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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. I had a Corrupt Bowtorn spawn in a space which was two blocks tall plus the one voxel removed to keep my armour stand centered. I was sleeping in that bed just to the left at the time, so within four blocks (or less).
  2. THANK YOU! ! ! I've been looking for the Temporal Spawn code for ages, and never quite found it. (Now I've realised I don't have the knowledge to read it, so I'm glad you can.) Professor Dragon.
  3. Hello @Cass Cash Welcome to the forums. Not to try and rain on the parade - but I don't see what this adds or solves. What would be the benefit that this would introduce? A player in one part of the world doesn't impact a player in another part of the world. Even if I were to get up and tend to the chickens at dawn in my part of the world, it doesn't impact whatever someone else is doing in a different part. There are no telephones (unless modded), so you can't even call up a friend and say "I'll meet you at sunrise - my time". There is no long distance transit, such as trains where timezones first became important, which require accurate server wide timekeeping. Plus, as far we know, the world is flat. For the most part, timezones in the real world cause more problems than anything. So again, welcome. I'm not sure what this adds though.
  4. Rather than try and remember the commands to give specific items, I find it easier to switch into Creative mode and pick from the GUI. Be in a safe space Clear out some free slots in your Hotbar /gamemode creative Open Inventory - you will now have access to every block in the game. Pick out your bear armour and drop it into your hotbar slots /gamemode survival There are shorter commands, yes. But you will remember those for as long as you play.
  5. > 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.
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Dagnabbit, you jackanapes are sending me to the dictionary to read this forum.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Just floating ideas, but would using a VPN address some issues by offering a direct path from your computers to the host?
  19. 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.
  20. 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.
  21. 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.
  22. 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."
  23. 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.
  24. 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.
  25. @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.
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