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Everything posted by Professor Dragon
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I dunno. I'd still be putting some two high fences around that bear hole if I were the original poster. Then a safety fence to keep ME away a few blocks from that. https://wiki.vintagestory.at/Bear Brown bears, black bears and pandas can easily escape a pit 3 blocks deep. Polar bears and sun bears can only jump up 2 blocks. Polar bears are the only variant that cannot use ladders. All bears can easily hit players/creatures over a fence 1 block high, but they can't jump over fences on level ground. Note: if the player puts a block such as a lantern on top of a fence, that creates a weak point where a bear could climb over. Bears have a 0.01 chance to leap at their target. People used to keep bears in a five deep hole because of the jumping . . . is that still a thing?
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I suggest adding your comments to the Issue Tracker against this one: https://github.com/anegostudios/VintageStory-Issues/issues/4641 And I agree, same thing happens to me. Fog on the surface kills lighting in even "small" rooms underground.
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I had another thought. There might be some cheese making mods that tackle this already? I couldn't find one on a quick search, but that doesn't mean there isn't one. Anyway, there ARE lots of existing mods on cheese, so maybe have a look at some of those and see what files they touch? Also, I found this post and this might be the .json: @Thorfin "The file you are looking for is "curdledmilk.json," located at ".\assets\survival\recipes\barrel\cheesemaking". EDIT Probably this bit. { code: "curdledmilkportion", sealHours: 72, ingredients: [ { type: "item", code: "milkportion", litres: 25 }, { type: "item", code: "pickledvegetable-*", name: "pickledvegetable", quantity: 1, allowedVariants: ["carrot", "onion", "parsnip", "pumpkin", "turnip", "cabbage", "bellpepper" ] } ], output: { type: "item", code: "curdledmilkportion", litres: 25 } Professor Dragon.
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Thank you for testing! Believe me, someone will have need of this information later. I guess that is where the "Piercing" stat comes in.
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Nicely done! Just one FYI, as this one bit me, but there is only a 50 MB limit on ALL attachments on this forum. So at some point you may wish to compress those images to a smaller size. You can keep track of it here: https://www.vintagestory.at/attachments There is also a "Guides" section on this forum, and that last update would fit well in there. https://www.vintagestory.at/forums/forum/32-guides/ Professor Dragon.
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If you go to the Github and and the vssurvivalmod, there is a "Search" bar at the top right. https://github.com/anegostudios/vssurvivalmod/ I entered "cheese" there and came up with this: https://github.com/anegostudios/vssurvivalmod/blob/099f168f61b1bcab1ea98170e621081f04767840/Block/BlockLinen.cs#L37 if (curLitres < 25) { (api as ICoreClientAPI)?.TriggerIngameError(this, "notenough", Lang.Get("Need at least 25 litres to create a roll of cheese")); handHandling = EnumHandHandling.PreventDefault; return; } I don't know what to DO with that information, but I hope it helps (?). Professor Dragon.
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NICE! Thank you.
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Just replying because I see no-one else has. At best guess, start by ruling out mods. Disable all of them. (Or make a new test world without mods - should probably have one of those anyway.) I can't think of why this would be happening without a mod. Something like this one - although not this one, as it says it is client side only: Item Pickup Notifier Simple UI overlay that displays items and their amount whenever a player picks them up. https://mods.vintagestory.at/show/mod/23330 Professor Dragon.
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Silly questions time: 1. Have all mods been removed? For an example of a type of mod issue, if you have Primative Survival there could be an interaction. https://github.com/anegostudios/VintageStory-Issues/issues/4792 2. Have you restarted the server? 3. Have you experimented with changing the standard Graphics Settings to basic levels? If yes to all of the above and the problem remains, I suggest you put it through to the above Issue Tracker along with a log set. Professor Dragon.
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That's expected. https://wiki.vintagestory.at/Room Faces of chiseled blocks only need to be "almost solid", meaning that no more than 32 voxels are missing from that face in total, to count as solid. The block will be considered solid if at least 50% of the total volume of the block filled in with voxels and the inward or outward face is considered solid. As of 1.20.11, using a wrench to rotate a chiseled block does not update its insulation, but using a chisel does.[1] To get around this, you either need to meet the chiselling conditions above, OR install a mod which changes partial blocks to meeting solid block room requirements, such as: This is just an example - there may be better mods for your purpose out there: https://mods.vintagestory.at/cbr There is another approach to consider, which is to ignore it altogether and say "Hang it." I made myself a fancy "greenhouse", but it was a greenhouse in the generic sense, rather than in the Vintage Story "Room" definition sense. I accepted the trade-off between having a massive decorated space, and meeting the room requirement. But this was an aesthetic choice - I already had functional greenhouses elsewhere for crops. Professor Dragon. EDIT If you want some inspiration of what is possible either late game or in creative, check out this thin walled greenhouse. You do need to be on top of using chiselling tools, and probably a chiselling mod also. "A lot of people ask me a question about the last video about a greenhouse, whether it is a functional greenhouse. The answer is yes. If you do everything right, the greenhouse should receive a bonus of +5 degrees Celsius. The chiseled roof and walls are within limits. Fruit trees do not take away the bonus. I posted the screenshots in a separate post." Or by the same person: End edit.
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No problem. We've kind of reached the extent of my knowledge on this topic, honestly. There are probably people around here who are genuinely experienced with WorldEdit, but they haven't popped in yet. Anyway, if you or OP reach a bottleneck, post it back here with details (the commands/things done and the results) and we'll see what can be done.
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I wonder if having an option to "display layer" would be good? Then you could toggle what you want to see. Games typically handle this with a little "eye" symbol checkbox next to each item on the loadout screen. I've got these very fancy shirts and whatnot, but I rarely see them because I'm often in a cold region. I'll take armour off when in base, but the fur coat tends to stay on.
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I think we posted at the same time! Didn't see your response until I put in mine - sorry. Can you run through the exact input and output you get? I tried the same as you did (I think) and got a similar result . . . but the only thing unusual was that the start and end position it gave me in chat was nowhere close to the red and green start block displayed on screen in front of me. BTW, why not use the GUI?
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How did you go with this? There's a post in this Reddit thread on doing (1). ". . . the gist is that all you need to do is to create a brush with an area that encompasses blocks you want to replace (ie: the size of the entire build), set it to "replace selected block" and then right click on the type of block that you want to replace while holding the block that you want."
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This is a more complex question than would first appear, which is probably why there haven't been many responses. I think for most purposes, just treat the arrow damage as "damage." It is "piercing" damage type, but that doesn't appear to matter a lot. These are the values you can get from: https://wiki.vintagestory.at/Arrow#Arrow_Tier See here for how the armour calculation formula works, and why this isn't simple: https://wiki.vintagestory.at/Armor#Technical Interestingly, people have worked out pretty well what happens when different Drifter types hit you in different armours on that page, so maybe one of those results in the table will be close enough? If you really want an answer to your original question, then barring someone with more knowledge chiming in here, you may want to consider reviewing the code here: https://github.com/anegostudios/vssurvivalmod OR maybe more simply, see if you can get someone to log into your world and shoot you. I am NOT a code person, but here are some "points of interest" that may be in the right direction(???). Damage types - arrows use "PiercingAttack": https://github.com/anegostudios/vsapi/blob/8b7ff79eb95bc6dfab47191751df988a2c332cfb/Common/Combat/EnumDamageType.cs The arrow gets its PiercingAttack damage type here: https://github.com/anegostudios/vssurvivalmod/blob/099f168f61b1bcab1ea98170e621081f04767840/Item/ItemArrow.cs if (dmg >= 0) { dsc.AppendLine(Lang.Get("arrow-piercingdamage-add", "+" + dmg)); The main "Projectile" page: https://github.com/anegostudios/vsapi/blob/master/Common/Entity/IProjectile.cs#L27 It does mention a "Projectile damage tier" - but what or how this works, I don't know. /// <summary> /// Projectile damage tier when hitting an entity. /// </summary> int DamageTier { get; set; } If you figure it out, please post it here. Professor Dragon.
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They take "some time" to appear. Has been this way for a while. I find that if I wander off "a little distance" then they pop into existence.
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Did I mess up the timer on my skeps for the winter?
Professor Dragon replied to MeggyMegs's topic in Questions
No, just just hit a temporary reset when it dipped below zero. https://wiki.vintagestory.at/Beekeeping#Temperature Add LOTS of flowers around the skep, and then wait for the spawn time to hit again. https://wiki.vintagestory.at/Beekeeping#Propagating_Bee_Populations Depending on the climate where you are, the greenhouse buff may or may not be enough to carry you through winter. Lots to look forward to though when Spring comes! Professor Dragon. -
I'd agree with all of that. And Magnetite was the final straw for me.
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Just putting it out there, the Hunters' clothing set gets the most class warmth bonuses by far. If the Hood gets buffed (which is fair), then maybe that point of warmth needs to be balanced out of the rest of the outfit. The other classes don't even GET a hat or hood. Rain Protection for the Hood is much more of a strong point though.
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Huh. MAD RESPECT to be playing both without a map nor Node Search. I might consider a Prospecting mod which gives a hot/cold in three dimensions, if one exists. I think I'd recommend that for the majority of the playerbase to be honest. Or to build into the game some type of improvement along those lines, such as being able to sample a small square and have it give you a Node like correct answer, but for the full vertical column. Or a true hot/cold reading. Something along those lines. The majority of the potential playerbase simply does not have the time available to sink into this activity. As this is such a core activity, I think in this case there should be a better answer than "mods" (even though it is a good answer). As an example of where I'm at, I'm 'searching with a Node (6) ProPick search now for Chromite. My best Densitry reading in a bauxite/andesite surface area reading is "Decent" (1.71) in the highest hotspot. My choices are: * Sink a shaft, even though the reading isn't a High or Ultra High. This will burn through a game day (maybe) and the resources of ladders and torches (which I typically leave). * Write off four in-game days of preparation, travel and Density Prospecting, to this spot, to go prospecting again. I've been burned many times unfortunately by sinking the shaft and coming up empty handed.
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I like the clothing visual wear mechanic. I just don't want to be a "dirty beggar" though in a tattered shirt. I'd like a good copy of my Malefactor shirt, however that happens to come - I'd be prepared to buy a new shirt in a Malefactor cut (or whatever) from a trader. Or sure, we can do needle, thread and soap.
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If you're NOT on the current stable version, then you'll get an "update" message at the top left of the front main screen. The version is displayed at the bottom right of the main screen. Bear in mind that there are probably still fog issues in game. I'd still try waiting a few days and see if it changes.
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Steel Acquired (Iscariot's survival stuff)
Professor Dragon replied to Iscariot's topic in Discussion
I'm fickle and switch around. "Whichever wood you have a lot of" is the right answer. Pine - my default. Grows fast, throws off a lot of seeds (which I plant along trade routes as future humungous way markers), my current primary building wood, "kind of easy" to harvest with grass block scaffolding, relatively quick to get wood with the growing and harvesting. Birch - secondary Much easier to harvest being closer to ground level. Plant it closer and take large groups of leaves out at once. My secondary building material. Reasonable seeds. Pretty to look at. Oak and maple - tertiary. Just because I had them around. Oak was primarily for tannin, but I now have forests beyond my needs. Either is a good "avenue" tree for trade routes. Protect against snow and rain as you walk, nice colours. Good to build with. Oak throws off a lot of wood, but is slower. Exotics Never firewood - go to my storage chests for building as I don't have farms of them yet eg walnut, kapok. Get yourself a forest or avenue and wood becomes less of a limiting resource. Also, forests are not rare. I'm very much a "save the planet" type of player, but honestly, you could take down that spare forest over the hills back there, and no-one would notice Professor Dragon. -
Well if you - or anyone, - are willing, please write a technically correct guide on how to prospect. It would be very well received. Just a suggestion to the community. EDIT: This is the best currently available: https://wiki.vintagestory.at/Guide:Prospecting In addition, if prospecting could be better, then let's also look at discussing these root causes. Thanks. Professor Dragon.
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