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Everything posted by Professor Dragon
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How to display Treasure Map on wall in vanilla.
Professor Dragon replied to Professor Dragon's topic in Guides
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.)- 8 replies
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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.)
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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.
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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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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.
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How to display Treasure Map on wall in vanilla.
Professor Dragon replied to Professor Dragon's topic in Guides
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.- 8 replies
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questions on multiplayer/converting singleplayer world to multi?
Professor Dragon replied to SPITSPHIRE's topic in Questions
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.- 1 reply
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Can I still get raw "huge hide" from bears in the 1.21.0 update
Professor Dragon replied to labtop 215's topic in Questions
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." -
is claystone cobble good for cellars
Professor Dragon replied to Monkeyman10039's topic in Questions
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. -
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.
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When farming pumpkins, do you remove the withered vines?
Professor Dragon replied to Broccoli Clock's topic in Questions
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." -
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?)
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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.
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Ore display tables are no good since v1.21.0.
Professor Dragon replied to Professor Dragon's topic in Discussion
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. -
Ore display tables are no good since v1.21.0.
Professor Dragon replied to Professor Dragon's topic in Discussion
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. -
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.
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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
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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.
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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.
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Using the Fruit Press on Honeycomb (New to v1.21.0)
Professor Dragon replied to Professor Dragon's topic in Discussion
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. -
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.
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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. __________
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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.
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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.