-
Posts
554 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Professor Dragon
-
I'm guessing with the command line in game? ? ? Try seeing if you can get some clues from this post, and the one from Tyron directly below it: Edit. That variable was added here: "API Updates Feature: Added field RuntimeEnv.DebugOutOfRangeBlockAccess to debug world generation issues" The API documentation is at the bottom of the page here: https://www.vintagestory.at/features/modding.html/
-
I edited a reply in, just before you posted this. But yes, on 1.16.5 I have some pear tree cuttings that are growing into leafy trees. Maybe go into creative, fly somewhere far off, and see if a different climate lets you grow them.
-
The update that Ogi Teh yeti is referring to is: Specifically: "1.16.5-rc.1 Game updates Fixed: Should fix some fruit trees never fruiting" Note that this is an "unstable release." That means, you will NOT be on it by default. You will have the version with this fault. The last stable release is 1.16.5. V1.17 unstable release also includes more fruit tree fixes, so you may wish to wait until that becomes stable, and then load that. That being said, you may not be facing the above issues, so as Ogi Teh yeti recommended, try hanging around your base. If you hover your mouse over the stick, is it alive or dead? And some trees have temperature requirements. For what it is worth, I have YET TO SEE a fruiting tree. Trees in blossom, yes. A fruiting tree? No. My cuttings HAVE GROWN though. Professor Dragon.
-
Another way is to fill it with a meal. This replaces the water (Don't ask me why). Then eat the meal and you'll have an empty bowl back. I would like to see this type of information ("To empty a bowl . . .") in the Survival Handbook, against the relevant item.
-
This question might be better off in this forum area: https://www.vintagestory.at/forums/forum/15-vintarian-support/ I don't know about your issue specifically, but I'll make this observation. I have two computers that I play Vintage Story on. One "really good" and one "average." However, the average one always performed with Vintage Story really well. The "really good" one had really long load and shut down times. I bought new (and more) memory for my "really good" computer and suddenly all of my issues were solved. The loading time was snappier than my other computer, with no other change. Long story short: replacement memory worked for me.
-
Heated greenhouses, hot springs and surface geysers
Professor Dragon replied to RobinHood's topic in Suggestions
England had greenhouses heated by the warmth from decomposing compost to grow all of the wonderful tropical plants that explorer botanists were bringing back from the tropics. Palm trees thriving in a frozen winter! So yes, compost has been used as a heat source for greenhouses for a long time - and we have compost and greenhouses in VS. I have NOT tried simply having a fire going. Has anyone actually done this? Maybe in Creative Mode? Does it have a bearing? Or is it only the outside temperature +5 degrees that matters? Anyway, a fire is simply too expensive to maintain as a heat source in this game. Big picture, I would like to see more heating options for greenhouses. If we have the technology to build a glass house, we have the technology to heat it. -
How to get tapestries for creative mode building ?
Professor Dragon replied to Kolyenka's topic in Questions
No, you're not missing anything. Maybe they're left out because they give away Lore? (Don't know). In any case, they're not directly on the Creative menu tabs. As you suspected, the closest that you have in the Creative menu tabs is to spawn in a merchant under the "Creatures" tab and then trade with them. Use a command to move forward three days to refill their shop: https://wiki.vintagestory.at/index.php?title=List_of_server_commands/time You might be able to use the Give Item command, if you knew how to describe it: https://wiki.vintagestory.at/index.php?title=List_of_server_commands#.2Fgiveitem List of Tapestry names here: https://wiki.vintagestory.at/index.php?title=Tapestry Tapestry classes are here: https://wiki.vintagestory.at/index.php?title=Modding:Block_Entity_Classes&mobileaction=toggle_view_desktop string[][] tapestryGroups = new string[][] { new string[] { "rot1" }, new string[] { "rot2" }, new string[] { "rot3" }, new string[] { "holy1", "schematic-c1", "schematic-c-bloody1", "forlorn1" }, new string[] { "holy2", "schematic-c2", "schematic-c-bloody2", "forlorn2" }, new string[] { "salvation11", "schematic-a11", "schematic-b11", "schematic-d11", "rotbeast11", "blackguard11" }, new string[] { "salvation12", "schematic-a12", "schematic-b12", "schematic-d12", "rotbeast12", "blackguard12" }, new string[] { "salvation21", "schematic-a21", "schematic-b21", "schematic-d21", "rotbeast21", "blackguard21" }, new string[] { "salvation22", "schematic-a22", "schematic-b22", "schematic-d22", "rotbeast22", "blackguard22" }, }; -
This is normal behaviour. (AKA "This isn't Minecraft.") https://wiki.vintagestory.at/index.php?title=Cooking#Pies "The finished pie must be placed back down on a table, where it can be cut with a knife into four pieces."
-
So much good stuff. The above is something I've been hoping for though. Yay!
-
Add: 4) "Taming" chance with each generation, like sheep. I don't want my pet rabbit going nuts each time I approach. I want a calm happy bunny flop-earing around a pen.
-
Soil replenishing crops (cover crops)
Professor Dragon replied to Eric McAlpine's topic in Suggestions
I like and support this suggestion. I don't think that it needs to be implemented as completely as suggested above, to begin with. Pick one cover crop eg clover to start with. Also, grass already exists in the game, so start with that: Give it a "regeneration" property just slightly better than fallow ground regeneration rate Put in "grass seeds" as an item. (I know, I know - "too Minecrafty.") I'm also not sure if "grass" actually benefits the soil . . . But big picture, I like the idea. If it was a "new crop" then you'd need to have a flag for "spawns rabbits" or not. Because currently, grass does spontaneously appear on farmland, and rabbits can spawn on that. And then eat your crops. Do you want to plant a few cover crops in your field, and find you've accidentally made a rabbit farm - that eats the main crops? Or the opposite problem - how do you stop the cover crop from spawning rabbits and giving players an easy rabbit farm? I wouldn't mind seeing "seeds" for more plants in the game. I wouldn't mind planting woad, flowers, or any of the other "ornamentals." Because currently collecting those for use denudes an area. I know that Vintage Story seems to want to stop you from making "auto-farms" and generating huge amounts of materials, but there should be a balance possible. For example, a few long "natural regen" time for flowers. Or a very small chance to drop flower seeds. Or a requirement that you can only plant said seeds in a biome similar to where they were harvested from. Anyway, yes, cover crops - good. -
This is why I think we need a way to "spawn proof" an area around our base. Because current methods "force" the builds to have similar architectural details, if you want to minimise drifter annoyances: Permanent lighting everywhere Low ceiling heights to decrease mid-air spawn rates Fences, doors, gates and ditches to minimise drifter movement There should be something like a "Temporal Suppressor" that you can build, which negates spawns within an area. Then you could build massive vaulted ceilings and open plan rooms, and have fields and gardens, without that constant annoyance, while still having a threat level if you leave your safe zone.
-
I'd love to have a rabbit (or two) as pets. I like the thought you've put into it. I'm not sure that I wish to micro-manage the critters too much. Treat them like the sheep - if you feed them, well and good - they prosper. But I also don't want to have to come back to my main base every day just to feed the livestock. (Automated rabbit feeder?) I'm not sure that I could bring myself to bop them on the head for meat and pelts. I already mostly leave the rabbits alone anyway. But yeah . . . I'd call my first rabbit "Nibbles," I think. Although "Mr Fluffy Bunny Ears" could also work.
-
We also have the Devs. direct words about how Spoilage and Cellars should work: - - - Start extract Feature: Food spoilage All food items now have a certain duration where they are fresh after which they will slowly, and visibly begin to rot. Once completely rotten the item will turn into inedible rot The speed at which food spoils depends on the food type and how they are stored. All containers now show their spoilage rate in the block info Pro-Tips: Cooking or Preserving food makes it slightly fresher Keeping a pot of cooked food above 75° keeps it from spoiling A hot climate is a food killer. Spoilage rates there are up to 2.5 times faster. On the bright side, placing food in a cellar will completely mitigate that problem. Extremely cold climates makes food spoil up to 10 times slower. Feature: Food preservation Added Cellars: Dark spaces are recognized by the game and food spoils slower there. Spaces enclosed in soil or rock are also recognized and will additionally slow down the spoilage rates Added Storage vessels: Made from clay, these vessels can store food items. Stored grains and vegetables get an extra preservation bonus. Added Crocks: For long term storage of cooked food and pickled vegetables. Added crock shelves to store up to 8 crocks. Crock mechanics are still a bit wonky/unfinished in pre.1 - - - End extract It mentions expected behavior for climate, cellars and light levels, and storage vessels. As does the Wiki: https://wiki.vintagestory.at/index.php?title=Food_preservation#Climate All of the above is in-line with what I see in the game now. For the record, I'd also love to have a "cellar flag" - something very much like the current "Greenhouse" flag for soil. It would beat having to place down a storage vessel, look at the stat, pick it up again etc. Also, the cellar bonus can be "apparently" erratic. I've had a storage vessel inside a mountain, along a convoluted path of doors, ladders and winding corridors NOT get the full bonus. There was definitely no sunlight anywhere near there, and the space was just a few blocks wide behind air-lock doors. But another storage vessel just tucked a few blocks into a room on the surface get the full bonus. I admire the cleverness of BenLi's suggestion with stairs. But to me, such workarounds always seem too "hacky." My preferred early game method is putting the vessel into a hole in the ground or wall, and then using a hay bale to block it off. The hay bale gives the same solid block bonus that dirt does, but is much quicker to break.
-
Does a bed prevent spawning during Temporal Storm?
Professor Dragon replied to Professor Dragon's topic in Questions
That's what I thought. So for that to be true, I actually got a spawn in my base in the literal first second that a storm started, as I as clicking the bed. >> So asking for a no-spawn zone around the player as a default game mechanic seems unlikely to fly. Why not? Yes, I get the whole Lovecraftian theme, but not being able to build a reasonably safe space seems taking things too far. Combine these two rules: * No spawns within "X" blocks of the player. * (Optional) Check if indoors There's already game rules that can detect indoors - your storage uses this. So the code exists. Bear in mind that I've already spent 3? or 4? game years in this world, so it seems a little arbitrary that there is literally nothing that you can do, apart from the glitchy things that Fredrik (above) mentioned, or turning to mods. -
Does a bed prevent spawning during Temporal Storm?
Professor Dragon replied to Professor Dragon's topic in Questions
Thank you! -
Hello Everyone, Okay, yet another "I'm miffed that Drifters can spawn in your 'safe space'" posts. A Heavy Temporal Storm was approaching, so I hid in my small "bunker", which has planks down (maybe not spawn proof) or otherwise has blocks crammed into every space. Then I was going to sleep through the storm. I just missed getting into the bed before the storm started - the clock countdown can sometimes jump forward a bit - but I was there within a fraction of a second of it starting. Then, I woke up dead. Or rather, didn't wake up. Killed by a Tainted Drifter. Now, this is a completely sealed room, with less than a dozen spawnable places, even allowing for Temporal Storm spawn rule shenanigans. (Yes, there is an extra half-block high headroom. Long story.) MY QUESTION Does sleeping in a bed protect you during a Temporal Storm? Because either I was VERY unlucky, and a Tainted Drifter spawned into a very small space, just before the sleeping kicked in. OR the Tainted Drifter spawned in, while I was sleeping in a bad. As per my opening paragraph, I'm a bit miffed that a seemingly "reasonable" precaution against spawning doesn't even let you get through a storm without being killed. The only way otherwise to get "safely" through storms is invoking glitches such as non-full height spaces and burying yourself alive. Is it too much to ask to have a ten block "spawn proof" area around the player? Thanks.
-
Adventures in Cool Climes: A lot of opportunity and fun, but...
Professor Dragon replied to Liu Bei's topic in Discussion
There is coming (if it's not there already) "Cracked Vessel (Arctic Supplies) which will provide flax. Not oak though. See: https://wiki.vintagestory.at/index.php?title=Cracked_vessel Or check your Survival Handbook for same. I did that! Well, put forward the suggestion. See here: The firepit trick seems very useful. A bit "gaming the system" for my tastes. But then again, I never survived my polar starts and gave up on those, so you're ahead of me. -
I'd like to see bigger greenhouse interior space.
- 5 replies
-
- fruit trees
- greenhouse
-
(and 1 more)
Tagged with:
-
A funny coincidence that kept scaring me
Professor Dragon replied to SquishyCow's topic in Discussion
My guess is that happens to a lot of people. I know it happens to me. There you are, minding your own business, in a completely safe, open - yes, you've scanned around you many times - empty field, when "Blam!" - spooky music that has you checking all the empty spaces around you again. And it's ten times worse when you're walking through bushes or forest. I'm pretty sure that's intentional, on the Devs. part. But yes, I was expecting some type of correlation with danger, also. It would make sense for example that if you walked into a temporally unstable area, with Apocalyptic Rift level, and two wolves per hundred blocks that, yes, you'd sense that something was amiss and the game would cue the "spooky music" to start. -
how to put your images on the wallpaper of the main menu
Professor Dragon replied to ярослав Багін's topic in Questions
Interesting. Thanks. Did not know that. I would have thought that the official forum would be the place to be. -
The answer has been found. See here:
-
how to put your images on the wallpaper of the main menu
Professor Dragon replied to ярослав Багін's topic in Questions
Fantastic! Good job. -
Why? For decoration? To serve a purpose? Just to be cool? To tie into other mechanical devices? And would it be quicker or slower than a ladder?
-
They could even "cheat" a bit and just put in bird song as an ambient noise, dependent on what season and biome you're in. No graphics rendering required. Or "cut price rendering" of birds hovering very high up. They don't do anything - just scenery. Of course, there could be a reason why there are no birds around. Dark reasons . . . But yeah, sure, birds would be cool. I don't need them to do anything or be edible. Just sit in a tree is fine.