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Diff last won the day on December 28 2025
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Download the .tar.gz file from the client area. This is basically a zip file. Open your file manager, find it in your downloads folder, right click it, extract it. Inside the folder, there should be another file called "run.sh". In an ideal world, you should be able to just double click that "run.sh" file to launch the game. You may need to right click it, go to Properties, go to Permissions, and enable "execution" permission of that file. Then you should be able to double click it to run. If even that doesn't work for some reason, crack open a terminal, drag and drop run.sh into it, then hit Enter.
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It would be genuinely valuable to you to post it on GitHub in addition to having it here on the forums. Those errors from Event Viewer are good info but they're incredibly opaque. I can tell you it's not a permission problem. But beyond that I'd want to try to get it in front of dev eyes, and that means GitHub.
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Either bazaar or flatpak command should be good and proper for the Bazzite. Should be the most painless and easy route. What does the terminal have to say about your situation if you run flatpak run at.vintagestory.VintageStory Now that's incredibly odd. Do they crash in Big Picture-in-Desktop mode? Or do they only run smoothly in Big Picture in Gaming mode?
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How'd you install VS? Separately, what's this about HAVING to play games through Big Picture?
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It's impossible to say without more info. Filling in the blanks, if you're talking about installing LM21's legacy 470 drivers on LM22, that almost definitely would not work, and likely would cause issues. Mixing repos is one of the classic ways to break your system in two. There's a very recent PSA up on the mint forum about changes to the Nvidia legacy drivers, which includes instructions on installing them on a fresh system. Seems like upstream Ubuntu is doing some shenanigans with them that are disrupting things for Mint.
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nouveau drivers are really not great. they're basically unusable for anything more than desktop acceleration for that card IIRC. You'll need to find a source for the proprietary drivers. You wouldn't download them from Nvidia, Mint should have an official way of getting Nvidia drivers and likely a guide on it . With a quick search, it looks like Mint uses an app called "Driver Manager" for this.
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Game keeps fatally crashing, I've tried everything! Apple Silicon M4
Diff replied to whateverever's topic in Questions
Oh it's this bug again. Previously spotted here: With this issue open on the tracker: https://github.com/anegostudios/VintageStory-Issues/issues/8905 I kind of expected this issue to be gone with the native ARM version, I assumed the Illegal Instruction was coming from something in Rosetta 2 that wasn't getting translated. Are you running the x64 Intel version or the aarch64 ARM version of the game? And also it seems there's a few bits of advice to try and fix it with some clientsettings.json tweaks. Mind that some of them seem to be AI hallucinations. They shouldn't hurt anything... but it also casts doubt on their ability to help if double checking that you're running the ARM native version doesn't work. -
Game keeps fatally crashing, I've tried everything! Apple Silicon M4
Diff replied to whateverever's topic in Questions
Long shot, what about running the Vintagestory executable in the terminal and seeing if it says anything when it crashes? Right click on the Vintage Story app, Show Package Contents, drag and drop the black Vintagestory executable into a terminal window, hit enter, play the game until it crashes. Since there's nothing in the logs I have a suspicion the Terminal might hide a small hint. -
Diff started following Music that fits Vintage Story?
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Game keeps fatally crashing, I've tried everything! Apple Silicon M4
Diff replied to whateverever's topic in Questions
OpenGL has been fossilized at version 4.1 on macOS for many years at this point. It'll give that GLFW exception even on a fully functioning macOS system. All these logs end with nothing suspicious really going on. You may try disabling all mods and kicking around in a new world to see if one of your mods is causing it. -
If you think "AI is wildly overhyped and has some problems that are worth talking about" == "the sky is falling," I actually don't know what to tell you. I don't know how "left-wing lunatics" factor in at all. Sorry you saw a gay person in GTA, I guess.
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Awful condescending of you to ignore major practical, ethical, and legal issues surrounding the tech and to just blanket everyone with any amount of concern about the tech as "idiots." Speaking as someone who does often experiment with this tech. Who has one experimental mod uploaded that is entirely vibecoded. You note right here that you don't care about anything else. That's your right. Others may choose not to put the same blinders on. Idiots this does not make them.
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Sure, it occurs in both groups. There's nothing stopping a human from releasing a poor quality mod. But in practice, there's a stark difference in quantity/ratio of occurrences within each group. This is kind of a necessary side effect of a statement I hope is uncontroversial: AI mods being able to be created by people who have no idea what they're doing increases the odds of there being a critical error that is isn't caught. Humans are likely to use more care when dealing with topics they can anticipate being sensitive. That difference could tip someone into choosing not to engage. AI mods having increased odds of not being maintained for very long. That could tip someone into choosing not to engage. These are all differences. Aforementioned copyright hell is another difference. Unmentioned ethical issues are another difference. Some of these issues are not exclusive to AI mods, but that doesn't mean we can make the large logical leap of declaring that the differences don't even exist at all. It's reasonable for a reasonable person to want to target and exclude AI mods for those differences. Same way people might choose chocolate made with certified non-child labor or non-blood diamonds.
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Doesn't appear to be the case. Looking at the Recently Updated mods, even with it toggled on and to the lowest setting, I can see the Quartermaster mod which has the AI tag. I went ahead and just reported it now, and now it has vanished. To confirm the system isn't just hiding something that I reported, I also toggled the setting back off and it reappeared. Feature seems to do only what is precisely on the tin. Which I'm kind of glad to see. If there was code added for targeting tags, I'd really hope it'd be generic for all tags. Yeah, the higher barrier to entry was ""useful"" as far as seeking out those that have some minimum level of motivation, but that's not to say that a high barrier to entry is at all desirable. In my experience, ongoing maintenance is also actually complicated quite a bit by the careless use of these tools. Heck, even careful use of the tools can be susceptible to AI footguns, but there's a point relatively early on where pure vibecoding hits its limits and prompting an LLM "fix it" just stops working. Modern models are getting somewhat better about getting themselves caught in reasoning death spirals, but they're still not perfect and they're also getting more and more expensive and spitting out longer and longer reasoning chains.
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I have a likely explanation for the 2nd, if a hotkey is provided by a mod rather than coming from the core engine, it's not going to be registered until the mod is loaded and active. This probably applies even if the "mod" is a 1st party one, meaning actually part of the vanilla game. If you hop in a world, then exit back to the main menu, then those extra hotkeys materialize.