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Everything posted by zand
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Does rain or snow halt progress on a Beehive Kiln?
zand replied to Professor Dragon's topic in Questions
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. -
Does rain or snow halt progress on a Beehive Kiln?
zand replied to Professor Dragon's topic in Questions
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. -
I do know that I have burned down traders caravans in the past. For some reason they where not protected against fire spread.
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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.
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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
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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.
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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.
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Lightning rods should require a solder bar and soldering iron to craft them
zand replied to LadyWYT's topic in Suggestions
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. -
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.
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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.
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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.
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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.
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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.
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Wolves tend to spawn in forested areas. Wolves make bad roommates.
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Greetings Fluffydragon, At a rate of 500°C per game hour, the Beehive Kiln takes 1.9 game hours to heat an item from 0°C to 950°C plus another 9 game hours to progress from 0% to 100%. Peat and firewood stacks burn for 0.5 game hours per item in the stack. Each stack would need to have at least 22 items, but you also need to consider that it could take over 1 game hour for the fire to spread to all the stacks. So even though 24 per stack can work if all piles are lit in 1.1 game hours, using 26 per stack will provide 2.1 game hours for all the stacks to lite. If you are using coal, all types of coal, including charcoal, burn for 2 game hours per item in the stack. In my testing, it seemed to take less than a game hour for the fire to spread to all the stacks. So 6 coal per stack is sufficient.
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Greetings Janeator, I am afraid that I don't have good news as it sounds like your clientsettings.json was corrupted when you lost power. I tested out corrupting mine and the game seems to only load the backup when the original is missing. In the event that the file is corrupt, it overwrites both the main file and backup with the default settings. I have reported this as a bug as I believe that it was intended that the game use the backup when it's unable to load the main settings file. https://github.com/anegostudios/VintageStory-Issues/issues/6264 The one positive note is that VintageStory does use a SQLite database for its save file format, which is designed to be resistant to corruption from power loss or crashes.
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Greetings Kenk, I myself am a Linux user and am sorry to hear that you are having trouble running the game. One of the main issues with getting the current stable 1.20 running on Linux is due to it using .NET 7. Most distros don't include packages for .NET 7 due to security issues as it is no longer supported and has vulnerabilities which will not be patched. If .NET 7 not being installed is the issue, then you will need to find a way to install it for your distro. For example, with an Ubuntu based distro you could do the following in order to install .NET 7. sudo add-apt-repository ppa:dotnet/backports sudo apt-get update sudo apt install dotnet7 The next version of Vintage Story 1.21 will be using .NET 8, which will be supported and easier to install until near the end of next year 2026. If you could provide what distro you are using and more details on the problem you are having, there may be someone here that will be able to provide better assistance.
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After reading this topic, my first thought was bone ladders. There are plenty of blocks other than tools (fences, doors, etc.) that could have a decorative bone version. It would be nice to be able to show off my collection to other players without it just being a pit full of skeletons and rotten meat. It may also help make other players less tempted to steal my collection in order to fertilize their lawn.
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Greetings Lingam, Most modern Operating Systems have a system cache which uses unused RAM to cache disk IO. This brings the benefits of having a copy of the files stored in RAM while allowing the memory to be reclaimed for other uses when needed. Even though data stored on a RAM disk is already stored in memory, the IO may still need to go through the system cache, thus still creating a copy as if it was read from any other disk drive. Many years ago, Operating Systems didn't use free memory for caching and back then using a RAM disk for use to be faster, but now they just create overhead and can sometimes result in worse performance. If you have 256GB of RAM and are only using 32GB of it, then it is quite likely that 128GB save will stay cached in RAM after it has been read. That being said, many years ago, I used to use a RAM disk to try to speed up IO for Linux servers. You need to copy the files from nonvolatile storage before starting the application. When copying the data from the RAM disk to nonvolatile storage, you need to make sure that the application will not write to the files as this can and will eventually result in corruption. You also want to copy the files to a new location in the nonvolatile storage and wait until the copy finished successfully before swapping it with the old files. Be aware that errors can happen while copying files, and you need to make sure that they are handled properly as they will also result in corruption.