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dakko

Very Important Vintarian
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Posts posted by dakko

  1. 52 minutes ago, fran6 said:

    How does that compare with simply adding days to the month? I like having 12 days to a month so far, it divides evenly.

    It affects the length of day. At 0.5, it takes 48 real life minutes for one day. At 0.1, one day is 240 real life minutes... which surprises me, as it doesn't seem that long (to me). Personally, I enjoy looking around at things and do not like to feel rushed.

    I hadn't noticed any change to the days in a month, and I'm not sure what Tyron was referring to in that post when he mentions the calendar. The wiki doesn't make it any more clear to me: https://wiki.vintagestory.at/index.php/List_of_server_commands/time

     

    EDIT: Actually, it would be more accurate to say that it affects the real life time it takes for one day to occur. The day is still '24 hours' long as far as the game is concerned.

  2. Apparently an understanding of rock strata is helpful in finding different rocks. I'll be interested to see the replies here, as this is something I've been unable to grasp on my own. Meanwhile, here is the wiki page (kimberlite is an igneous rock, and phyllite is metamorphic):

    https://wiki.vintagestory.at/index.php/Rock

    EDIT: Btw, kimberlite can only be made into cobblestone (and polished stone). It can only contain chromium, titanium and uranium so that might help narrow it down if using the propick.

  3. On 3/29/2023 at 2:39 PM, Thorfinn said:

    So what are you finding about changes in 1.18?

    Spoiler

    I'm finding surface copper to be less common too. If I do find some in a plains area, it's rare to find more than one piece. However I've also found copper in an acacia region (would that be considered dry?) that was a huge deposit with the most surface pieces I've ever seen.

    Btw, I have surface copper set to "uncommon", and surface tin set to "very rare" which are the same settings I used in 1.17. I've not found any tin at all in 1.18.

    Oh! And my global deposit spawn rate is at 160% which was also the same used in 1.17.

     

  4. 1 hour ago, fran6 said:

    Hello

    I tried 1.18 but it keeps crashing while loading the world so I'm staying with 1.17 for now, which also crashes a lot but at least I get to play some. I'm on an old laptop running old ubuntu so...

    I've only been playing for a couple of days and I starved for most of that time lol  But I survived and finally moved out of my gravel wasteland spawn base and established a more permanent home where there is abundance. I made my first garden, planted my first seeds and got hit by lightning!

    Today I harvested flax and upgraded from hand baskets to linen sacs which is quite nice. I also learned about pelts while being cooped up during a storm. I'm in no hurry with the game and it seems I'll be staying in the stone age for a while. I set the number of days in a month to 12 because I felt the game was too fast for me. I'm a bit anxious about winter.

    Hi Fran6!

    If time is an issue, there are some commands that might help. This is an old post from Tyron when the 'current' game version was 1.10.5 (I've been using the third command, and it still works well in 1.18):

    image.png.b3ca4ec2ffcd88a2c6b3c79f087a705c.png

    To use the command, type "T" to open the chat window, and type:

    /time calendarSpeedMul 0.5 [but 0.5 is the default, so choose a number less than that; I enjoy the pace at 0.1 but that may be too slow for you]

  5. I would like that ability too. We do have the ability to copy and paste settings from a previously generated world:

    Go to the "Your Worlds" screen as if you would like to select a saved game to play. Select the 'edit' icon for the save of your choice. Within that window is a line for "playstyle" - you want to select 'copy.' Then, within the customize window for creating a new world, simply 'paste' and the playstyle you copied will be applied to the entire window.

    If any of the VS Team reads this: please make an easier way to save a custom world gen setup. Having a saved customized seraph would be much appreciated as well. Thanks!

    • Like 3
  6. Lightning rods in real life are meant to be up high (so that they are the highest point on top of a roof, for instance). They don't prevent a lightning strike, but they do provide a pathway for the electrical charge to go into the ground so that it does not cause harm.

    I imagine the lightning rods in VS work much the same but in a simplified form (it doesn't require a full metal pathway into the ground).

    ...so put the lightning rod up higher than the area you'd like to protect.

  7. Hmm. That's interesting. I've noticed in 1.18 that fruit trees (other than hot climate fruit) are spawning underneath the canopy of larger deciduous trees. Their growth will be inhibited by the other tree because there is NO air space separating them at all, and the fruit tree is completely covered. I've been cutting back the other trees to (hopefully) allow for growth, but I wonder if this peculiarity in the way they spawn has something to do with the crashing.

  8. 9 hours ago, Thorfinn said:
    12 hours ago, dakko said:

    It does work. It is what I started doing when first experiencing the mod issue with 1.17. Or maybe it was 1.16, I can't remember.

    Indeed. That is how we had been managing multiple instances with various game and mod settings, just renaming directories. It's not until last night that I realized that @Tyronalready gave us the ability to do that without mucking around. Copy/paste the shortcut, rename it so you can remember what it does, edit the target field, and you have only to restart the game to have created the new instance. Select whatever mods and settings you like there. They don't affect your other instances.

    No, I meant that I had been using the shortcut/command line method for several years until mod conflicts began to occur with v.1.17 (or possibly 1.16). It seemed like the game was picking up the mod folder from the previous install folder even though the command line was directing to the new install folder, so that I was getting BOTH mod folders (as far as I can remember; it's been awhile and I don't have time this week to verify if my memory is correct).

    I'm sure that I can look through what has been written here and in Streetwind's new thread and figure out how to make it work now, thanks to all of y'all's efforts to help. Many thanks!

  9. 7 hours ago, Rhyagelle said:
    10 hours ago, dakko said:

    Another approach (until you can get your command line working) is to rename the folder of the version you will not be playing. This prevents those mods from loading.

    When you want to play the other version, simply rename the folder(s) again (correcting the one that you want to play, and making an incorrect name for the one you will not be playing).

    If that works, I'll have to do that, because it's just not working at all for me. I wish the devs would just make this a possibility without the headaches... :(

    It does work. It is what I started doing when first experiencing the mod issue with 1.17. Or maybe it was 1.16, I can't remember.

    • Like 2
  10. Another approach (until you can get your command line working) is to rename the folder of the version you will not be playing. This prevents those mods from loading.

    When you want to play the other version, simply rename the folder(s) again (correcting the one that you want to play, and making an incorrect name for the one you will not be playing).

    • Like 1
  11. Just looking at the .json, wolf spawns are created at worldgen under certain conditions involving temperature, rain & forest density. They spawn in air and tallgrass. If they do stop spawning after replacing forest floor, then it must be the change in dirt (maybe it no longer grows long grass?). Although it is my understanding that dirt will eventually become forest floor when it is placed in the forest... so I dunno. Turning into forest floor may possibly be conditional to soil type too. I can't recall which soil fertility drops from breaking forest floor.

    eta: So it would be interesting to see if BenLi's observations hold true with BOTH low fertility and medium fertility soil as the replacement medium.

  12. Thank you, BenLi. I'm sorry that I'm lacking the basic knowledge that would allow me to understand what you've written (for instance, I cannot find WaypointMapLayer.cs; I cannot even find the file structure that it is supposed to be in).

    I've tried 02grain as you have asked, but it does not work either.

    My old macros [for "pick", "rocks", "trader", "ladder" (I happened to use them, I was not actually testing)] do work, and their names happen to correspond to the .svg file names within textures/icons/worldmap. Their names also match what is found in line 18 of their .svg file (sodipodi:docname=)

    Line 18 for 02-grain.svg reads: sodipodi:docname="VS_icons_wheat_S.svg">

    I see that star1 shows sodipodi:docname="star4.svg" -- I can test that one and see if the macro for it still works in 1.18 or not.

    I won't be able to test anything until later today though.

    Btw, 01-turnip, 03-apple, 04-berries, 05-mushroom, skull_and_crossbones, tree, tree2 and x have a completely different format and do not contain "docname"

    I appreciate your help! Thank you!

  13. 15 hours ago, BenLi said:

    just encountered this in official discord #gamedev channel:

    line 87 of the Systems/WorldMap/WaypointLayer/WaypointMapLayer.cs:

    var icons = api.Assets.GetMany("textures/icons/worldmap/", null, false);

     

    The previous code was:

    public List<string> WaypointIcons { get; set; } = new List<string>()
        {
        "circle", "bee", "cave", "home", "ladder", "pick", "rocks", "ruins", "spiral", "star1", "star2", "trader", "vessel"
        };

     

    the default icon is still "circle" though...

    public string Icon = "circle";

    Apparently I don't know how to use that command. How does one use this to get the icon names?

    When using the file names, the macros do not work correctly. Well, at least not the grain icon. :(

    • Like 1
  14. Thank you, BenLi!!

    So it looks like you cannot actually use the new icons when making macros, is that correct? That would explain why my new macros create circles instead of the new icons.  :(

    Has this been discussed in the discord channel, or anyone give an example of a macro that uses the new 1.18 icons?

     

    eta: Oh! Wait a second, I misread your post. I'll give that command a try as soon as I can, later today.

  15. Found it!

    They are in ...assets/survival/textures/icons/worldmap

    The default .svg file names (as of 1.18-pre3):

    0-circle
    01-turnip
    02-grain
    03-apple
    04-berries
    05-mushroom
    bee
    cave
    Gear
    gravestone
    home
    ladder
    pick
    rocks
    ruins
    skull_and_crossbones
    spiral
    star1
    star2
    trader
    tree
    tree2
    vessel
    x

    • Like 2
  16. I'd like to update my macros using the new 1.18 waypoint icons.

    Does anyone know the new icon names?.

    EDIT 3/6/23: Although I did find the file names, using them to create a waypoint only produces the default circle on the map.

    I'm not able to unmark 'solution' -- this problem is not solved. :(

     

    The files are in ...assets/survival/textures/icons/worldmap

    The default .svg file names (as of 1.18-pre3):

    0-circle
    01-turnip
    02-grain
    03-apple
    04-berries
    05-mushroom
    bee
    cave
    Gear
    gravestone
    home
    ladder
    pick
    rocks
    ruins
    skull_and_crossbones
    spiral
    star1
    star2
    trader
    tree
    tree2
    vessel
    x

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