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zand

Vintarian
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Stone Age Settler

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  1. It's kinda understandable as the code for burning piles of coal is hard-coded while the other GroundStorable items rely on burnHoursPerItem property being set. Fun fact, you can also use planks which have 1/3rd the per item burn time as firewood or peat or use bamboo, which has 1/5th the per item burn time.
  2. Greetings Professor Dragon, I did a lot of testing with the beehive kiln and burning piles a while back, and I don't believe that rain would stop it from working. For a beehive kiln to start heating the items inside, you need the 9 stacks of fuel to be burning at the same time. If one of the stacks doesn't ignite or runs out of fuel, then the items will stop heating. Once the items heat up to a temp (950°C), they should start progressing to their baked versions. If the temp drops below 950°C before it is done baking, it stops progressing but keeps its current progress. Starting at 0°C, the entire process takes about 10.9 in-game hours. To start off, you would have to consider possible user errors, like the beehive kiln not being complete or one of the stacks of fuel not having enough items, which for peat I think is 22 in each stack. I think the latter is likely the reason because, due to fire spread being random, I had cases where about 3 of the items burnt in the first stack I lit before the other 8 started burning. Because of this, I would recommend 26 pieces of fuel per stack. Both peat and logs have the same burn time when in a pile. The other possibility is that it didn't finish due to a bug.
  3. I do know that I have burned down traders caravans in the past. For some reason they where not protected against fire spread.
  4. Greetings Kaedynn, I am assuming what you might have seen is a stat stating the current rift activity in which apocalyptic is one of the possible values. The rift activity in an area determines how often rifts show up on the surface of the world, with calm being zero and apocalyptic being max. It changes over time like how the weather changes, so an area with medium rift activity will go higher or lower over time. The number of rifts in the area matters as drifters and similar enemies can only spawn in dark areas near a rift on the surface.
  5. Greetings Entaris, There is this mod, https://mods.vintagestory.at/show/mod/16743 which adds metal tongs. Since wood does not melt or conduct heat well, it does make a good insulator that can stand up to the heat of molten steel for a while. This video isn't really an example of that, but it is the first one that comes to mind and I figure others would find it funny. https://www.youtube.com/watch?v=Wex_yKfrTo4
  6. I also assume that you will need to re-login if you change your password and that the "token" probably expires at some point in time, but I have not tested this. The one thing that I do know is that the clientsettings.json will also be effectively deleted when it becomes corrupt due to a bug (see https://github.com/anegostudios/VintageStory-Issues/issues/6264). This has happened in the past for some players when the game crashes.
  7. Greetings Adnyeus, When you log into VintageStory, the auth server hands out a signed session key along with your account name and UID, which are all currently saved to clientsettings.json. When you start the game, the game checks to see that these settings and signature are valid. In the event that the settings are valid, it tries to authenticate to the auth server with them. In the event that the game cannot contact the auth server and the signature is valid, the game will go to the main menu in offline mode without requiring you to login. To simply put it, after logging into the client, you can install the game onto a different offline PC and copy your clientsettings.json to it and be able to play the current version of the game till the end of time.
  8. Greetings, One of my side hobbies is amateur radio and lighting is sort of a nemesis of mine. Lightning rods in reality prevent lightning by providing a path for charge to dissipate before it builds up enough to cause a strike. When lightning strikes a rod, it is due to the rod failing to do its job. When a strike happens, the plasma at the contact points is hot enough to melt steel and the current creates an EMP that can rip apart cables and fry electronics in the nearby area. The discharge path does not stop once it gets to the ground as it then spreads out, and it can come back out of the ground, causing damage and starting fires. As for grounding systems, you do not want to use solder as not only is it slippery when it melts, but it can also crack, creating week points that have high resistance. Everything in a grounding system should be crimped or welded.
  9. Greetings Narg, The Mod A Culinary Artillery which is meant to be used with Expanded Foods ads spiles that can be used to tap trees. During a certain time of year, maple trees produce sap that can be cooked down into maple syrup.
  10. The commands I listed to install .NET 7 from backports should also work for Linux Mint.
  11. zand

    1.21.0

    I think the same is technically true for the normal releases too. It does make it easier when setting up a server as you can copy the link and download it directly without needing to log in and deal with passing cookies around with curl.
  12. Greetings, The prospecting pick had 2 modes: density search and node search. You start with density search, which samples the heatmaps that the world gen uses to determine whether to spawn each type of ore at that X and Z coordinate. The readings are in ‰, which is per 1000, not 100 as it is with %. So a reading of 1‰ means that on average, the game will try to spawn 1 block of ore for every 1000 blocks in that area. Once you find an area with a high density, you should switch to node search and start digging vertical shafts. Node search scans all the surrounding blocks within a short range and tells you about how much of each ore it found. What I normally do is dig a vertical shaft and sample every 8th block as I go down. Once you do get a reading in node search, it means that the ore is just a few blocks away. Other notes are that high density does not mean that there is ore, just that there is a chance of ore. Even if you mine all the ore out of an area, the density reading will remain the same.
  13. To answer the question you had at the end of the video, the data is encoded in the Protobuf format. The game saves TimeSpeedModifiers in a key value store where the key is a string and the value is a float. Looking at [E2 01 - 0F [0A 08 - "sleeping" - 15 - 00 A0 A5 44]] [E2 01] is 226 Varint encoded. Taking 226, which is 11100-010 in binary, 11100 is 28, which is the tag for TimeSpeedModifiers and 010 is 2, which is the ID for a length prefixed type. As you figured out, [0F] is 16 Varint encoded, which is the length of the encoded key value pair. The key value pair is encoded the same way. [0A] is 10, which is 1-010, 1 is the tag for Key 010 means its length is prefixed. You then have the length 08 followed by "sleeping". Next you have 15, which is 10-101, 2 is the tag for Value and 101 is 5, which is the ID for a fixed 32-bit value. The remaining 4 bytes are the float.
  14. zand

    Offline solo?

    When you log in online for the first time, you are given a digitally signed session key along with a unique ID and name, which are all currently cached in the "clientsettings.json". When the game starts up, it first checks that the session signature is valid, which it can do offline before trying to verify with the authentication server. If the signature is valid, but it is unable to connect to the authentication server, the game assumes that you are offline and allows you to play.
  15. Wolves tend to spawn in forested areas. Wolves make bad roommates.
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