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Everything posted by Professor Dragon
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Oh, well played, @LadyWYT, well played. I haven't learned the lessons of the past well enough.
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How do you deal with the inside of your sloped roof?
Professor Dragon replied to LtGerbal's topic in Questions
As no-one has mentioned it, the simplest, most cheaty way is simply to put a ceiling in. There might be some roof mods also. -
SUGGESTION: The /wgen command should include a mounted tamed elk as part of "the player." The wgen command currently preserves the player and their inventory. The language in the help is "Regenerate chunks around the player" If you are mounted on a tamed elk and use a command such as /wgen regen 1, then your elk and all of the elk's inventory is deleted. You are still left in an animated "mounted on an elk" state, and the elk map marker is left in place. However, the elk entity is removed. My suggestion is to link a tamed elk to the player, so that commands such as wgen ignore acting on a mounted tamed elk, unless explicitly called to do so. It might be expected that you are moving around an area on an elk (rather than flying in Creative mode) to fix small issues, such as a broken ruin (red and white cubes). Professor Dragon.
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This is a cautionary tale on the combination of wgen commands and elk travel. I'd just finished travelling from my northern base, south past the equator, built my first "hot zone" base and partially restored a nice limestone cathedral. Time to come home, by elk. The game has updated by 1.22.7, so I was only slightly suprised to find that a ruined structure had the white and red question mark blocks on it. "No problem" I thought. "This isn't an area that I care about, and I know the command": <Boink> /wgen regen 1 It was at this point that I discovered that the wgen command does not care if you are mounted on a tamed elk. Really, I should probably have known better. The elk was loaded with some of my southern goodies for use in the frozen north, and I was seven days into the return journey. I'm not even sure exactly what I had in there. Elk, gone. Sturdy leather equipment, gone. Southern treasures, gone. Bone flute, useless. Entity count revealed . . . nothing. What is interesting is that it left me as if I was riding an Elk in the air, and retained the Elk map marker. Small and bitter consolations. This is reproducible - here it is repeated on my test world: (I suspect that this is a contributing factor to disappearing Elks when time switching in the Devastation. Yup, done that also.) I'm considering writing a Suggestion to have the wgen by default ignore tamed mounted elks - they should be treated the same way as the player and their inventory - not to be touched and unless explicitly called for. So, there's your salutary lesson - don't mess around with wgen if you don't know what you're doing. Especially not on your main world. Professor Dragon.
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Did you mean v1.21.7, an older version? I retested on v1.21.6 and replicated the Issue 9849 (see above), where it generated eight chests from two nails and strips. I then upgraded to v1.22.7 and saw the same behaviour that @Marabunta12 reported where it generates two chests and six shelves. P.D.
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Weird green and dark blue pixels when moving camera
Professor Dragon replied to Krwawy_Mazur's topic in Questions
Hi @Krwawy_Mazur, Welcome to the forums. I'm not really a graphics person, but putting down something here in case it helps. Your specs are fine. 1) I know you checked your Settings, but a screenshot of your graphics settings within Vintage Story would help. A typical culprits is FXAA for aliasing issues. Start out by setting graphics way down using the Custom presets at the top. You basically want all the fancy stuff off, and render distance below 250. 2) If you use a video capture tool we'll be able to do two things: See exactly what you're talking about Confirm that it is a problem with generating the graphics, rather than say, a playback or other issue I've never used it, but I did a quick search and AMD Ryzen has a default one called Radeon ReLive. 3) Your mention of specific blocks is interesting. Are you running with mods? If so, create a small test world, disable your mods and see if the issue happens there. Remember to set mods back on before going back to your main world. 4) Do you have another screen you can connect to, such as a TV screen? Does it occur there? 5) Go check the Framerate page. Some of the suggestions there may be useful: https://wiki.vintagestory.at/Framerate_and_Performance ___ Start extract - highlights in red are mine: Computers with dedicated Graphics cards A dedicated graphics card means usually Nvidia, Radeon or Intel Arc Make sure Vintage Story is actually using your dedicated graphics card. You can verify that by knowing the model of your graphics card and comparing it against what is shown in-game. One you are in a game world, hit the keyboard combination CTRL+F3 to see the debug screen - on the top left corner, the fourth line of text will show you the currently used graphics card If Vintage Story is not using your dedicated graphics card, see tips here, point 3 Dedicated graphics cards often come with driver management software, you might be able to adjust settings there to improve performance. AMD / Radeon Graphics Some users reported double or triple the frame rate after enabling reBAR (Smart Access Memory) in the Bios settings. ___ End Extract Sorry - graphics issues can be fiddly, and may need to be solved within the graphics card settings itself. But start with the above and we'll see if that makes progress. Professor Dragon. -
Server Application ignoring some Worlgen mods
Professor Dragon replied to Venseer's topic in Questions
You may wish to try adding the "mod path" also. Quoting Streewind: "Some people have reported issues with loading mods from this custom data folder, while for others (like me) it is working without problems. I have no real explanation for why this happens. But in case you suffer from this, or you just want to preempt the possibility of it happening, you can append an additional switch: --addModPath your:\path\here\mods. Again, if that path contains spaces, the path (but not the argument switch) needs to be enclosed in double quotes." See: Professor Dragon. -
I knock one cobble slate block out and.....
Professor Dragon replied to Thuban777's topic in Questions
Nice description. Knock out the bottom ladder you have highlighted in the first image, and replace it with a solid trapdoor of any material. Then both rooms will get the cellar icon. You won't even need to have the trapdoor closed, under the default game settings. Professor Dragon. -
Hello @Routhinator, You are not missing anything. This is not a trivial exercise. If you do this, let us a know with a short write-up. Thanks. The map details are stored separately to the game save files, in your Maps folder, in a SQL database. You'll need to use a SQL editing tool (SQLite) or something to get to them - as I understand it, I have NOT done it. See this post for some guidance: EDIT There are Commands to List and Remove waypoints within Vintage Story. However, these do NOT include Prospecting data. LIST ALL WAYPOINTS /waypoint list REMOVE A WAYPOINT /waypoint remove [number] I just mention that, to save confusion. I'm not sure how one would go about automating removing a large number of specific waypoints though. Professor Dragon
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Fantastic investigative work, @Rainbow Fresh! I can't see any similar map issues reported at the Issue Tracker. So let's chalk it up to the crash, as you said.
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That behaviour - unfortunately - has been how it has always worked. I agree - it is a WEIRD behaviour. I bet that every single VS player has expected it to only make as many chests as there are nails, and been surprised when a zillion useless bookshelves pop out. Still, that is not what that issue was designed to address. It was to fix this issue (or one of the duplicate similar reported issues): Shift-click crafting exploit https://github.com/anegostudios/VintageStory-Issues/issues/9849 P.D.
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Yes, there have been Reddit threads and also on this Forum here where people have broken it down. Of particular interest is this part from @MKMoose: If you want to go direct to the source, then check the code here: https://github.com/anegostudios/vssurvivalmod/blob/master/BlockEntity/BEBeeHiveKiln.cs I'd drill into what you mean by "best." If you mean "most efficient use of fuel for items fired" then it is possible to calculate it out. The Wiki in spirit is correct, but I feel doesn't capture exactly what happens in practice: https://wiki.vintagestory.at/Beehive_kiln#Fuel_efficiency I've found that a full load of ceramic items takes 9 x 32 peat bricks, where "full" means "more than the default kiln is meant to hold, but using stacking tricks." As @LadyWYT correctly says, simply loading up the Beehive kiln with peat, and putting in a full load of ceramic items, works out just fine in practice. Anything more, in my opinion, is fiddling around the edges - especially considering how easy peat is to harvest once you are up to this level of technology. Charcoal and Coal are better used for iron and steel production. If you did wish to test in practice, then switch to Creative, create three Beehive kilns, load them up with the same maximum load of items and different fuels, and increase time speed with commands. (It might be fun to have the "Extra Info" mod on, and see if that correctly captures this specific scenario, but that is a bonus points homework assignment.) The main use of a Beehive kiln is: Stacks of stuff eg fireclay bricks, tiles Colouring clay items (My personal favourite) Easier to quickly load lots of items, while negating fiddling with sticks and grass I know I didn't actually answer the direct question asked (although I think MKMoose gets to the heart of it), but I hope that helps with the "why" anyway. If I had to answer simply, I'd say "A full load of peat is best, because it gets the job done easily without over-thinking it." Professor Dragon.
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How do you know if flowing water is a rapids?
Professor Dragon replied to Chuckerton's topic in Questions
Happened to me as well, probably to many of us. I've come up with this approach to minimise this. "IS THIS A RAPID?" TEST: Carry/make a bucket and place down a water source NEAR to where your rapid comes from. The difference should be obvious between the two streams if the other one is a rapid. The rapid will have: Lighter blue colour More bubbles More noise Resist splitting or spreading out If they both behave similarly, then you can move on. You should pretty much always have a bucket, or flax to make one, if you are thinking of building one or exploring. I do appreciate this approach though. Even in cases where we are not talking about fixing a broken rapid, I think there is still some merit in popping into Creative and creating a rapid - it is just a game, after all. Some examples: An old world where you have a lot of infrastructure, but rapids can't form in explored chunks An "ideal" location, which is just missing one crucial detail . . . a rapid A rapid which is "two blocks away from being perfect" I want to try the new mechanic There should be a rapid here anyway, if that snowline and valley is any guide . . . Vintage Story has a lot of moments where "something happens," and you have a choice: Embark on a three day solution, which will become the stuff of fire-side tales for years to come Nip into Creative, fix the problem, move on with the more "important" things you were doing An example might be moving to set up a new water-wheel in a remote location, and forgetting a wrench for that one time you need it to put an axle through a wall. Either solution might be valid, depending on how you feel. Professor Dragon. -
Hello @Zhakuy_proidoha, welcome to the forums. The forum language used is English. I've translated your comment as follows: "Regarding "Fixed: Possibility of splitting fast-flowing water into two streams" I checked it like this, but there is another way to split it and it is not the most obvious" I have to admit - that is pretty neat. Not intended most likely, but neat. Professor Dragon.
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Uh oh. New floating block bug? ? ? We'd better keep an eye out for that. Might be worth a report to the Issue Tracker, after due diligence is done. I'm going to assume that if you wgen the blocks that they vanish (see above post for instructions). P.D.
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I say that it's fine. We don't really have strict admins. who police that type of thing. (But then again, I'm just some person on a forum.) P.D.
- 3 replies
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- worldgen
- corruption
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(and 2 more)
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Great documentation. You could always add it to the Guides thread: https://www.vintagestory.at/forums/forum/32-guides/ P.D.
- 3 replies
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- worldgen
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Golden Combs has configurable temperature, so probably yes to the 10 degree C number coming from it. Vanilla temperature is zero degrees C. The Wiki is correct on this point here: https://wiki.vintagestory.at/Beekeeping#Temperature Temperature Populations of bees will hibernate (stop swarming or producing honeycombs) at 0°C. Once the temperature reaches -10°C, all bee-related timers (swarm and production) will reset, and will only resume when the temperature rises above 0°C at the end of winter. However, wild beehives and skeps will benefit from a +5°C temperature bonus when inside a greenhouse, allowing them to swarm and produce even at lower temperatures. For the code details, this Issue is helpful as it gives the code block and confirms the behaviour: https://github.com/anegostudios/VintageStory-Issues/issues/4910 The beehive temperature check on vssurvivalmod/BlockEntity/BEBeehive.cs:192: if (actvitiyLevel < 1) return; should check if the activity level is 0 instead of less than 1, this results on all temperatures below 5°C being treated as a non-active hive when the threshold should be 0°C Professor Dragon
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I did a similar thing when there was a "floating grass" bug. It became a familar site as I passed along a trade route. I intended to set up a Visitor Information Centre close to it, but moved onto a new world before getting around to it.
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Yes, Quoting is replying I think @Michael Gates has it right, when it comes to the number generation. It is suspiciously close to 2^16 which is 65,536. Anyway, yes, the wgen command given ( "/wgen regen 1") will obliterate everything around that 1 chunk and attempt to replace it. Any player added builds will be lost. CAUTION: This is a one way, destructive process. ALWAYS take a "Backup" of your world before running a "wgen" command, in particular if you are new to this. Having said that, most of the time, it is fine, particular on a small chunk size. Find out more here on the wgen command: https://wiki.vintagestory.at/List_of_server_commands/wgen Professor Dragon.
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The timer will be misleading if conditions are not met. Bees (and all crops) are temperature dependent. The "days until <something happens>" never changes if the trigger condition is not met. So for bees, that is above 0 degrees C if not in a greenhouse. To answer your original question, chunks typically update soon after a player enters them. There is typically on a short delay, but some processes have a longer natural delay built in, such as ice melting. I can enter a chunk I haven't visited in a while, and see fruit trees instantly grow before my eyes. If you have doubts about your world, try making a Copy of this world, entering the copy WITHOUT any mods active, and see what happens there. You can use the time commands to fast forward to test. NOTE: Turn you mods back on before entering back to main world. Professor Dragon.
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See what is there. 1) Switch to Creative (/gm Creative and //gm Survival), increase fly speed (F1 slower, F2 faster) and fly (Space) to see what is there. 2) Copy your World, and see if it is there again. EDIT: Actually, at that distance, teleport would be quicker. /tp 324, 65534, -241 will put you a block next to it. But remember to be flying so you don't fall. I don't recommend the teleport on your main world, just in case it crashes out due to this y-level. (Never tried it). 2.5) EDIT. Try a "/wgen regen 1" if there is nothing of importance there. See if it is rebuilt. 3) If it is there again, then repeat (2) but without Mods enabled (Remember to enable them again before going back to your main world). 4) If it is still there, then by all means, paste your World Seed and a copy of your World Config (see Pencil icon next to world - "Copy to Clipboard) and put them here, and/or put this as a bug to the Issue Tracker. Professor Dragon.
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Thanks for testing this and confirming. I see that someone added a comment to one of the hanging baskets mod list. You may wish to check your mod comments if it is a different mod. https://mods.vintagestory.at/hangingbaskets xXx_Ape_xXx, Feb 22nd 2025. "Looking at the code, I can tell you that yes, yes they do feed the bees and butterlfies " Professor Dragon.
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@Diff is right. Either use Creative (/gm Creative, paired with /gm Survival) to "correct" the issue, or wear the loss and make some new alloy. It doesn't matter too much - you can use those four ingots for lanterns, torch holders or a really nice plaque which is a great decorative item (Or you could hang it in your forge reading "Recipe for bronze is . . ." Actually, seriously, I post some wooden signs next to the forge with the optimum mixes for different alloys and batch sizes. ) Professor Dragon.
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Moonstone and Bloodstone Use in Rustbound Magic
Professor Dragon replied to OBAMFSpike's topic in Questions
You could also try asking in these different areas as it is a mod: The VS Forum "Mod" section: https://www.vintagestory.at/forums/forum/37-using-mods/ The discussion page under the mod, where it was downloaded from. This would be where the mod author would monitor. The VS Discord - they have a mod section, general questions and who knows . . . maybe something more specific? P.D.