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yolistenupheresthestory

Vintarian
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  1. Hopefully it will be solved relatively quickly; not unexpected for an indie game and totally forgivable assuming work is done to fix it as it feels kinda unreasonable to be able to run snazzy AAA games at the highest settings with zero issues but have a blockbuilding game try to devour my machine alive for some reason. I've heard that butterflies did cause some sort of issue due to their spawning patterns or something like that, so maybe that has something to do with it?
  2. Unrealistic stuff like noise magically disappearing when under a tree shouldn't be kept simply because it's "useful"; the focus on realism was what set this game apart from Minecraft in my eyes and led me to support it rather than simply buy a new Minecraft key when I felt the itch to return to blockbuilders after so many years. Until very recently, dense woodlands have always been seen as frightening by practically almost every culture on the planet save a few wandering tribes which instead made a niche out of forest/jungle living and to this day dwell deeply inside them; the low visibility coupled with the noise of birds, wind on canopies and indeed rain means that ambush predators are perfectly in their element there, and even entering let alone loitering there should have your neckhairs standing up. Without this handicap of lowered visibility, forests are really just an open foraging buffet up for grabs. I recently made a jungle world with maximum forest density, heat and moisture, which was an awesome experience until I actually played for a while and noticed that I couldn't hear the rain almost anywhere; letting such jarring stuff remain in the game for the sake of min-maxing convenience isn't a far cry from putting Minecraft's "water ladders" in as well.
  3. Whenever I go inside, any rain noise will go dead quiet; this is also the case if underneath the canopy of a very dense forest, where the rain SFX will jarringly jump from 0%-100% and back whenever I'm on the move depending on if there is treecover directly above me. This video from over a year ago, however, displays a pretty nice indoor rain ambience; whatever happened to that?
  4. There's something morbidly hilarious about a failing application spouting poetry before terminating itself.
  5. @Eoin Lynne I never used the radar map before, so I have no idea what the scale is, but maybe you just ended up on a couple of islands in the ocean of a larger world? All I know is I've gotten rivers every time since I started using those settings (I missed them the first time too lol). Maybe try generating a few worlds just to test since you're using them map anyway? If you keep getting no rivers at all on your local landmass, something is clearly up.
  6. @Eoin Lynne Did you set the landcover to 40% and landcover scale to 300% when generating the world? They say to do that in the description, and that does it for me every time. Going rafting down those rapid currents is a blast!
  7. Yeah, staying in explored territory has given me zero issues, which is why I didn't even notice anything was wrong until my initial practice-base finally got boring; if you want it to trigger, then what I mentioned in the other thread is what'll do it: travel in a single direction without deviation to make sure the game has no time to sluggishly generate the chunks long before you get there (it will sporadically trigger even at slower exploration, but this is a sure-fire method on my machine), made easier by generating a world with hunger at slow and enemies at their weakest to remove any distractions from sprinting. It would be interesting to see if it's the same on your Win10, too. As I mentioned in the other thread, my go-to playstyle in these kind of games is generally the opposite of yours (and, I assume, most players): I'll learn the ropes of the gameplay, gather up a set of essential survival gear (in VS, that was a stack of flint, a raft+oar, bed, firestarter and a portable "tent" of haybales, with anything else being procure-on-site) and then go exploring to see what the world looks like and how far I can get; I was hoping to make it to one of the poles eventually, but seems like that won't happen anytime soon lol
  8. Sounds exactly like it, and someone commenting on the rivers mod also seems to have the issue, though I won't know for sure unless he gives more details. The issue is barely noticeable if you focus on building a base, but if you (like me) prefer playing nomad and especially going far in a single direction without long pauses, the wall will invariably come up before all too long. I initially discovered it while rafting down a river from the mod, which makes you move very quickly due to the current, but determined sprinting in a single direction will also trigger it. The only "fix" apart from not exploring at all seems to be restarting the game and waiting, which will eventually load the missing chunks; this is only a halfway fix, however, since the issue keeps showing up unless you stop wandering so much lol For now I've settled on just building houses in inhospitable worlds, which is also fun, but it's a bummer that my favorite playstyle is effectively blocked off by whatever is going on; glad to know it's not just my machine being borky, though, so there's that.
  9. @Steel General The only parts I tend to mess with when it comes to worldgen (apart from gameplay settings etc) are land coverage and equator location, so it shouldn't be terribly tall, though.. It's a bummer, but for now I'm just back to moving slowly through the world and settling in one place rather than wandering too far since the only real performance issue I've encountered has been chunks refusing to generate. @Thorfinn So the game actually runs better on Win7 even with older hardware? I was already planning on jettisoning my old dual-boot to go Linux-only once EoL comes for yet another Windows install I'd finally gotten used to, and it just seems like a better idea all the time lol Somehow, I hadn't even thought of opening up the task manager since the PC doesn't seem stressed out in general, but I'll definitely have a good look at it whenever I have chunk-loading issues again; thanks!
  10. Well, I tried running it without the swarm of mods enabled, made a new world, started running straight through it and sure enough: voidlands. As a bonus, this time the log that shows up on shutdown just lingered without any text for a very long time. My machine runs games like Shogun 2 and Stalker Anomaly just fine at the highest settings, but this one game for some reason has a problem with me seems like; this hasn't happened once ever since I invested in a powerful gaming PC years ago, so I'm stumped.. From the log: 5.2.2025 04:52:12 [Warning] Server suspend requested, but reached max wait time. Server is only partially suspended. 5.2.2025 04:52:12 [Notification] Unable to autosave, was not able to pause the server 5.2.2025 04:52:12 [Notification] A client reconnected, resuming game calendar. 5.2.2025 04:52:12 [Notification] Server ticking has been resumed 5.2.2025 04:52:12 [Warning] Server overloaded. A tick took 5290ms to complete. 5.2.2025 04:52:17 [Warning] Server suspend requested, but reached max wait time. Server is only partially suspended. 5.2.2025 04:52:17 [Notification] Unable to autosave, was not able to pause the server 5.2.2025 04:52:17 [Notification] A client reconnected, resuming game calendar. 5.2.2025 04:52:17 [Notification] Server ticking has been resumed 5.2.2025 04:52:17 [Warning] Server overloaded. A tick took 5122ms to complete. 5.2.2025 04:53:04 [Notification] Server ticking has been suspended 5.2.2025 04:53:04 [Notification] Last player disconnected, compacting large object heap... 5.2.2025 04:53:06 [Notification] UDP: client disconnected insideandoutside 5.2.2025 04:53:06 [Event] Player insideandoutside got removed. Reason: Server shutting down - Exit request by client 5.2.2025 04:53:06 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client 5.2.2025 04:53:06 [Notification] Entering runphase Shutdown 5.2.2025 04:53:06 [Notification] Defragmented listener lists
  11. 70 is bad? The sysrequirement page on the VS homepage itself says 3 is minimal, 6 is decent and 10(!) is "optimum" for "60+ fps on high and very high graphics quality settings, with mods". Am I missing something? Windows only ever complained about disk space when I got down below 30 or something thereabout at some point..
  12. Hi, thanks for the input! I'm running 32gb RAM, 4x3.60ghz processor, RTX 3060 and have over 70gb free space, so I don't think the resources should be lacking at all; I am, however, running a whole laundry list of mods (see screenshot lol). I hope none of them is causing it, since I've been enjoying them a lot, but I did change and finally remove one which was supposed to add new types of gravel blocks earlier since it either didn't work as intended or had a conflict with one of my other worldgen mods; might that change have broken something when generating new chunks on the same save? I should perhaps mention that this didn't start until I'd played a good deal; early on the game ran like butter and even with this strange ghost-chunk issue there are still zero other performance issues to speak of. For now, I'll try what you suggested and if that works fine I'll try flying around through a new world in creative mode with all the mods enabled to see if it still works; hopefully it was the mid-game disabling of a mod all along.
  13. This is going from immersion-breaking to unplayable. Now I refused to load the new chunks at all, even after waiting a long time, and when I finally just restarted the game I found myself stuck in a single isolated chunk surrounded by void for several minutes before all the neighbouring chunks finally started generating a few minutes later. Is this normal? My savefile is currently about 950mb.
  14. Hi! I just got this game, and I'm loving it so far, but when I recently began actively exploring and rapidly moving long distances in a single direction I ran into a pretty obnoxious issue: sometimes I'll reach the world's end! The missing chunks have so far eventually generated given time, but it takes several minutes sometimes and is happening somewhat frequently since I began playing nomad; what gives? Please see included screenshots for examples.
  15. I only just recently started playing, and the beautiful water surfaces reacting to the strength of the wind had me fooled into thinking there would be some sort of proper water physics until I actually dug out an irrigation channel from a nearby pond and was disappointed when removing the separation-block not only didn't partially drain the pond but also didn't fill the channel up at all past a couple of blocks getting a Minecraft-style "flow" on them. I'm not sure how hard it would be to implement without totally frying most host systems trying to run the game, but I'd love to see a water system more akin to Dwarf Fortress than Minecraft. I'd also love to see stormy waves and strong currents including riptides forming on very large bodies of water (primarily oceans), but that's something I won't even hope for lol
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