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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. That's a good one. Did not know it. In a similar vein, this mod lets you populate the crafting grid straight from the Handbook: https://mods.vintagestory.at/improvedhandbookrecipes "Adds the following to item pages in the handbook: Using the scroll wheel while hovering over a recipe or item with several variants lets you flip between them freely. If crafting grid is also open, adds buttons to automatically add the required ingredients to the crafting grid (add one craft and add max). Displays a small wrench icon on ingredients that are not consumed by the recipe. Also adds how much durability will be used to the tooltip. Auto fill also uses items from any opened chests unless shift is held." While it may not be as close a match for @TheProgrammer163, this functionality is fantastic, and should be in base game I think. Professor Dragon.
  2. Eeep! In my case, I thought I'd travel south to get to a warmer climate. I didn't know I'd be leaving the Main Dude with the Map behind.
  3. Start here: https://wiki.vintagestory.at/Setting_up_a_Multiplayer_Server And also there are several Youtube and Reddit posts (and here as well) which go through it. Many people use a VPN. But the simplest method you should try first, is the "ad-hoc" method at the top of that page. It's all functionality in-game, and if it works, it works. > Do you require owning/renting a server in order to play online with 1-2 friends, or can you host the game locally from your own pc? You can you host from your own computer, which is best to test the waters I think. But there are pros and cons, such as the power of your computer versus a paid solution, whether you want to leave it running 24 x 7 or only when you organise a session, whether you've set up a static IP address or not etc. > Also if you started a world in single player is there a way of opening it up so a friend can join? Yes. See the page above. "Open to LAN" and then "Open to internet." Professor Dragon.
  4. There is this paragraph on the wiki which indicates that the head can be removed after curing. https://wiki.vintagestory.at/Hide_armor "Optional: Remove the head, with a knife in the crafting grid."
  5. Give us a screenshot and a description of the room size and layout, and the temperature outside, and we maybe able to spot the issue. Cellar conditions are discussed here: https://wiki.vintagestory.at/Cellar/en @Dekoser listed the things which trip most people up. 7x7x7 or smaller Solid door, or better, two bits of packed earth - at least to test. Rock or soil sides, not hay, wood, stone path (even under door) etc I recommend that your first cellar test should be a simple one, about three blocks underground, as it is easier to meet conditions. Also get yourself a simple mod that shows whether you are in a valid room, such as: https://mods.vintagestory.at/simplehudclockpatch Or I haven't tried this one, but it also looks fully featured: https://mods.vintagestory.at/show/mod/9817 You can also do that by a command to show if you are in a room - although it won't necessarily show if it meets cellar conditions - with the "debug rooms" command on this page: https://wiki.vintagestory.at/Room#:~:text=You can use the /debug,is not considered a room. Thanks, Professor Dragon.
  6. Ok. Maybe try raising this as an issue here to see if you can get help: https://github.com/anegostudios/VintageStory-Issues/issues You'll need to provide your logs, so zip and attach them to the ticket. (When you log into the game, there is a button on the front screen that takes you to the log location.) Here is a similar, but different, example of a ticket logged for surface mobs not spawning: https://github.com/anegostudios/VintageStory-Issues/issues/5875 Professor Dragon.
  7. Back to the original pumpkin question. I've left a withered pumpkin vine in place for 5+ game years now, just for decoration. It doesn't grow pumpkins, but it doesn't get any more "dead" either, even through winter snows. So I remove withered vines in general, just so that I can re-use the water hole . . . but my pumpkins are scattered about in a huge regular grass field, so space isn't an issue, unlike your garden bed shown. I don't really need them for food, so they are mainly for decoration and the occasional Agriculture Trader run - although I typically plant a small field outside their caravan anyway. Or I'll take a handful of seeds so as to plant a vine outside a way-house stop, as a "just in case."
  8. I have seen them do this, when I was getting my lot to Gen 10. Roosters can fight to the death, and will leave the usual drops, going down to a skeleton if you leave it too long. This is why I separated out a back-up one into his own secure pen. And I employed the same method you did - kill all prior generations. Feed the remainders to the gills. (Beaks?)
  9. I've just come up with another tweak I'd like to see after waking up from a bed. I thought I'd place a "pelt" on the ground, as a fur rug to keep my feet warm . . . and that is high enough to again be causing me to wake up with my head in the ceiling. It would be nice if that didn't happen.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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. __________
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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
  24. 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.
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