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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. Ooooh no, no, no, no nooooooooo! Let's not go down that path! ! ! Every Single Base I have has a reed basket with a pair of lit torches in it and wood.
  2. Hello @Laguna You may go to the story location (Resonance Archive) even if other players have completed them. However, the loot drop only happens once. See here: https://wiki.vintagestory.at/Resonance_Archives#Multiplayer ___ WIKI EXTRACT Spoilers for Story ___ END EXTRACT Also see this thread for more discussion, including how to regenerate the story structures. If you are thinking of joining an existing server, then possibly this is a question that has come up before on that server. So it may be a good idea to ask the server admins. how the situation is handled. Maybe they manually reset it. Maybe they don't. Professor Dragon.
  3. That's a good idea. As I've got a long lasting world, I go further. Each Trader automatically gets their own colour symbol generated by Auto Map Marker mod. At that point I edit their name from "Artisan trader" to be "Floyd the Artisan Trader", as I prefer that. (And also the Auto Map Markers tend to double up sometimes.) Then I add a separate map marker "!" just next to them. This is my "editing" marker, which I'll put notes on such as "Bring flax, leather" or "Out of gears" or "Restock in 5 days from 2 Jan Y8" or whatever. But it's got to the point where I now maintain a separate document to track some key items for traders, such as which of the Collectibles I still need. Professor Dragon.
  4. Seconded! "My goodness!" Absolutely amazing build. Hi @Nymue What are the lanterns placed for? Are you testing where light will need to go, final placements or what? I'm assuming that you are familiar with setting the time (eg /time set day) if you are just testing a build. And Creative Mode also has a block called "CreativeLight" that you can place around builds if you just want to quickly throw some light down. They can go under blocks also. Professor Dragon.
  5. Sounds like a good idea, although you might want to check under "Suggestions" and the Dev logs what is already suggested/planned in this space. This would be a huge project. I can't emphasize that enough. You might wish to cut your teeth on something a lot smaller - one small piece of functionality only. Still, assuming you want to go ahead, you should check two things: The current ways that multiple versions of Vintage Story are handled. See this thread for a great discussion: How mods in Vintage Story are handled. See here: https://wiki.vintagestory.at/Modding:Getting_Started https://wiki.vintagestory.at/Modding:Code_Mods_Portal You should also think about the different ways that VS is installed. There are Linux and Apple users as well as Windows, so you may want to focus on just the Windows O/S - or have a plan at least on how to extend to handle all the different platforms. Finally, I'm fine with just a short-cut to one version. However, it would be very nice to have a front end where different versions and different mod sets could be handled. As I said to start with though, this would be a huge undertaking, so there is no harm in backing out now and trying something smaller. Professor Dragon.
  6. Thanks @Forks, thanks @hstone32. I'll try the Discord. That's not usually my thing, but I'll take a look. It kind of boggles my mind that: Discord seems to be replacing the Forums/Wiki as "the official information source", unofficially. (That's not the problem of anyone here - just a comment. ) The Wiki hasn't yet got around to implementing more granular edit access. The Devs. don't have a more active hand in maintaining the Wiki. That there is no thread here for "Suggest changes to the Wiki." Hmmm. Perhaps I'll make one. I might even have to consider Wiki access. I didn't wish to go that deep though. Professor Dragon.
  7. Hello @Laholder. Good start to "boxing the problem." Let's continue with that. 1) What does this World Configuration command return? Default is 1.0. /worldconfig playerHungerSpeed 2) Create a small size Creative World and test there - same issue? 3) Create a backup. Disable mods if possible. The prime candidate is XSkills, as that impacts the hunger rate. See at least the "Survival" node on this page. But confirm it is/is not a mod. EDIT - A worthy snipe by @Diff Professor Dragon.
  8. Agreed. The "simplest" in-game explanation would be that they naturally produce something similar to a DnD Bag of Holding for anything on their person or that they can carry. That addresses both the weight and volume aspects. As to in-game why they can do that? Someone wiser than me would have to speculate. The default hand-wave in Vintage Story compared to DnD "A wizard did it!" is "Jonas tech. enabled it!" One alternative is that everyone in this universe has these abilities. Perhaps because matter in this universe is not the same as ours is now (everything is a cube, for example). Maybe in this universe VS stone blocks do really weigh a gram (would explain the floating mountains maybe) and solid matter is inherently "squishable." Out of game, it's obviously a simplified game mechanic, because otherwise inventory management would be a . . . burden. Professor Dragon.
  9. Check out the examples here, if you haven't already done so: https://wiki.vintagestory.at/World_Configuration#World_generation
  10. Thanks for confirming. Great to hear. I had a quick look at the Knapster mod page. There is configuration for Panning which changes the drops per pan from 0 to 10. Default 1. There is an Issue Tracker for this mod at the top of that page. Some other people have reported issues with drops from panning. The author looks to be on board with helping troubleshooting what is going on, but you need to be prepared to provide logs, and it looks like it can get a bit technical (ruling out other mods, other system interactions). But the option is there if you want to go down that path. Professor Dragon.
  11. Hi @Hydranis Did you figure out how to get the Download? I think it sends you an email with your details. You should see this at the top of this Forum screen, with both Support (if needed) and Downloads to get the software. Professor Dragon.
  12. Is there a way to suggest small changes to the Wiki? For example, I noticed that the Painting "Bog Fort" is on the English language page, but not the main page. https://wiki.vintagestory.at/Painting/en https://wiki.vintagestory.at/Painting Most people won't want to be full blown editors. It is basically an "all or nothing" approach. But there are still things on the Wiki that could be corrected. There is a Communities page as well where suggestions can be made, but you need to have Wiki mark-up knowledge and risk stomping on existing material to contribute. So what is the best way to do this? Is there an existing thread? Can we ping a particular person? Or should we make a thread in the Forums (or use this one?) Professor Dragon.
  13. Ah, right, sorry about that. Got confused for a second - too many modes. Anyway, I tried Settings, Interface, "Immersive First person Mode" (sic), and was still able to control the boat. Is there another setting in play? EDIT Needed to change to Survival mode on my test world. Creative mode has a longer reach that I forgot about. I've logged this as an issue. https://github.com/anegostudios/VintageStory-Issues/issues/7456 Note that this mode is still flagged as "Experimental." @Mantovannni - are you able to confirm that disabling this fixes the issue? Thanks. Professor Dragon.
  14. SUGGESTION: Sailboat sail unfurling should cycle through the stages, not revert to fully furled after maximum sail. So this pattern: Furled > Partial Sail > Full Sail > Partial Sailed > Furled Not the current pattern: Furled > Partial Sail > Full Sail > Furled REASON: When coming into dock, I wish to be able to slow down on approach, and then stop. Not approach at full speed and come to a dead stop. I often mistime this, and then have to go through the cycle again. Additional proposal. Add the current functionality to the "anchor block" future functionality. Using the anchor will: * Deploy the anchor to lock the boat to a tethered region in a lake/river. * Change the sail status always to furled. In other words, similar to how it acts now now when coming out of full sail.
  15. Actually, I just tested it, and it works fine in F4 mode on v1.21.5. It's just that the cleat is hard to hit because you can't see it - but it works just fine and is reachable.
  16. Oh, right, yeah. Somehow I was thinking "Five panning attempts", and not "five whole blocks with eight attempts each equals 40 tries." That is somehow attrocious RNG or one of the other things.
  17. I don't think so. I got a book (lucky!!!), flax, bones, arrows etc from a small run last night. Maybe just unlucky? 5 blocks is too small a sample size. Drop list here. Try panning a stack (64) blocks and see what you get. Go into Creative Mode (/gamemode creative, /gamemode survival) and give yourself blocks just for a test. Either on your main world or make a small block size test Creative World. Maybe a Mod interaction? In particular, Knapster. https://github.com/anegostudios/VintageStory-Issues/issues/7234 Maybe a tool interaction? Make sure nothing in the off-hand. (Should not matter, but see.) Professor Dragon.
  18. SUGGESTION: Give an immunity to the "Soaking Wet" status for a few seconds after leaving a sailboat. Reason - you end up in the water often enough even with best intention. This would mitigate that somewhat.
  19. Tested on v1.21.5 and it worked fine with mixed stone/gravel inputs. Handbook also contained the recipe. A simple mod which means you don't have to scour the landscape of dirt. Most people don't mind a gravel area being dug. (Doesn't overcome my main gripe with stone paths, which is that it is so expensive in stones to make long stone paths. But that's nothing to do with this mod. )
  20. You're awesome. Completely mad. But awesome! The world needs more people like you. Professor Dragon.
  21. Hello @Odrayak Everything that @LadyWYT has said is wonderful and correct. Follow that to grow fruiting trees in practice. This thread is in a similar vein and offers tips: * Dig down into the ground to grow warm climate trees in cooler climates * Go up a mountain to grow cooler climate trees in warm climates * Green houses for a small temperature boost I do feel like you have a point that the base game trees don't as accurately reflect real world conditions as they should. I think they could do with some minor tweaking. I understand why they did what they did though, in order to make the game play work for most people, and as a first pass they can always build on. If you wished to experiment with this for yourself, go to here and modify the values in the .json file: CAUTION: Backup your game first. Experiment on a small test world. \Vintage_Story\assets\survival\blocktypes\plant\fruittreebranch.json You can then tweak the values to your heart's content. If you get something really good, then you can upload it as a mod for everyone to use. fruittreeProperties: { "pinkapple": { vernalizationHours: { avg: 250, var: 30 }, vernalizationTemp: { avg: 3, var: 0.5 }, floweringDays: { avg: 4.5, var: 1.5 }, fruitingDays: { dist: "strongerinvexp", avg: 21, var: 12 }, ripeDays: { dist: "strongerinvexp", avg: 9, var: 10 }, growthStepDays: { dist: "verynarrowgaussian", avg: 5, var: 1 }, fruitStacks: [ { type: "item", code: "fruit-pinkapple", quantity: { dist: "strongerinvexp", avg: 6, var: 4 } } ], enterDormancyTemp: { dist: "verynarrowgaussian", avg: -3, var: 4 }, leaveDormancyTemp: { dist: "verynarrowgaussian", avg: 19, var: 5 }, dieBelowTemp: { dist: "strongerinvexp", avg: -24, var: -10 }, cuttingRootingChance: 0.4, cuttingGraftChance: 0.6 Professor Dragon.
  22. And then what? Please tell me that you didn't build this block by block.
  23. Does the Geothermal Insanity mod still work? It may well do. Or do exactly what you want with a little tweaking. As far as the general suggestion goes, I'd probably recommend this as either a mod or an option, not a vanilla game change. It would mean that in any polar region or snowball world or mountain top that there is an "easy out" to sub-zero temperatures, which I don't think will ever be an intended base mechanic. Even though it might be how our real world works. If they did implement it in vanilla, then go whole hog and refine the underground temperature differences better. However, great to have as either a mod or an option.
  24. Wow. NICE PICK UP. Good call, @DeSaerth This also seems like another good candidate for the Suggestions thread. Professor Dragon.
  25. Good question. I wanted to do exactly the same thing last week, so this is fresh in my head. Mod. I haven't tested this on the current version, but it should still work fine. Eg: https://mods.vintagestory.at/morecreativeworldlayers
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