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Hal13

Vintarian
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Everything posted by Hal13

  1. I'm just spitballing but maybe it helps. afaik it's set to use as little memory as it can without impacting performance. In which circumstances does the framerate drop? Loading already generated, but unused for longer times, chunks? Take a look at your SSD/HDD, like Thorfinn mentioned, playing from a SSD with too little cache could be the problem, or corrupted sectors/data loss. playing dozens of hours in a single session? that's an optimize RAM problem I had, relogging fixes it, the default and highest RAM usage is "optimize somewhat" under the optimize RAM setting. cranking up the settings to max (increases mostly GPU usages), using mods and/or increase world height (potentially more CPU and memory usage); but i somehow doubt that's what you really wanted to know.
  2. just switched onto 1.19.8 I seem to not find the All-Rounder skill in the files anymore to change it into having enough levels to get all specializations, like I did until 1.18.15.
  3. There's even a way to make a transferable instance. make a shortcut and change it like this: installdirectory\Vintagestory.exe --dataPath "installdirectory\data" --addModPath "installdirectory\Data\Mods" now your data and mods folders are inside the installation directory and you can use the game on an external drive on any computer you connect the drive to. i keep an instance of every main version that way.
  4. if you are okay with commands I think you should be able to change the world setting around class restrictions. Found it: /worldConfig classExclusiveRecipes [true|false] Or you could change your class with /player [playername] allowcharselonce craft the item you want to craft and use the command again to go back to the class you actually want to play. (unsure if A the Tailor can craft those items and B if the current equipment is overwritten with the starting equipment of the new class) May feel less cheaty than just using creative mode.
  5. never used the command, but i have several hundred POIs marked on my maps, mostly automatically for ores, crops, ruins and teleporters. Which mod are you using and is there another similar one you're using too, that could create some kind of conflict?
  6. Sorry. Haven't done that in over 4 years, wasn't even sure for what purpose there have been keys anymore. I assume you did buy it here on the website? If you did through HumbleBundle or Itch.io therein could lie another unlikely but possible delaying factor. Yeah, I'd guess until likely tomorrow official help arrives, there's only your spam folders that could have swallowed the key for you to get into the game faster. Sorry.
  7. Did you try click on "Client Area" at the top of the website? There you should be able to download the installer, after which you should be able to log in with your Game Account data (not the forum account login).
  8. did your credit card provider and the payment service fully process the payment already? was it an international transaction? at what time (timezone) did you contact support? Until the money arrives, I doubt a key will be send out. In addition customer support is a single person, Vallen, who is likely to have finished work for the day hours ago. At least it seems the forum knows you to not be a member but Vintarian, thus you have to have bought a copy. I'll repeat what Streetwind asked: Did you check your spam folders?
  9. afaik the minimum size of the reticle depends on ranged stats. But for trying to help you troubleshoot the issue, you need to give helpful information. the video does not show a difference in minimum reticle sizes between throws. which game version are you on? are you playing with any mods? Which class is the character? are you experiencing the issue only with this character and in this world? are you experiencing the same issue in daytime? is it the same no matter the ranged weapon (did you try stones)? Are you wearing armour that reduces any stat? ... All i can say at this point is the minimum reticle seems a bit too big. but your fov seems distorted too.
  10. so we'd have bed frame and bedding? linen bedding could be good in warmer climates / summer, while bedding made from linen/wool and feathers would be better for colder climates / winter? with the hay mattress being the baseline bedding being as bad as the worst option for any climate / season. that could open up dyeing the bedding too, and having bed variants for all the wood types. But it would mean we'd need several new assets, including possibly models. If we'd get this I'd say let modders handle the variants and dyeing, creating the bed frame model and the bedding model is already some work. I wouldn't mind a seperate stored futon model/texture (size approx. 1x0.5x1, stackable) for storing bedding, but again that's work that could be done at a later date or by modders for the likely minority interested in it. the wooden bed frame would likely just be a wooden box on feet (something between large through and wooden bed), the aged wooden bed frame imo should be similar to a rope bed. both would share the model but the aged bed frame would use a partially transparent texture for the spaces between the ropes. The bedding model would likely be something between hay mattress and wooden bed, reusing most of the current texture for the wooden bed. finding a aged wooden bed might then unlock the rope bed recipe to craft more of it (possibly with wood variants). for the recipes I'd suggest: wooden bed frame adds 1 hour of sleep saw xxx xxx xxx xxx xxx 2planks 2planks 2planks rope bed adds 1.5 hours of sleep saw xxx xxx 2ropes rope 2ropes 2planks plank 2planks Hay mattress as is (good for the default 7 hours of sleep) Hay mattress with blanket (good for 7.5 hours of sleep) linen xxx xxx hay hay hay xxx xxx xxx basically the current wooden bed without the bed frame uses the bedding model summer bedding / summer futon (good for 8 hours of sleep +1hour for when the room/environment is above 20°C) linen xxx xxx filling filling filling linen xxx xxx allowed fillings are 8 flax fibers each, 1 wool each (if sheep or something similar can be shorn at some point) or 4 feathers each winter bedding / winter futon (good for 8 hours of sleep -1hour for when the room/environment is above 20°C, protects from freezing while sleeping, can be used to counteract the hypothermia effect) linen xxx xxx filling 2filling filling 2linen xxx xxx allowed fillings are 8 flax fibers each, 1 wool each or 4 feathers each thus sleeping times would range from 7 hours in hot environments on the winter futon without bed frame or anywhere on just the hay mattress up to 10.5 hours in hot environments on a combination of summer bedding and rope bed. with the best sleeping options being locked behind exploration (aged wooden bed), hunting, husbandry and/or farming (for flax, feathers and/or wool). what would be needed to implement this? 3+optional1 models (only 1+optional1 fully new): 1 for the bed frames, 1 for the beddings without frame, 1 for bed frame plus hay mattress (reuses most of the wooden bed model, just shave of the pillow), optionally 1 for the folded bedding to store it, wooden bed frame with bedding would reuse the wooden bed model 4+optional1 textures (mostly reworks, the optionally is completely new): hay mattress with blanket just combines the hay mattress texture and the pillow from the wooden bed texture, beddings would mostly reuse the wooden bed texture (a simple bottom texture should suffice), the bed frames would need the most texture work, optionally 1 for folded bedding the optional unlock of the rope bed recipe maybe a vanilla way to obtain more textile materials, like wool, silk, ... but there are mods doing that already. Obviously this suggestion is not necessary for the game right now. Thus we should ask: of all this work what can't be done by modders / is necessary for modders to fully implement this idea? i think only the optional unlock for the recipe (similar to story unlocks) would be required for modders to take this idea and implement it how they see fit as i can't recall any recipe not unlocked right from the start. everything else should be well inside the capabilities of the modders that implement new models.
  11. I like the general idea. But I think you got something backwards, something like a tower shield is the worst shield you could use in melee (while you basically don't have to do much to protect yourself from projectiles, it gets in the way and creates huge blind spots a trained melee opponent can and will use against you), while something like a buckler is basically useless against all but the slowest projectiles but usually rather sturdy as it is meant to be used in melee. following your arguments the buckler should only have an active block and mostly only against melee attacks, maybe you'd have to time the active block correctly to block a projectile but keeping the active block up would do nothing against projectiles? On the other hand, the tower shield might have to have 2 different passive blocks a high one against projectiles and a lower one against melee with an active block blocking basically your whole field of view while shielding from everything coming from that direction and immobilizing you. both should have high durability as they are build similarly sturdy. the tower shield should impose a heavy mobility penalty. on the other side the shields you call medium are at least 2 different categories: most of these shields (round, square, kite, heater), no matter if made from hide, woven twigs or wood, no matter the shape, were rather light and flimsy with one or two lucky hits with edged weapons possibly being enough to break it but depending on the weapon it might get stuck while doing that. often arrows did penetrate the shield getting stuck in the process. they should not impose mobility penalties, work well against animal attacks and projectiles when actively blocking while its passive block should mostly apply to projectiles, melee attacks should wear down their durability fast, while projectiles should just do significantly less damage but not impact the shields durability much. while actively blocking any attack that's not thrusting is basically just as effective as aimlessly flailing your weapon around (because they do take up significant parts of your field of view) and thus should get a damage penalty. maybe with timing the active block correctly in melee you more or less stun the opponent because weapon got stuck, VS mobs only have weapons that are attached to their bodies, thus neither dodge nor another attack possible, in pvp instead possibly the opponent gets disarmed? then there were reinforced versions of those shields either reinforced with metal, fully made from metal or made from thicker wood, those partially were actually able to stop a projectile from penetrating and were generally more durable, should work the same but impose some mobility penalty. maybe should be able to be carried in a bag slot losing that mobility penalty and granting a high passive block against all attacks from the back instead of the usual block? there's not much preventing actively blocking from horseback, sure you'd be limited to the side you are carrying the shield on plus most of your front and little of your back, but that's the same as if you were on foot, just that you can't turn as fast. tower shields and similar massive slabs of wall can't be used in mounted combat, bucklers could be used but are essentially useless as you couldn't defend anything below your thighs effectively without opening yourself for an attack towards head and neck. now how could that all be implemented (at least somewhat and without reworking everything)? i think shields should come in tiers like armours and weapons do. I'd say the current 5 types of shields could cover tier0 to tier4 for medium shields, with tier2 and higher being the reinforced ones. I'd appreciate more shapes, but the stats wouldn't really differ too much (still for decoration, fashion and personal style purposes a nice to have). I'd estimate bucklers should come in a tier1 and a tier3 variant. Either made from a boss and 2 planks using a saw and a hammer or from a boss and a plate using a chisel and a hammer. the metal parts should be required to be at least bronze. recipes seem about right. While the tower shield should come in a tier2 and a tier4 variant. Either made from a boss, 4 planks and a plate using a hammer, a saw and a chisel or from a boss, 3 planks, 2 textile material (linen or leather), 2 plates and a hoop using a hammer, a saw and a chisel. again the metal parts should be required to be at least bronze. recipes need some work but may be in the right ball park. sadly directions don't really matter and hit locations are fully random, reworking that would be nice but a lot of work that's mostly irrelevant as long as the intended gameplay stays pve. hence no carrying a reinforced medium or tower shield on your back for now. timing based effects would be too much work for too little gameplay value to implement for now, so let's keep them as options for later improvements. instead of the current absorption mechanic shields should get closer to the mechanics of armour with a protection percentage and a flat reduction. damage calculation goes first through shield (if blocked) than through armour, but hit location would be determined first (see mounted combat why). similar to armour shields would get different downsides. all increase hunger rate anyway, but we could add -2 to -5% movement speed for reinforced medium sized shields, -7 to -10% movement speed for tower shields. tower shields could get -5% melee damage. A -25% melee damage while actively blocking with a medium shield and additional -50% melee damage while actively blocking with a tower shield sound about right. And while actively blocking with a tower shield you get -100% movement speed (from what i gathered those penalties and bonuses are multiplicative, hence -100% would always result in 0 never below). instead of the current flat block percentages those should be split up into melee and ranged but that basically only is significantly relevant for bucklers and tower shields for a first implementation. As timing based blocking effects imo aren't feasible for now, let's give bucklers an active block percentage against projectiles of 15% and passive of 0%, while keeping the 90%/15% for melee similar to the current shields. on the other hand tower shields could get 100%/75% against projectiles and 80%/5% against melee. for mounted combat we'd have 2 additional hit locations (mount head and mount body, the latter might get armoured), checking first if one of the player hit locations would be hit (I'd say 60% for that case, not because realism but because players would rather want to be hit themselves than possibly losing their mount) and than use the system as before, if feasible only allowing the benefits from medium sized shields, if not shouldn't be too bad either.
  12. okay after using repair mode the world loads again without the issue.
  13. another good way is panning for stones, ores and clay to progress to copper or even bronze age. and then there are mud bricks and hay blocks that you can get while still using stone tools.
  14. that's something that should not happen at all. possibly some background tasks windows starts to run, maybe windows update? There are huge spikes in your ethernet usage corresponding to the major dips in GPU load. maybe try disconnecting the pc from the network and take a look if the issue still persists? should not be necessary for at least some time with your specs... any AM5 cpu (apart from the x3d chips) is only 12-16% faster, the 3070ti is still about 10% faster than a 4060ti but about 20% slower than a 4070, you should be good for at least another generation.
  15. never used it, even though i only play clock maker (for the discount translocator repairs). but if you can craft it you should be able to use it. every other craftable class restricted item works for me, hence i suspect it to be a bug.
  16. there's a worldgen option to ignore class restrictions
  17. via a serverconfig.json you can set the grace timer to any number of days, but only before the world is generated. I was rather sure in earlier versions that could be done via a command ingame (because i'm sure i did it in one of the worlds where i played around with time and settled for 6 hour long days).
  18. which game version are we talking about? before 1.19 you can use /serverconfig allowpvp [bool] to turn off pvp/friendly fire and /worldConfig daysPerMonth [1-99] to change the days per month. both commands can be used from the chat window ingame. see also: wiki: world config commands; wiki: server commands before 1.19; wiki: list of server commands afaik changing the days per month can throw you off quite a bit, as it seemed to recalculate the current date according to the total number of days the world experienced
  19. it seems to only be chickens that are affected (as of 1.18.15). had a hen and a rooster in a room and a few days later they were gone, even though the room is lit. my sheep don't care.
  20. you could set the grace period absurdly high via worldgen settings and commands, unsure if that would disable them spawning due to rifts and temporal instability, but naturally spawning should be disabled.
  21. The optimize RAM option can lead to huge lag spikes, usually accumulating with time played in a single session. I'm using a Ryzen 5600G with an RX580 (8GB) and 32GB of RAM, running the heavily modded (57mods) game from a mechanical hard drive with usually no issues (though currently I am experiencing some that seem to be linked to xskills and over 200hours in a world) Better Ruins does not generate the same issue for me. But my modded setup does seem to require more than 16GB of RAM (with "optimize somewhat"). Which game version are you on? What game version are the mods for? Are there mods that might interfere with each other or even are known for being incompatible? Are you using a 13th/14th gen intel cpu and could it have something to do with their stability issues? The current stance of several game dev studios in regards to those processors is if you get certain issues, send the cpu for a rma, as they seem to be failing spectacularly often due to something (via oxidation, faulty microcode requesting too much voltage, unknown possible other reasons intel is not commenting on) degrading/ageing the chip significantly faster than it should.
  22. Hi I'm still on 1.18.15 playing with quite a big modlist, for over 200 hours everything went fine, then after closing the game earlier today and trying to open it again later, my pc runs out of RAM (32GB) while loading the world endlessly. The most likely culprit seems to be the long list (about 55million lines) of fatal errors in xskills all similar to this, bloating the size of 2 of the log files to 7.8GB:each Do you have an idea what is happening here and how to resolve it?
  23. There are aged wooden log blocks, i assume that's what was meant. Though I'm not sure if them being old would be a good or bad thing.
  24. Even though I think scenario 2 is more likely, it shouldn't mess up food spoilage, crops, pit kilns, char coal pits etc as that seems depended on the length of an ingame hour only with fixed values of either how many hours ingame went on or how many times got the crop randomly ticked with those ticks being depended on speed of the game time only. Hence in term to skip a single winter you might have to play several years with shorter months... Settling closer to the equator might be more helpful... You could of course speed up time and/or calendar time to skip winter without many problems, apart from food spoiling really fast, as long as the players don't do much while waiting they shouldn't starve to death while time sprints... time speed and calendar time multiplier are only changed going forward and have little potential to backfire when changing them mid game. Or you could lower the treshold for seraphs freezing, disable harsh winters, enable underground farming and enjoy the wintery landscape.
  25. I'm pretty certain what they gave you was a home brewed absinthe (I know some Swiss and French still distill privately according to old recipes from before it got regulated, not unlikely that some Austrians do it too), the store bought absinthe usually has double the alcohol than most whiskys and vodkas (had some 77 vol%, may have been 88 vol% idk anymore, absinthe once, but I liked another absinth's taste, with way less alcohol better) but the store bought stuff is regulated in it's thujone concentration, ever since the absinthe ban has been lifted. Never saw a 40% absinthe yet, the lightest I saw was 50something vol%. Why do I think it was absinthe and not another spirit? Because to my knowledge it's the only type of spirits that had been banned at one point in Europe, leading to a underground brewing culture similar to what happened in the US through their prohibition period, and with it being regulated in thujone concentration since it got allowed again, that never fully went away. Even though the thujone seemingly never having been the halucinogetic it has been claimed to be. It could have been some Aquavit (has to have at least 37.5 vol% after mixing the raw ingredients, one of which is a spirit with 96vol% another an extract of caraway) too, but I do not know that stuff got a bigger home brewing scene. On the other side You don't have to distill yourself to make aquavit yourself... Yeah maybe it was rather home mixed aquavit (which is a type of schnapps but not the same as Aqua Vitae)... Aqua Vitae was the term used for anything watery with high concentration of alcohol which still wasn't considered pure or rectified ethanol (so basically anything between just shy of 25vol% and around 90something vol%). It's basically an umbrella term for any distillate but became more specifically the umbrella term for distilled alcoholic beverages. Aqua Vitae seems to not need to be able to be consumed safely by humans, while Schnapps is meant to be consumed? Additionally if we get something like potions (planned) and alchemy (not on the roadmap) the term Aqua Vitae would fit better, but if we'd only get potions it wouldn't matter if its spirits / schnapps / aqua vitae. Hence it being called Aqua Vitae might hint on the intend of implementing limited alchemy...
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