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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. Now, now. The question was in good faith and looks a reasonable thing to discuss.
  2. I know that I've been conditioned to: Always look at a "dead" block when I have anything in my hand that I wish to interact with eg look at wall or ground to eat food Never have a dirt block in my hand and attempt to run through a series of gates Make of that what you will. The one that tripped me up just five minutes ago was activating a bed instead of the torch that was in front of it. I know that a family member would instantly (and harshly in my view) feel free to classify that as a "Skill issue."
  3. Yes to both. Although if there is nothing you're really keen on, you could let the early adopters go first. But take a backup if you're at all concerned - good practice in any case.
  4. > Fixed: Grass or snow blocks sometimes floating in the air. Huzzuh! Appreciating this fix. Going through the rest of the list now. > Provide 50% rain protection for all the other hats (some already had it in 1.21.0) Nice. I've really been enjoying the rain protection. Happy it has been extended. Time to get my merchant hat out of the closet. > Fixed: Items would occasionally not be visible Glad to see it! This is another long list of amazing changes, so close to the last release. Thank you! Professor Dragon. EDIT Floating grass that was introduced in the prior major update is still present in the current patch. Is the patch just preventative to stop new grass from floating, or should it have addressed prior floating grass? I'd attach an image, but I'm having trouble getting past the size restriction, even though the size is met. EDIT TO EDIT Checked the patch notes on GitHub. "radfast Confirmed: the fix for this is included in game version 1.21.1 released today, so it should not happen again. However, existing floating grass/snow blocks will remain and will have to be manually deleted, sorry 'bout that!" So I'm going to leave my patches of floating grass, as just evidence of more temporal shenanigans in a broken world. They can fit right in with the floating mountains, odd vertical chunk borders and . . . monsters.
  5. You look to be right there. But it is a temporal gear . . . there is a good chance it was messing either with my memory or my vision.
  6. Barring "Points of Interest" or "Things to Avoid", I'd look either into the yellow route, or a combo yellow/overland along black dotted line. My reason is that the yellow route allows you a more direct route to the Commodities Trader from your House, and you won't always be visiting the Treasure Hunter trader. The green line is just further out of the way. You can also stop off along the way at those Ruins and loot or repair them. I've adjusted the yellow route into an orange one. And I've coded the "combo" route as purple below. Funnily enough, really steep cliffs are sometimes not as bad as rugged terrain, because you just ladder straight up them. I'd avoid tunneling myself. This is not Minecraft where light and tool use is trivial by comparison. I'd also keep an eye out for a Survival Goods Trader - they've got useful stuff. And a Clothing Trader pairs well with a Commodities Trader. But really, there are no wrong choices. Have fun!
  7. Wow. Kudos for testing. I have nothing to add. Well, apart from the link to the bug tracker. It's worth making an account regardless of whether you decide to post. Here is the front page link: https://github.com/anegostudios/VintageStory-Issues/issues And you can search for terms like "windmill" - I see that there are a bunch of issues logged already, so maybe your use case is covered by one of them (???). https://github.com/anegostudios/VintageStory-Issues/issues?q=is%3Aissue state%3Aopen windmill Professor Dragon.
  8. Can you screenshot the bottom gear setup? Also the length of the axle below your bottom shaft. If I get time, I'll try and reproduce the setup. Windmill mechanics probably ARE funky. I experienced substantial power drop off just by extending a shaft down a few rooms. You see different results by having a single large gear at the top of a shaft compared to the bottom, even though both should be equal. So don't expect real world behaviour. What is known here, specifically about losses from resistances is here: https://wiki.vintagestory.at/Mechanical_power#Resistance,_Torque,_and_Speed I think standard advice is you begin to max out at about six windmill blades before inefficiencies set in hard, so the setup you've got will be overkill in any case. The other complication in the above setup is the different heights of the blades. I'm totally prepared to believe that you're seeing what you're seeing, and that the power output is weird. Most people just roll with it, but you could take this a bit further and put through a Suggestions post (or bug report if something is actually broken). I also recommend these (admittedly older) videos to get an idea of in-game power behaviour: Professor Dragon.
  9. Off topic, but could you briefly explain in which file/s you would go looking for this type of thing? I see several posts on this forum along the lines of "I checked the code, and I found . . ." but a quick pointer on the main file/s would be appreciated. Thanks.
  10. Try turning them off "Just for a while." I recently disabled Temporal Storms completely, after being on the fence for years, and you know what? I have not missed them at all. I know that isn't a complete solution, but you've got nothing to lose. The other options are changing monster behaviour to "Passive", so they still exist but don't bop you. Then if you're in the mood for a bit of combat, turn it on. Off, on, off, on, off, on. If you're adverse to commands but don't mind mods which do the same thing, then look at things like: https://mods.vintagestory.at/entitiesconfiguration With this mod you can use an in-game interface to control all creature spawning. This could be used for many things, like disabling drifters or bears, balancing creature spawning with specific mods like Biomes, increasing spawns for specific types of playthroughs and the possibilities go on. https://mods.vintagestory.at/show/mod/5603 A totally monster-free experience, There is also a "Suggestions" thread on this forum. Professor Dragon. EDIT Some commands you could try adjusting directly. https://wiki.vintagestory.at/World_Configuration /worldconfig creatureHostility [aggressive|passive|off] Set default creature hostility (default: aggressive) /worldconfig creatureStrength [0-99] Sets the creature damage multiplier; a value of 1 means 100%, 2 means 200%, and so on (default: 1).
  11. The blue gear "Temporal Stability" moving anti-clockwise is determined in an area at world generation. It never changes after that, for that area. It is not bound to anything in particular - like Ruins - it is just assigned at world creation by whatever formula handles this. Think of it like the rock strata allocation - a big, general band, overlaid over the terrain. Don't confuse this with the "Rift Activity" level which can vary between Calm to Apocalyptic. This changes regularly, like the weather. So wander until you find a nice place to live, and check the Temporal Stability. All good? Now wander in a biiiiig circle of the kind that you might imagine your largest base with fields and farms might be. Ideally it is all stable. If not, move on (unless you like the torment). You don't want to build a lovely base, only to find that where you were going to put the fields is unstable. It's not the end of the world, but it is a nuisance which is easily avoided. Professor Dragon.
  12. Check for cave entrances nearby your base, and seal them off (temporarily or permanently). They are probably spawning in the dark and coming out, rather than spawning "in daylight." I did so with one cave and it stopped the problem immediately for me in that area. I've not noticed an increase in monster spawn rate. However, the number of wolf/bear spawns skyrocketed with the last update, after many in-game years of being totally quiet near my base after killing the initial residents. I am wondering if the prior update was not updating wolf/bear spawn rates correctly, and now we're just seeing the "normal" amountf and that seems higher. Could be the same with monsters.
  13. @Mrozak is correct. You need to add a minimum amount of honeycomb (or fruit or berries) for the fruit press to work. Unfortunately, it leaves you in an awkward state with some unprocessed materials. You might be able to add more honeycomb to the existing wet mash? See this bug report here, which was closed out at won't be addressed: https://github.com/anegostudios/VintageStory-Issues/issues/6856 "Closed this as not planned" My rule of thumb is: Fill a fruit press completely where possible. Professor Dragon.
  14. I know it has been mentioned before, but I for one will happily support this idea again. It's kind of crazy this isn't here by default (except multi-player). After all, the Handbook shows that a Pause is possible. At the very least, throw in an option on the map screen to pause, like the Handbook. Maybe there are a few use cases such as studying the map overnight while in the safety of your home, and letting time pass while you do so, such as in an emergency shelter with no bed.
  15. Me personally? No. I only harvest them when mature. Otherwise, I'll just mark them on the map and continue. And by then I probably don't need them, so I just leave them there. There are other players who like to harvest everything at any stage in the early game, in order to get seeds quicker and get farming up.
  16. Yes. Done that myself often.
  17. I might be just terribly unobservant and mis-remembering things, but I make regular trips back and forth between traders over the in-game years, and sometimes there are mature crops there when I thought there were none before. I tend to pick wild mature crops, even though I don't need to anymore. Of course, I might just not noticed they were mature before, or didn't have inventory space, or didn't pick them for whatever reason. That's all possible. I'll keep an eye out for some, mark it on the map with growth state, and come back to you later. EDIT Here you go. You've got your own dedicated carrot patch in my primary world now. It is definitely off the beaten path, so it won't be constantly updated by my presence. And now . . . we wait.
  18. Also, although this answers a question that wasn't asked: Farming! Plant up some of those grain crops. In the first year it will keep you fed. Later, farm cycles exponentially and food becomes trivial with an abundance of grain for animals or late mid game, bread trading for gears. Finally, build a two high fence around your sheep, and cheese it with a slab or trapdoor on top, which you can use to fill a trough without getting "whanginated."
  19. Glue currently does not work on v1.21.0 (Stable). A bowl does not remove contents from the Glue Pot. Trying to pick up the pot directly causes the Glue to vanish (or drop through the floor or something - I don't know). It is currently bugged and there is a report open on GitHub. https://github.com/anegostudios/VintageStory-Issues/issues/5957 I confirmed this myself last night when trying to pick up clutter and went looking for the bug report. I recommend making a GitHub account so you can add/comment, as that is where the development work is launched from. Unfortunately it currently has a flag of "Won't fix", because I believe that the Dev. didn't understand/couldn't repeat the issue. Not sure what needs to be done in this case, but I added a Comment and will see what happens. But may need a new bug report. EDIT: I can't read. It is flagged as "Reproduced in 1.21.0-rc.1". Which I guess means it is fixed there? Can anyone confirm? I'm only running one version. In the meantime, I recommend just updating your world setting so as to be able to harvest clutter directly: https://wiki.vintagestory.at/Glue /worldconfig clutterObtainable yes Professor Dragon.
  20. Use "F" on the scythe and there are two settings - a bit like the Pro Pick. One removes grass forever as a decorating option, the other cuts grass short and allows it to be a renewable resource. Break the dirt and replace it and it will go back to default growing of grass. Just to tidy up your phrasing so as not to confuse people, although I know what you meant. Wild crops are CREATED at world generation only, and then never spawn again. Wild crops DO go through a repeated GROWTH CYCLE. Seedling to mature and back again. https://wiki.vintagestory.at/Farming " Wild crops will grow even when their chunks are not loaded, and their growth is not influenced by temperature. However, once they are fully grown, they will revert to their first stage if they are not harvested before the next growth tick."
  21. Good job. And yes, that story is repeated across Vintage Story for all players for different items. I've looked at the Handbook entry for a Sturdy Backpack many times myself, only to drill down into the ingredients and find that you need to be at the top of the tech. tree to get it. For anyone with a similar question about ore spawning, the Wiki is your friend (if you allow yourself an occasional luxury): https://wiki.vintagestory.at/Ore_Deposits You didn't mention the rock type, but the page shows that a Decent reading is the maximum in Basalt or Peridotite, and Medium in Andesite or Granite. Also that it spawns between rock level 0 - 44 (standard world height) - which is bang on where you found it. And finally that you need Tier 5 tools to mine it. Yup. Professor Dragon.
  22. Huh. You'll never believe it, but I turned back to the "old map" (real world colours) and "Boom" - there was a Treasure Hunter trader I hadn't noticed buried in a forest over a hill, less than a day's run from my main base, who I hadn't noticed. Why all the traders in my world want to sell me a map for a guy at the other end of the earth, when this dude is literally right here, is beyond me. But yeah, "old map" colours rule for finding traders - and just about anything, really. (With the possible exception of meteor sites.)
  23. Found one. Like you, I wondered what was going on. (And whether I can pick up the bones, but I think that I'll leave them resting where they are.)
  24. Thanks @gilt-kutabe You may be right, but what then is this option apart from being a huge trap? (This is a question to everyone, not just you ) https://wiki.vintagestory.at/Temporal_storm/en /worldconfig temporalStormSleeping [0|1] controls whether or not players can sleep through storms, where 0 disables sleep during storms and 1 enables it. I mean, why would anyone choose that option which sounds like: Allows a player to sleep safely through a Temporal Storm But actually means: Allows a player to sleep through the night to give the monsters a better chance of spawning next to them and killing them unawares Why not just baste yourself in a light sauce before going to bed as well? Funnily enough, I had a search around to look for information this . . . and it turns out that I had the same encounter back in 2022: This was back in the day when objects on the floor actually had a reasonable chance of stopping a spawn, which got patched out later (if my memory is correct). Never really came to a conclusion in that thread. Might be time to run this down. Hello @Thorfinn Reaching out to you (I know you're a player, not a dev , but your skills are pretty good) to see if you can confirm the above command behaviour (temporalStormSleeping) is documented anywhere. In particular, should getting ganked in your sleep be a risk, or is this option meant to prevent that? Thanks. I tried the Command Handbook (.chb), and although there is an entry for "worldconfig" I can't seem to get any information on the sleeping part: /help worldconfig temporalStormSleeping No such command found temporalStormSleeping I can see that is the command name, both from the Wiki and from this file: \Vintage_Story\Mods\VSSurvivalMod.dll { category: "temporalstability", code: "temporalStormSleeping", dataType: "dropdown", values: ["0", "1"], names: ["Disallowed", "Allowed"], default: "1" }, I'm at this point again: Suggesting that there is a 10 block "no spawn" within a Room with a player sleeping in bed, from Temporal Storm spawns. At least as an option. Disabling Temporal Storms altogether (I've paid my Drifter Dues): /worldconfig temporalStorms off Going into Creative and giving myself one of these for use around my main bedroom (and the gears to run it as needed): https://wiki.vintagestory.at/Rift_ward I've honestly tried to play this game "as intended" for years now, but this might be the final straw before I join the "disable Temporal Storms" crowd, because I don't appreciate a random death just dropping out despite decent preparation. Thanks, Professor Dragon.
  25. I just had an unnerving experience. Two Corrupt Bowtorn spawned into my base while I was sleeping through a Temporal Storm. My question is "Did I just cut it too close, or is something else happening?" SCENARIO I'm not keen on facing monsters during Temporal Storms, but I'm still undecided about turning them off, as it shapes the way you play the game (having safe spaces, being prepared on treks). So I play with the option that allows you to sleep through Temporal Storms. My main house is well lit. Checked with a light levels mod - plus primary rooms 7 x 7 x 7 or less with solid blocks and meets "House" status. The "bunker bedroom" is very well lit with a lantern and measures 2 high (plus one water hole in the floor and a solid trapdoor in the ceiling above ladders) by 7 or less wide and long. It meets "Cellar" status. Plus filled with furniture and equipment - so not a lot of spare floor space. This is the same room where I removed a rug at the foot of the bed, so that my head doesn't enter in the ceiling on waking up. I have the mod "HUD Clock Patch" to see when Storms come - this gives you an accurate time of when the storm starts. Normally I time this so that I go to sleep between 20 and 30 "minutes" left on the clock. Much longer and you risk waking up during a storm. And I don't like less as I didn't want to cut it close. Went to bed with 17 minutes left on the clock. Less time than usual, but still should be good enough. Info. box advised "The temporal storm appears to be waning." This is a vanilla message. I was woken up under attack by a Corrupt Bowtorn. I died. (Yes, I take armour and shield off when sleeping through a storm to save food.) Maybe the above two events are swapped - there was a lot going on at the time. I respawned in the same bunker room (Of course!), was attacked, retreated to my wine cellar, equipped weapons and killed the Corrupt Bowtorn. Immediately above my bunker in my main room was another Corrupt Bowtorn. Killed that. No other creatures in the house or mulitple adjacent rooms. So . . . what happened here, and how do I prevent it from happening again? I have saved the logs, and can raise an issue if anyone thinks it is worthwhile. Or did I just cut it too close? Thanks, Professor Dragon. EDIT: At least I got two flax and four "bone arrows" out of the experience, for a trade of half of all my Nutrition on all bars. Version 1.21.0 (Stable) with only basic mods - lighting, mapping etc.
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