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pigfood

Vintarian
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Everything posted by pigfood

  1. IME, the power loss along axles is very, very small. But you should absolutely try out your setup in a creative world.
  2. I believe that having a block + fence instead of having the double fence makes animals glitching through the fence more likely. Don't quote me on that, but I'm absolutely certain that fences are buggy and animals can glitch over or through. The player can absolutely step on those dirt blocks that have a fence on it. Animals most likely as well, depending on the circumstances.
  3. Your post is devoid of any pertinent information required for trouble shooting. What is your GPU hardware? Which graphics driver config are you using? Do you have a system with multiple GPUs (e.g. laptop)? Have you tried a very simple OpenGL app like glxgears to check if OpenGL is working on your system? I've used 3 different AMD GPUs with Vintage Story on Gentoo and Arch Linux and never had issues like that.
  4. Your PC was high-end a long, long time ago. Today, the cheapest CPUs available will outperform your 5930K quite a bit. Your freezing sounds like a garbage collection/memory leak issue. As far as I can tell, 1.21.6 has no significant memory leaks on my system. I do get very rare freezes (maybe every couple of hours) for maybe 0.5 to 1s. With your system, I would probably limit the view distance to something like 192 or even less.
  5. IME, Fire Clay is now rare enough that it's not worth pursuing. While calcined flint for crafting Fire Clay is rather expensive in terms of collecting flint / fuel, it's still a lot less effort.
  6. Huh? Gearing works, you can use large gear - small gear to speed up querns, helve hammers, pounders, .... You do need enough torque/sails. My target number is something like >16 full vanilla sails (full sails as in the the full 5x set = 80x baby sails). With the 'Millwright' mod, you can build smaller, more compact setups. (I'm currently growing 750 flax.)
  7. In theory yes. In practice, it's not worth it. Prices are variable and the profit is only a handful of gears. The list of items traders buy is pretty small, so it can take a long time to be able to sell something again, if you find something cheap. IMO, given the limited inventory size and large travel distances, it's a complete waste of time. It's a much better idea to dig up ruins (some have lucrative cellars), pan bony soil (you can get emeralds, peridots, diamonds and various useful stuff like copper spearheads and candles) or explore easy caves. \\ For the original topic, from the hundreds of traders I have seen, there are on rare occasions 2 traders in the same spot. I've never seen 3 traders.
  8. 'Application Hang' is not a crash. That Event Viewer entry means Vintage Story has stopped processing incoming events (e.g. from mouse / keyboard). I've also just experienced Vintage Story becoming unresponsive with 1.21.6 on Linux. There likely is some cross-platform issue.
  9. Yes, propick density mode works for halite.
  10. It's not worth it. There isn't that much sylvite in a salt dome. It's a lot more practical and less effort to set up more farm land. E.g. in my current game, I have 8x 128 = 1024 farm plots (first year). I found something like 300 flax seeds exploring during the first spring/summer.
  11. Halite doesn't show up in propick node search (I just double-checked with 1.20.3). Sylvite does. But sylvite can easily be missed; it's not in the entire salt dome and some don't have any. This is a screenshot with some salt domes and sylvite.
  12. pigfood

    Cellar making

    That's the actual game code (Systems/RoomRegistry.cs) bool isCellar = sizex <= MAXCELLARSIZE && sizey <= MAXCELLARSIZE && sizez <= MAXCELLARSIZE; if (!isCellar && volumeCount <= ALTMAXCELLARVOLUME) { isCellar = sizex <= ALTMAXCELLARSIZE && sizey <= MAXCELLARSIZE && sizez <= MAXCELLARSIZE || sizex <= MAXCELLARSIZE && sizey <= ALTMAXCELLARSIZE && sizez <= MAXCELLARSIZE || sizex <= MAXCELLARSIZE && sizey <= MAXCELLARSIZE && sizez <= ALTMAXCELLARSIZE; } A 7x7x7 cellar is always ok. A 9 dimension is ok, if the cellar volume is 150 or less. (MAXCELLARSIZE is 7. ALTMAXCELLARSIZE is 9. ALTMAXCELLARVOLUME is 150.)
  13. BTW, if you have node search enabled, you can switch the radius in real time using a chat command like: /worldConfig propickNodeSearchRadius 8 If you have a large radius, locating the actual deposit can be rather frustrating. I use a radius of 8, when I dig an exploration shaft and switch to smaller radius to locate the actual deposit.
  14. In theory, yes. Treasure Hunters sell them. However, the traders have a very limited stock and sell huge amounts of useless garbage. So having them in stock is not common. Even if you settle in a spot with 4 or 5 accessible Treasure Hunters, you may very well not find any, when you visit all of them. I wish they were reliably in stock in exchange for paying 2x or 3x the current price of 5 gears. My personal workaround is to mod the game to increase the amount the trader is selling when they are in stock to 3 (the chance that he has none is still the same and very high) and increase the price to 10 gears. (I hate temporal storms and have them disabled.)
  15. I'm not a fan of the vanilla world generation, it's way too disjointed and mountainous. There are various mods that improve the world gen, do a search for 'worldgen' at the mod page.
  16. It's more than a bit, 160C is enough.
  17. If you are playing on Standard settings, there are a lot of surface copper deposits. On Survival, it's pretty rare. Commodity traders often sell copper and tin bits. Panning bony soil and exploring ruins is a good way to get valuables for trading. You can find copper and bronze tools in loot vessels in ruins (including pickaxes). You can also buy pickaxes from traders. All you absolutely need for getting started with metal working is a hammer (isn't sold by traders or found as loot), which requires 20 copper bits.
  18. Pigs used to eat grass and hay for a long, long time. The newest 1.18 version (1.18.8) that I have, still has them eating grass/hay. In 1.18, it was specified in: assets/survival/blocktypes/wood/trough-large.json
  19. It costs 2 coal for bloomery + heating the bloom for processing into an ingot. I can smith most stuff just smithing the still hot ingot (which only gets to 900C with a single piece of coal), including processing 2 blooms back-to-back and turning them into a plate. Even, if you were to reheat the ingots, it's a single piece of coal for 4 = an additional 0.25 on top of the 2 that you need anyway. So coal savings aren't a valid argument for your feature.
  20. 1.19.4rc1 smithing is an exercise in extreme frustration. The animation timing doesn't work and is inconsistent. A single click with the hammer doesn't work at all. A longer click is inconsistent.
  21. It's pretty likely that newly planted stuff will use your changed settings.
  22. Yes and no. You can still get a cellar benefit, but incoming light reduces it a lot. You definitely don't want a glass roof. A glass wall to a dark room works just fine - you still have have a proper cellar.
  23. It does. There is a 15% benefit. A sealed crock lasts 10x. https://github.com/anegostudios/vssurvivalmod/blob/master/Block/BlockCrock.cs#L19
  24. While some areas can be very low on seeds, they are overall pretty abundant. In my first summer (in my current 1.19 game), I was growing 400 flax plants (3 x 128 plant fields with flax). I explored (as in revealed the map and checked interesting looking stuff) around a 5000x5000 area. Your animals won't die, if you don't feed them. They just don't breed.
  25. The animal feed code was reshuffled quite a bit for 1.19. Based on the .json files, pigs eat protein. Peanuts should count. Raw soy doesn't count as protein, but pickled soy might work (for pigs, not sheep), if you can place it in a trough. I do find pretty weird that you would grow soybeans as animal feed. It's a K-crop and competes with flax. I'm drowning in flax grain (given its low nutrition, it's just bad for Seraph consumption) and could feed a huge army of animals.
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