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Ernie Pippin

Very supportive Vintarian
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  1. There's a server configuration setting which allows lighting to cause fires. You probably have this enabled. If you do, be aware that this includes flammable building materials!
  2. There is definitely a moon @Tom Cantine. It's square because Vintage Story, but it's there. It even has phases (so it's not always up at night), and can even cause eclipses, which are very cool to see.
  3. Coincidentally, I asked a question elsewhere here a couple of days ago, and it turns out the answer to my question is also the answer to your question! You can read my question for context here: It turns out that BetterRuins, if that is where the structure you're looking for comes from, uses the base-game story location generation function, allowing a server admin to manually generate story locations whereever they like. This means, if you know the in-code name of the BetterRuins location, you can generate it whereever you like using the /wgen story setpos set of commands. Here is the information on how to generate vanilla game story locations using the command structure above (links to spoilers): https://wiki.vintagestory.at/Story_event#Troubleshooting And here is the BetterRuins wiki, which lists locations and gives their names: https://github.com/NicIAss/betterruins/wiki The BR wiki doesn't list the in-code names for anything other than the story locations, but you might be able to find the names of other structures in the BetterRuins files for use with the /wgen story command, which may enable you to spawn in whatever you like. It may be best to contact NiclAss, the BR creator, for assistance. I'm sorry I can't offer more definitive help, but I'm pretty sure that's gonna get you 90% of the way there.
  4. @LadyWYT @dakko Aaaaaaaaah, yes, thank you! There had been a BR update, and that might have been my first login (as admin) after that update. I didn't know that NiclAss had used the vanilla game location generation functionality. That's actually very interesting, because there's another question posted here recently, which I've replied to, asking how you might find or generate a specific BetterRuin ruin! What a coincidence. I'm very grateful, both of you.
  5. Yes, exactly, but my players haven't retrieved the item which triggers the Village, and that's called "village" in the code, not "mansion". I can absolutely manually generate the story locations, I've done it before for the Archive several times pre 1.20, and I understand the flow of the Chapter 2 locations as per my original post, but my question is - what exactly is "mansion"? I'm even wondering if it's something from Chapter 3 which has ended up in the released game and is showing via a bug. I'd kinda like to ask Tyron directly, but I don't want to ping him.
  6. Are you using BetterRuins? Don't forget that the world in VS generates around you as you move around - it's not generated at world creation, so ruins have only been generated in generated chunks, randomly. Once generated, ruins are just a collection of blocks, so not discoverable by name as far as I can think. There is a mod called "Block Overlay" which can help you find specific blocks or entities around you, but you'd need to know a specific named block which appears in the ruin you're looking for, and that block could of course appear in other ruins. You can change the spawn chance of different structures in the BetterRuins configuration file (a YAML file). If you can find out the name of the structure, you can set its chance to 100 in that file, which should make it guaranteed (and repeated), and then change that chance back to default once you have one generated. If you have a screenshot of the one you're looking for, I suggest posting somewhere and tagging the mod creator and asking which ruin it is - ModDB or maybe the VS discord if the mod creator is there. If you can't find out the name, and it's a really big ruin, it's probably a "megastructure", so decreasing the distance between megastructures in the config will help you generate the one you want. I hope that helps!
  7. Thanks everyone, especially @Brady_The - I feel a lot better that this seems to be a struggle everyone has!
  8. *Possible story spoilers in this thread!* I have a multiplayer server. My players have completed the Resonance Archive, have generated the Lazaret location, but have not completed it yet. We have built a couple of structures in the area next to the Lazaret location. I just logged in to a message titled "Automatic Story Location Generation Failed", telling me that the automatic generation of a story location has failed because of player-built structures. However, the Lazaret was already generated. The location it's quoting to me is "mansion". I need help from someone who understands the story locations - what is "mansion"? I don't understand why us building next to the Lazaret dungeon would block generation of this other location. I can't see any references to "mansion" anywhere online. Can anyone shed light on where "mansion" fits into the story chapters? Edit: I see from the Wiki that the in-code names for the locations are: Resonance Archives: resonancearchive Lazaret: lazaret Nadiya Village: village Devastation Area: devastationarea Tobias' Cave: tobiascave No mention of "mansion" there... Please note that I understand how story location generation works in general as a server admin, I'm just not familiar yet with the new chapters.
  9. OK so this work for me: Type @ Start typing the name Type until name appears in list and select by clicking Press space (important to not clear the tag formatting) Press clear formatting button and start typing comment Thanks so much for your suggestion @Brady_The, that's been driving me crazy!
  10. Yeah it's the "press space" part which doesn't work for me - it just keeps extending the tag to include everything I'm typing. I'll try the clear formatting and report back!
  11. I have a question I feel almost ashamed to ask as someone with an MSc in Comp Sci, but I've been using the Mod DB regularly for a couple of years, and there's something everyone else seems to do with ease which I just cannot figure out - how to @ tag people by name in the Mod DB so they get a notification. If I start the comment with "@" and start to type the name, it brings up the fly-out list of names. If I tab, it just take me out of that list without completing the name, and it doesn't become an actual tag, even if the name is complete. Any string following an @ which is not emboldened does not become a tag. On the other hand, if I click the name in the list, it goes bold, and seems to operate as a tag, but then the whole of the rest of the message is also bold and also part of the tag, so my whole comment is the @ tag. My workaround is to put the @ tag at the end of the comment so there's nothing after it to become a tag, and that seems to work, but everyone else @ tags at the start of their comment and I just can't figure out how! Help!
  12. Update: I managed to move the RA on my live multiplayer server, so I'm not sure why it wouldn't work on a local server. It might have something to do with admin permissions, despite the error not seeming to be about permissions. I assumed that you'd automatically be an admin of a local server without needing to grant yourself permissions, but maybe not. The remaining question is - is the relocated RA completely fresh and reset, or are the aspects of it which remaining completed / looted? Having never done it myself as it doesn't really interest me, I talked to the player who completed it and he told me a couple of things to check and they do seem to be in their uncompleted state, so hopefully that means when you move the RA, it completely resets, which is fantastic because it means it can be made anew for any player who wants to tackle it! One word of advice for anyone reading this trying to do the same - The RA is very tall. When the game spawns it "naturally", it appears in a tall mountain for a reason. When you choose a location to move it to, use somewhere with some elevation - the RA structure is about the same height as the default basement rock to sea level distance (120ish blocks), so if you do it at sea level, the entrance will just be boringly on the surface, rather than tucked up in a mountain like the default spawn. Thanks to everyone for the help!
  13. That's very interesting. Thank you for trying it. I tried on two local singleplayer games but got the same error in each - both new unplayed worlds, one creative, one survival. I haven't tried yet on my live server, so perhaps I should do that. If I can get the command to work on my live multiplayer server, that's the plan - get all the remaining players together and do the Archive as a group. Many thanks both for your input!
  14. Many thanks for your reply. There is a way to regenerate it - the command I mention in my original post is specifically for doing that, but I just can't get it to work, and searching around a bit it seems like everyone who's tried has the same issue with it giving an error. If the command worked as intended, it wouldn't be a problem.
  15. I have a multiplayer server. One of the players is a bit of a power-gamer and spawned and completed the Resonance Archive very quickly. I have several other players who are reaching a point where they might want to explore the Resonance Archive for the first time. However, the Archive is still in the world and is still completed. While some of the mobs respawn, the puzzles remain completed and items looted by the first player are no longer present. I have a few questions: 1) If I go to the same Treasure Hunter trader, he marks the same Archive location on my map. If I go to a *different* THT, will it generate a new Archive somewhere else? 2) I've also tried using the command to regenerate the Archive /setstorystrucpos resonancearchive l[] But it produces the same error, no matter how I format the command with different ways of designating a location, even in a fresh server. 3.8.2024 16:40:19 [Error] Command: /setstorystrucpos resonancearchive p[] 3.8.2024 16:40:19 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.GameContent.GenStoryStructures.onSetStoryStructurePos(TextCommandCallingArgs args) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStoryStructures.cs:line 131 at Vintagestory.Common.ChatCommandImpl.CallHandler(TextCommandCallingArgs callargs, Action`1 onCommandComplete, Dictionary`2 asyncParseResults) in VintagestoryLib\Common\API\Command\ChatCommandImpl.cs:line 314 at Vintagestory.Common.ChatCommandImpl.Execute(TextCommandCallingArgs callargs, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandImpl.cs:line 250 at Vintagestory.Common.ChatCommandApi.Execute(String commandName, TextCommandCallingArgs args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 99 at Vintagestory.Common.ChatCommandApi.Execute(String commandName, IServerPlayer player, Int32 groupId, String args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 143 Is there any way these other players can experience the Archive without them having to start a new world separately?
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