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Everything posted by Tam Hawkins
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I just checked with only half the mods (still terminates the game but for some reason goes up to 50gb commited ram) and without any mods. And task-manager showed me that without any mods it still commites 26gb ram. BUT it only actively uses 12gb of my 16gb ram. So doing further resaerch, commited ram does not mean how much ram your system needs as some of them are reserved for inactive elements that occupie storage but do not need an active processing unit. I assume that means that 32gb could be more than enough. But mostly it just shows me that I do not know enough about the subject... at least the problem might be far smaller than I thought it would be.
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Hey everyone. A good while ago I was thinking about upgrading my ram but then the AI debacle started leading to massive increases for hardware cost and I thought I could sit that out. But recently my low ram becommes more and more a problem so I was thinking of upgrading despite the cost... That said ram is one of the things in hardware I never really informed myself to much about so the few things I have learned until now leave me a bit unsure what to do. Here is what I currently have: 2x8gb ddr4 2667MHz CL??? Here is what I could upgrade to: 2x16gb ddr4 (leave it at that as otherwise I would need to switch motherboards) 3200MHz CL16 Here is the example based on vintagestory modded (since we are on VS forum): When starting a VS-World with all the mods I would like to have while monitoring my ram usage via task-manager (my commited RAM quickly climbs above the avaiable 16gb into ssd-memory. during loading of the world it slowly climbs to 17gb, 18 gb then 20 and 22gb over the course of roughly 4-5 min. Then when the world is finaly loaded the commited ram volume keeps increasing to a maximum of 38gb over the course of roughly 10 min before VS closes itself. In my opinion that means that upgrading to 32gb of ram is not enough. At least that is what the research I have done in the last few days tells me. But is there a possibility that increasing the ram to 32gb and inceasing the frequenzy from 2667MHz to 3200MHz would lead to the needed ram beeing quit a bit smaller than my pc shows me? Thanks to anyone jumping in trying to help me with my little problem, Tam
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Thanks everyone, I probably leave out the dino mods then (besides maybe the aquatic one as that area seems to be a bit empty in generall) and then see were I go from there. For the server, it seems I will have to check which ones are client side, so I'll first check which mod that even would apply to. Sadly I can mark only one as solution, I've choosen LadyWYT as she seems to have answered my questions most. But I also gave all of you a little blue heart so I hope that makes up for it. Edit: 133 mods and only 3 are client side the others are all both. fast maps (probably not a problem) Extra Info (probably a problem) Spawn Highlight reborn (probably a problem). I can hopefully remember disabeling 3 mods every time I hop onto tops.
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Hello everyone, I am currently planning my modlist for my next singleplayer world and I have two questions. 1. I am interested in quite a few mods that add more animals (Fauna of the stone age, draconis,Legacy of the Phanerozoic,the critters pack,...). Maybe a bit too much. I was wondering if the number of new animals modded in will actually lead to massive numbers of animals everywhere, or on the otherhand make even common animals quit rare to find because the spawnpool is so big. Does anyone have experience with adding multiple of these animal mods and how well they work together? 2. I am currently playing on a multiplayer server (tops) and I know that some mods will simply not interfere (the ones that run serverside) but that some client side modes migth work with servers. Do servers (like tops) simply blacklist/not whitelist client side mods and I can just leave them on without interferring with said server or do I need to vigilantly make sure my mod list (at least clientside) is disabled every time before joining the server? Thanks everyone. Tam
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Do crops actually die if left unharvested? I have only recently started playing online but I do have an entire field of crops that is almost a year old (on TOPS) and the only time plants died was because a rabbit got inot the field (no idea why). The reason why I do not like the idea is that i do not think players should be forced to play on certain days/times. We currently have that already with fruit trees, but fruit trees are just one source of nutrition and they are also kinda plant and forgett. With crops you would need to plant them and already know exactly which time to be back on or otherwise you lose your harvest. Which is probably most of your nutrition. I agree with you on that (and you are not sounding annoying or annoyed you just have a different optinion), seasonal work is theorethically a cool idea but we also need to point out possible problems otherwise we run straigth into them. I like your Ideas, I think they are good. Processing and preservation should (in my eyes) definitly play a bigger role in VS. Oftentime I do not preserve at all because simply storing things in a cellar and a storage vessel is all that is needed. But I do still think that giving players timed events that are necessary for survival on an unknown timescale is a bad gamemechanic. On normal settings 9 days per months and if a server runs 24h/d because one guy just does not log off a player that plays every day can still miss 3 months between play sessions. And I just think a) players not knowing what time it is on the server without logging in + b) A single missed harvest leaving them with no food for half a year. Maybe your idea of longer harvest time + slow decay after + seperate harvest windows depending on plant + more processing (resulting in longer storage times?), would aleviate the issue enough. I am just not sure. On a single player world I would love this though.
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when will we get the combat overhaul update ?
Tam Hawkins replied to Veronica Hohenheim's topic in Discussion
Physical hit detection: This tests for actual collision of your melee weapon against a target. This is working and is being fine tuned. Does this mean that every close combat attack is now an aoe? If I strike with a falx will it strike everything in an arch in front of me, if I stab with a spear will it hit everything standing in a thin line in front of me? -
SohlKuhtal if you go farther north winter will be longer and colder, daylight will be more affected by the time of the year and growing times will be cut down. The opposite happens when going south (For both of these until you hit Equators/poles). Would going farther north not address most of your wishes for harsher winters? I think that would be too big of a problem for online servers as players do not necessarily know what month the server is in without logging on to check. Even TOPS which should almost always have 1-2 players has little discrepancys in what time you calculate and what time the server actually is on because sometimes no body is on and the server stops.
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I recently trapped a sheep baby and that worked fine. But traps can fail to catch. Did the traps say that they had an animal inside before you picked them up? 50% is a high chance when you are on an unlucky streak. I recently had one with metal quenching and lost 2 out of 14 toolheads on the 5% chance and another 4-6 out of the remaining 12 on the 8% chance. Sometimes chances just give you the worst they can give.
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Is Quenching broken right now or am I just unlucky?
Tam Hawkins replied to Tam Hawkins's topic in Questions
I have seen the discussion that birthed that mod as well as the mod itself. It was one of the first things that came up after looking for an answer about my quenching concerns. But I do not want to use it yet for two reasons. 1) I am currently playing on TOPS, 2) I would like to see more of the quenching system later when I have enough steel that a few failures do not matter so much to me anymore. While I do not like the system yet, I do not want to discard it on the first impression. Though I will probably use it once I have tried a bit more with the vanilla version and play offline again. -
Is Quenching broken right now or am I just unlucky?
Tam Hawkins replied to Tam Hawkins's topic in Questions
Thank you. That was what I thought happened. But I only have 4 tries for 3 tools left so I first wanted to ask the forum. I will probably leave it at the first quenching for these three tools. Further quenching attempts are for when I have much more steel than currently -
Hi everyone, I have just gotten my first steel batch and wanted to temper it a bit. I thought 2 times more durability for my first set of steel tools would be fairly simple and without much risk, but I have lost more than half of them and was wondering if I am just unlucky or if the percentages shown are not truthfull. I made 10 toolheads (actually 12 but 2 are not quenched at all and I am thinking about leaving them like that), 4 of them worked perfectly fine with quenching -> tempering -> quenching, one I accidently quenched twice without clay then tempered twice and then quenched once with clay (broke there). One I lost at the first quench (can happen sample size is small enough that 5-10% failure chance should result in 0-1 lost). And four I lost after quenching -> tempering -> quenching. In theory I should have lost 0-1 at the first stage and 0-1 at the second stage, so 0-2 maybe 3 if I am unlucky. But I am at 5 lost up to the second stage and 6 lost if you add the one I messed up the quenching. So a 50% lose rate to get the second quenching. My sample size is small so it might just be that. But It made me wonder if the entire process is currently bugged.
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Ok it is not for sale... it is free. I have an old base on the official server that I no longer use. As of writting this I have stripped everything I wanted to take along with me and the rest can be taken by other players, you can settle there or just take the things you want. Cords are: 54142, 115, 27378 Its a bit far from spawn in the southeast and you can grow there anytime of the year. It has access to mutliple rapids so power should never be a problem and I planted fruit trees that should take care of your fruit needs (Breadfruit and mango. the apple and cherry trees are not functional). I also left behind some food (holds between 2-4 years from now so ca irl 24-48 days), flax seed, bees, a bucket and barrels. The farm land is big enough to feed one player (maybe even 2-3) and is made out of medium fertile soil. I also left some of my pigs behind, they are generation 4 and 5, not sure if anyone else can further breed them or if tha tis playe rbound but at leas tthey will give you a bit food, fat and leather. The plot is probably most interesting for a new player that wants the be a bit away from the spawn, an already established player will get little out of it. Finally a little warning: I am not sure if that is a me issue, but where my little dirthut is water does not stay in buckets or barrels for some reason, going a bit away (just across my little pond is where I did it so roughly 50-60 blocks away) everything works fine again. Hope this helps someone, Tam
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Hey Dilan thanks for the fast reply, but it does not answer any of my questions. I already have all the numbers I just want to know how they exactly apply. What I have figured out by now: Vernalization time in the code is noted as hours. While crops which are invluenced by lengthening months are denoted as factors of months (like 1,5 months lenght). Instead vernalization is given in hours (vernalizationHours: { avg: 250, var: 30 }). Therefore I assume the answer to question number 3 is that length of months does not affect vernalization time. Which is great for me but makes me wonder how fruit trees are supposed to work if someone sets the days per month really low. For the other questions I am left guessing though. Question 1 + 4: I cannot find how the progress of checking for temperatures for dormancy, die below and vernalization is done. Is it a single tick and if the temperature fits it immediatly goes dormant/dies/adds a number of hours to vernalization (last one maybe dependant on the last check?). For now I assume that a single tick below the temperature triggers dormancy/death. Question 2: I also cannot find in the code how vernalization works. some users claim that it does not need to be all in one step so I assume that as long as the tree does not leave dormancy it will resume vernalization of the temperature drops again but I do not know. Maybe I chould make a test world and use commands to test it... now I just have to figure out how to do that
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Hello Everyone, I want to make a base in which I want to grow evergreen trees for my food needs but also need deciduos trees for another project (making a giant cherry tree). Currently I am trying to figure out if the temperature range in the place I choose is correct and would like some input from the community if I am rigth how vernalization works. Vernalization: The fruit tree needs to be exposed to -3°C to enter dormancy. Then, while dormant it needs to be below 2-5°C (depending on the tree) for at least 220-280 in game hours. FInally when the tree leaves dormancy it will start flowering. If I got the above rigth then here are my questions: 1. How long does it need to be below -3°C to enter dormancy. Is a night enough? an hour? does it need an entire day? 2. Does vernalization need to be consecutive or can ther be breaks? For example if the days after dormancy have an average of 14 hours below venalizaition temperature and an average of 10 hours above vernalization temperature will vernalization still happen after 20 days or will it not work? 3. I am playing on TOPS and the months are 30 days instead of 9, does that mean vernalization hours are more than 3 times as long as normal (so more than 660 hours?) 4. Can Temperatures fall under the die treeshold for a short amopunt of time? If yes how long? Would that be long enough to put the cherry trees into dormancy but short enough to not kill my other trees? I am planning to have the cherry trees elevated (the fake giant tree will be on a hill so roughly +10-20 until the "tree starts" and an aditional 25-40 blocks hight for the tree itself, maybe higher if necessary) and the evergreens in green houses, maybe even set down into the ground a little (at most 8 blocks down so that the "roof" of the greenhouse lends itself as a plaza to walk on) though I would like to avoid it if that is possible. Thanks for reading and any answer that is given, Tam
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Thank you. I am not really using discord so I am never in the loop when game devs use it primarily.
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Hello everyone, I was not sure if that belonged in the "questions" or "multiplayer" part of the forum instead of this, I hope posting it here is alright. I started my journey on the official server yesterday (theoretically a few months ago but did not do anything on it until yesterday). When I wanted to resume my travels today to find a good initial base location i could not find the server anywhere on the list. I also cannot see any announcment or talk about it in the forum. So I was wondering if I am the only one not seeing the server. I know there was somebody grieving yesterday (chatwindow was going wild about destroyed roads). Is that maybe the reason?
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Get the bismuth in any case even if you find tin later. You can use bismuth to make plates and use these to make lanterns and you can never have enough lanterns.
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Experimentation with rapids: Waterwheels and aquaducts
Tam Hawkins replied to Tam Hawkins's topic in Discussion
Okay, I tried it out and the conclusions are funny. First of all I tried out three set ups. Two as you shown in your post with 3 and 5 active blocks and then another with four active blocks. While I cannot note any significant difference between 3 and 4 active bolcks (3 helve hammer at slow speed, stops with 4). Once you have 5 active blocks you can have a fourth helve hammer at slow speed. Now here is where the fun begins. Additional rapid falling from the center top through the middle of the wheel to the bottom. Alone? No active blocks detected and no rotation. Together to the former setup? 6 active blocks (I assume the center does not count). And can move up to 6 helve hammers so a 50% increase in workpower. Problem is you need another rapid for that. But I can see it as usefull If you have 2 or more rapids and not enough resources for a second wheel yet. Ok what about 3 rapids from the left, middle and rigth top to the bottomso that all 8 blocks are active? I cant make it work. What I mean is not that it stops. It just fluctuates weirdly between detecting 8, 3, 0 or 5 blocks and weirldy enough the rotation of the wheel and the amount of helve hammer it can drive als seems inconsistence not only in general but also with how many blocks the wheel registers currently. I would highly suggest to keep it at one or two rapids per wheel in survival as otherwise one might lose the resources for the wheel as it seems to not handle abuse of that level well. I then tried having only 1 or two blocks active and the effect was as expected a weaker output: 2 active blocks can drive 2 helve hammers and stop at 3, while 1 active block can only support 1 helve hammer and stops at 2. That said you actively need to sabotage yourself for that set up so I do not think anyone will want that. -
Experimentation with rapids: Waterwheels and aquaducts
Tam Hawkins replied to Tam Hawkins's topic in Discussion
I had heard from someone on youtube that it did not matter s I did not test it. Give 2-3 hours and I will test it when I come back from work. -
I played around in creative with rapids to see how to utilise them best and wanted to share my findings. Not sure how much is already known but I'll share it anyway. So first Whaterwheels and rapids: I tried out tree setups. 1. Waterwheel beeing feed by 3 rapids flowing into each other before meeting the waterwheel. 2. 3 Waterwheels in paralel directly connected via avles and no big gear to unite them (big gear was used later to speed up) 3. 3 Waterwheels connected via big gear I wanted to see if uniting 3 rapids cuold lead to 3 waterwheels beeing build right after each other. But the stream immediatly turned non rapid after the first wheel. Next I speed up the rotation with one big gear to see how many helve hammers each waterwheel can support. For 1. the number was 3 (total stop at 4) and for 2. and 3. the number was 9 (total stop at 10). For 3. I also checked how many helve hammers before speed was going down significantly and the number seems to be either 4 or 5. At 5 the speed still was fast but I noticed some weird fluctuations in speed. Next was Aquaducts I tried different setuops to see how much I could elongate the rapids with different hight drops and drop frequency. My conclusion is a very simple one. Ever drop in elevation sets the rapids length to 5 blocks. So the best setup for a long Aquaduct is to let it drop one block, then let it flow for 4 blocks (including the block it dropped on!!!) and then let it drop one more level with the fifth block. The sole exception is the first drop as the source allows for a drop at the 7th block That way you get a nice calculation for how long you aquaduct can be depending on the starting hight of the rapid vs the destination hight. Lets say you want to bring a rapid to another place adn the rapid starts at 160 heigth while the destination is at 110 height (so 50 height difference). Length = l, heightdiff = h l = 1*6 + (h-1)*4 Then the maximum length you have for your aquaduct is: lenght = 1*6 + 49*4 = 202 blocks Hope this is helpfull, Tam
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I am looking to get one bush with all positive traits and one bush with all negative traits and I finaly got one of them.But that made me wonder. Clearly most red traits are bad and most green traits are good. More berries is alwys better than less. Less nutrition uptake and as such less need for fertilizer is better than having to use more fertilizer. Spending less time harvesting... to be honest I am not sure I care too much, but still spending less time on it is clearly better than spending more. But what about longer or shorter ripe duration. Sure ripe duration beeing longer means that you have more time to harvest the berries. But I was wondering, does anyone need that etra time? I normaly harvest them whenever they rippen and it normaly says that there are 3-4 days left, so the longer or shorter ripe times do not really affect me at least. Is there maybe some case were shorter ripe times are more beneficial when you are away, as you would miss out on the current harvest anyway, but maybe can get one before winter comes and longer ripe times would have prevented that? I was wondering what others were thinking. And here is a picture of my new little blueberry bush which I have named "worst":
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Large Gray boars giving birth to normal sized gray boars?
Tam Hawkins replied to Tam Hawkins's topic in Questions
It would be. In the baby pig fiel you can easily find a codesegment for growth that turns the baby into am "pig-{type}-adult-{gender}". pig stands simply for pig, type for the variant (eurasion = gray, redriver for river and warthog for well....) , adult stands for a grown up pig while babys are called "baby" and here is the interesting part, the larges are in this section as well as "elder" and then gender is for female or male. So the baby per the code can only grow int gray pig, river pig and warthog. Large gray is simply an age variant of the normal gray. Sadly adult pigs do not seem to have code to make them grow over time, so they very likely will not grow anymore. I still keep my current grays around, there is no harm in that and maybe I have overlooked something. -
Large Gray boars giving birth to normal sized gray boars?
Tam Hawkins replied to Tam Hawkins's topic in Questions
I doubt they will, but I will leave one of my current grays alive to see if it changes and how long it takes (For the record: They grew up in the first year in the begining of may) -
Large Gray boars giving birth to normal sized gray boars?
Tam Hawkins replied to Tam Hawkins's topic in Questions
Thank you. That is a bit disapointing but its fine, I will do with normal grays then. Maybe I go for river hog later. -
Hello everyone. I was recently going to great lengths to obtain a large gray boar and a large gray sow and herding them back to my base. After giving birth to a new litter they grew up into normal gray boars and sows. Is that intended? I wa sunder the impression that these were supposed to be different species. I am on rc6 btw. Thanks to everyone reading this and especially if you know the answer.