, if you roll back to game version 1.18.7, that may also work better for you. A part of the motivation for our switch to .NET7 was to have the game working well on Macs. That is certainly the goal, but achieving it is not easy...
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Awesome, thank you for the feedback and the growing knowledge base for how to make this work. Really awesome that you have it working on Apple silicon. We can look at distributing a version of libcairo.2.dylib with the OSX build in future - ideally we want a release which works well on all types of Mac. Thinking about how to do that. I'm assuming Homebrew produces different executables on different hardware? Mouse non-responsiveness - with Mono it used to be necessary to add sh to Input Monitoring (sh was used to run the game). Now maybe you have to add arch? More generally there have previously been issues with the non-default mouse, seems that OpenTK is able to communicate only with the first-installed mouse - so maybe try disconnecting all mice except the one you want to use, when the Mac is first started. Window size / monitor issues - you can try adjusting in Settings from the Vintage Story main menu if you can read the GUI, otherwise try editing the clientsettings.json file before even starting the game. In .NET7 we use GLFW (OpenTK's version of it) to create and manage the game window. This has a few flaws. If there is anything specific bothering you please tell us about it in a bit more depth, and we can perhaps include a fix in the game's code or open an issue with OpenTK.
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We're making progress on this, found the cause, might have a new MacOS NET7 build to try in the next 1-2 days. We still think the current one can maybe work with that quick fix I mentioned (definitely interested to see what happens if you try!) We are so close to getting it working perfectly
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Thanks for reporting, looks like the same issue as @Kurzweil had Can you (for now) maybe try simply renaming `libcairo.2.dylib` as `libcairo.so.2.dylib` and put a copy in the Vintagestory folder or the /Lib folder? Basically it seems like libcairo is currently set up to look for the wrong library file name, seems to be looking for a Linux-style name. We are working on finding the root cause of this. It would be interesting meanwhile to know if this quick fix works? Sorry to ask you guys to test like this, but right now none of the VS development team has a recent Mac to try things on (we should work on that too, lol!)
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The "cellar" bug: It's actually a bug limited to food containers (crocks, bowls, cooking pots). Pies and cheese and raw foods are not affected. It applies to food containers which are either: stored on the ground stored on a shelf stored in storage (Chest / Storage Vessel / Basket etc.) - with one exception, if that same storage holds raw food (grain/vegetables/meat etc) then no bug The bug will occur when players remove the food container from the storage in game version 1.18.5. At that point, the food container will spoil, as if the player had been holding it for all the time that it was in that storage. Players should therefore leave food containers untouched in their cellars for today, until we get a hotfix out for this bug: if your food containers are not touched then their freshness will be preserved. There is basically no point in touching the food containers anyhow, as they will instantly spoil if you do. If you happen to have crocks / bowls / cooking pots which are already inside storage (Chest / Storage Vessel / Basket etc) then if you add some grain or vegetables to the same storage now - without moving the food containers - that will "fix" the bug for that storage. Food containers in that storage can then be safely used. If cooking fresh food, it would be a good idea to put it into this type of storage. Maybe think of it as a kind of rot, and a sprinkling of grain or vegetables protects from the rot? For more info, see Github issue report
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Possibly a mod is not yet updated for 1.17. Can you provide your client-main.txt and server-main.txt logs, also client-debug.txt
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Grass grows in the wrong place and destroy blocks.
radfast replied to Александр Большаков's topic in Bugs (archived)
Any mods present, or this is pure Vintage Story 1.16.5? -
Wavy items in tool rack and fire pit: Feature or Bug?
radfast replied to Liu Bei's topic in Bugs (archived)
Thank you for reporting, we believe this issue is now fixed in 1.17.0-pre.3 While "creepy" is certainly a feeling the game is going for, we don't want it to be creepy in player bases - players should be able to rely on the tools they have crafted themselves! -
Thank you for reporting, we believe this issue is now fixed in 1.17.0-pre.3 - but definitely please let us know if it isn't fixed
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JSON Naming Errors [formerly Recipe Ingredient Names]
radfast replied to ruggbean's topic in Bugs (archived)
Thank you for reporting, you're correct this needs to be fixed. We will fix this in upcoming game version 1.17. (No exact ETA) -
Great work @mard And thank you also to the unsung heroes who made the FlatPak and the community controller layout
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Sorry for delayed response. If you are seeing the FPS as measured in game "lock" itself to figures like 64fps or 32fps, or maybe alternating between the two, this is actually a Windows issue, not a bug in Vintage Story per se. For any settings and any OS, spikes in FPS, especially any spikes to something less than 32fps, are a sign that your graphics settings are higher than your current hardware can smoothly handle at high framerates. The only way to fix this is to turn down one of the graphics settings to ease the pressure, or fix any hardware issues (e.g. thermal throttling, battery extension mode or other system-generated performance nerfs). Wiki entry on this If FPS spikes are specifically to fixed levels like 32fps or 21fps (from a 64fps baseline) that is a specific issue connected with the Windows system interval timer - but even without the Windows timer issue, you would still be having some spikes, they would just be spikes to any level between 32 and 63fps so maybe not so noticeable.... Vintage Story intentionally uses the Windows system timer when VSync is off and the MaxFPS slider is in use, it's literally the only way to give your CPU a rest. With unlimited MaxFPS, one CPU core for the rendering thread would be at 100% all the time while you are playing Vintage Story, causing heat, maybe increased fan noise, reduced battery life on a laptop, increased energy consumption. The purpose of limiting MaxFPS is to give the CPU a rest between frames - and to have a more steady framerate overall. Technically the only ways we can do that are either to use VSync or to use the Windows system interval timer. If the player chooses not to use VSync (or it's unsupported by hardware?) then the Windows timer is the only way it can be done. Typically on a Windows 10 machine, the Windows system interval timer is set to 0.5ms or 1ms, and this works well and smoothly. There can be small bumps of 1-2 fps in the FPS graph but they are not really noticeable and should be below the threshold of human perception when looking for smoothness. If you are seeing 64fps or 32fps only in our FPS graph (or even 21fps or worse), then on your machine the Windows system interval timer is being set to 15.6667ms (i.e. 1/64 second). That is set either by Windows itself or by other software. The problem is that any other software you currently have running on your PC can change that timer interval, at any time. That's outside our control, we cannot control what other software is doing. More fundamentally it's a failing in Windows design, Windows does not let that be set on a "per application" basis. We cannot fix this, but there are some ideas below to mitigate it. If you are not using the latest Vintage Story version, you should update to the latest stable version. Five recommended solutions for you to try: Set the MaxFPS slider to something around 70fps (i.e. slightly higher than 64fps) and if your machine is powerful and graphics settings not too much, Vintage Story FPS should "lock" to 64fps. If you are getting mostly 64fps but occasional spikes to 32fps, you could try turning down graphics settings slightly - for example reduce the view distance or reduce the shadow level. Set the MaxFPS slider to something around 35fps (i.e. slightly higher than 32fps) and similar to (1) above, in this case I would expect most of the time you should have a rock-steady 32fps. If it's not rock-steady then again your graphics settings are too high, try turning something down. For most people, 32fps looks like smooth motion as long as it is steady: for comparison, that is higher than the framerate for US broadcast TV, and higher than the framerate for movies (which is 24fps). Use VSync - that should give you a framerate locked to your monitor, but if your monitor is 60fps then for the same reasons as in (1), you might sometimes have spikes to 30fps if the graphics settings are too high for a steady 60fps all the time. So if you are seeing spikes with VSync enabled, again you might want to dial down the graphics settings Use unlimited FPS and tolerate the extra fan noise & energy use. In this case your FPS graph will be quite variable depending on what is currently on the screen: simple landscapes or looking straight up into the sky could go to well over 100fps, dense forest or busy chiselled areas could be much lower fps. On-screen you will only see 60fps or whatever your monitor refresh rate actually is. Switch off the FPS graph and don't worry about it - it is unusual for VS to produce any noticeable stutter! (Final note, if you are pushing the game hard, e.g. flying around the landscape fast in creative mode, there can be occasional mini-pauses. These are nothing to do with the framerate stabilisation system, they are due to the .NET garbage collector running, maybe once every minute something like that. There is nothing specific we can do about that as the game runs on the .NET platform. More generally we take continuous steps to optimise the game in various ways with every new update, so most players find 1.15 a lot smoother than 1.14 for example.) We are aware that all players would like to have smooth and high FPS, a higher view distance and other higher graphics settings . We continually work on framerate performance "under the hood" and there are likely to be further improvements in upcoming version 1.16.
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It gets pretty boring after building your house + few suggestions
radfast replied to Orbotuso's topic in Discussion
For a challenge: try exploring - or relocating to - a different climate zone, tropical or arctic try Wilderness Survival mode try setting off a Bell deep underground ... For story, there is a whole lore to discover and numerous underground dungeons, they are hard to find though and I agree that there's not much variety in the tons of hostile mobs. More things to do are added in 1.15, but they are mostly things to do in and around your house ... it is the 'Homesteading Update' after all For other things to do, there are over 200 mods. Finally, the dev team does plan to add plenty more story content and mobs in a future update named the 'Lore Update', when it comes.- 1 reply
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Few negative impressions after playing 1.15 (up to .1)
radfast replied to heptagonrus's topic in Discussion
You make some good points. I'll discuss in detail with Tyron what is possible, bearing in mind we are also strongly desirous of getting 1.15 out even if it is not quite perfect. There is also more general "climate" forecasting which is used by the worldgen system for wild crops, plants and trees, all of which have a specific temperature range. It's less precise but maybe more useful to players in the end, as it is effectively an indication of whether the crop should be viable all the year round. My main concern with your proposal is not the forecasting code / math, but the fact it could be misleading - it might say the weather will be good for the next 14 days, but 14 days later the crop is only 20% grown and it still dies before it reaches maturity. Some crops (especially Pineapple) can be slow growing by design. All crops can grow significantly slower than expected, if moisture or fertilizer are lacking. -
Few negative impressions after playing 1.15 (up to .1)
radfast replied to heptagonrus's topic in Discussion
We aim to be 2 steps forward, 1 step back ... 1.15 adds new crops and foods and makes it more viable to live permanently in a warm climate (which looks beautiful btw) although food does spoil faster in hot places. Some of the other things you've mentioned are going to be on the future roadmap, players need more ways to travel far and wide. Interesting that you mentioned airships, I've noticed a splendid-looking new Airships mod: https://mods.vintagestory.at/viescraft Meanwhile careful consideration is being given to all the points @heptagonrus has raised. The weather forecasting tooltip suggestion would be extremely complex to implement. Even if it is possible to forecast the future in-game weather with perfect accuracy (it probably is) there is then the question of the exact impact of that future weather on the crop. It's complex bearing in mind that the new crop damage is an hour by hour system, for example if it's cold in the night and warm in the day the crop should be OK or at least not take too much damage. The game would therefore have to simulate a lot of weather, it's not just a question of creating a weather forecast for a time 14 days from now. Even if it is possible to do all that, that still won't be an accurate guide to whether the crop will live or die. The growth time of crops is extremely variable depending on crop type, moisture levels, and fertilizer levels, and fertilizer levels for example will go down over time while the crop is in the ground (unless a slow-release fertilizer was added to the farmland). An easier approach would be simple rules of thumb for players: don't plant warm or hot climate crops in colder regions and expect them to survive the winter ... We can probably figure out a general guide to the temperature range in a region, month by month (although there will still be some anomalies, as in real life). -
Since Vintage Story version 1.14.8, mouse support for Mac and for Linux / Wayland is improved - should be generally working. On a Mac, it's recommended to update the Mac OS to at least Catalina (or Big Sur which is more recent), and then in the Input Monitoring setting allow sh input monitoring. (There can still be issues for some people using external trackpads or secondary mice, there's not much we can do about that until those are supported better by the libraries VS uses; or there's always a chance someone in our awesome community is a Mac OS genius and can produce a fix...)
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Since the OP created this issue, we have released version 1.14.8 which has a better description on the tooltips of what the MaxFPS / VSync settings are intended to do and how they interact. On a Windows 10 machine, with VSync off and MaxFPS not unlimited the game can sometimes lock to 64fps. It depends what other software you have on your machine and what Windows itself is doing, it's connected with the Windows system interrupt timer which is 15.625ms by default (i.e. 1/64 second). I am curious to know if you had MaxFPS unlimited, or set to a level like 144fps, when you experienced this issue.
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We are very modding friendly, hopefully someone will see this and decide to make a mod to do exactly this - show recipes on the crafting grid itself. (e.g. outlines of the items) Though it's not clear how the system would know which item you want to make? I guess a handbook recipe could be transferred to the grid.
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No I don't need full system specs. It's enough to know you are running under Windows. There are several different effects and issues inter-linked here. One of them is when Vsync is set to the middle setting ("On"), then the MaxFPS set in Vintage Story settings is ignored. That's because if VSync is on then the graphics card should control the Vsync. So I think that one is "intended behaviour". But Vintage Story handles Vsync a bit differently with the "On + sleep" setting. There are other issues though, still investigating these ...
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It's not anything players are doing wrong, it's a bug which will be fixed in 1.14.8 (coming very soon). The main reason for seemingly weird behaviour, in 1.14.7, is the server (including the "internal" server which is running when you play in Single Player mode) and the player client can detect the cellar differently depending on the (slightly random) order in which world chunks are loaded. But if this issue is affecting your cellar, often the food will not spoil at all during that gaming session. If you build your cellar completely inside a chunk (all walls and ceiling and floor, include entrance tunnel until you reach a door or trapdoor, all inside the same chunk), then there should be no issue. The command: .debug wireframe chunk should show you the chunk borders, hopefully I typed that correctly.
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Hint: there are several other types of blocks you could place on your floor, which don't cause a step up to get through a door Lovely builds @JRL101 - I really like the Rough Hewn fence used as a primitive window block, not seen anyone do that before.
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Which game version? This was an issue in 1.14.3. But it was fixed in 1.14.7...