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Everything posted by Professor Dragon
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How to get tapestries for creative mode building ?
Professor Dragon replied to Kolyenka's topic in Questions
Nice! -
"Possibly to my own detriment, I can show you the roadmap . . . " Well, he totally called that one correctly.
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Change grass (eaten) to grass (cropped)
Professor Dragon replied to Facethief's topic in Suggestions
Yes, I am totally on board with this request. It is one of those little grammar things which irks every time you see it. If necessary, keep the extra state "eaten" which only applies if eaten by an animal, while "clipped" or "mown" could be used if the player changes the state. Or, as Facethief says, "cropped" for both states. -
I like the part where the chickens go "Poiiiinnng!" through the corner! This mod is great for calming crazy chickens, until you get them to Gen 10. https://mods.vintagestory.at/chickensit It won't solve the corner problem, but it means it will trigger much less. Plus, calm chickens. I always double fence livestock: Aesthetically, looks nice and is a common thing on farms. Small pen. Bigger boundary fence (or ditch!) Stops predators swiping through fences Handles escapees Nice testing - so great to see this done. Both at all, and with a nice little video which clearly shows the problem. As you've got it reproducible, you may want to place it to the Issue Tracker, along with your log files (which should hold your mod list). https://github.com/anegostudios/VintageStory-Issues How did you get the fancy red border? Professor Dragon.
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Eeep. Thanks @Echo Weaver Good point.
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Hello @Jeramie Welcome. Do you mean that if you place a block of sand or gravel against against a wall more than a block from the ground, that it does not fall? Or that only soil does not fall? (I am going to assume that you are on the latest stable release. If not, stop here and install that.) First, confirm what value "blockGravity" has by entering this in game: /worldconfig blockGravity It should report back either "sandgravelsoil" or "sandgravel". If your problem is only that soil is not falling and it says the latter, then that is the issue. After changing this value, make sure that Vintage Story is restarted for it to take effect. Not on your client, but the server. Next, disable ALL mods. Some mods are known to have block interactions. Restart Vintage Story and test again. If it works now, then you need to isolate the mod. Next, is to put on a mod that specifically works with the falling block files and implement that, and see if that works. For example, Partial Landslides mod. This may be a better solution in any case. Next, does this happen on a newly created test world, with that setting applied and no mods? Final step is to go through this post and attack the falling block files directly. I'm providing this more for complete information, than because I think you'll need it. It is a kind of last resort: Actually, logging a report at the Issue Tracker along with your log files is the true last resort: https://github.com/anegostudios/VintageStory-Issues/issues Cover off the above groundwork before going through there though, because I had a scan through and there are no reported similar issues on falling blocks lately. Let us know the results or any questions on any point above. Professor Dragon.
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Hello @Dom9789, Welcome! My initial thought is that you just didn't notice the Temporal Stability going down when you went into the area. You are seeing the main blue/green gear in the center bottom of the screen spinning left, correct? Next thoughts are: * Do you have mods? If so, disable them ALL and try exiting and re-entering the zone. * What version (exactly) are you on? There may be an issue - but I can't find a similar one in the Issue Tracker after a quick look. You seem to be aware that the way that Temporal Stability SHOULD work is: * Regions in general have a default Temporal Stability level. Once set, this never changes. * Temporal Storms are temporary events, and once gone the level should return to the default. * Rift spawning (calm to apocalyptic) is a different thing to the big gear spinning. This changes frequently. There are similar problems that you are not reporting, which were meant to be addressed in recent releases, such as a Temporal Storm persisting for months. I mention it because it is possible that there is an issue. You'd need to rule out mods first and then post your logs to the Issue Tracker (above) to get help if reporting a potential issue. In any case, besides troubleshooting as above, the most practical thing to do is to resettle in a different region. Professor Dragon.
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Nicely done.
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Check out this issue and see if it is similar. https://github.com/anegostudios/VintageStory-Issues/issues/5957#issuecomment-3368608500
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v1.21.2/4 Story Chapter 2 Redux, TOPS-Lagspike patch
Professor Dragon replied to Tyron's topic in News
I'm not sure this is fixed. Fixed: Flat fog from weather no longer reduces deep cave visibility This picture was taken at L49 in a surface fog prone area. One second the cave visibility was fine, and the next the cave darkened over. The back circled torches are 8 blocks away. The closest torch is next to me. On the other hand, I'm enjoying a lot of the other changes. Too many to call out, so I'll just highlight that single shield display is back! I've added a Comment to: https://github.com/anegostudios/VintageStory-Issues/issues/6228 Thanks, Professor Dragon. -
v1.21.2/4 Story Chapter 2 Redux, TOPS-Lagspike patch
Professor Dragon replied to Tyron's topic in News
Is clay forming quicker, or am I imagining things? -
It's a higher bar than that, even. My guess is that people would consult most of these if they seriously engage with the Prospecting system: Handbook and Prospecting Guide VS Wiki YouTube videos VS Forum/VS Discord/VS Reddit And even when they are specifically talking about the Prospecting mechanic, you need to sort through the well-intentioned but non-Prospecting advice, such as: Use a mod. Go caving. Toughen up, it is meant to be hard. I found it on my first try, what's your problem? Just get good. A specific criticism I have is that the "in-game" player does not have access to a lot of that information. Such as the spawn rates and generations of ores. Or the levels that specific ores spawn at or under or above. How is the in-game player meant to know at what levels the different ores spawn at? It takes a LOT of mining attempts under different conditions before you can say from experience that "Ore X likely spawns between these levels." And the thing about Prospecting, is that the default scenario that causes so many problems is Prospecting for an ore that you haven't searched for before, or is rare. So you don't have that benchmark. Does this ore spawn near the mantle, or near the surface, or do I need to sample every single space between? Over which hangs the whole issue that the Density search result can be completely unreliable. Thanks. Professor Dragon. EDIT This change is very welcome. I wonder if it will fix some of my issues, as I'm very likely in this spot: Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x
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Could we have an "auto forward" for the raft? Double tap the forward key (W) and it will just keep rowing forward in a straight line. Tap W again to cancel and return to default behaviour. Thanks.
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@Brady_The is correct as to the best approach. Using "/gamemode creative" and "/gamemode survival" is exactly the same thing - but easier to remember for me. I have noticed in the current build that I am getting "invisible items" for things such as armour placed onto armour stands, or stacks placed on the ground. They appear to vanish, but they CAN be interacted with (unlike the OP report). I don't see anything on the bug list for this, but I suspect that something is going on which is not mod related.
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Yes, I understand that approach of making the best of what is hand, and see its benefits. That's for the future for me. I'm more moving along a series of check marks "Get iron", "Get steel", "Get chromite." Also, I feel like I've been "speed rushing" the game content, but I'm still on my first serious play through, several real life years into my world. I'm still gearing up to savour the story missions. I'll get there after better armour, bigger backpack, beehive kiln up, some of my own home coloured pots in my base, making the orchards larger and prettier . . . and so on. But I am speed rushing to get to the story content - there are just a few detours along the way. It will feel so good when I can slow down and start decorating properly. Solid points on the optimisation. The map readings are from my "surface" Chromite Density readings, so they will show L110 or whatever. I've gone back and Edited my dig post above, as really these are the essential Node (6) readings to take for likely Chromite in a default world: Level 7, 19, 31, 43. So a network at L43 would be optimal for tool durability. Note though that to go 12 sideways actually consumes 24 durability, because you need to stand up. A shaft down only consumes single durability per level. However, I do have an underground lower network of tunnels I sunk a bit lower to be similar to what you said. Not as low as 44. Mainly to be able to dig in any Rift conditions. The existing pattern of five going surface to mantle were mainly to conclusively say "There is NO Chromite here for certainty" rather than being an optimised tool durability saver. The Temporal Stability at L44 is pretty bad. It takes me roughly a 1/2 day to sink a shaft, prospect it, retrieve ladders, and move out of area to recover. Then usually the full day is done by the time I recover stability and have been distracted by base building or whatever. Then I go back and repeat. I'm going on holidays so I'm going to give this problem a rest. (Headline: Professor Dragon gives up on Prospecting!) I've decided to give prospecting Chromite a break for a while, and focus on base building and other activities, while taking further Prospecting readings in case there is another site out there. I am undecided as of now whether I will (a) Give up totally on this particular dig site and use an x-ray mod just to see where/if there was Chromite there and how close I got (b) Use Creative to gift myself some Chromite for the backpacks, so that I can get on with other "more interesting" parts of the game, and then prospect later again and throw the resulting Chromite into an ocean (c) Prospect elsewhere and/or cave (d) Come back here for "Round 3" attempt. Oh, I totally would like: Sturdy backpacks Mordanted cloth The former for making bigger builds easier, and the latter for decorating builds. I agree, neither is necessary, but both are nice. Plus they are obviously there like Gen 10 Sheep and Dairy - things for the long term players to tick off. I just happen to currently like base building a lot more than caving, despite the promised treasures. Thanks everyone. Professor Dragon.
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Thank you for such a detailed explanation! I am just at the beginning of that journey you've described. My trade routes are up and running well (Baking bread for me and selling to three Commodity Traders, as well as feathers and string, is profitable). Steel Tools have been a game changer - they've finally allowed proper building, at scale. I agree about the mods. I have not got to QP Chisel yet, but it is an obvious requirement for anyone working in this space. Love your item sorter - I hadn't appreciated that such technology was possible in VS. Anyway, I've been inspired. Thanks for the notes and the build images! Professor Dragon.
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Flowerpot/planter/decorated vessel variant availability
Professor Dragon replied to franzanth's topic in Questions
Amazing! I'll be using that list myself. I wonder how one goes about getting edit rights to the Wiki to add this type of thing? It seems like just the place for it. Professor Dragon. -
Flowerpot/planter/decorated vessel variant availability
Professor Dragon replied to franzanth's topic in Questions
Small correction. The Luxury Trader BUYS the Chthonic Storage Vessel, not sells. Different part of the file. That's what happens when you use a "Search" function in a file without checking carefully where it is. Oops! -
This is amazing work. So lovely! Any individual room would be worthy of high praise on its own . . . but it just keeps coming! I particularly like the fluted ceiling above the stairs (last image), but it is all glorious. (Please don't tell me you did this in Survival . . . although you did mention getting another Chandelier, which makes it seem you are . . . )
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Even if they were attracted to meat, I wouldn't recommend it. It will despawn, and you have better uses for your meat. Wolves ARE attracted for sure to live prey and, well, you. Same thing really. So dig your standard pit as the trap, and put a small prey animal like a rabbit or chicken in a safe spot above the pit as bait. The little animals don't despawn. So it is a bit of work, but you only need to do it once. You could just try a big trench and that would probably work without bait.
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+1 for that tip. I find that mod indispensable - as I do the light source checker mod when building rooms and corridors and adding permanent light. I see a problem - you have stone path under the doors. They are not a full block. So replace those with solid blocks (eg dirt or a stone block) and you should be fine. The only other thing that I'd add is that there could be a delay before the Greenhouse bonus hits, so give it some time. Up to 4 in game hours, although in practice it is usually only a few seconds for me. Professor Dragon.
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[1.21.1] [Vanilla] Any ideas how my goat escaped?
Professor Dragon replied to KrampusKid's topic in Questions
In theory, Ricky should not be able to get out. Both fences and gates are intended to prevent animals from stepping on and over them. That is a fix that is occasionally called out in patch notes. Your enclosure looks fine: It is all fences and gates. No stray blocks. Snow does not matter since patched. There are no troughs or other steppable areas There is only one animal, so there shouldn't be collision climbing escapes However, Ricky, like all goats, has a step height of over three blocks - so maybe somehow that is still coming into effect, even though it shouldn't. \Vintage_Story\assets\survival\entities\animal\mammal\hooved\goat-adult.json stepHeight: 3.1251 I have a lot of sheep contained, which are similar to goats in many ways, behind 2 high fences and have only had one escapee - and it is possible that is because I left a trough in that location. Their step height is lower though. So you may simply want to try a 3 or 4 height fence. Anyway, practically speaking, I'd secure Ricky a little more. Give him the full treatment: Slabs or grated trapdoors for a roof (Anti-escape) A light source (Anti dark-despawn if solid roofs or walls) Another perimeter fence two blocks out from the current fence (Anti-bear swipe) Backup Ricky II in a secure location (Just in case) If Ricky were a chicken, I'd add: Lightning rod (Anti-instant death from lightning) Fireproof blocks around fence enclosure (Anti fire spread) ___ The Wiki says that Goat Horns take a year to grow: https://wiki.vintagestory.at/Goat#Horns Adult male goats (including ox) grow horns over the course of 12 months. Professor Dragon.- 2 replies
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Huh. You're right - I'd never really appreciated that. Probably because I'm never working in a dark forge room, but you know, it's still a valid point. Forges emit light in the same way that the embers from a recently burning Firepit (Extinguished) do. You can see the light, but the light isn't strong enough to light up the block next to it. Anyway, I agree that forges could emit at least some light, as they LOOK like they should. At least a few candles worth equivalent. (I couldn't find a mod that already does this.) Forges could do with a few tweaks in general. There are already a few quality of life mods out there which could be in base game, such as auto-igniting if the fuel runs out while the forge is hot and you put more fuel in, the same way that a cook fire does.
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I think it would be best if you: Created the world with your favourite land forming settings. Switched to Creative and flew to an ocean: /gamemode creative (Optional) Use the "setspawnhere" command to now zero your co-ordinates to the spot you are on: /serverconfig setspawnhere See: https://wiki.vintagestory.at/List_of_server_commands/serverconfig And: https://wiki.vintagestory.at/Coordinates Switch back to Survival and enjoy: /gamemode survival Otherwise what you are asking is "Can the world generation make an ocean where I will spawn in?" and that would be a "No" in practice. I included the second link because there are two different co-ordinate systems in the game. The "friendly" 0,0 one displayed in the HUD, and the "real" one used in the back end. You don't need to know about the second type - just be aware that it exists, and why it means that the above command is useful. Professor Dragon.
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Flowerpot/planter/decorated vessel variant availability
Professor Dragon replied to franzanth's topic in Questions
I can go the other way and tell you which ones the Traders sell. A process of elimination should tell you the others - and let us know the list \Vintage_Story\assets\survival\entities\humanoid\trader-artisan.json Line 48: "code": "storagevessel-burned", Line 64: "code": "storagevessel-copper", Line 80: "code": "storagevessel-earthen", Line 96: "code": "storagevessel-ashforest", Line 112: "code": "storagevessel-rain", Line 128: "code": "storagevessel-rime", Line 144: "code": "storagevessel-undergrowth", Line 160: "code": "storagevessel-oxblood", Line 176: "code": "storagevessel-cowrie", Line 192: "code": "storagevessel-seasalt", Line 208: "code": "storagevessel-honeydew", Line 224: "code": "storagevessel-beehive", Line 240: "code": "storagevessel-harvest", Line 256: "code": "storagevessel-springflowers", Line 272: "code": "storagevessel-volcanic", Line 288: "code": "storagevessel-rutile", Line 955: "code": "storagevessel-chthonic", Line 1115: "code": "storagevessel-loam", \Vintage_Story\Vintage_Story\assets\survival\config\tradelists\trader-luxuries.json Line 1045: "code": "storagevessel-chthonic", I put the question to a web search, and it says that there is a Ruin loot table. Is there really? For the life of me I couldn't find it, so is it an AI hallucination? Or do my search skills just suck? I'll paste that response here just as an "FYI" but please note that it may be wrong. (Let me know if it isn't though.) The link was off to a Youtube video which didn't really seem to mention it, so I didn't include it here. Professor Dragon.