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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. I'm not quite with you on the suggestion - maybe just expand on it here! Anyway, I logged the issue here: https://github.com/anegostudios/VintageStory-Issues/issues/6845 I'd mark your post as "Correct Solution" - but I didn't raise this as a question! Professor Dragon.
  2. While I could use display cases (or shelves) , I was aiming for a lower tech solution as there are a LOT of ores to display, and was aiming for a different vibe. Plus it seems an unanticipated change of behaviour. I've never reported a bug using the Issue Tracker before. I kind of thought that just telling the Forum was okay. Kind of naive, I guess. Anyway, I found the link and will do so: https://github.com/anegostudios/VintageStory-Issues/issues Thank you! Professor Dragon.
  3. I don't know - never done it. But the wiki says it SHOULD be possible to do it with five ingots. https://wiki.vintagestory.at/Anvil Anvil Base Start the crafting process by placing a heated iron ingot on the anvil - bronze or higher anvil tier is needed. Select the anvil base and start hammering. Note that for the base, a total of 5 ingots need to be added, and there is at maximum 14 voxels worth room for error. This process might be easier when starting with one iron plate as the base, and then adding 3 more ingots, one at a time. To lessen the chance of wasting voxels - and thus ingots - it is necessary to add one ingot, flatten it out and only then add the next - and so forth. The space on which the next ingot will be added is always the same, and the player can make sure that this space is flat and below the maximum height limit of the recipe, which is 6 voxels, or 3 ingots stacked. Keep in mind that a new ingot added will only fill in the empty voxels in that specific space, so it is recommended to keep the ingot place as flat as possible. The ingot will however rise with the rest, meaning it will be added on top of the current surface.
  4. 1) Is this correct for the current scenario? No entities (sheep, pigs, goats, wolves etc) at all have spawned or are spawning in a new world with default settings with no modifications loaded. 2) What is the output of this command? /entity countg
  5. I have some rooms set up as "ore display" areas with four unique ores per table. (Or eight per two tables actually). These show one type of each stage or ore, so poor, medium, rich and crystalized chunks, along with the nuggets and metal bars they produce. However, I think this change broke it: Homesteading Content: Ground storage improvements. Can now store 12 ores per spot After the update, all four ores on the table were compressed into one spot. No problem, picking them up expanded them again. ISSUE: It is now only possible to put one ore per table, rather than four. I started a new test world to be sure it wasn't a carry-over issue, with the same behaviour. Display Cases and Shelves are fine - just the tables. Thanks, Professor Dragon. EDIT It is only ores which are an issue. Other objects like quartz or gems allocate to their four patches fine.
  6. Hello @FrostOne94 What exactly *IS* the problem that is seen? Can you recap and expand on the big picture of what is trying to be addressed and what is seen in game that is unexpected. Just in a sentence or two. Sorry if this has been covered, but I think it is important to be clear on this, before diving into the technologies. We can ping in @radfast if needed for performance questions, but we need to know what we're addressing. Thanks, Professor Dragon.
  7. You've driven me to look up additional information on the internet! That does sound cool. As to why, I guess the answer is a mix of: Maybe like me, the dev. team didn't know that "those were things." It is very specialised tech. for a small use case. Most people will never need that much honey processed. (Kind of curious if there are power users) The users asked specifically for the fruit press to handle honey. I guess they didn't know either/or were cool with a reuse of tech. The fruit press was there already in the game, and requires much less dev. time repurposing than scratch building new assets and mechanics. This level of detail might be appropriate for a mod, such as Golden Combs. TLDR: Nice idea. However probably tweaking the existing setup will be a priority as being more practical to implement quickly. Will depend on user feedback I gues.
  8. Hi Folks, I'm loving using the fruit press for bulk lots of honey. This is a long time player requested feature that has been added to v1.21.0. It's certainly a much appreciated update, especially for those of us with many bee hives. I thought I'd write up a post outlining the use, and a few quirks. 1. Loaded up with honeycomb and ready to go! You use <Cntrl> + right click to load up stacks of honeycomb into the central part of the fruit press, just as you do for fruit and berries. Honeycomb stacks to eight, but the fruit press takes a lot more, which leads to some interesting scenarios I'll discuss below. Tip: Be sure to have your bucket under the press before using the handle. 2. Squeeze away! Wait - give the press time to do its work. When it is done it will advise the amount of Honey and Beeswax that is available. 3. Release the screw, and collect your prizes. The honey will be in the bucket (You remembered to leave that there, right?) and the central Honeycomb "mash" will immediately convert to Beeswax when you collect it. THOUGHTS Overall, a nifty feature addition, which does exactly what is required of it. There are a few oddities though. The maximum amount you may add to the Fruit Press is 49 Honeycomb, or 6 x 8 stacks plus 1. This is an odd amount, and I wonder if it was intended. I would have thought that rounding to a full stack, such as six stacks of eight honeycomb would have made more sense. The tooltip on the press correctly advises this will produce 9.8L of honey. Again, this is an odd amount - are we just being trolled at this point? If there is going to be an odd stack split, it may as well work in our favour and we be allowed to add enough Honeycomb to produce an even 10L of Honey to match the bucket. SUGGESTION - Let's split the difference A press is a big, powerful machine. How about we put in 6 x 8 honeycomb and get out an even 10L? You only get the 0.2L "bonus amount" of honey if you completely fill the press with 48 Honeycomb, but I think that is fair. You can override the Beeswax default stack size of 32. Was this intended? With the fruit press your stack size is now 49 Beeswax. You could say "bug" or you could say "benefit of mechanisation." I'll leave that to wiser heads. If you thought the bulk chest space saving was good on that one . . . Honeycomb only stacks to eight. But if you remove the mash prior to squeezing, you now have a block of "Wet mashed honeycomb" which contains "9.8l" of Honey. It stacks to 64! Honey doesn't go off, so we can ignore the "perish speed" mentioned on the fruit press. So some maniac running a server honey farm could have one Crate with 16 x 64 = 1,024 L of honey in it. And because they're manics, they'll have multiple Crates. They'll skip straight past double chests for the efficiency. Madness! I'm not sure what the solution to this is, although a normal person won't encounter this issue. Once again, I am irked by the mixed capitalisation. "Honey" gets a capital but "beeswax" doesn't? Come on Devs. And while we are at it, are we using "l" or "L" or writing "litres" in full? Consistency peeps, consistency! "L" is often recommended to avoid confusion. Fix the Honey Trade to use regular ceramic bowls. I mentioned this in another post, but the Survival Goods Traders are no longer accepting honey in the standard bowls, which pushes this to a late game item to trade. I think that is an oversight that should be corrected. But in the meantime, rather than fill a Crate with wet mashed honeycomb, I think I'll look into mass producing beenades as I don't have a use for the honey currently. My final thought is that although the automation is fantastic and appreciated, there is something immensely satisfying about squeezing the honeycomb by hand. I think it is the sound that goes with the animation. So while I might use the fruit press for bulk runs, the traditional method still appeals to me. Thanks for reading this far, Professor Dragon.
  9. I LOVE this change! I noticed it immediately, before even seeing it in the patch notes, because my main bunker bed is up against a wall in a small two high block room (Whose isn't? ) and I always did this weird "My head is in the ceiling" after waking up from a Temporal Storm, then crouching to walk out of it. Sweet bliss to wake up at the foot of the bed without needing to do those shenanigans. _________ Thanks, I appreciate the update. Ifoz has it right (see below). The "Straw Hat" gives an 85% protection - did you mean that one? On this same topic, I am loving rain protection. I ran back all the way from a Trader in a massive rain storm under Apocalyptic conditions over rough terrain - a real test. The best part was that I was still dry when I got back to base. Previously, going outside my back door to harvest a few reeds would give me the "Soaking wet" status. __________
  10. AIM To display a map on the wall in vanilla Vintage Storage. (This is just a quick tip, even though it seems like a long post.) ISSUE There is not an "Item Frame" like "The Other Block Game." The map does not appear to have a "storage" option. That is, it can't be displayed on the Ground, Shelf or Display Case. You may put it into a chest, but that is about it. WORKAROUND Place the map into the labelled crate Mark the crate label (Optional) Remove map MORE DETAILS After having spent four gears (several times over) on a "Map to the treasure hunter", I wished to display it. This was also in no small part to it being 35,000 blocks away, so I'm not going to that Treasure Hunter soon. (At this point, I am questioning whether there is in fact any more than one Treasure Hunter in this world, but that is neither here nor there . . . ) However, it looks like the map is a special item. It is not mentioned in the Handbook, and you can't appear to store it anywhere but a container. This method is not ideal - the detail is not great. But it is better than nothing! If someone knows a better way to show the map, please advise. 1. You will need: A display wall (Rammed Earth in this example) 1 x Crate (Birch here, as it matches with the wall). 1 x Parchment to label the crate Marking stone - chalk, charcoal etc Saw for planks and crate building The map 2. Make the crate. 3. Add parchment to the crate to form a label 4. Place the crate into a hole in the wall where it is to be displayed 5. Place the map in the crate. (Shift + right click) 6. Label the crate with the marker (Cntrl + right click) 7. Done. Although optionally since v1.21.0 you may now remove the map and no longer lose the label. (Hugh "Yay! for that change.) I know it's not the best, but it's better than nothing. It would be nice to have a better, higher resolution image to display out of the box (Hint, hint). Or an import tool to be able to display our own paintings and images as art. Anyway, you could use this method with all types of objects to make simple art on the wall - and all without chiselling. Professor Dragon.
  11. Not sure if I should be posting a new thread for clarity, or tagging this onto the main v1.21.0 thread. There's bound to be a number of quibbles with the new update, so advice on best place to post this welcome. ISSUE Honey Trade now requires specific clay types. Recommend that any clay type be accepted for the bowl. It is the honey that is important, not the bowl. DETAILS After years of regular trading honey in bowls for gears, my main dude Axe, Survival Goods Supplier has taken a liking to the fancy life, and now wants his honey only in a "Cream ceramic bowl" rather than in the regular pit fired black bowls I've always provided. You can't even move the bowls to the trade window. My dude can't even bear to look at me, such is his chagrin that I'd even suggest such a trade! BONUS POINTS Let us sell a bucket of honey at a time, maybe. Can we get the used bowls back sometime??? Buyback deposit scheme? The honey trade is a bit fiddly, with the crafting of bowls, cost of skep maintenance, transporting of buckets of honey, then splitting out to bowls. Some streamlining could help. Thanks, Professor Dragon.
  12. Thanks ifoz, You're right. Switching to the straw hat did provide substantially longer protection against the status "soaking wet." Back to looking like a hay seed again. I agree that further hats should have this protection from rain value. A merchant facing end-of-the-world conditions would have a water resistant hat, would they not? I also agree that it would make sense to add to some other items of clothing. I'm here in a fur coat, and other pieces - they would have some form of resistance. Still, it is a good start. Perhaps there could be a "% rain protection" value against each class and specific item of clothing. Cloaks give more protection than boots or belts. Fancy frilly hats with feathers offer less rain protection than a full waxed leather hood. Not sure how to flag /u/Tyron, but I trust he's seen your response. The current protection from rain value for the straw hat seems fine. Thanks.
  13. Version 1.21.0 (Stable) has given a lot more coloured home decorating items, such as storage vessels, crocks and flower-pots. (Yay!) SUGGESTION Move "the most important part" of the name to the start of the name. Place the colour and type at the end of the name ISSUES Names are much longer now Names don't have the priority information at the start Prior examples work this way For example the: Dark brown ceramic storage vessel would become Storage vessel - dark brown ceramic Dark brown ceramic crock would become Crock - dark brown ceramic Dark brown ceramic flowerpot would become Flowerpot - dark brown ceramic The most important part of the name is the item, and so could be prioritised. This is more a factor now that the names have got longer to include colours. The naming convention for the type and colour could vary - the key part of the suggestion is that the item name be moved forward. For example, you could just as easily have: Flowerpot - dark brown ceramic Flowerpot - ceramic dark brown Flowerpot - dark brown Because so far, all of the above items are ceramic, so you could leave the "ceramic" out of the name. Format could vary if you wish, such as: Flowerpot (dark brown) <<< MY PREFERENCE Flowerpot (dark brown ceramic) Actually, I just noticed that there is precedent for the patterned items. eg Storage vessel (Loam) Compare and contrast the new default Storage Vessel with the existing Loam one. BONUS REQUEST Can we look into the capitalisation of names? In the above example, I could work with: "Storage Vessel (Loam)" (my preference) or "Storage vessel (loam) But the mixed capitalisation is distracting. In the same way, I always think it should be "Sprig the Survival Goods Supplier" and not "Sprig the survival goods supplier". I think they deserve it, for the all the hard work they do. Thanks, Professor Dragon.
  14. I'll say it . . . there is so much stuff - good stuff - in this update that I'm having trouble wrapping my head around it. Colour clay items (O.M.G.) , protection from "rainfall", Nvidia GPU updates!, shelf changes, fluffy clouds!, Handbook recipes shown!, default ocean settings!, honeycomb in fruitpress, crock names now show contents, commands . . . It's definitely "kid in a sweet store" time. Everywhere there is a new wonder. It will take ages to appreciate all this. So, thank you Tyron and the Vintage Story team. ____ Will need to work out what some things mean though. I'm still "soaking wet" while wearing my Merchant Hat, so exactly what does this do? Protect from hail? Tweak: Hats now provide protection from rainfall
  15. Love the list of changes. Have just updated my world and will dive in soon. As an FYI to people, this will happen during the update process. 1) You can choose the in-game update at top left. 2) It will give a dialog asking if you want to make a backup. (I did, but that's up to you.) 3) The game will then give notifications in the General dialog box saying " Ok, generating backup, this might take a while." In the meantime, feel free to have a mild panic attack as all of your existing storage vessels and flower-pots can't find their texture (Red question mark on white block). 4) BE PATIENT, as the dialog says, and it will move after a while to "Ok will begin remapping, please wait until this has completed. The server will be non-responsive during that time." 5) After it is done, exit and restart Vintage Story for the changes to take effect, and things will be back to normal. ". . . You can now restart your game/server" And yes, I'm showing off one of my garden rooms. Professor Dragon.
  16. Oh, yeah! It's funny, isn't it? All those great new features, and yet this was the one that popped out for me as well!
  17. Replying to my own post , but I thought this might be useful to people who search later. If there is a newer stable version available, then there will be an update at the top left. The newer unstable versions don't get this.
  18. I was referring to the "sandgravelsoil" option specifically, as you encounter falling soil all the time. I don't know if even I'm barking mad enough to play with the "caveIns" option, although some people do! https://wiki.vintagestory.at/World_Configuration /worldconfig blockGravity [sandgravel|sandgravelsoil] Sets the block gravity behavior for either just sand and gravel or additionally also soil (default: sandgravel) /worldconfig caveIns [on|off] If on, solid rocks and cracked rocks now collapse if not supported while being broken/placed (default: off (except in Wilderness Survival))
  19. Thanks for that. To be clear, the problem that we are trying to address is "See no animals after traveling away from spawn." You've got to "box the problem" and rule things in/out if possible. Here are some contenders: The PC has an issue << This doesn't seem to be a PC problem. Let's assume that is good for now and park this line of enquiry. The world settings are impacting spawn rates << A possibility, although I don't know how. You would troubleshoot with a new world and different/default settings. See https://wiki.vintagestory.at/Entity_spawning This specific world is glitched << Same troubleshooting as above. New world and test. The mods are causing an interaction << Remove them all and retest. Should be done anyway, even though your mod list looks unlikely to have an impact on animal spawns. Random events << Animals take a while to spawn, and need specific conditions. You could just be unlucky. Go into (Optional - a test world) Creative, and fly around in all directions just in case you missed them on foot. (If you do this in your main world, it will load the chunks you visit.) The version of Vintage Story contains a bug << Unlikely. I'm assuming that you're on the stable release, and we know things spawn there. If not, do that. The Vintage Story Graphics "Settings" combined with your PC are the cause << A possibility. Search for threads on this forum and over on Reddit like these: Anyway, I see that this question comes up a little bit, so you may want to go through the above list and rule things in/out. AND go have a search of similar posts, in case there is something useful out there. Maybe some other people can chip in, but the more groundwork you cover, the better. Good Luck. Professor Dragon.
  20. Hello FrostOne94, Thanks for the info - let's get some more. For starters, yes, you're using an older setup - about the same vintage as mine. I'm not sure if that is your whole trouble though. I'm running an Nvidia GEforce GTX 1050 TI, which also was released in 2016 like yours. Along with 16 GB of RAM. With an Intel i5-8300. So I'm on the different side of the vendor fence, but on paper my system should be less powerful than yours - but it runs fine with a few dozen low impact mods, and the game graphics settings set reasonably high. (It does run hot though, so I tweaked some things down.) Use this as a guide: https://www.vintagestory.at/sysrequirements/ What Settings are you running for Graphics? Without Mods, have you tried turning settings down? There's a broad brush option at the top to adjust them all in one big hit. What do you mean - exactly - by things running fine without mods? (See Q1). Can you freely look around, run, harvest things, look into the distance etc without stutter? This is important because you need to be 100% confident of the base game performance before continuing. Try to play without mods for a while. WHICH MODS? Some, like the HUD clock, are super low impact. Some, like shaders, are super high impact (Forget them). Maybe it is only a few particular mods that are causing issues, so try to rule which ones in or out. Check your system temperature. Either Task Manager may do it natively for your setup, or install something like NZXT CAM which will report back. Based on your system age, it might be possible it is running super hot, which impacts graphics in the first instance. You might need to redo the paste on the chips in the computer. I did that once and it immediately helped things. But ONLY do this if you NEED to do this if you're running super hot at very low setttings. It's a last step, as if you muck it up, you fry your chips. I mean, it is an old system - all types of weird things can happen on old systems. Professor Dragon.
  21. Hello Jimmy, Welcome. > I did check before making this post on the wiki, and it say there's a 100% drop on salmon for raw fish. . . That's not right for Salmon. It's a 50% chance. See here: https://wiki.vintagestory.at/Salmon#Harvesting "Since salmon don't have a diet or way to eat, they always drop 0.5 fish meat." Anyway, that means a 50% chance (not 1/2 a salmon), so it looks like you are probably seeing the expected drops from salmon. The hare information does say that you should be getting at least one though: https://wiki.vintagestory.at/Hare#Drops (Keep in mind that the Wiki can be wrong.) Surface Drifters do not drop food. They may very occasionally drop some flax. Animals drop rates can vary such as temperature and season. Hovering over them will show their "weight". The kill method or timing or type of stone has no bearing - at least in the vanilla game. To be clear, you need to harvest (right click with knife) to get a chance of drops. No animal gives food drops straight from a spear or knife hit. After a failed harvest, you need to see the body disappear and turn into a pile of bones - if it hasn't, you haven't actually harvested it. Try again aiming at a different spot. A successful harvest will bring up a small inventory box you can remove the looted items from (nothing, bones, meat, fat etc). Some questions: What version are you on? Is it the current stable version 1.20.12? Are you seeing NO drops at all, even after harvesting a lot of animals? How many? More than 10? If a smaller number, you may just be unlucky with the roll. Are you playing vanilla with no mods? If mods, try without. What about sheep or pigs? Professor Dragon.
  22. I would like to be able to see the client version of the game, while in-game. This information is currently available from the Main Menu, bottom right of the screen. However, if you are in-game, you need to exit out of the game to return to the main menu to see this. I would like: An "About" section with the client version, perhaps under Settings (or the Handbook). A "command" such as "/info version" to return the client version. This would let you know in-game which version that you are on, so that you could: Double-check you are on the latest version Consider mod installations Know what is included or not if running an older version I made a "Question" post on this here, and have not yet received a response that there is an existing way to do this: Thanks, Professor Dragon.
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  23. Thanks Thorfinn. A great response to get me started. The Command Handbook (.chb) is a revelation - I've heard of it before, but never actually called it - didn't know how. Unfortunately, I've scoured the thing top to bottom as best as a I can, and found nothing that gives the current game version there either. Searching on keywords such as "version" and "info" only brings up a few hits. So I went through the full list top to bottom. Admittedly some of the entries are deep, but I skimmed most of those also and didn't see a clear match. The most natural place to find this information would be under "/info" - but it is not something that it reports. For my practical purposes, I can exit back to the main game menu to see the version. It would be nice though to be able to do this in game, if someone knows how or if this feature could be added. I might let this thread sit here for a little while, but if no responses I might add this as a Suggestion. EDIT: 50 instances? All labelled? I bow before you!
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