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Professor Dragon

Very supportive Vintarian
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Professor Dragon last won the day on November 1 2025

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  1. Huzzuh! I've been waiting so long for the stable release - this will be fun! Time to roll a new world. Thanks Dev team! ! !
  2. I'll give it a test sometime, but I won't be able to do it soon, sorry. If anyone else can test on current version, it would be appreciated. Two things: Was this done with or without mods? Without mods is better as a test. Consider putting this feedback into the GitHub report above. Professor Dragon.
  3. Hello @Shoom, @Warpkitty, could either of you re-test on the current version (After 1.21.6)? It is not a stable release yet, and I won't be on V.S. until that is released most likely. Thanks.
  4. Different play styles Books are great for diaries - I use them in every world to record when major and minor events happen, such as crop planting times and build start and finish dates, or grand expeditions, near death experiences, "To Do" lists, plans etc. If you have a main book in your base, you can come back to it months later and pick up where you left off. (Although unless they've fixed the bug due to very long player created books taking a long time to load, I'm also using third party note tools.) I can see them being useful in multi-player worlds for lore building, "Welcome to the server" guides and other things you want your players to know about, establishing build styles, giving tips, setting up player quests etc. Professor Dragon.
  5. I know the feeling. I'm hanging out for the stable release also, because I don't really have that much room on my old computer to be running multiple versions. That's why I've been a bit quiet here lately. Professor Dragon.
  6. I'm curious - because I want a way to stop snow falling down the chimney. What exactly counts as "blocking" a chimney? Does it have to be within the structure itself, does it have to seal the chimney hole (eg block on top). What? Your sacrifice is advancing knowledge for the greater VS community. Here, have a cookie. Professor Dragon.
  7. Yes, it does work - at least, according to this Issue Tracker report that I found where a different issue was being reported. https://github.com/anegostudios/VintageStory-Issues/issues/7776 However, examples of VTML text were used on v1.21.6 Did you remember to Sign your book? See this thread from that same Issue Tracker report, where the user mentioned problems - that they solved - writing to player generated books rather than to Handbooks. Signing the book in their case worked for them. The thread is bigger, so worth checking out. Professor Dragon.
  8. Is that a question or a suggestion? There are already many different roof colours in the game - check out the Creative mode menu. If you're desperate for using those materials and only have a small area to do, then consider Chiselling the base blocks. Otherwise, the answer is going to be "mods" - but to my knowledge, one has not yet been written for either Andesite or Sandstone. I guess it would be a fairly big task, and I'm not sure there is a big audience for it. "What does a Sandstone or Andesite roof even look like?" would be a valid question. I'm not sure that they exist in the real world. Professor Dragon.
  9. @DoctorSnakes is right - there is not in general, however there are mods in particular which may get what you want. Remember that Vintage Story is also built as a multi-player game, and different in operation to Minecraft, so how it operates is much more function specific and well, different. I was going to say that "Time is weird in Vintage Story," but on reflection was going to restate it as "Time is complex in Vintage Story," before finally on further reflection thinking it is more accurate to say that "Time is weirdly complex in Vintage Story" - or my final thoughts "Time is complex and weird in Vintage Story." Some things that you might expect to progress during sleeping do not, and it is a case of checking individual behaviours. See https://wiki.vintagestory.at/Time for more details and commands and cautions to manipulate time. Search the web for time mods such as "Vintage Story time mods" or similar. Professor Dragon.
  10. Not that I know of. However, there are mods that improve the basic glider. Search the net for "vintage story glider mod" and you'll come across them. eg https://mods.vintagestory.at/show/mod/21867 Or there are mods which improve air travel in totality, from simple hovering cars to a full on air-ship: https://mods.vintagestory.at/vsairshipmod Professor Dragon.
  11. If you really want to be sure, use a light level mod like one of these: https://mods.vintagestory.at/easylightlevels I haven't tried this one, but it is updated to the current version (although the above also still works): https://mods.vintagestory.at/show/mod/32420 Professor Dragon.
  12. Fantastic update. Thank you! As well as the new feature updates, many of the little issues that I've encountered have been addressed. Who knows what the performance features do behind the scenes, but that can only be good. I was going to pull out some of the features/fixes that I liked, but it's practically the whole list <SNIP!> Nibblers: We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops! Added cabinets and much improved storage system, allowing voxel-precision mixed item placing on cabinets, including books, clothing, chiseled figurines, all previously storable 1.21 items, and more! Cabinets are wood typed and can be upgraded with cabinet doors. Added mannequins to display your clothing Major forge rework. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more Fully rebuilt trader outposts Two new farm-able crops: Fennel and Licorice - Eight new Mushrooms Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort Sleek doors texture rework and they now have a glass window Added 8 new variants of storage vessels Added survival mode craftable clay tiles Fixed: Resonance Archives gasifier would burn fuel too quickly Fixed: Baking an item in an oven would reset the spoilage timer Fixed: Animals would never eat planted crops Tweak: Add chiselable full block stone path Handbook improvements Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks. Stone paths now use wildcards to randomize texture, rather than alternates. Fixed: Pie dough sides were unusually dark when placed besides blocks Lots of internal preparatory work for foot steps sounds Tweak: Performance tweaks Tweak: Command Tweaks: Wood ladders can be sawed back into boards Ladders made entirely of sticks have their own model, separate from ladders made from planks Fixed: Fixes npc dialogue link text cut off in some cases Fixed: Armor stands could only be placed at edges of blocks Fixed: Color accurate worldmap: Still used vintage colors until the map was opened Fixed: Rotation of clayforming for watering cans matches output Added crowbar for easier removal of wooden beams Added crock labels for fruit jam Placed backpacks can now be opened New Sound Tracks Feature: New collectibles and craftables eature: Added pot pies - this allows you to create mixed meat & vegetable pies Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Feature: Added in-wall mechanical power axles Awwww! Tweak: Can no longer grid craft stuff from hot items Fixed: Luxury trader was still selling gold omok pieces <End snip> It's going to be a long wait though until the stable version is out . . . counting the days . . .
  13. This is a great suggestion. I might try it for my next "big world." My first main world had soil instability on, but the downside is that after 20 years in one location, ALL of the hills were denuded to some extent, or weird pillars with a few trees on top. I turned it off for my second world, but it feels lacklustre not having soil collapse when it "should." So I'm tempted by the third way, which is to mod the behaviour so that blocks still fall, but you're no longer randomly losing mountains to a rabbit.
  14. My current game is with 20 day months, and I went through winter massively (MASSIVELY) overstocked with food. 30 day months should be quite doable. I had some advantages. Spawned in an area with abundant berry and mushroom resources Near an Agriculture Trader (not really needed, but they sell seeds and food) Exploring turned up a lot of seeds everywhere - this really is the key Prior knowledge that let me build farms and storage effeciently Found a Trader who sold glass, which allowed for an early 14 x 14 greenhouse
  15. In addition to what other people have said - cheat. It's okay. I've done the journey to the story events on worlds with larger scaling for the story structures aaaaaand . . . . never again. Apart from overcoming the challenge and getting that sense of achievement (tick - done that), the week plus long trip didn't really add a lot to my life. Sure, I discovered some nice structures along the way. However, they are all so far away you're unlikely to come back to them anyway. The main thing that the long trip did was blow out my game save file by a huuuuuge amount. You have three options. 1) Decrease distance for the story missions, as per @LadyWYT's suggestion. Trap: If you make it too small, you will be forever seeing a later story mission on the skyline. 2) Spawn the story location at a place of your choosing. Easy to do, and means you have your main base set up near it. 3) Get the co-ordinates and teleport there. Professor Dragon.
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