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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. WorldGen mods are your go to here. The vanilla gen is nice, it's certainly more realistic than "the other block game", and has some very decent configuration, but for a greater sense of realism then you'll need mods. I am currently using Terra Prety (primarily down to it working well with Better Ruins), but there is a raft of different ones. Ideally the vanilla world gen will evolve so that things like large open plains, rivers and more realistic gradual foothills, will be included. Until then you have to give it a little help.
  2. Pretty much as the title suggests. I do have QP Tools installed and other than turning things into path blocks, or doors, there is no option to "undo chiselling". If you turn on Dev Mode, then Extended Block Info, and have a chiselled item in your inventory, I can press [shift] while my cursor is over it, it will display the chisel data for that block. Check in the spoiler below for an example of a chiselled plinth.. In my head the difference between a normal (unchiselled) cobblestone block, which was the base of this chiselled plinth, and the actual chiselled block is a mix between some flags to say it is chiselled and the JSON data ("cuboids:") that refers to what voxels are enabled and which material to use for them. If I follow this logic, assuming it's correct although it might not be, if I was to copy an unchiselled cobblestone block, paste it to the chiselled block, use QP Tools to remove unused materials, I should be left with a block that is identical to the unchiselled cobblestone, but with (the now superfluous) extra JSON. I am willing to do a little finagling in order to get the chiselled block in a state for the "return to normal", but being able to do so would be a huge benefit. Mostly for stacking purposes as even identical chiselled blocks (a literal copy using the QP pantograph) don't stack.
  3. No probs, enjoy the chiselling! Could I recommend the QP Tools mod, it provides so much more functionality (spread over a set of different tools you smith). The vanilla chisel is great, and certainly an eye opener for people using it the first time. So many possibilities. However, if you lean into chiselling then you'll find the QP Tools mod almost essential for any big build.
  4. Here's a thought, while I agree the combat can be a bit minimal in terms of subtlety or nuance, won't Hytale rely on a far greater emphasis on combat? They will be both running on the same engine, and presumably sharing a lot of assets/code for similar tasks. It could be the case that Hytale is what "fashions" the combat in VS, on the flip side VS will influence Hytale's environments. In terms of vanilla, and now, I think the hitboxes could do with some work, the AI could but I want more mobs in the game (passive mostly, but aggressive too) and I think the time to mess with the AI is when you've reached a point where you don't expect to be adding mobs for a while.
  5. Definitely seems to be heat related, if I cool the ingots down then add/remove them to a pile they remain visible. It's only when they are hot (and I presume, by extension, a different colour) that this happens. It does seem to be intermittent though, but not related to the surface you place the ingots on. I'll see if others have experienced the same and, if so, I'll pop a ticket into the bug tracker. I've only once had that, but it was some revisions back and it was while I was pouring one of my first moulds. What happened in my case is I burnt myself by being too close and I think "spilled" a little copper. So, like you, I ended up with an less than full mould. As I say, that was some revisions back, and I've done similar in more recent builds (burning myself when pouring) and I've not lost any metal doing so.
  6. Bear armour is indeed lovely, however, there is the issue of "acquiring" the bear.
  7. I've been remodelling my home a little and that involved some armour stands, one of which I used to place my linen armour. I ended up in a tussle with a couple of bowtorns, sans armour, and was very quickly down to my last couple of health "segments". I really can't stress this enough, if you are having issues with mobs, and you have no armour, then you're going to have a hard time. Even basic wooden armour (improvise || lamellar) noticeably reduces damage, both are craftable with stuff pretty much within your reach*. * for lamellar you need one resin, which may be less available in early game, but the basic wood just wants logs and grass.
  8. Could very well be. I do feel that the chances of a planted tree taking has increased in 1.21, but that could just be general RNG.
  9. Probably should post this in the bug tracker, but I just wanted to see if others are suffering this issue before I do, and if they are have they reported it in the bug tracker already... For those unaware, 1.21 has introduced a little bug that makes your ingots invisible when you place them on the ground. Shelves do not seem to be affected, and from my limited testing it seems only related to ingots. It may be connected to temperature. Here is a video showing it in action..
  10. That black line is present in everything, it's just the block boundary. You can alter its thickness (insert obvious joke here) as well as it's colour (in regard to smithing). You can find the config in the [Accessibility] tab of the [Settings]. I don't think you can turn it off completely, you may be able to but I feel it may be a console command, as there is no option to disable it completely in the [Settings]. I feel if it was possible it would be available in the [Interface] section, where things like block information and overlay options are.
  11. Hijack away! As other said, there is a dedicated entrance, and you are unable to destroy blocks in the archive. Mine was half way up a hill, in a sort of valley, it didn't look like it had been specifically terraformed for it to sit there. (I mean, I guess it gets placed as soon as the quest is triggered, rather than being there all the time, I could be wrong though..). Half of the building was embedded into the hillside, but it was definitely noticeable as it's quite big and has massive metal doors that are always open. I think mine is granite cobblestone on the outside, certainly a grey coloured stone anyway.
  12. Going to reply so you at least get a response from a 'gentle bump'.. In short I think that would be to do with worldgen and I don't know if it is possible. I am unsure if it's the latitude that defines the area or the worldgen that created it. Is a vanilla generated world just a "physical land template" which then calculates how close it is to the equator/pole and work out what 'biome' it is, or, does the worldgen bake in the 'biome' at the time of creation? You might want to head over the modding section of the forum, and read up any of the worldgen mods, as I can't see how it is possible in vanllia. You'll notice I've used quotes around the word 'biome', as it has a different connotation to that of the "other block game", check in the spoiler below to see what I mean.. So sorry I don't have a clear answer for you. My gut feeling is that it probably is possible, but have no way of confirming that. At least I hope to have moved the thread on a little, maybe hook in someone that actually does know stuff!
  13. I know this comment won't help, but I believe the devs upped that ratio. I would need to go back through the patch notes but I think (think..!) that it's now a 60% rate, not a 40% one. If that is the case, and my mind hasn't just invented that fact, then if anything it makes it worse for you! Sorry!
  14. Love that word, just rolls off the tongue! I also find it makes me laugh, like a made up word. What was even better was I had a friend who played one, brilliant stuff hearing her discuss her euphonium with me giggling in the corner.
  15. I purposely avoided watching other people go through it, and avoided a walkthrough guide, so all that is helpful. I think I am over a (in game) week since, maybe not, we'll see. If they are back then at least I'll have a much better idea of what is needed this time round. Plus, I presume the Library door remains open, so perhaps I can backtrack directly to them. Either way, thanks.
  16. You can eat while you are asleep, which seems a bit like an oversight, but it can stop you starving as you wake up.
  17. If it worked before with the mods, then I see no issue going back to the version that the mods worked with. I know players still on their 1.20 world because they don't want to lose mods that haven't been updated. If you installed a load of mods that hadn't been updated to 1.21 I'm not saying they won't work but it's going to be a toss up as to whether they error (or cause slow down/stuttering) or are fine. If vanilla runs fine without error, and removing the mods is as simple as deselecting them rather than physically deleting them - unless you have manually added the mod in specific folder locations rather than use the 1-click-install method, then it really does point to the mods. You can make a backup of your world if you are worried about testing without mods, but in the end running a modded world with the mods disabled tends to leave "broken blocks" in your game rather than your game failing outright. That's a generalisation as I don't know the mods, their versions, or their configurations, that you are using. Edit: One of the main reasons to test with a no modded vanilla (hell, you could just create a new test world without mods for this, rather than hit your current world) is to make sure that the stuttering is directly related to the game having issues with mods, rather than something on your OS (just for example sake, your virus checker gets really annoyed at programs updating data in the user/AppData folder, and VS regularly updates the save file in that folder). I am no expert in debugging VS, btw. I have tech skills, and I'm a C# Dev (the platform VS runs on) so you might find posting this in the support section - https://www.vintagestory.at/forums/forum/15-vintarian-support/ - or checking out the modding section to see if mods are supported or being updated for a specific version - https://www.vintagestory.at/forums/forum/17-mod-releases/ - may result in people with more knowledge than I seeing your issue.
  18. This was the first time running the Archives, I've got 100s of hours in the game but in 1.20.x I just couldn't find a Treasure Hunter trader. That's much less of a hassle in 1.21. I didn't look at a walkthrough, and found myself taking ages to work out what to do and where - I must have been on my 4th (in game) day in the archives by the time I got to the boss. I fought them and won, although I wasn't properly prepared for it and it left me with very little health and food. I needed to get out of there quickly, and did. However, despite popping by and grabbing the glider schematic, I didn't have time to grab books and/or display case items, and I made my way home. I don't seem to have the item the Treasure Hunter wanted, which I imagine the boss dropped but I never picked up down to not seeing it and/or full inventory, and a desire to get out of there before I die of starvation. My question is, have I borked it? Or will the item still be on the ground when I go back, it's been several in game days so I doubt it's not despawned. If I have borked it, what to do? Reset the boss? Reset the whole Archives? Drop to creative and spawn in the required item. The Archives aren't that far from my base (a day's ship travel) and I do intend to go back for books and the like, but what to do about the McGuffin I need?
  19. Not sure what other choice you have. If the game with mods was working before (I presume it was), and update happened which broke things, it's likely going to be the mods that are causing it. The devs will be testing the vanilla branch solidly, they won't be testing for all the possible mod combinations. That's up to the mod authors. Now I have a mod, it's a very simple one, built for 1.20, it works in 1.21 without change (and I presume <1.20 too, but never tested), but I still need to test it against a new build then go into the mod database and update the mod to show it is compatible with the latest version. The "modding echosystem" seems really tight in VS, but modders need to keep their mods active/up to date otherwise you can end up in situations similar to yours. Of course this could be something different but from the limited log snippets you have pasted, I'd be looking at the mods. If you know what version ran well for you with your mod configuration (was it a 1.21.x or 1.20.x), then one solution could be running that. Go to the client area and install a previous version that was working for you.. https://account.vintagestory.at/downloads (there is a Show all versions trigger below the main download link).
  20. I'm going to be honest with you, I would take from that the same that you would. I've never heard of "petcookie" or "petnest-small-black". Looking through the mod database that seems to tie up with https://mods.vintagestory.at/wolftaming, in which case it relies on the PetAI to be installed, and PetAI is currently only officially working on 1.20.x (not the newer 1.21). As for the previous log snippet, it looks much worse with it warning you about it not being able to load in (or configure) the base classes. That is a pretty major red flag to me, simply because that is core to how the game works. Ultimately, if you are suffering issues, the first thing to do is remove all the mods and see if vanilla still has those issues. Slowly re-add one by one in order to see which one is causing the issue. You can do this in a brute force manner, or base what you re-add on the log files.
  21. Bowtorns are nobody's favourite*, but once you learn their cues they are much easier to deal with. They will always make a noise about a second before firing, giving you a enough time to skip behind cover (could be a tree, hell could just be two placed bits of dirt). There is a cooldown between their "throws", so they can't rapid fire you either. What I would say is that without armour, even the basic wood armour, bowtorns do take a fair chunk off your health with each hit. I wear linen and the damage negation is very noticeable. Linen is possibly too much of a stretch early game, but the basic stuff is easy to craft with resources all around you. I'll leave this link here: https://wiki.vintagestory.at/Armor The bowtorns are pretty weak close range. They have their spear range weapon and a sort of "tongue lash" that is close, close in on them and they will turn and run and won't use its ranged attack. They are also pretty weak physically, weaker than basic drifters. Taking less hits to down. Trust me, I do feel your pain, in 1.20 they were worse; spawning more, hitting harder and more frequently, and I know that people saying "well, it used to be worse" is no comfort for your death. Bowtorns can't be completely neutralised (other than turning them off) but can be significantly mitigated. (* .. heh, I'm sure there's some that like them!) Edited to add: This is all in context of surface drifters, the ones you'd find wandering about a forest in the daytime. The ones that turn up during the temporal storms or deep underground can be considerably tougher.
  22. When you say never seen that warning, what warning? The title of the thread? If so, then like you, I've never encountered it. The stuttering does suggest something is going on. The obvious question would be do you use mods and is it possible that's the conflict? If you are on Windows, check your <boot drive>/users/<your username>/AppData/Roaming/VintagestoryData/Logs. In there you should find a selection of logs related to both client and server, with some granularity. These files seem to be refreshed each time you start a new session, so if you see any errors you know they are related directly to the session that is (or last was) active. Aside from that, I'll chuck in this link.. https://wiki.vintagestory.at/Framerate_and_Performance ..which you may or may not find useful, but as you mention stuttering, it seems a fairly obvious first place to look.
  23. Height and speed, you can outrun every mob, and the only way they can climb is if you provide them a route to do so (stairs, ladders, or terrain). I appreciate that, in the early game, the mobs can seem unsurmountable at first but after a while you'll find that not to be the case. If that is still not suitable then I really suggest you play either Creative or Homo Sapien mode, both of which are chosen as you create your world for the first time. Creative is, as you'd expect, but Homo Sapien removes all lore and temporal storms, I presume it removes the Eldritch monsters too. The more you play the game, the more you find it's pretty easy to co-exist with the mobs, both the surreal and supernatural as well as more traditional things like bears and wolves. Ultimately you want that to be challenging at the beginning because you will naturally get better at the game, it just feels "rage quit" at the start because you're not used to how VS plays.
  24. It's one of the first things the player chooses, so what is your choice? For me, high alto-flute, because I like it to be as inoffensive and minimal as possible.
  25. "Fixed: Flat fog from weather no longer reduces deep cave visibility"
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