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Everything posted by Professor Dragon
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I'm looking for suggestions on how to continue from here. I've got a very old world, which has been updated through multiple major versions. For a long time, I have been moving south, but came back after 14 game years to complete the Resonance Archive. That went fine. However, going back to my original main base, it is simply gone - along with all of the chunks around it. Running in "Repair mode" does not appear to change anything. The best that I could do was fly in Spectator mode back to a part of the map where it was previously okay, and even though that now also had all missing chunks, exiting, running in Repair mode and coming back in appears to have made that region just fine. I have the log set. I don't know if there is any chance of recovering my previous main base area and farms. I am assuming it is gone? Should I just attempt chunk regeneration? OR should I just walk away from this area and never come back? Practically speaking, apart from nostalgia, I probably don't need anything from this base or area. (Was going to pick up a supply of leather for a saddle, but will sort that another way.) I could also put this to the Issue Tracker for help. I don't know how to read the logs effectively. client-debug.log: 18.11.2025 12:05:11 [Debug] MeshRef with vao id 17771 with 600 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace. client-main.log: Nothing obvious. server-main.log: After waiting, did not seem to do anything. 18.11.2025 12:05:28 [Warning] Server overloaded. A tick took 3396ms to complete. server-debug.log: 18.11.2025 09:58:39 [Debug] Found 3864 Item requiring remapping 18.11.2025 09:58:39 [Debug] Remapped 0 new Itemids 18.11.2025 09:58:39.249 [VerboseDebug] Remapped existing Itemids: 2416=>2, 2419=>3, 2421=>4, 2422=>5, 2423=>6, 2425=>7, 2=>8, 3=>9, 4=>10, 5=>11, 6=>12, 7=>13, 8=>14, 9=>15, 10=>16, . . . 18.11.2025 09:59:07.879 [VerboseDebug] Done spawn chunk The visible green part in the map at top right is all that remains in this area. You cannot leave this area in Creatie mode - you need to enter Spectator mode to be able to fly out. The rest of the world does not exist at this point - you need to fly to an "existing" chunk, log out, repair mode, come back in and then that chunk is fine. This lot is all still missing though. Thoughts appreciated. Thanks, Professor Dragon.
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Found it! I now have a complete set. For the record, it took a looooong time to find. Much longer than clearing the archive. I feel no guilt at all about going into Creative Mode and gifting myself more black coal to keep the place lit, as it took forever to find this last one. The one that caught me up was located at: So, there is a complete set in the library as of v1.21.5, but you need to click on every single shelf to find it. (Multiple times in my case, because I went top to bottom I thought many, many times.) Thanks, Professor Dragon.
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Both. It is mostly for showing off. However, if space was super tight, such as a greenhouse, you could put multiple fruit tree types into the one area. From a food perspective, there is not a lot of point to that apart from the different cropping times. And it is easy enough to get more space for fruit trees. It has decorative uses: According to the wiki, it makes fruit trees one block wider. I can't say that I've seen that myself, never having done it. And I thought regular fruit trees could go out three blocks anyway (???). However definitely, you can get different colour blossom on the one tree, and different fruits of course. I suspect that it is an undeveloped feature, where they are leaving room to add more features to fruit trees, such as grafting different temperature regions to trees. That's just a guess though. Professor Dragon.
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Because of this, I now have my main "recipes" on signs in my smithing room, despite having done this countless times. It just saves on the brain work - you can grab exactly what you need, and plonk down the right number of moulds. The sign looks like this: <Type and Number of INGOTS PRODUCED> <Nuggets of first ore> <Nuggets of second ore> etc. <Amount of warming fuel> <Amount of main fuel> There's also mods for those who don't like to track this stuff, that does the mathy math.
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My Server World Was Replaced With My Single Player World?
Professor Dragon replied to HumanDude's topic in Questions
Sounds like you've recovered the situation. Yay A lesson for all of us to take backups. I periodically back up my main world - not nearly often enough though. I hadn't given a thought to the files outside of the main save though, such as configurations and mods. It would be wise to do that. Professor Dragon. -
Thank you. That helps a lot. I guess I'm going to go back with another stack of coal then - courtesy of Creative Mode, as I'm feeling like the Library hasn't played fair at this point. I've already been through all of the side rooms many times, but I'll give it another go. I've already pretty thoroughly looted the rest of the Resonance Archive. If it is somewhere there . . . well, I don't really have a chance of finding it. Regarding particles off of books:
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No problem. Also, each animals' page will give you the basic spawn rules for that creature eg: https://wiki.vintagestory.at/Bighorn_sheep Professor Dragon.
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Assuming that the mods aren't interfering, then animals should eventually spawn there. It's often a feature of new worlds that some areas will have animals and some won't for a while. A key point is that this is not Minecraft - the spawn rates are a lot lower. You might be better off traveling though and trapping some and bringing them back, rather than waiting the - possibly years in some cases - for the natural spawns to occur. You can check the .json files if you like, and find out what blocks prevent spawning for mobs. Usually, it is nothing to be concerned about on a standard world - there is always space between unspawnable blocks.
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My Server World Was Replaced With My Single Player World?
Professor Dragon replied to HumanDude's topic in Questions
Hello @HumanDude, That's rough. If you search your disk for *.vcdbs files, do you find your Save? The save is the most important bit. You should be able to replicate the server config settings well enough to at least load the world, and tune those settings later if needed. Default data locations here: https://wiki.vintagestory.at/VintagestoryData_folder Professor Dragon. -
1) Is this a Single player server or a multi-player server? 2) Please give some examples of the types of Configurations being changed. 3) Do you have any useful information the log files? \AppData\Roaming\VintagestoryData\Logs Professor Dragon.
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Trying to see if it's their PC or a mod causing frequent crashes
Professor Dragon replied to Hezrou's topic in Questions
It's probably going to be hard for people on this forum to give advice on just that snippet. A lot of the lines are referencing common files. There is nothing obvious like a ".dll" crash. But the biggest stand out is that there are a lot of mods. That, and it is referencing a lot of things that are graphics related, like particles. Suggestions: Are any of those client mods? Have him join without client mods and see. Disable any mods that you can (take a backup first) and see if the issue goes away. Try taking away half at a time, to reduce the problem space more quickly. Have him set minimum graphics settings and try again. He can load up Settings I think without going into your multi-player world, set Graphics to minimum and try again. Backup your current world, create a new small test world, and see if there are any issues. Other than that, maybe log a request to the Issue Tracker to see if they can provide assistance. I don't know if they will or won't look into a crash such as these, given the number of mods involved, but that would be the last place to go. The first question that they will ask is "Does it happen without mods?" Something like what happened here: https://github.com/anegostudios/VintageStory-Issues/issues/4126 Professor Dragon. -
It is most likely simply not enough power for that setup. Each piece adds friction, and needs enough torque and speed to work well. Not enough sails on the windmill Not enough height to give sufficient wind speed Not enough sets of windmills connected to the vertical axle in the image Not enough wind at that time. Recommendations: Try addressing all of the above Switch to Creative Mode (/gamemode creative) and temporally add in an "Auto rotor" set to 100% as a power source. Does it work? Remove the Helve Hammer and see if it spins. Removing the clutches and transmissions and simply have one angled gear to bend the power from vertical to horizontal, as a test. The first thing I would try though is raising your windmill blades 100 blocks in the air. Professor Dragon.
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Unless something has changed, no. The graft must be of a similar temperature variation tree to the host. "A grafted cutting, even if successful, does not completely integrate with the host tree. It will keep the temperature requirements of its own type, and every leaf block calculates these independently. This results in an important point to keep in mind when preparing and caring for a graft"
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SPOILER WARNING Spoilers ahead regarding the loot drops from the final Story 1 location. Anyone replying to this thread - please use a spoiler tag if it gives out spoiler type information. But you don't need it for general responses. REQUEST I am missing a specific loot drop from the final location, and I am after advice on whether this is likely to be glitched, or I just missed the location, and/or if the loot can be generated by a command. Thanks. Thanks, Professor Dragon.
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Adding to what @LadyWYT said, also greenhouses - they don't speed up crop growth, but they give you longer to get crops. And traders - they sell food. Creative mode - get food in bulk for free. And if you're doing this for fun, and can do mods, then hit the mods hard. Endless options for easier fun. Crop Speed If you can use commands, then you can adjust crop cross (typo!) growth speed directly via cropGrowthRateMul. https://wiki.vintagestory.at/World_Configuration/en Configurations not in the customize world screen These configs need to be created first. Subsequent edits to those can be done with /worldconfig [variable name] [value] /worldconfigcreate double cropGrowthRateMul [0.1 ... 10] Sets the growth rate for crops and berry bushes. Professor Dragon.
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I think we know why your food get eaten now. They're a solid option! Only three sticks and a knife. Every single "travelers hut" that I build gets a wicker gate outside of its door. The wicker gate stops the drifters from clipping through the door at night. I know it is only a visual glitch, but it just makes things much nicer when the outside drifters are staying outside when they are outside.
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Where does the "map" get placed for wgen commands?
Professor Dragon replied to mildly_upset's topic in Questions
I don't know about ore maps. Are they server side? Stored in the main Save? Not sure. Try starting here. I don't know if it will help, but try it - you might be able to rule this location out at any rate. These might just be for the maps you see as a player top right. \AppData\Roaming\VintagestoryData\Maps https://wiki.vintagestory.at/VintagestoryData_folder Professor Dragon. EDIT I may have misunderstood the question. Anyway, note on that page this comment: "Radius can only be up to 2 - larger radius doesn't seem to show more. May require increasing viewing range." Also this comment on an earlier worldgen map command on the same page: ". . . saved where the game executables is located." EDIT - SOLUTION Ok, Peoples. I have my act together now! A command such as: /wgen regions ore 2 cassiterite As referenced in https://wiki.vintagestory.at/VintagestoryData_folder Is indeed ". . . saved where the game executables is located." On my system, this is where I manually told it to put "Vintagestory.exe", but it may be different on your system. After running the command, you will see an update to the "General" tab: "cassiterite ore map generated." And a new file such as this: map-ore-cassiteritearound-50-51.png Which when opened will show something like this: Thanks for staying with me! Professor Dragon. -
SUGGESTION: Show peat bricks in the Firepit texture and animation instead of the firewood, if peat is used as a cooking fuel.
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Does depth affect how well a cellar works?
Professor Dragon replied to Ihavenothing364's topic in Questions
It's one of those cellar things where the walls, floor and roof must be stone or dirt. As per the Handbook "Build cellar walls from soil, brick or stone materials." Your main enemy though is sunlight, so building it a few blocks down helps. Professor Dragon.- 5 replies
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I suspect that you did, in fact, spend all your cassiterite on tin bronze chain-mail armour. You don't get to be a Professor Dragon without a little intuition You most likely got it all - the deposits aren't that large, especially if you had enough to <checks notes> . . . make chain-mail armour and delight in the noises it makes while walking around in it. Still, put your Prospecting Pick into "Node" search (F), if you have that option allowed in world settings, and see if you did in fact get it all. It might be worth doing another Density Search and checking the chunks around. There's nothing to say that there is anything more there . . . but it is probably as likely there as anywhere else If nothing after a few attempts, then move further afield again. Professor Dragon.
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I've complained previously about not being able to make a room safe from rust monsters. I'm now beginning to think that I can't make a room safe at all. Behold, two water deer in my inner sanctum. At least they had the courtesy to colour match. They are now in their own pen just outside with a trough of carrots, awaiting more permanent quarters. Professor Dragon.
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You can probably use the "Need Help" and "Support" links. I imagine they should be able to help with this.
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Separate World Music and Music Box [Resonator] Audio.
Professor Dragon replied to Kolljak's topic in Suggestions
Ok, so I'm a year late to this thread. However, it was the closest match to a Suggestion that I would also like to see, and that is: * Can we have a separate slider for the Resonator music and general music volumes? The reason is that I like to have the game music set to infrequent, and at a lower volume. But at that level the Resonator tunes aren't that audio, so I have to go into Settings, and put the volume up for that. Then some songs are short, and some are long, and none are in a loop option - so it all gets a bit messy. Separated volume slider for both would address this. I couldn't find a mod on a quick search (?). Thanks.