Flexbyte
Vintarian-
Posts
34 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Flexbyte
-
> Fixed: Boars and sows not consistently being aggressive to players when piglets are around Does the word 'not' apply to what was fixed, or how it is after the fix, in other words are they more or less aggressive after the fix? I noticed boars were more aggressive in v1.21 than I remember them being when I played the game last year
-
Does the FOV setting itself change anything at all? Maybe it's something related to windowed mode vs fullscreen, I mean, maybe one of those modes makes the game think you have the wrong resolution or so, did you try different modes like that? I don't have the issue in Archlinux with Nvidia graphics drivers, so at least it's possible to render ok, not sure what Ubuntu might be doing different, something related to the window manager / desktop seems likely, or the graphics drivers
-
I'd like to make sulferic acid with 6L water, 6 salpeter, 12 powdered sulfur I'm trying to follow this recipe for sturdy leather, that's why I'm trying to do that: https://old.reddit.com/r/VintageStory/comments/1h4r7qc/a_short_guide_to_sturdy_leather/ If I try to put the 6L water in the pot with 2 jugs (each jug can hold 3L of water), it stops at 5.98L. I tried many things to add more to this 5.98L but it really stops at that. As seen in the screenshot, it's possible to put the remaining 20 ml in a different slot, but then it's not possible to have 12 powdered sulfur, it maxes out at 6 per slot... 5.98L is such a weird number to have as the cap, does the pot really have a maximum of 5.98L and not 6L per slot? Or is this a bug? (I'm using v1.20.3) If it should indeed to possible to follow the recipe, what's the way to properly fill the pot to 6L of water in a single slot? EDIT: seems to be a bug, with a 1L bowl it's possible to end up with 6L. Annoying though since jugs with their 3L would seem perfect to add up to 6L
-
- 1
-
-
I now discovered that the steel making process doesn't continue at all when the back stack is completely burnt up, despite the front one still burning, so made a side-tunnel to the back stack to reach it. So the reaching-the-back-stack question is answered, unless someone has a more convenient way, or a good build suggestion overall for how to operate this optimally. But the question how to fill it up to 16 high without spilling remains: the wiki and youtube tutorials say to build blocks next to the coal to prevent it from spilling. But how can you ever actually reach that stack without having at least one gap open? And coal does spill out of that gap. Why bother with any side-blocks at all then? It doesn't look like 4 gaps causes more spillage than 1...
-
Here's the back side of my cementation furnace. When trying to refill coal: first of all, I can't reach the back of the stack of the two no matter what angle I try to aim the camera, so I can only add pieces of coal to the front one. Second issue: when filling the front stack to more than 11 pieces of coal or so, sometimes one randomly falls of the stack, and then there's a burning piece of coal in the wrong spot and it also seems to be non-recoverable. Is there some better way to add coal to _both_ of those stacks, and without spilling any? There are always pieces of brick, or pieces of sides of the coal to contain it from spilling in that direction, in the way...
-
I can handle wolves mostly in the meantime, using a tin bronze spear and tailored gambeson armor (helmet/body/legs). A single wolve is no problem at all with this. A pack of 3 is hard unless I manage to do them 1 by 1. I never tried a shield (my left hand is already reserved for lantern). Of course I play a modified homo sapiens game, the shield might be useful against the story enemies
-
I seem to only have "curious" moose in my world. They walk up to me, then walk away, then walk up to me again, repeatedly, but without attacking. Well, until I'm digging something and they inadvertedly walk right into my shovel
- 14 replies
-
- 3
-
-
-
- theme
- difficulty
-
(and 1 more)
Tagged with:
-
Final update: the slow crops matured on 6 august, over 3.5 months after being planted. But I got all the flax I need now for a long while
-
Hey, the tooltip in the attached screenshot shows: "Nugget (native silver). 20 pieces smelt into 1x Silver Ingot. 5 Units of silver" That's 4 different types of units in 1 tooltip: "nuggets", "pieces", "ingots" and "units" It's somewhat hard to interpret how many ingots can be gotten from these 30 nuggets. Is it 1.5 ingots (because it's 30 nuggets), or 7.5 ingots (because it's 3*50=150 units). Are 'pieces' and 'units' in the tooltip the same thing or not? Or pieces and nuggets? It's hard to interpret because ingots are made from pieces, but the nugget is units Thanks!
-
An update: in the meantime, the fastest flax crops have matured and I harvested them The 1/9 flax crops also have started to grow, some are already at 3/9 by now. So they're not bugged (forever at 1/9) after all, but there is just a huge variability in the growth speed. So the farming is working after all, what I thought would be very orderly crop rotation has become a rather messy mix of multiple types of crop per field now though due to the high variability in which things mature I do still think that this huge difference is not normal, it may be due to the "planted in morning when it was cold" issue mentioned above. It would be useful if the game would show more info in the crop tooltip that explains this (since it's now showing the exact same thing involving growth speed percentage and nutrients in both the fast and slow crop's tooltips), and perhaps do more checks of temperature of the block to not have a single morning affect the growth rate for such a long time!
-
If you let your hunger go to 0, then eat one grain, that keeps you going for quite a long time after that (15 minutes or more irl time). The satiety bar has a half block of green on the right side that stays there without going down for that long while On the other hand, if you eat say a whole bunch of berries to go over 50% satiety, satiety starts going down very fast So a single stack of 10 grains of which you eat only 1 each time you hear the "aw" sound from being hungry, can make you last as long as 100s of berries eaten while keeping satiety full Is this a bug or intended? It's in any case unrealistic you could survive for days on just a few grains In addition, flax grains, and only flax grains, seem to have some bug where if you eat a single one after your satiety was 0, you don't get hunger anymore forever (until you close and restart the game)
-
Ok now it's truly getting ridiculous, it's 1st of june and there is STILL lake ice hanging around. Meanwhile, I already know that in just 2 months, in august, the game already gives trees autumn colors instead of waiting for september or october when autumn should actually begin I have nothing against the game providing long winters for those who like it, but at least mark that clearly as a cold region and cold world settings, not as the default "temperate" settings of the game in a 47 latitude region
-
If I would only wear upper body leather armor giving 60% / 0.6 protection If I now add legs to this that also give 60% / 0.6 protection What differs between the two situations? Do the legs add another 60% protection on top of the body leather armor protection? What happens if you would have legs with 70% and body armor of 60%: how to the numbers combine?
-
Now the ones next to it reached stage 4 / 9, and those non-growing ones are still at 1 / 9 The tooltip of these non-growing ones has always been saying 88% growth speed, 75% moisture and 50% of the appropriate nutrition and no issues listed, so this really could be a bug. EDIT: also, I use the default month length of 9 days, and I'm playing homo sapiens mode but with various tweaked settings (like 50K equator distance, allow the coordinates, etc...). And latest version 1.19 indeed (not 1.20). I have no mods installed.
-
Hey, I have crops growing for around 6 days already. Some are at growth stage 3/9 already, others are staying at 1/9 I started growing this on May 1st, now it's May 7th, in temperate climate (around 47 degrees latitude). All these crops were planted on the same day. All these crops have always been showing the same stats: same moisture of 75%, same growth speed of 88%, and sufficient nutrients (K here. In fact the ones at state 3/9 have a bit less K because they used it!) There is no message whatsoever about any problem in the tooltip, but I have the feeling something is wrong, if they're still at 1/9 after 6 days. What could be going on here? Will these crops ever grow on time (before the 7-month long winter starts again)? What explains the speed difference with crops right next to them with same moisture and nutrients?
-
I did some tests now in a new test world, quickly made a straw hat and let a bear attack me, and I'm super happy to see that the straw hat remained at 100% after the attack! But I really wonder what made the bamboo hat in the other save lose 10% that fast then EDIT: never mind, maybe there is some delay in the reporting of these clothes numbers! The tattered boots that my character started with in the test world, went from 34% to 22% all of a sudden! So something is definitely making clothes use up all their percentages waaaaay faster than the promised 6 months! This rate of clothes degradation would require _hundreds_ of flax pieces per day to fix them up! Is this realistic at all? EDIT2: yep it's clear now, enemy attacks will damage a random piece of clothing of you with each attack, which means if you're hunting and get hit your clothes are useless in just a few days! 16 flax for one repair is really expensive for a early player, and hunting means you'll have to do multiple such repairs each time! There isn't that much flax in the world, and making fur clothes from scratch is a big thing. Should those really made that useless after just a few days already? Isn't that a bit too harsh?
-
But the wiki also says: "Clothes don't take damage from enemy attacks, unlike armor. " If the wiki is wrong: does that mean that getting hit by an enemy 10 times already fully destroys your clothes (given the hat was 90% after being new, I think I got a single hit from a pork)? Because man, that makes hunting REALLY expensive!
-
Wiki says at https://wiki.vintagestory.at/index.php/Clothes#Damage_and_repair: "Clothes slowly degrade while being worn,[3] decreasing their condition by 100% after 54 days, or 6 months (with default world settings)" And also: "Clothes don't take damage from enemy attacks, unlike armor. " My world settings regarding this are indeed default: 9 days per month. My playthrough so far was from 1 May in-game until 1 November. I made a bamboo hat somewhere in June or Juli (in the in-game time of course), but it has been at 0% for a long time. If clothes take 6 months to degrate, that should not be possible and it should only be 0% in december I also made a new bamboo hat after a new trek to the south, and less than 1 day later it's at 90%. So that's 10% lost in less than a day, while I would expect that it loses max 2% or so in a day to last 54 days Why are my clothes degrading much faster than 6 months? How is it possible to keep up with flax to repair clothes if they degrede in mere days? I'm going to start making fur clothing now (it's winter and I started to get somewhat decent at hunting foxes and rabbits for furs), but I wouldn't want to see these degrade in just a few days too. I didn't start farming flax yet and will have to wait til winter is over. Thanks! P.S. this game is truly awesome, I just hope that things aren't degrading much faster than promised EDIT: added that wiki also says "Clothes don't take damage from enemy attacks, unlike armor. "
-
The thing is also that I do want the "temperate" type of vegetation, and do want the coldest part of the winter to be really cold So I think perhaps if there were a way to adjust the seasonal curve to have the winters compressed in time (but still as big temperature variation) that would do it Is that something that's moddable?
-
Cold temperatures, freezing character and no berries starts in october in my world. I also noticed when spawning in may at world creation, it could freeze on the first days. I've only seen the months may-october so far since I'm doing my first playthrough. Since early may also freezes, that means oct,nov,dec,jan,feb,mar,apr can all freeze, that's 7 freezing months per year, so 7 months of winter and no berries or farming (I'm not saying 8 since at least the end of may looked ok) My spawn point is 0,0, and I cannot change this for two reasons: -my base is there -I'm playing homo sapiens (with many modifications) so there's no such thing as temporal gears to set different spawn points My latitude is around 47 degrees In real life I live slightly more north than 47 degrees, and winter lasts 4 months here, not 7 like in the game. Freezing is not common in october. I like a good harsch winter to survive and prepare for in the game, but I would prefer that to last 3 months (around 25% of the game-playing time), not 7 months (over half of the game-playing time being winter misery!). I know up south it's warmer, I also have a huge 5000-tile long path leading south, but my spawn piont is and should remain at 0,0, I prefer to have shorter winters around my base. As said, in real life at that latitude winters aren't that long. Are there any server/world commands to fix this in my world without having to start over from scratch? So affect the existing chunks somehow to have a 3-month winter at my latitude (47 degrees). Having to start over would be really bad, and having more than half my playtime be winter also sucks really much "/worldconfig globalTemperature [0-5]" would change this, but this command does not affect existing chunks so will not fix the world around my base, and that's the important part! Any other command that can fix my world? Thanks!
-
Suggestion: Louder audio setting to be audible against youtube music
Flexbyte replied to Flexbyte's topic in Suggestions
> It's simple really. The rule is you can't put a container inside another container if it isn't empty. But if I replace a basket that has 3 slots, with a backpack with 4 slots, increasing my inventory size from 12 to 13, I would expect the game to automatically keep all the items in your inventory since it increased size so it got bigger, not hide them away in a basket that has no indication at all it even has your items inside, no UI interaction, and will despawn after a while too If there's somehow some technical debt reason in the code why keeping the items in the inventory isn't easy and it has to maintain them per basket somehow, at least it could drop all the items on the ground, not hide them in a basket you can't even UI interact with. Then it would be clear what is happening with all your items, AND the basket would behave normally too instead of being non-pickupable, removing a LOT of confusion. Or give the basket a UI like chests if there are items in it, at least do something when you right click it (reply to wrong thread still, I know but at least it's a bit of a suggestion now!) -
Suggestion: Louder audio setting to be audible against youtube music
Flexbyte replied to Flexbyte's topic in Suggestions
Wow it turns out those baskets had things in them, and the way to have them become pick-up-able was to completely empty my backpack/basket inventory. Even though there were tons of free spots in that inventory, enough to carry all those baskets and everything inside them, it didn't pick them up So not only are those baskets weird ghosts with not even a tooltip in them, they could contain valuable items without any visual indication too, and then despawn So I managed to pick them up now, but I can't say I understand the UI still. Seems like the safest way to craft backpacks and equip without silently getting your items put in untakeable baskets on the ground, is to first empty your entire basket/backpack inventory, just having more than enough empty slots is not sufficient... Weird EDIT: oops this was supposed to be a reply to https://www.vintagestory.at/forums/topic/13251-basket-lying-on-the-ground-cant-pick-it-up/ instead -
I crafted a hunter's basket and moved the basket, which the backpack replaces, in a chest However, after pressing escape to close all menus, the basket is lying in front of the chest I've tried everything, right click, left click, ensure there's a free spot in the bottom inventory, ... but the basket keeps lying there like a ghost, with not even a tooltip when mousing over it Is this a glitch, or am I missing something? Will this eventually despawn, or stay there?
-
Even with game audio sliders at the loudest, it's very soft compared to other programs like Youtube in a browser, when using Youtube as the background music instead of the game's music It'd be nice if the game could also have louder volume levels to be similar to other programs: it's somewhat annoying to always have to mess with the youtube volume and your volume settings in general when playing this game, then reverting it all back when not playing it In general the request is: allow making the effects, entity, ambient, weather sound levels higher than the slider's rightmost value currently goes, or perhaps have a master volume slider that allows making them all higher at the same time, so that you can actually hear anything (especially important cues like nearby animals) in the game when having youtube playing music at even a moderate volume EDIT: by the way, the game music is very good, nothing wrong with it! But listening to youtube allows more variety of music.