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Diff

Vintarian
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Everything posted by Diff

  1. Oh I saw this post somewhere else besides bsky. It lets blocks be placed on top of gear axles without interfering with them spinning, so you don't have to rip open a hole in your room just to have mechanical power in it I think.
  2. Damn you weren't kidding. First time I've personally seen anything like that. I'd start off disabling all mods and creating a new world just to test. If that works, I'd suspect one of your mods. If it doesn't, next I'd try backing up and deleting your clientsettings.json from your VintagestoryData folder and letting the game create a fresh one.
  3. Looks like Tobias.
  4. I think there's something not quite right with your screenshot. It looks completely transparent, it's much too small for a 4K PNG and file(1) says that it's a 1bit colormapped image.
  5. Get it here. This mod adds ashes to Vintage Story. They have no functionality other than falling into little piles. This mod also makes block fires leave behind ashes when they fully burn out. Peat fires now leave behind charred landscape, buildings become blackened debris, and your flower patch turns into a thin layer of ashes when struck by lightning rather than vanishing under mysterious circumstances. Longer-burning blocks produce more layers of ash. Full disclosure: This mod was made to test out Google's new Gemini 3 model, and while it made a ton of mistakes and is suffering from continuous API outages, it also got close enough that I felt it was worth tidying, polishing, and finishing. I'm still relatively new to modding, but at least to my own modding ability I've verified every line of code written in this small mod to be more or less sane. There is one drawback. In the vanilla game, as blocks burn they vanish, opening up other blocks to be available to the fire. With this mod replacing that empty space with ash, fires become more likely to choke themselves out, particularly in flammable but dense structures where the fire has to burn downwards. Peat fires only scorch the top layer with this mod, for instance.
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  6. Found out the reason. I didn't realize this at first, but apparently fire blocks are their own independent thing. They feed off a fuel block, but they occupy their own separate space adjacent to that. I guess they need that space for oxygen, which is why you can't set fire to a block if it doesn't have a full air block next to it. If a fire block turns its fuel block to ashes, it'll keep itself from spreading any further in that direction. Often a fire block will scooch on over if there's more fresh fuel that way once it consumes its fuel block. If there's not another way around to more fuel, a fire can easily choke itself out on ashes. Peat fires wind up just scorching the top layer rather than burning a new cave into the earth. For some instances, this can be helped by turning the fire block into ash rather than the fuel block it consumed, but this doesn't help the case of peat fires and downwards-burning fires in general, the ash will just fall on top of the newly formed fire and smother it rather than replacing it. I'm sure there's another way around it, but if you want to play around with doing it the wrong way, I made a mod.
  7. One question I don't see asked already is how this factors into a multiplayer world. One player-buildable zone works for one player, but what about when the next player comes along and starts helping out the village?
  8. Diff

    Closed Captions

    0.6.1 and 0.6.2 have been released. Full list of changes: New: Support for The Critters Pack mod. New: Support for the Cats mod. Fix: Support for FoTSA: Pantherinae. New: Support for FotSA: Elephantidae. New: Support for More Animals mod. New: Updated ID algorithm, now trailing and leading - and _ are trimmed. This made adding mod support for The Critters Pack a lot easier. Change: Adjusted Audibility calculations and thresholds for balance. Fix: Bees now reliably generate captions when nearby. New: Caption font can now be optionally bold. Fix: Caption for the hewn fence gate sound effect. New: Additional (experimental) tags and metadata. There are now tags for "weather," "creature", "hostile", "passive", "neutral", and "rust". Change: Made the effect/rockslide description more generic to reflect its actual use in-game. Dev: Changed formatting for language files.
  9. Oop, don't know how I missed this, but Andrey is correct. You need to have it installed in order to update it.
  10. Not sure what's going on over there, but Dave says hi from 1.21.5 at a view distance of 576. DaveSaysHi.mp4
  11. I think Smithing Plus is what you're looking for. https://mods.vintagestory.at/smithingplus "Can recover bits when splitting on an anvil" "Can add bits to ongoing smithing projects (work items)" "Can smith with metal bits and native (copper, gold, silver) nuggets (heat them in a crucible at the workable temperature, do not let them melt)"
  12. If it's the official server hosting, "Request World Download" in the server dashboard. Never used it, so disclaimer for that, but basing that off the screenshots on the store page:
  13. Diff

    Closed Captions

    New version, very few outward changes. Huge amount of energy went into refactoring how notices, warnings, and channels work, combined all of them into a general metadata system that I'm going to stick with. This mod no longer uses funny characters stuffed into the language file for metadata, instead caption data is stored in assets/domain/captions/*.json. If any other mods want to provide caption data, that's where it should be! One new feature from all of this, captions can now be tagged, and you can block captions with certain tags from showing up. Currently there are only two interesting tags for this, "player" which applies to all player-generated noises (which sounds these are is still being evaluated), and "ambient" which applies to any ambient noises that do not have gameplay implications.
  14. I'm not sure I understand where the confusion is on the quern's behavior. The note on mechanical power for querns says: And you can see the output slot when you place items inside. If you stick around, you can watch them fill up the output slot just like when you power it manually. There's no such slot for helve hammers, so I think it's reasonable to assume that it will just drop items immediately. I think there could be room for a note that mechanically dropped items aren't protected from despawning like normal, since right now it's left in between the lines about hoppers and chests catching quern output.
  15. It's odd adjusting to it. On macOS, it mostly just takes up the space the menu bar takes up, leaving the rest of the screen a normal 16:10 ratio. Kinda nice, I guess. But for fullscreen games, it's odd and often in the way. Things can be configured to only use the space below the notch, but I don't think thin, even bezels around 3 sides of the screen are worth the extra oddness a notch brings on a desktop OS.
  16. Get it here! I recently got a new laptop that has a notch. And while developing my other mod, I noticed that Vintage Story places the Entity and Block Info HUD directly underneath it. So I whipped up a quick-and-dirty mod to add extra padding above the HUD to dodge the notch. It's configurable under VintagestoryData/ModConfig/notch.json.
  17. When you come on back to it, if you can't get your network to mind its manners a last resort option could be something like Hamachi. Or Tailscale, I've been learning Tailscale lately and it's pretty nifty. They're intended to be used to let devices talk to each other as if they were on one big LAN together. Hamachi's the "traditional" choice here, but I believe Tailscale Funnels would also let you smuggle outside people into your Linux server without having to faff around with you-specific stuff like your specific router's configuration.
  18. Oh and on the joining, that's a stickier topic. When you connect to the internet, you connect through your router. When your computer goes and talks to other computers, they see the router's IP address. You can figure out what that is by typing "What is my IP address" into your search engine of choice. But that also goes for every other device connected to your router. If someone from the outside tries to talk to your router's IP, your router doesn't know what device it's trying to talk to. Could be any of them. So you need to go into your router's configuration portal or app and tell it to route incoming traffic on <whatever port your server is running on> and send it specifically to the computer you're running the server on. You mentioned port forwarding, so I think you might have done some or all of that already? In that case, the missing piece ought to be finding out that external IP address that your router is using and connect to that.
  19. Oh good, if it now works without sudo, that oughta be the end of it. The server probably went in and fixed the permissions for you. Don't run it with sudo again, and it's probably wise to remove the new user from the sudo list. If the server doesn't need sudo and can be started from the new user you created, all is well. I don't have a good resource off the top of my head, honestly you seem to be doing pretty well on the same path I took way back when: Try stuff out, break everything, keep backups, don't be afraid to burn it all down and reinstall from scratch. And don't be afraid to ask questions and share what you're learning, just like you're doing here!
  20. Sounds like your Linux experimentation is going pretty well so far, that's great to see! Now to be a killjoy, I really wouldn't recommend starting it with sudo. If a hacker discovers a vulnerability in the VS server, you could be hosing your entire system. Instead, since the server's telling you which directory it wants, I'd recommend doing something like sudo mkdir /var/vintagestory/ sudo chown vintagestoryuseryoucreated /var/vintagestory Which will create the directory and give it wholly over to the vintage story user you created so it can do whatever it needs to with it. On Linux, if you haven't already run into this info yet, files and folders can be owned by a user and assigned to a user group, and permissions are split into groups of three. There are read, write, and execute permissions, and those can be given to the owner of the file, given to the group associated with the file, and blanket permissions for everyone else. The chown command changes the owner of a file or folder, and if you needed to edit permissions, you can use chmod like this: sudo chmod u+rwx /path/to/file sudo chmod g-wx /path/to/file sudo chmod o-rwx /path/to/file Which gives the user (owner) of the file all permissions, removes write and execute permissions from the associated user group, and removes all permissions from all others. In general on Linux, you'll typically want to avoid running things with sudo, particularly software that will stay running for a long time. It often works, but it takes absolutely all the safeties off. Many services will outright shut themselves down and refuse to run if they notice they're running as the root user.
  21. Diff

    Smithing

    Likely was warming up four or more ingots, for multi-plate smithing. Three is only how many were accidentally placed.
  22. Idk if you guys remember this, but like forever ago sites would just shove a script onto their site that'd hook into random keywords in their articles and link them to some kind of sponsored search that they'd get money for. You still see similar things in news sites today, although not quite so egregious and not automatic. Now it seems like we're doing the same thing, except without anyone making money off of it. It's apparently just trendy now to capture random words, not even your own words, but words from your users, and turn them into search terms⌕ for your own site. I guess it's effectively just auto hashtags but something feels off about it, looking like a link but not being intended by the human you're actually talking to, and the key phrases picked are⌕ so hit-or-miss, and it's popping up more and more across Reddit, YouTube, TikTok, more and more places. Anyway, that's all my yelling at clouds out of my system for the night.
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  23. Open up the logs folder, you'll need to be able to read the whole logs and the complete errors to be able to debug things properly. And copying and pasting text is a lot better than taking screenshots of segments of it.
  24. Interesting, I just did a standard tar xvf vs_server_linux-x64_1.21.5.tar.gz incantation, as well as extracting it with Apple's built-in Archive Utility. macOS uses bsdtar by default is the only other difference I can think of. I also shuffled it onto a Linux server that I have running a more typical GNU tar and saw the same results. Does the md5sum from my last post match with what you have? diff@tilde ~/server> tar xf ../vs_server_linux-x64_1.21.5.tar.gz diff@tilde ~/server> ls assets/ VintagestoryAPI.dll VintagestoryServer* credits.txt VintagestoryAPI.pdb VintagestoryServer.deps.json Lib/ VintagestoryAPI.xml VintagestoryServer.dll Mods/ VintagestoryLib.dll VintagestoryServer.pdb server.sh* VintagestoryLib.pdb VintagestoryServer.runtimeconfig.json diff@tilde ~/server> tar --version tar (GNU tar) 1.35
  25. I'm not seeing what you're seeing. I downloaded "vs_server_linux-x64_1.21.5.tar.gz" which was labeled "Linux tar.gz Archive (server only) (42.9 MB)" and when I extract it, I see a very similar directory structure to what you see in 1.15.10: ~/D/vs_server_linux-x64_1.21.5 ❱ ls assets/ VintagestoryLib.dll credits.txt VintagestoryLib.pdb Lib/ VintagestoryServer* Mods/ VintagestoryServer.deps.json server.sh* VintagestoryServer.dll VintagestoryAPI.dll VintagestoryServer.pdb VintagestoryAPI.pdb VintagestoryServer.runtimeconfig.json VintagestoryAPI.xml ~/D/vs_server_linux-x64_1.21.5 ❱ md5sum ../vs_server_linux-x64_1.21.5.tar.gz 89a46b35336d7032ea7f906366c82c8a ../vs_server_linux-x64_1.21.5.tar.gz
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