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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. > Everything included in the rc.1 update Lovely. Some highlightsfor me as I've hit all of these: Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk Fixed: Launching a Sailboat spawned it on land instead of in water Fixed: Placing straw dummies always positioned them on the very edge of blocks I admit I got excited when I saw that last one, as I thought the armor stand placement glitch had been fixed, but I'm a dummy for confusing my dummies. Waiting on a patch as per this Issue Tracker for the armour stands (still an issue on current version): https://github.com/anegostudios/VintageStory-Issues/issues/6698 Anyway, love your work. Professor Dragon.
  2. TIP I have changed my "Saves" data location off from the default, so that Vintage Story is on its own drive with enough space. This is done with a Shortcut which uses the "-dataPath" command. D:\Vintage_Story\Vintage_Story\Vintagestory.exe --dataPath D:\Vintage_Story_Data When v1.21.6 came out, I chose the automatic update option available from the top left of the screen. This applied the update, and asked for my login details again. At this point though, the game does NOT know about the Shortcut used for the datapath. So it throws a message like this when you go to look at your Single Player worlds: MESSAGE "Your Worlds No Worlds found" Clicking on the "Open Saves Folder" will show the default Saves location: C:\Users\<User name>\AppData\Roaming\VintagestoryData\Saves SOLUTION No need to change anything. Just "Quit" at this point and launch the game again using your default shortcut. (I have a feeling that there is a better way of handling this path information.) Thanks for the updates. I haven't tried it yet, but I'm looking forward to taking an Elk through a Translocator and launching my next boat soon. Professor Dragon
  3. Why, thank you. Yes, at the moment, mods would seem to be the way to go. I remember - but haven't used - one that lets you craft a cellar door out of kiln bricks. So hopefully some modder somewhere as done one for a greenhouse heat vent flap that is still working in the current game version. (And if not, guess what I'd like for Christmas? <Hint, hint to modders>) Should be base game though, I agree. And I've been closing doors forever "to keep heat in", even though it turns out that is not necessary. I still close them though. I guess my wish list boils down to: Trapdoors (or a similar block) turning Greenhouses into rooms and back Forge rooms with Windmill Shafts being able to be sealed (I think that one is coming) Proper Cellar Doors in the base game, rather than placing solid blocks as a proper door like a maniac Or in short, better "Room" dynamics Professor Dragon P.S. And "Yes", probably.
  4. Linking my Suggestion from 2022 It didn't exactly set the Community on fire, but you could change the upvotes from six to seven if you wish. There is one possible alternative. If you set the World Configuration "openDoorsNotSolid" then opening a door or trapdoor makes a Cellar not a room. I have not tested the impact that this has (I'm out of time today) on a Greenhouse. But if it is valid, then we could use trapdoors to act in this manner. https://wiki.vintagestory.at/Room#Cooling_Score Of course, this means that you have to remember to close your doors on your main cellar and rooms, and also that you can't use the door room divider trick in a forge area or very large room. Professor Dragon.
  5. Devs have confirmed this is fixed when a new version comes out. "Craluminum2413 left a comment (anegostudios/VintageStory-Issues#7442) Fixed in 1.21.6" Professor Dragon.
  6. No problem. So maybe a run of bad luck then? It can happen. Or maybe an edge case. Anyway, have fun with your new chickens. I'll make one further recommendation, which is not vanilla game, but really does help: Get the mod "ChickenSit". It just stops the little varmints from freaking out every time you're near, even though they can't see you and are supposedly on the way to domestication. https://mods.vintagestory.at/chickensit I actually think it is more "realistic" than the base game implementation. Professor Dragon.
  7. Hello Averixus, There may be a few issues with basket traps at the moment. Have a look through the issues logged here and see if there are any close matches. If so, you can add your comments with details there: https://github.com/search?q=repo%3Aanegostudios%2FVintageStory-Issues+basket+trap&type=issues Here's a checklist to cover off: What is the Block Info Overlay (Cntrl B) and Block Interaction Help (Cntrl N) showing when you look at the trap? It should say something along the lines that a chicken is trapped inside. Have more attempts. Go into Creative Mode if needed just to prove if it is a trap issue, or simply bad luck. Keep an eye on the traps. Make sure that a pig or larger animal is not breaking them. Chuck the trap out, dig a pit, chase them into it. Then pick the trap up again and try now. If all else fails, go into Creative Mode and gift yourself a chicken. (I promise to look the other way). Current version? Should be 1.21.5. No animal mods? Try without if you have them. O/S? Windows or Linux? Professor Dragon.
  8. Dagnabbit, you jackanapes are sending me to the dictionary to read this forum.
  9. That is . . . odd. Try testing to see if the water seam difference is due to fresh vs salt water. You can place farmland and grow next to fresh water, but not next to salt. I don't know what to do about that, if it is the case, but it may be what is going on. Professor Dragon.
  10. I suspect that we can't help from that snippet. It doesn't reference anything specific to hang off. I'd recommend the usual: * Double-check that you have the same Mod list and the same VS version on both source and destination. * Try a different world and test, in case it is something specific to that world. ie Is it a general problem or a specific problem. * If you have an older Backup, then test same procedure with the Backup. * Take a FULL log set (server and client if you have it) to the VS Issue Tracker and log an Issue, along with any details that may help with the ticket. Professor Dragon.
  11. Screenshot of issue? Have you tried different levels of zoom, Windowed vs Full screen etc under the Settings, Graphics section? Any mods involved or vanilla? Professor Dragon.
  12. You typically need a mod I think to share Waypoints with other players on a Multi-player Server. See for example: https://mods.vintagestory.at/nbcartographer https://mods.vintagestory.at/sharemywaypoints (An older mod - might not be current) Go to the Mods page and type in something like "Waypoints" to get a list: https://mods.vintagestory.at/list/mod?sortby=lastReleased&sortdir=d&text=waypoints&side=&a=&mv=&c=&t= Professor Dragon.
  13. Check out this old post with someone adding mods to G-Portal and they gave their steps: EDIT You were following these instructions, right? And stopped and restarted the server? https://www.g-portal.com/wiki/en/how-to-add-mods-to-your-vintage-story-server/ And you've enabled the Mod as per the mod instructions? "The mod is disabled by default when first installed. To enable the mod, open the configuration menu (Ctrl+Shift+M by default, adjustable keybind), and click the Enable button. You can also configure all of your preferences from this menu, including the icons, colors, and names that should be used for each type of automatically created map marker." Maybe try with a DIFFERENT mod as a test. Professor Dragon.
  14. Just floating ideas, but would using a VPN address some issues by offering a direct path from your computers to the host?
  15. Could you confirm how you installed it server side as well as client side? That should be all that is necessary. https://wiki.vintagestory.at/Adding_mods https://mods.vintagestory.at/automapmarkers Also, who is the multi-player server host? The VS hosted server does NOT support mods. Professor Dragon.
  16. In the Vanilla game, check out the examples of different world generation types here: https://wiki.vintagestory.at/World_Configuration#World_generation By the same token, point your browser search and this site and look for other threads. For example, someone was asking how to get more oceans: If you want rivers, try out one of the Rivers mods. (I'm not sure which work). https://mods.vintagestory.at/rivers https://mods.vintagestory.at/rivergen The big mod in terrain generation (which again not used, but it has a good reputation) is Tera Prety: https://mods.vintagestory.at/terraprety Professor Dragon.
  17. To be clear, which case is it? A) I see the knapping grid, but can't break the pixels B) I don't see a knapping grid, when I expect one Maybe turn on Block Interaction Help (under Settings, Interface) and take a screenshot while looking at the rock on the ground, so that we can see if it recognises it. If you have mods, especially the knapping one, then try disabling that. Thanks, Professor Dragon.
  18. It's funny the mental traps that the early game conditions you to. Even late game, I will often harvest grass before putting another block down, so as not to "waste" it. And that's when I'm using steel tools and standing in a field of grass that I don't need. I actually need to be on the lookout for this, in order to save time. "Just place the block."
  19. Hi, Sorry - don't have an answer. Just some thoughts that may help. * Check the World Edit commands, in case placing blocks in a particular orientation is something that can be done by command line, rather than the GUI: https://wiki.vintagestory.at/How_to_use_WorldEdit * Skip World Edit for roofs and use a mod such as One Roof, which many people recommend for roof building anyway: https://mods.vintagestory.at/oneroof * Accept your fate that roof tiles will need rotating, and install the Wrenchable Rooftiles mod: https://mods.vintagestory.at/wrenchroof Professor Dragon.
  20. I'm going to go out on a limb here and say that the vast majority of the player base has never built a Jonas parts Rift Ward, and that there are few or no players who sustain a Rift Ward. It goes beyond "significant resources" into "not practically achievable" to get security. Anyway, I acknowledge the alternate viewpoint.
  21. @Vexxvididu said it well. You are looking in particular for slight colour variations. Crops are usually a brighter green than grass. So just keep running around in different directions. Especially large grassy areas (easy to see far), not forests (dangerous). And while you are doing so, harvest a few berry bushes and bring them back to place near your base. This will also let you scout for things which may become important later, such as oak trees, limestone, animals etc. Professor Dragon.
  22. I would like if it was possible to build a secure space during temporal storms - as part of the game design. It would seem to be a good thing. I get what the devs. are going for by making you always have the chance of facing something uncounterable to fulfill the horror vibe, but I'm not totally on-board with that. Play for long enough, and the "spawn proofing" will fail. So far the options are: Cower in a very small space Hope that you've built it small enough and filled with enough stuff that nothing will spawn in there with you. Cower in a small space, but fight anything that joins you. Hope that something beyond your power level doesn't appear. Stand and fight in a large space. Hope your skills and inventory are up to it. Run. Hope you don't run into more trouble than you're leaving. Disable Temporal Storms. Miss out on a gameplay experience which is pretty cool. Cheese it. Build the cheesiest monster farm you can, and hope the Devs don't patch it out. End Game Rift Ward Protection Which basically comes at the wrong time, and is not really practical or sustainable. At the other end of the game design scale, we have Minecraft where it is "Sleep in a bed and avoid the whole situation if you want to, or stay up and face it if you want to. The choice is yours every time!" As much as the Devs. love the uncounterable idea, I think that there should be an early game avoidance measure. Such as: "Monsters can't spawn in a Room within n tiles of the player during a Temporal Storm." Such as say, three or four tiles. That lets you set up a little secure bunker which is big enough to be getting on with something during a storm. You deserve the safety from the your hard work put into constructing that bunker! Or provide something like a "house key". A small personal Rift Ward necklace that you can place on the ground within a Room, and that provides 3 - 4 tiles where a Drifter can't spawn for the duration of the storm. Once placed, you can't pick it up again until the storm ends. Professor Dragon. EDIT I missed out mentioning sailboats, but it is probably only a matter of time before they introduce an eldritch kraken to counter sailboats in temporal storms.
  23. That is . . . genius. And to think that I've been running around filling 10 - 20 troughs by hand, in a big circle, as they empty all this time! ! ! ! I think this is because unlike Minecraft, you don't tend to think in terms of "automation" (Redstone), because that doesn't really feel like a core mechanic in VS - apart from in minor, intended ways such as hoppers and chests to querns. You also need to be rich enough to able to afford such gizmos, and for much of early playthroughs, every ingot is going somewhere else.
  24. Nice find. Yes, you're right. It has a flag of "Confirmed" as an issue against it, and a Dev. has indicated (Nov 5, 2025) that a code fix is needed.
  25. No, there's not. It comes up now and then, so have a look for a Suggestion EDIT or make one. Found one here: Just eyeballing it works for me as I only have a few worlds. A calculator or spreadsheet at a pinch. I can imagine a mod being built that opens up each Save file, extracts the value and writes it out.
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