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Everything posted by Bumber
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Looks like Through the Grass at Night is also restricted to non-winter. (And is also excluded from very early spring, whereas Fall o' croft continues into early winter.)
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The music triggers are defined in assets/survival/music/musicconfig.json. For The Invention it's: minhour: 9, maxhour: 15, minLatitude: 0.1, minSeason: 0.4, maxSeason: 0.65, It plays between 9am and 3pm in summer, with a certain latitude (i.e., climate) restriction. Cultured Tavern doesn't play in creative, but the two "Village" ones do. Radiance and Rust plays from 6am to 5pm when 600m from spawn. (Not sure if world spawn or current.)
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Could have been one of the seasonal ones. (Or Radiance and Rust, due to spending more time away from spawn point.) Edit: Looks like the one you linked is seasonal.
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Not by default. There's a setting "PassTimeWhenEmpty" in serverconfig.json.
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Are dry mash stacking issues going to be addressed as part of the dejank? There's also an old issue with buckets not stacking, if that hasn't been addressed in the prereleases yet. Edit: Also the issue where you can take old milk, etc., and put it into a barrel of fresh milk and it will use the fresh value instead of averaging.
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Baskets can be crafted with a knife to get some reeds back. Linen sacks and leather backpacks can be sold to traders. Mining bags and hunter backpacks are the only ones you can't do something with currently. (And gliders, if you want to count those.)
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Pretty sure trapdoors are okay.
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I meant specifically in your case of overlapping deposits versus a non-overlapping x/z. I looked through the available source code to determine the precise meanings as asked in the OP. Node search is simple: Trace: < 10 blocks Small: 10 to 19 Medium: 20 to 39 Large: 40 to 79 Very Large: 80 to 159 Huge: 160+ Prospecting is much more complicated. It works on something called totalFactor: No reading: < 0.002 totalFactor Miniscule: 0.002 to 0.025 Very Poor: 0.025 to 0.133 Poor: 0.133 to 0.267 Decent: 0.267 to 0.4 High: 0.4 to 0.533 Very High: 0.533 to 0.667 Ultra High: 0.667+ totalFactor seems to be the regional ore distribution factor at the x/z coord (oreMapFactor, value 0.0 to 1.0,) times the proportion of specific ore blocks to regular blocks (rockFactor, again should be 0.0 to 1.0,) in the blockColumn (as it was when freshly generated) at the x/z coord. This means to get Ultra High, you'd need the max possible oreMapFactor at the prospected coord, as well as have over 2/3rds of that column's blocks consist of that type of ore. Not sure that seems right. The numerical reading given (in permille) after the quantity description is determined by taking the totalFactor and multiplying it by 1000 times the expected proportion of blocks that belong to an ore deposit started in the prospected chunk versus the total number of blocks in the chunk. (ppt = totalFactor * 1000 * absAvgQuantity / qchunkblocks; where absAvgQuantity is the number of blocks in an average of 100 generated ore disks via RNG times triesPerChunk using the ore's json definition, and qchunkblocks is the generated terrain height at the x/z coord times the chunksize (i.e., 32) squared.)
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It's usually helpful to post what the solution was in case others have the same problem. Looks like a problem with food troughs?
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I've been looking at the prospecting code, and I'm not clear on what happens if you prospect starting on an overlapping x/z coord versus not.
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I'm pretty sure iron ores show very low concentration just because they're a very small volume of the chunks taken vertically. The flat shape of the deposits make them easier to find, and you can follow them horizontally through multiple chunks, which is really what matters. Permille. 6.8‰ = 0.68%
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Does anybody know how tying animals with ropes works? I've tried right-clicking with rope/twine/fiber, as well as hitting them with it (bad idea,) but nothing seems to work. My animals are all well beyond generation 2. Is this even implemented? Edit: Found a note on GitHub that it's only enabled in creative mode due to being broken. Sneak+right-click with rope. Should be 11 days max.
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It's not. Only mention of the word "cellar" in the assets directory is in the language files and the worldgen structures. Looks like they're hardcoded.
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The wiki says dry salt lakes of halite appear under the sand/gravel layer. In real life, there are ones that are more obvious and exposed: Salt flats should be allowed to generate unhidden by the sand or gravel layer. (Assuming the wiki isn't wrong or outdated on this.)
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I don't think there's a purpose beyond being able to place them decoratively.
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A cheddar cheese slice is worth 240 satiety whether eaten raw or turned into a meal portion, despite the fact that the meal has a greatly reduced spoilage time (even in a sealed crock) and that the cheese is an optional ingredient. It should probably gain a bonus like other ingredients do in meals to make doing so worthwhile. Most meals seem to give ingredients a 1.5x boost, which would result in 360 satiety for cheddar and 300 for blue cheese. (It's nothing close to the milk equivalent of 937.5 satiety, but that's a separate issue.)
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It says to check client-main.txt, which is located in %AppData%/VintagestoryData/Logs on Windows.
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big surface boulders from all rock layers under them
Bumber replied to Topminator's topic in Suggestions
But how did it get to the surface? -
There's a lack of any real usable information here. Maybe contact the mod creator of that anonymous mod and let them know it's still not working in whichever way it's supposed to work? You can create a new world without deleting your current one to see if that does anything to fix the issue at all. Edit: Also, %AppData%/VintagestoryData/Logs/server-main.txt contains "[Error]" messages that usually describe a problem.
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Pretty sure you just need 1 since you can refill buckets with one you've placed.
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Boiling water seems to kill reasonably fast. I built a setup that just kills all drifters and lets you loot them safely. Creative mode prototype: There's a small opening on either side of the bottom block of glass that lets you butcher drifters while crouching. It seems small enough that you can attack them but they can't hit you back: It doesn't seem like you can butcher any wolves that wander in, due to their hitbox being shorter. Might be better to move the opening down a microvoxel or two. (Edit: Drifters can hit you if you do.) You'll take heat damage if you walk against the wall facing the center of the pit (or stub your toe while entering through the door) without crouching, so I opted to add some extra panes of glass to prevent that. The bottom pane serves as the floor you stand on (and can be replaced with a solid block instead,) and prevents the toe-stubbing damage. The forward panes prevent the damage from walking against the wall. The panes are all 1 microvoxel thick, and the walls of the blocks are 2 microvoxels thick. A view of how it all fits together: Here's my survival mode build, in which I added a microblock to the intake to prevent anything in the hotspring (e.g., loose items) from flowing down into the pit. There's a convenient spot right above it to place a block to shut off the water to the pit:
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They're medieval goggles, though, not modern ones. Compare power usage of ENIAC (174,000 watts) versus an iPhone (<1 watt) less than a century later. The night vision probably works by warping light or viewing an alternate reality, given the use in translocators to open wormholes.
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This one technically didn't involve spelunking: Was lucky enough to have one just sitting at the end of a valley. There's now an option in the mod to get the full materials back. (However, the OP stated they weren't interested in modding.)
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It seems exclusively useful for creating cupronickel ingots.
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For a long time I used no armor and wooden lamellar armor, relying on just a shield or kiting to avoid getting hit. This worked up until the eidolon fight, since I couldn't dodge the falling rocks. I skipped over gambeson and made a set of bismuth bronze lamellar. Not bad, except it got instantly shredded by a double headed drifter during the first temporal storm I used it in. I went to forlorn hope armor after I found enough gold, which was much better. It didn't get much time to shine, since I made steel plate soon afterwards. (Will probably use again if I go hunting for Jonas parts, since it has good move speed for the protection, and I don't want to be taking off my armor to move.) I've been using broken blackguard armor and other low durability trash I found in the archives just to run around in and kill wolves. (Will probably switch back to my lamellar after that all breaks.) During temporal storms I equip my steel plate. It's slow and noisy, but I don't need to move around as much.