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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. I believe that using the game music for something like a Youtube video would fall under the "Fan Art" and is allowed, provided you are reasonable about it: Terms of Service User Generated Content Fanart Regarding UGC that is inspired by the Art of Anego Studios SIA and shared on our or 3rd party platforms - users are free to create and distribute fan art based on our assets, as long as it is sufficiently presented as fanmade so that other users do not mistake it for official content There are a LOT of Youtube videos out there, that feature Vintage Story, and by necessity, the soundtrack that occurs during play. The Vintage Story Devs. appear to be fine with this. If for some reason this is not sufficient, you could always try to reach out directly to the Devs - probably on the main Discord. (You could try an "@" mention to Tyron or private message here.) Or for the music specifically, to the creator Lo-Phi at the contact on this page: https://lophi.bandcamp.com/album/vintage-story-ost (To be clear, I don't think that you need to do this, if you're just creating your own VS videos, but those are the options if needed.) Another concern is that the Youtube auto-algorithm may strike down your video for featuring copy-righted sound. This is a Youtube error though, not a Vintage Story/music creator issue. I have not heard of this happening to date. Professor Dragon.
  2. Glad to have helped I agree that distinguishing rapids from regular water streams can be a little tricky. This could do with a game improvement. They should not, however, be rare or hard to find. Most reasonable size mountains will have one or more. If you use the "Colour" map, they stand out by being a single line of water. You'll need to get close to them to see the colour change. If you have a bucket, you can put a stream down NEAR and see if it is the same colour or not. The colour change is not enough for me, but the SOUND is. I forget which slider, but Rapids are LOUD. Treat them like finding bees - turn that slider all the way up and use your ears. The final confirmation is to try and block the flow. Regular water spills everywhere, Rapids will stay in a single column if you try and divert them. CAREFUL - Do not destroy the source block! Please note that I travelled in my world from my starting point in the temperate zone, down past the equator to the next temperate zone, and back by a different route before I found my ideal base site, so that was several hundreds of thousands of blocks. I did not need to do this, I just wanted a big tour. It did however, let me find a base location in a default world setting with ideal temperature, plant mix, an ocean, flat area and three rapids together, near a good triple trader combination. The ocean, triple trader and climate combination was much harder to find than the rapids. I had enough height on the mountain to aqueduct them to a central location. Finally, remember that Creative Mode is always an option. Have the PERFECT base location, but the rapids are not quite right, or missing? Boom! Add them in. Just imagine that one of the Traders sells a fresh water bore service. Professor Dragon.
  3. Hello @Xplosionist, Start here for Mechanical Power in general and then follow the link on that page to Windmills in particular. The main point of difference with a large heavy windmill is that it provides a lot more torque. More torque means being able to have more connected devices, or longer axle runs, and so on. However, you need to be able to effectively gear up to turn that torque into speed for some applications. Joining heavy windmills should be as simple as bringing the output of several (beyond wind disturbance distance) together via a large gear. The power loss through the longer axle runs is not significant in comparison. Finally, don't forget about water wheels. I searched until I found three rapids in my world, and joined them together to form my main power station, which runs all the time regardless of wind. The largest Heavy Windmills are very expensive compared to regular windmills, and water wheels. They are almost late game show-off items, rather than the technology that powers your future. Professor Dragon.
  4. Okay, probably best to try and mod your way out of this one. Try: https://mods.vintagestory.at/idlepause "This tiny QoL client side only mod automatically pauses your game. When idle for a entire minute (default - configurable) the game pauses and triggers the pause menu. It purposefully ignores opened guis, so it will pause even if you have the inventory, player stats, map or anything opened . It is strictly Single Player only. It won't do nothing in multiplayer." P.D.
  5. I'm really not sure how come you didn't starve to death or be killed by a Drifter in a Temporal Storm. Most Vintage Story players would love to be able to do nothing and not have to worry about food. I am assuming that the following are true: Single player world, not multi-player No mods that impact hunger, storms or player survival Current version Windows (just a guess!) What happens if you Alt-Tab out of the game? Does the menu come up when you return? On a multi-player world there are game settings that handle boots for inactivity. I'm just trying to wrap my head around how you got into this position, before diving into settings, first though! Professor Dragon.
  6. Hello @Xero183, Welcome to the forums. Please note that the board language is English, so posting questions in English will have a better chance of reply. What is the issue with the high FPS? It would help to know the operating system and any other key details. I don't think that Google Translate gave me the best understanding. In the meantime, you may like to check out these sources: 1) https://wiki.vintagestory.at/Framerate_and_Performance ___ Steps to Limit FPS in-Game • Go to Settings -> Graphics. • Set VSync to On. • Adjust Max FPS to your monitor's refresh rate (e.g., 60, 75, 120, or 144) instead of leaving it on Unlimited ___ 2) See this similar (I think) thread: In particular these steps may help. (May???) ___ GPU Control Panel Alternative (NVIDIA / AMD) • Open the NVIDIA Control Panel or AMD Software. • Navigate to Manage 3D Settings -> Program Settings and select Vintage Story. • Enable Max Frame Rate or set Vertical Sync to On / Fast to override uncapped engine behavior. • Turn VSync Off inside the game itself if using an external driver limit ___ Professor Dragon.
  7. Responding as no-one else has BetterRuins I believe is known to be resource intensive at times. I'd start out with some basic troubleshooting first though. 1) Check out here: https://wiki.vintagestory.at/Framerate_and_Performance 2) Make a Copy of your World, and then go into the copy and see if the same behaviour occurs. If yes, disable ALL of your mods and check again. Remember to turn your mods back on before going back to your main world. If still occurring, then really knock the graphics down and check again. If still occurring, then maybe something outside of Vintage Story(?). Report back here and maybe someone can add more. It's a bit hard for us to troubleshoot remotely. (You can also go and log something with the VS team, but you've got to do due diligence first as they'll want logs, and mods off.) Professor Dragon.
  8. I'm guessing that the world regeneration command will be your friend here: https://wiki.vintagestory.at/List_of_server_commands/wgen Something like "/wgen regen 2" if you wish to regenerate the two chunks around where the command issuer is standing. WARNING: This command is destructive. Do not operate near ANYTHING you wish to keep. This includes Ruins and Mounts, as well as player built structures. I'm not sure how this works on a multi-player server. I guess it will run just as it does in single player. The alternative is to replant a lot of seeds. Professor Dragon.
  9. Hi @Resourceless Rat I recommend you place this question over to the "mods questions" section of the forum here: https://www.vintagestory.at/forums/forum/36-mod-development-questionstroubleshooting/ The forum structure is a bit weird, but that's probably the best place for this. There are also the Discord forums. P.D.
  10. I'd just like to note that sand storms in desert regions already SEVERELY curtail what you can do. Not being able to see more than a few blocks disables MOST of the above ground game, even building. It's a relief to be able to walk out of a desert. That, and they tend to not last too long.
  11. I like the idea - for a bit of fun. And because it is reflective of some real world practices. Take the worms that already exist for fishing, and have them give a slight soil fertility boost also. (Maybe slowly raise soil fertility a tier, given addition of other items.) One issue that would need to be addressed though is that farming is already overpowered, as far as food production is concerned. Adding another buff like companion planting would make food production even more trivial. So there would need to be a way to balance early game progression ("Oh no! I'm starving!") versus later game farming ("What am I going to do with all of this food? I'm already feeding animals, rot, a village, traders and an entire alcohol industry!") Seems to be a great candidate for a mod in the meantime.
  12. I'd also like it to be collectible to put in a pot. I like collecting things in game. (Although it is kind of interesting to have some things that can't be collected.)
  13. Which one is the Blackguard barracks? Is that the new ruin added in vanilla which is a long shaft down (a bit like the Resonance Archive entrance) with a Storage Vessel and Cracked Vessel in the foyer?
  14. Is the buff you get at that point "worth it?" For you, it obviously seems to be. What does a steel pick stats look like? I typically go for one durability buff only, as that seems worth it to me. I'd rather have a tool, than maybe a "slightly"(???) better tool that shatters. EDIT: Found a post on this with graphs. I admit though, I have gone into Creative after a failed quenching and regifted some steel. Yeah, that's a thing. In my view, the quenching system is a "nice idea that hasn't been as well implemented as it could." So I just go for the one quench, and buff up steel production for volume. Plus cheat a bit - very occasionally. Oh, and @Tam Hawkins, our very own @LadyWYT (and @traugdor for code help, and @MKMoose for original suggestion) went and made a mod Improved Quenching that addresses some of the quenching mechanic concerns. Professor Dragon.
  15. I have uncounted hours in this game, plumbed to the greatest depths, dug the unfindable ores, and navigated bugs beyond description. I have yet to make a Jonas device. The end game eludes me. EDIT Explanation: I'd LIKE to use Jonas parts, but have NOT because: I don't like cave diving/monster fighting/cheesing, and so don't come across a lot of parts, apart from in the story locations. There has been nothing on the list to really strive for that seems to justify it, for me. The key item of interest - the Rift Ward - doesn't really serve its main purpose of keeping monsters away. So very expensive, and not really worthwhile.
  16. It sounds like you're missing that you need to do this by holding the honeycomb over either a bucket or barrel. There is a setting where you can display a tool tip when you look at an object. Hold the honeycomb in your hand and look at a bucket. Or, if you have ridiculously large amounts, use a fruit press.
  17. "Extra crops" (including grains) can go to rot, feeding animals, long keeping meals or "just in case" storage vessels in a cellar. "Extra seeds" shouldn't really be a thing. Flax seeds can be replanted as you always need twine and linen. Any "spare" seeds can be thrown in a chest for next season or a new base or stopping point or base landscape decoration. Maybe very late game you'll hit excess capacity.
  18. So . . . together you chose options which led to you both dying. Nice. I'm sure everyone feels better for that. As the airlines remind us "Make sure your mask is secure before seeking to assist others." Decision points leading to disaster: Monitoring for Temporal Storm warnings did not take place or were insufficient Planned joint effort for Temporal Storms were not in place or insufficient Communication between parties was insufficient Fall back plans for emergencies were not in place . . . or insufficient Weapon readiness and preparation . . . Okay. There's a pattern emerging here. Have you ever taken a tally of whether this Blackguard is more trouble than they're worth? Hmmm . . . . ? (Oh, sorry. This is polite company here, so pretend I didn't ask that. Ooops. Sorry. I'm sure it's win-win. Apart from the pies. <Ahem>) EDIT I've just appreciated that someone killed by his own sheep may not be best placed to comment.
  19. Chiselled clear glass comes close. Place a clear (regular, not quartz) glass block and right click with a chisel equipped to turn it into a chiselled block, even though you don't remove anything. It makes it go transparent. You can still click it though, just like any other block, so I don't know if that helps.If you're in creative, everything can be destroyed anyway, even bedrock. And it's okay to say "Minecraft"
  20. That looks fine. I have a similar setup in one of my worlds, and it produces honey just fine. Mod interaction? ? ? I'm assuming that the temperature has been above 0 degrees for an extended period, based on the map image.
  21. You could spawn in the whole village, yoink the NPCs you want, and then delete the village with World Config. That way they get the right dialog.
  22. Yes to "All of the above." I even have path blocks running through my interiors, but options would be nice.
  23. There is an Issue Tracker logged for this here if anyone wants to add comments. It is scheduled for review.
  24. Try using "F12" - which is the game's own "Print Screen which saves a File (see the General Tab for the name of the save and location) - and seeing if the saved image matches the on-screen images. It should.
  25. No - Rammed Earth is not a gravity affected block. Also, I found this quite a useful video on a world with cave-ins and falling blocks enabled:
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