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Everything posted by Professor Dragon
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I know the feeling. I'm hanging out for the stable release also, because I don't really have that much room on my old computer to be running multiple versions. That's why I've been a bit quiet here lately. Professor Dragon.
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I'm curious - because I want a way to stop snow falling down the chimney. What exactly counts as "blocking" a chimney? Does it have to be within the structure itself, does it have to seal the chimney hole (eg block on top). What? Your sacrifice is advancing knowledge for the greater VS community. Here, have a cookie. Professor Dragon.
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Is VTML still supported in the latest version?
Professor Dragon replied to yacine_cnbl's topic in Questions
Yes, it does work - at least, according to this Issue Tracker report that I found where a different issue was being reported. https://github.com/anegostudios/VintageStory-Issues/issues/7776 However, examples of VTML text were used on v1.21.6 Did you remember to Sign your book? See this thread from that same Issue Tracker report, where the user mentioned problems - that they solved - writing to player generated books rather than to Handbooks. Signing the book in their case worked for them. The thread is bigger, so worth checking out. Professor Dragon. -
Is that a question or a suggestion? There are already many different roof colours in the game - check out the Creative mode menu. If you're desperate for using those materials and only have a small area to do, then consider Chiselling the base blocks. Otherwise, the answer is going to be "mods" - but to my knowledge, one has not yet been written for either Andesite or Sandstone. I guess it would be a fairly big task, and I'm not sure there is a big audience for it. "What does a Sandstone or Andesite roof even look like?" would be a valid question. I'm not sure that they exist in the real world. Professor Dragon.
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Is there a mod or setting for bed time skip?
Professor Dragon replied to Witherskul's topic in Questions
@DoctorSnakes is right - there is not in general, however there are mods in particular which may get what you want. Remember that Vintage Story is also built as a multi-player game, and different in operation to Minecraft, so how it operates is much more function specific and well, different. I was going to say that "Time is weird in Vintage Story," but on reflection was going to restate it as "Time is complex in Vintage Story," before finally on further reflection thinking it is more accurate to say that "Time is weirdly complex in Vintage Story" - or my final thoughts "Time is complex and weird in Vintage Story." Some things that you might expect to progress during sleeping do not, and it is a case of checking individual behaviours. See https://wiki.vintagestory.at/Time for more details and commands and cautions to manipulate time. Search the web for time mods such as "Vintage Story time mods" or similar. Professor Dragon. -
Are there any mods that add flight boosters to gliders?
Professor Dragon replied to InternetDragon's topic in Questions
Not that I know of. However, there are mods that improve the basic glider. Search the net for "vintage story glider mod" and you'll come across them. eg https://mods.vintagestory.at/show/mod/21867 Or there are mods which improve air travel in totality, from simple hovering cars to a full on air-ship: https://mods.vintagestory.at/vsairshipmod Professor Dragon. -
If you really want to be sure, use a light level mod like one of these: https://mods.vintagestory.at/easylightlevels I haven't tried this one, but it is updated to the current version (although the above also still works): https://mods.vintagestory.at/show/mod/32420 Professor Dragon.
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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
Professor Dragon replied to Tyron's topic in News
Fantastic update. Thank you! As well as the new feature updates, many of the little issues that I've encountered have been addressed. Who knows what the performance features do behind the scenes, but that can only be good. I was going to pull out some of the features/fixes that I liked, but it's practically the whole list <SNIP!> Nibblers: We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops! Added cabinets and much improved storage system, allowing voxel-precision mixed item placing on cabinets, including books, clothing, chiseled figurines, all previously storable 1.21 items, and more! Cabinets are wood typed and can be upgraded with cabinet doors. Added mannequins to display your clothing Major forge rework. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more Fully rebuilt trader outposts Two new farm-able crops: Fennel and Licorice - Eight new Mushrooms Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort Sleek doors texture rework and they now have a glass window Added 8 new variants of storage vessels Added survival mode craftable clay tiles Fixed: Resonance Archives gasifier would burn fuel too quickly Fixed: Baking an item in an oven would reset the spoilage timer Fixed: Animals would never eat planted crops Tweak: Add chiselable full block stone path Handbook improvements Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks. Stone paths now use wildcards to randomize texture, rather than alternates. Fixed: Pie dough sides were unusually dark when placed besides blocks Lots of internal preparatory work for foot steps sounds Tweak: Performance tweaks Tweak: Command Tweaks: Wood ladders can be sawed back into boards Ladders made entirely of sticks have their own model, separate from ladders made from planks Fixed: Fixes npc dialogue link text cut off in some cases Fixed: Armor stands could only be placed at edges of blocks Fixed: Color accurate worldmap: Still used vintage colors until the map was opened Fixed: Rotation of clayforming for watering cans matches output Added crowbar for easier removal of wooden beams Added crock labels for fruit jam Placed backpacks can now be opened New Sound Tracks Feature: New collectibles and craftables eature: Added pot pies - this allows you to create mixed meat & vegetable pies Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Feature: Added in-wall mechanical power axles Awwww! Tweak: Can no longer grid craft stuff from hot items Fixed: Luxury trader was still selling gold omok pieces <End snip> It's going to be a long wait though until the stable version is out . . . counting the days . . . -
soil randomly collapsing on mountains and cliffs
Professor Dragon replied to Fin_Soup's topic in Questions
This is a great suggestion. I might try it for my next "big world." My first main world had soil instability on, but the downside is that after 20 years in one location, ALL of the hills were denuded to some extent, or weird pillars with a few trees on top. I turned it off for my second world, but it feels lacklustre not having soil collapse when it "should." So I'm tempted by the third way, which is to mod the behaviour so that blocks still fall, but you're no longer randomly losing mountains to a rabbit. -
My current game is with 20 day months, and I went through winter massively (MASSIVELY) overstocked with food. 30 day months should be quite doable. I had some advantages. Spawned in an area with abundant berry and mushroom resources Near an Agriculture Trader (not really needed, but they sell seeds and food) Exploring turned up a lot of seeds everywhere - this really is the key Prior knowledge that let me build farms and storage effeciently Found a Trader who sold glass, which allowed for an early 14 x 14 greenhouse
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In addition to what other people have said - cheat. It's okay. I've done the journey to the story events on worlds with larger scaling for the story structures aaaaaand . . . . never again. Apart from overcoming the challenge and getting that sense of achievement (tick - done that), the week plus long trip didn't really add a lot to my life. Sure, I discovered some nice structures along the way. However, they are all so far away you're unlikely to come back to them anyway. The main thing that the long trip did was blow out my game save file by a huuuuuge amount. You have three options. 1) Decrease distance for the story missions, as per @LadyWYT's suggestion. Trap: If you make it too small, you will be forever seeing a later story mission on the skyline. 2) Spawn the story location at a place of your choosing. Easy to do, and means you have your main base set up near it. 3) Get the co-ordinates and teleport there. Professor Dragon.
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Maybe make your own? Just download some of the official images and adjust to your heart's content. Local stationary/print shops let you do a print of even a single page of sticky labels at a cheap price.
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You guys wait until the later story events! In any case, I totally overgeared on the Eidolon and went in with full Forlorn Hope armour, steel shield and steel arrows - and it was fine. Staying in the corner, jumping to avoid attacks (most of the time) and pelting with arrows worked for me, with additional thwacking of locusts behind the pillar. However, this approach really does cut it out from being an "early" (mid?) game experience, which is when all of this should really take place to be most useful. I'm curious as to the lowest levels of gear that seasoned Vintarians do it at. I'm sure it is possible to do it in linen gambeson - I just haven't tried it.
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I don't know if this has been mentioned before on the forum . . . I've been a bit "AFK" since the Christmas period. But . . . the YouTube channel for Vintage Story has this - stackable and rotable items on display shelves. This has been something that I've dearly wanted for a long time. There are mods . . . but I like the vanilla experience a lot (except where I don't, looking at you HUD display and Light Level friends). Anyway - check this out! ! ! (And VS staff . . . why isn't stuff like this posted in our "News" section or elsewhere on this forum? Or have I just missed it. I feel like this being the "official" forum should get the news first, but it seems to get left out.) Professor Dragon.
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Soooo . . . initial thoughts. It is a very different game. Think "Minecraft with creature mods and shader pack out of the box." It is bright and colourful, and feels so, so, so, so very "easy" compared to Vintage Story. Prime example - a brown bear in Hytale is your early training mob in the starter area. In Vintage Story it is still a challenge for experienced players. Within 15 - 30 minutes, we had a fairly detailed starter house up, with faux chiselled blocks (you just pick from a palette of blocks) and two tone roof. Plus a bunch of useful workstations. Within a few hours, had seen several different biomes, faced many and varied mobs, and returned home in time for dinner. After Vintage Story - or even regular Minecraft - the compression of timescales is really noticable. It is also very obviously still a Beta game experience. The main drawcards, such as instanced dungeons, have yet to be implemented. Things that we take for granted, such as the Handbook or block information are nowhere to be found - which is a bit of an issue, considering the vast number of blocks and beasts around. Or water - it is a pick up and put down one "block" of water. There is no flowing water when you remove a bucket - just a hole in the water left behind. A lot of quality of life issues that V.S. licked a while back. But what it does - a bright, colourful, dip in experience - it does well. I could go on, but long story short. It is a very different game, with a very different (younger) target audience. Maybe in a few years, some of that audience will move on to Vintage Story. Professor Dragon.
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I've just installed Hytale today (because of family member pleading . . . ), so I'll see what it is like. Just from the Blogs alone though, it is still in early development. They're using a branch of the game from four years ago, tidied up. And they are launching with their Version 1 of terrain generation, rather than the Version 2 that they need to add all their dungeon features. So . . . early days. It is however amazing how they have launched to such a big player base - can't deny that achievement. Big drawcards? Skins. New things to do. And I'm guessing bright, colourful and "shiny."
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Hello @PatLea Welcome to the forums. I hope that nothing too much gets lost in translation here. There are no world maps for obvious reasons once you play through some of the lore. We are not dealing exactly with the current Earth as we know it. There has been a lot of upheaval - both political and geographic. Besides, this is essential a "sandbox" game where the whole point is to make a brand new world with different settings. Some users have recreated parts of the world. One heroic user is building the whole of Japan in Vintage Story. That is very much a passion project though. You can find various ciders, wines, ales and other alcoholic beverages in the base game. And while I don't think that Cullinary Artillary handles "beer" from hops exactly, it does massively expand the other food categories, which may at least give you something different to eat while you think about brewing: https://mods.vintagestory.at/aculinaryartillery Creating mods is a tricky and lengthy process. Although it should be easy enough to rename one of the existing assets to "Beer" in a .json file if that is all you are after. I recommend that you start with viewing existing mods and searching through the food and drink sections: https://mods.vintagestory.at/ Professor Dragon.
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The boat speed multiplier is in boat.json. From the mod: https://mods.vintagestory.at/boatspeed This comment by a user "morgolgo": ________ QUOTE FYI to anyone trying to find a way to change boat and raft speed in singleplayer without using a mod: I edited "boat.json" found within C:\Users\[YOURUSERNAME]\AppData\Roaming\Vintagestory\assets\survival\entities\water and changed speedMultiplierByType: { "boat-raft-*": 1.0, "boat-sailed-*": 1.2 TO: speedMultiplierByType: { "boat-raft-*": 1.3, "boat-sailed-*": 1.6 This gave me a noticeable speed boost without seeming to change turn speed or feeling completely ridiculous or OP. I have not unlocked the elk and cannot confirm if it works with these changes. Do so at your own risk. I also use the Rivers mod and changed river speed to either 2.0 or 1.5 which lets me go upriver using both a raft and a boat. It is slow but I felt it was balanced enough for a improvised solution such as this. I host a private ad hoc server for a handful of other players and it worked in this case. This was on version 1.20.4 ________ END QUOTE You're right, it is not an absolute speed as asked by the OP, but it is the closest we have when added into your code section. One thing that I've noticed is that two things really slow me down: Looking to the side (I REALLY wish this was not the case. You don't slow down in a real boat or raft if you look to the side.) Tight or frequent turns. Professor Dragon.
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is there a way to prevent gates to spawn near my Base?
Professor Dragon replied to Pepperorange's topic in Questions
There is - the Rift Ward. It is very end game tech due to the low chance of the right parts dropping, but you can get it from the Creative menu easily enough (hint, hint). https://wiki.vintagestory.at/Rift_ward EDIT Apart from the mod suggested by @Dilan Rona and the above Rift Ward, don't forget to check the basics. I see that you're using the Simple HUD display - that has an option to display "Room" status. Make sure that what you think is a room, is in fact a "Room." Also I can recommend a light checking mod, to make sure that there are no spawnable areas in your house, such as: https://mods.vintagestory.at/easylightlevel But if you want to whang all surface drifters on the noggin, rather than just around your base, then turn off surface rifts: /worldconfig temporalRifts [off|invisible|visible] Defines temporal rift behavior (default: visible) Off: No rifts spawn, which also means no drifters can spawn on the surface. Invisible: Rifts are not visible to the player, make no sound and do not affect players in any way, but do spawn drifters. Visible: Rifts are visible to the player, make sound, drain stability on nearby players and spawn drifters. -
I was in the process of writing up a guide for this, as I just went through moving a mega base between two worlds. I'm not going to get that done soon though (on holiday), so here is the overview. OVERVIEW FOR A SMALL BUILD COPY Preparation Prepare the source world. (Get as you want to copy it. Put items into chests etc). Backup the source world. Create target world. Back this up also. Use the World Edit commands to copy over the build from one location to another: Switch to creative mode with "/gamemode Creative" Take the "Magic Wand" from the Creative Inventory (e) and place in the active Hotbar slot. Open World Edit. Default key is tilda "~". Choose the Select Tool (dotted rectangle) from the left pane. With the Magic Wand tool active, left click to mark a start postion and right click for the end. Mark this. Use the command "/we export <filename>" where filename is written without a file type. The type ".json" is added automatically. eg /we export My_House will create a file called My_House.json. Start up the target world and go into Creative mode. Start World Edit, select the Magic Wand, Choose the Import tool then select the file name from the drop down box that is top left. Right click where you want to place it WITH a block in hand. REFERENCES This video is a great place to start: How to Copy & Paste Builds Between Worlds - Vintage Story by @ArtGnat Professor Dragon.
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Question about the spawn locations during temporal storms...
Professor Dragon replied to Broccoli Clock's topic in Questions
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). -
Question about the spawn locations during temporal storms...
Professor Dragon replied to Broccoli Clock's topic in Questions
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. -
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.
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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.