1Joachim1
Very supportive Vintarian-
Posts
43 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by 1Joachim1
-
yes, i used to use it and works nice.. but bear in mind, it's still an annoyance. it doesn't allow you to play multiplayer with friends if you have it (even if both parts have it because as far as i remember it is required to be stored in the mods folder and the game used to be unable to resolve which mod it is due to the format and type if file) and it updates the mods automatically, yes, but of course only if the mods are updated themselves, which still it makes it so you have to wait until everyone is up to date... that includes this program itself.
-
i personally HATE that. i install a "mega mod" and completely ignore the parts that i don't like or don't plan to use, but having to download 5 similar thousand mods to add the specific mechanics that i want... no. it just floods the database, updating them becomes a hell of a nightmare for the user. for example "fauna of the stone age" is cluttering and monopolizing the main db page and i almost didn't notice the for golden combs mod there. just make a single mod and allow me to configure it lol, there's even an in-game config tool mod already so no excuses!
-
i see and simultaneously don't see the issue with the "spawn block" (let's call it "Nest" for the sake of it) beeing cheesable... for one side i get that you can just fence it and have a plentiful harvest, but in real life nobody is fighting bears with their fists and the ones who do they show up in the news.. my suggestion is to have the mobs be "linked" to the "nest".. my suggestion is that the nest scans the area in order to spawn a hostile, if it doesn't find any non-natural generating blocks or if it doesn't find big holes it spawns regular wolfs/bears, if, instead if finds non-natural blocks or player placed blocks and/or holes around it, it instead spawns feral versions of said mobs, those mobs only drop bones and a smaller hide than it should give but be way more hostile, to prevent cheese the mobs should walk X distance from the nest towards a randomly selected direction (that's why i say it should be linked) which immediately does on spawn. if the mob succeeds, it gets the full drop table, else it lowers the % chance of item drop in proportion of how far the mob was from their original distance. the direction is randomly selected (may be applied to the whole pack of wolves) and the distance is random between 2 numbers (let's say from 7 to 21 blocks) so if you want to break it, you can do it, if you want to cheese you will need to have a 21x21 area fenced and trapped and you'll get less drops from that if any. the truth is that we evolved IRL to "trap" the nest entrance of a hell lot of animals (half of the dog breds and ferrets, for example are meant to trap wild animals in a way or another )
-
so i'm trying to acess the mod.vintagestory.at website and it tells me it's not a safe site (i never had issues before) and when i try to log in it says that my auth isn't right so i try to log again and now it throws the error 500 (The server encountered an internal error or misconfiguration and was unable to complete your request.). i don't know if it's a temporal thing but... it's weird that now of a sudden every browser tells me "it's not a safe site", i can browse it, i can check the mods, but doesn't allow me to log in.
-
they already answered your question, however i will add a bit of information about climate and exploration -Ideally caves. they are not as important as they are in the other super famous, super simple block game but they can contain ruined rooms and those ruined rooms may contain either money in the form of rusted gears (that will allow you to buy food "in extremis" in some vendors or even seeds) or better yet, translocators. translocators. they must be repaired using temporal gears and they will teleport you to another random translocator. why is that important? because they are usually really far away one to another (easily >1k blocks) making exploration really easy -Appropiate climate. unless you changed the world parameters a radious of 100 to 1000 blocks isn't that much. you may want to move to the south, which is usually the home of terra pretta (the warmer the climate, and rainy the more common it is, however it is still very rare) which is the best soil of the game, so you can use your "winter" months looking around the equator of the world. in a standard world the distance from the pole to the equator is 100k blocks and if you haven't changed anything then you spawn around 50k blocks from the equator (and that's why i said 100 to 1k blocks isn't that much) -BEES: they don't like rainfall and don't like colder climates, so you will have a really hard time finding bees in your area, so since you're gonna visit the south, make sure you hold a spot to be able to carry bees to your main base. check the witki for more details about bees my advise is to stash as much food as possible for the winter time and then proceed to explore to the south until you find the hot climate that allows you to at least farm during the winter.
-
looks like after the harvest everything is "settling" to a more normal behaviour. maybe it was something about the conversion of the world that messed up the farm.
-
you can also water them by hand making a watering can out of clay if placing water in the same level is not a viable option. keep in mind that any block in contact with water can have 75% humidity and every block apart is 25% less and it affects growth speed. [water][75%][50%][25%][00%] and also [water][75%][50%][50%][75%][water]
-
yep that's what confused the heck out of me too. the save already had 2 ingame years (i stopped playing mid may year 2) and used to explore a lot in the winter times to the south, the save was prior the 1.18 update tho, i couldn't play before because i was in another country for work, but i'm home again and i took the save that i already had because i had a cozy house and a lot of paths.. the save uses the "from golden combs" mod but i higly doubt it changes anything about the crops..
-
everything is more or less the same fir water. for the ones more in the middle (encased in water), humidity is 75%, the ones more on the left side (Without water) are around 50% humidity (as expected) all of the linen is growing in terra pretta. the ones that are growing 4/9 have 65'9% k with a 96% speed growth the ones that are growing 3/9 have 71'2% k with a 97% speed growth the ones that are growing 1/9 have 80% k with a 107% speed growth. the mature ones were sitting on a 41,9% k
-
so in a previous post (Growing (a beard while waiting) ) i asked why crops took like 2 full months to grow. but now i have another question related to them. why are they growing so differently between them??? if you check the image you can see that some linen has grown to maturity (9/9) (first row on the left, middle-bottom) but there's some that's not even started to grow. most of it sits at 1/9, some at 3/9 and 4/9 what's goin on with this crazy disparity? also, the coldest temperature i've registered in my place is 10ºC and onions are "cold damaged" (which in the tooltip says they can support -1ºC) and it's 10 of may
-
i totally get your point, but again most of those seeds never sprout and there's a fun reason for the oak ones, and in the other hand a lot of them are eaten, fall in a too shady place and at least in the field my parents have all pinecones are eaten by squirrels and luckily we have a sprount once every few years but that's it. Oak trees, as I said, are really really fun, because they control the squirrel behaviour. they produce a regular amount of seeds (low quantities) so squirrel population keeps low for a few years, then they sky-rocket the production of seeds one year and have a massive increase of fertile seeds, with so many nuts the squirrel adopt the "i have to store a lot of food for the winter" instead of eating as much as possible which makes them bury the seeds (edit: yes, they bury the seeds every year to have food in the winter, but the "bloom years" are special and the squirrel eat less seeds in general because they can store a lot more), planting a lot of fertile seeds in the process. since the tree produced so many seeds the squirrels are unable to eat them all and paired with the fact that they forget where most of the seeds are planted (this is really fun tbh) you get a massive reproduction of trees and if i remember correctly this behaviour is a loop of 5 years which consist of a 4 "famish" years and one "bloom" year. once planted the seed has to sprout and survive which is a whole new story. oaks have a strong relationship with other life forms in the wild. you can plant an oak and it may spout and grow, but without the proper conditions, and mind-blowingly without the proper fungus and the amount of "brothers", it will grow "ill-looking", with a small trunk and not so many leaves and it will be quite prone to illnesses. things that make seeds not sprout: not proper symbiotical relationships close-by. not enough brothers too crowded space not a cold-enough winter too cold winter. not a wet-enough spring too wet not a fertile seed not fertile soil too fertile soil not enough light too much light. too arid too mineral rich too close to bioaccumulators (such as the fly agaric) too many pests too much poo and/or pee ground too acid gound too basic seed having a strong growth inhibitor (thus not sprouting before decomposing) seed not having a strong growth inhibitor (thus sprouting in non-optimal conditions and dying) seed not having a strong enough root-producing agents (thus not having the proper root system and dying out of starvation) ground too soft (seeds get buried too much) ground too hard (plant can't develop roots properly or get washed away by rain) terrain suffers a lot of transit (animal paths) so... do you rather have 100 seeds in your inventory which are only obtainable in the fall and on top of that only one of them sprouts into a tree or do you prefer to have 1/100 chance of getting a seed which will sprout for sure? do you want realism? make any crops that have >45% water rot in 3 days
-
Things to do with poisonous mushrooms and bones
1Joachim1 replied to j34nn3tt3's topic in Suggestions
the issue is that, paraphrasing paracelsus "everything is poison, nothing is poison, quantity makes the poison" and by that i mean that you can have a certain amount of poison and nothing can happen (depends on the potency) for example, fly agaric is known as a "killer mushroom" per se, but it's name is due to the use of said mushroom as insecticide. the reality is just more than just an hallucinogen. HOWEVER it is indeed poisonous so DON'T eat it unless you know what you're doing. but then, why don't use it as a poison? the question is.. how you get all the poison out of it. distill it? it's poison is water soluble so, boiling it will "detoxify the mushroom" which dilutes the poison itself and discarding the water makes, according to some sources, the mushroom actually become edible, but DON'T TRY IT anyways. so you have the problem of having a low concentration of poison so you need a big injection, low concentrations = not really a poison but more of a dangerous hallucinogen... on the other hand you could dry the mushroom which increases the potency of the poison itself, but then.. how you make others eat it? but how long does it take to be effective? depending on the dose around 30 minutes up to 90 and with the proper care people could completely recover in 24h. (there's no antidote, however), since it's a slow acting poison.. then there's no actual use in a "fight" that should last for a few seconds... what about the effects? because some poisoned traps could do the trick.. welp.. that's the fun part. everything OR nothing! dangerous things OR safe things! YAY! it's the lottery mushroom. you either feel euphoria or relaxation, ataxia or loss of equilibrium, delirium or twitching drowsiness, happiness or sadness.. but the worst poisoning is having the deliriums followed by "block of neurotransmitters", hallucinations, confusion and irritability... and under any circumstances you want to face an irritated wolf or a bear that's having hallucinations and episodes of seizures, but the best case it will enter into a coma so.. that's not that bad. will you take the risk? -
thanks for the tips! but i had an issue this last week with the steam deck and vintage story. somehow the last update (18.5) and some linux things made it so buttons could not be pressed because mesa was automatically turned on, however when i turn it off via arguments the game randomly freezes, and i can't even load a world without the freeze occurring, so i can't right now..
-
Things to do with poisonous mushrooms and bones
1Joachim1 replied to j34nn3tt3's topic in Suggestions
if i go full nerd i can tell that the issue with the poison-tipped arrows is not the poison itself but the arrow. there are not so many poisons that are easily accesible and will stick to the arrow tip. the acceleration and/or the "wind" the arrow experiences will make the poison just slip away from the tip, which gives you two options, regular arrows + some kind of sponge-material which will greately slow down your arrow AND not assure the application of the poison, or a special caged arrow which will have it's balance thrown away thus flying lesser and dealing less damage. those are the two real reasons of why there are not burning arrows IRL. too much of a hassle for too little reward. if your intention is to kill mobs faster your best bet is to make a Hupa tribe barbed arrow or if you want to increase your odds of finding the arrow in the corpse by adding a hook on them. the arrow will probably still break, but the head will still be there for sure still, eating a poisoned animal is... a great way to... teleport to the spawn point. but if you rather kill drifters just let your iron arrow heads rust in the ground close to your sheeps ... being honest, being on a sight of drifter shaking having spasms sounds kind of fun... -
well Thorfinn didn't say 100 seeds on day one. it was me adding up his seed planting: 110 seeds on the first week for me is crazy. not sure how you people do it. but finding SO MANY crops is insane for me. maybe i got tunnel vision or i'm just not observant enough (i have Attention deficit and hyperactivity disorder so i usually struggle doing a single thing and usually i start a bunch of them at once and spend a lot of time doing nothing useful) how do YOU find so many crops @Streetwind ? when i watch youtubers they just turn the corner and there are wild crops waiting there, but when i do it the only thing i see are crows and vultures waiting for me to starve to death lol.
-
yeah.. i usually go with 20 flax seeds too, but that brings me to the "it's too expensive to use ever".. 20 fibers give you a single linen sack. and 16 to repair one single cloth piece... thinking about the windmill basically hurts XD
-
a bit of a necro, but since it's already done.. just lets hop on. i used to get a heck ton of seeds trying to get a decent amount of sticks in the "birch-bush" areas, while it's true that i'm not an aesthetical builder i tried to get a lot of trees going on near my house to make charcoal. birch weren't good at making a lot of wood but meh... but instead of messing around with the leave chances why not making a special tool for that? the tree clippers are tools that exist in the real world. shears may give you a wide-range of cutting leaves (to get sticks, or to clear areas faster) but you don't want to "destroy" branches wildly if you try to get "cuttings" so, maybe you need something more delicate. tree clippers that increase the chance of getting a seed at the cost of being a slow way to break the leaves and only breaks one at a time you know what? i have 0 idea of coding and even less idea of modding but this is the perfect excuse to learn.
-
well, i thought that the temperature display was the average in the area (like "the maximum temperature in this area is 27ºC in summer") not something that accurate.. guess i'll have to check it constantly. never bother with the hudclock even tho i seen it because taking even more screen space is not an option tbh. maybe when i get back to my country.. ... welp. i need to re-evaluate my life choices. i haven't found that many crops EVER. Even more, i don't think i ever had 120 seeds (counting every single seed i owned) in any of my playthroughs... no shit i was finding a constant lack of flax on everything and felt like repairing clothes were insanely expensive. for the mods i usually avoid them. Not because "i want the most vanilla experience" but because i'm unexperienced enough to not need extra content yet. (for example in the other overrated block game i used to play so many mods that the game used to take around 10 minutes just to load them all) the only ones that are a must for me are wild farming and anvil metal recovery. and i don't think they have a change in the world generation, but for certain, even when i didn't have any kind of mods i struggled finding seeds. how do you do it? you use a stack of ladders and climb upwards? i believe someone mentioned that trick in this post about dirt uses... was even you? that would be funny... anyway thanks for the tips... i usually kind of rush the game, i like to have bronze tools before summer (so i could have a nice door that did not break and last a bit longer than the copper ones but that's not important anymore)
-
Sadly doesn't work for me. Tried to uninstall, delete everything, restarted the steam deck. Installed game, added it to steam, added all parameters (including the env=mesa_glthread=false at the end) and the buttons indeed work but the game freezes anyways at random..
-
please don't even mention the chance for flax to burnout... that's kinda annoying tbh. standard upheaval 30% produced like 5 serrated worlds that looked like they were Seismogram in venus... it's not only not viable for me, but a nightmare in a steam deck... (stepUP mod gave me troubles last night when i tried to install it. the comments say it works 1.18 but doesn't seem to do it for me) it would be interesting to know how much the temperature changes with height. is there a way to see it? (or there's a scale somewhere?) first time hearing that tbh. i could have been using my terra pretta on the sky.. yes, or at least they used to do it. man WHATTF O.O i really hope that those 110 seeds in the first week is due to the fields of gold mod because there's no way i find that many seeds even in a full run... that's actually insane (and makes clothing repair viable...) i'll have to take a look... man i feel like i'm a totally noob... which i am, but not at this level... even tho i use an external mouse and a bluetooth (foldable pocket-sized keyboard) i'm really really struggling with everything
-
i was about to post the exact same issue. the fun thing is that it has been progressive for some weird reason. i had the game installed since a long ago in my steam deck.. i installed it from discorvery without any guide whatsoever (i thought if it was in the discovery app it would run nicely) but yesterday i got the issue. i decided to add some more mods (through filezilla in a pc.. i want my deck to be as "cookie isolated" as possible) and then launch the world it started to load the world just fine then it stopped, it froze. so i had to manually close the game (from the steam button => close game) dissabled one of the mods i had and tried again.. and then i tried to enter the game again and the buttons were not working, so i decided to force closing it and then launch again, this time it worked, but the world didn't load... (got stuck in the "it senses" phrase) tried again repeating the process dissabling the 3 other mods that i added but leaving the ones i had previously active.. in the last try i had to then forced exit -again- and tried to load it up, no button functionality anymore. no matter how many times i tried to load the game, the buttons did not work. i don't remember seeing the 1.8.5 update on the flatpack version (discovery) but i was in the latest stable version of steamOS, however it is true that i updated everything else it was availeable (like 10 hours ago) i also tried to uninstall it and it didn't fix the issue either. i made sure to press the "clear all data" from the discovery tho. (made a backup of my world and manually removed the mods with the filezilla client so i could have a list of the mods i had already in the world) but i don't want to wipe out the entire steam deck... i have too many things that i need on hand (i'm living in the netherlands for now for work until july the 7th ) if you wanna test something you can use me as a test subject. i'm not able to apply this fix right now because i'm at work, but later on i can try it. if you want me to do some testings or providing you any kind of extra info about the system/updates feel free to ask. it would be good to put it in the OP, big scary bold letters. welp, what else i can say.. thank you all for posting the issue and the answer i'll keep you up if it worked for me if @mard doesn't need any extra info.
-
welp, screw myself. for the time the turnips grow they were damaged due to the heat. they dropped 1-2 per plant so i've not really noticed the "balance increase" yey-ho... i guess i'll leave the crops be. hope the flax fiber is getting a boost too. i have a mod (for the golden combs) that uses MASSIVE AMOUNTS of linen...
-
besides the pun in the title, i noticed that since i last played (probably 1.17?) the growth time of crops has skyrocket-ed. i'm not a super lucky person and i used to never find so many crops, thankfully there is wildfarming that allows to get seeds from extra cops (i didn't want to install it in this run)... but now i'm also playing on a steam deck (AKA small screen) and i'm finding even less food (even tho i turned the upheaval setting down to straight 0% the rough terrain is also being the bane of my existance) just to find out that crops take like 6 years and a few goddess blessings to grow up (i believe it's slightly more than 2 full months with the month lenght set to default, on terra pretta and 100% wet farmland?) what's going on? i'm aware that 100% humidity is not the best for crops but... it used to be way less painful. is there a way to change that setting? (i swear i haven't seen it unless it's shared with the tree growing ones...)
-
seeds determine stone placement AKA the stone layers which includes how the terrain deforms (AKA mountain and plains). then once the stone is placed the game generates a pseudo random heat map for EVERYTHING separatedly. you can "see" the ore heatmap with a prospector pic. just generate one world, go to creative, get a propick and prospect something in a really obvious place. then re-create the world with the same settings and repeat the process.. you'll see how different it re-created the ore map. once the heat map is created then it applies the chances. for example a 1% chance of spawning a berry bush MAY spawn it, however a 99% MAY NOT spawn it. this is the reason you use your propick until you get something really dense and then you start scouting the area nearby. this induces a lot of variability, which in one hand is desirable but renders the world impossible to recreate and on the other hand it makes the replayability skyrocket. lets be honest. most people would love to have a world stuffed to the brim with a lot of food and with all the ores nearby but the game is not about advancing technology but adapting to the rough conditions and surviving