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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. > Yeah, mainly just worried about not having progressed enough since its now early winter. Progression is a state of mind and depends what you're after. Providing you've got (a) enough food not to die and (b) something to do to keep you busy over winter, you should be fine. Having enough food to survive two or three days without going out to forage, and enough warm clothing so that you can go out, should probably be a priority. A copper saw is definitely a gateway tool. Solid choice. > Also should I aim for wooden or copper lamellar if you have to dig down to find tin? Ideally, you shouldn't encounter anything, if you mine cautiously (Temporal Calm period, daytime, well lit, dig your own spot rather than go into a cave). So armour doesn't matter. The armour is for when things aren't ideal. And that really depends on your play style. But ANY armour in the beginning will probably be "good enough." The real trick is not to overextend. If your choice is just between wood and copper lamellar armour, then at the beginning, probably wood is good enough and your copper is best used for other things (lantern, pick, propick, hammer). Even improvised body armour will do in a pinch, and is cheap as. https://wiki.vintagestory.at/index.php/Lamellar_armor Once you get a flax farm up, then Gambeson is a solid early choice. You could always make constructing a greenhouse a winter project, to give your flax a head start. Professor Dragon.
  2. Prospecting - Wiki page: https://wiki.vintagestory.at/index.php?title=Mining&mobileaction=toggle_view_desktop#Prospecting_.28Systematic_Method.29 Prospecting - a good tutorial on the web: > even after playing for days, almost a week now You'll need a lot more in-game time, especially if you're just starting out. Prospecting and Mining are mid to late game activities. It takes a while to get the "pre-requisites for mining": Pick/s Hammer Armour & weapons Light sources Food Ladders and/or rope ladders Backpacks and storage And then the resources to make use of the metals you've found. For reference, I've been taking things "cautiously" and I'm 250 hours into a game play, and haven't yet mined enough materials to get beyond the Copper Age. I'm extremely slow and cautious, but the point is - as Maelstrom and Streetwind have said - is that Prospecting and Mining are specific skills that need time to learn, and resources to exploit. In my view, in Vintage Story you are NOT going to just "learn prospecting and mining by playing the game." No matter how closely you think you've studied the Survival Handbook. This is why I've linked the Wiki and video above. They will save you hours or days of frustration. (I think there should be a "tutorial" built into the game, where you can hire a grizzled old NPC miner who talks you through the process. But that's by the by.) Professor Dragon.
  3. That is some high quality work. I'm entranced!
  4. First time I've come into the "Builds" forum thread. WOW! Beyond amazing. Well done!
  5. Just to add to the correct answers above. There is no "cheat flag," as there is in Minecraft. There is no distinction between "This is a normal, valid command for general game use, but these commands are cheats." You can switch between options via command mode all day long, and not trigger any type of game penalty. In fact, you will be a rare type of Vintage Story player if at some point, you do not use the command line. As much as you may want to play the game "straight", there really are times when if it is not just necessary, it is just downright sensible. Finally, as Streetwind and others have said, using both forms of the Propick are pretty much essential. Long-term, you need to have them on.
  6. I think the latest Unstable Patch has got you covered: "Tweak: Initial world spawn location is now seed deterministic"
  7. The latter, most likely. Probably your Temporal Stability dropped far enough that you entered the "Rust World." Which basically looks like a never ending Temporal Storm, even though the Temporal Storm HAS ended. Your Temporal Gear will keep on spinning left. Honestly, the game could do with a chat message "You have entered the Rust World" - because this transition really isn't as clear as it should be. See https://wiki.vintagestory.at/index.php/Temporal_stability The only way to get out of it is to restore your Temporal Stability - by activating a Temporal Gear or killing enough Drifters. Here are pitfalls to avoid: * Do not be in a Temporally unstable zone during a Temporal Storm. Corollary 1 - Do not build your base in an unstable zone. Corollary 2 - Do not shelter in a trader's caravan during a temporal storm, in an unstable zone or if your stability is already low. * Especially do not be in an unstable zone during a storm. Almost certain death awaits. Run through the night if you have to, to get to a stable zone. Then hide in hole/bunker/whatever. * Always keep one Temporal Gear and a knife in a chest in your base, so that you can exit the Rust World if needed. If you just need to break THIS loop, then go into Creative mode (/gamemode Creative), give yourself a Temporal Gear or two and a knife, use them, then revert to Surival once the Rust World ends (/gamemode Survival). Hope this helps. Professor Dragon.
  8. I doubt it. I think delete means delete in this case. And that the world seed isn't saved anywhere else. On the upside, nice worlds are actually pretty common, I think. Just start a new world - I don't think it is a big deal. If you don't like where you spawn, switch to Creative (/gamemode creative), fly around a bit and then switch back (/gamemode Survival). If you wanted to poke around, look at the Logs under \AppData\Roaming\VintagestoryData\Logs. (I didn't see anything obvious, but I spent all of a minute looking only.) Saves is at the same level - but is probably missing your world.
  9. I won't pretend to understand what's happening. But I'll give you some words anyway. I opened up a test world (v1.16.5 Stable), and teleported far north, until there was "glacial ice" and -15 C below. Putting in a cutting still gives the "Establishing tree cutting" hover text. Even though you can bet that will die. So there is a time period between when a cutting is "Establishing" and either "dead" or growing. I then started out in a more pleasant climate, and spammed down a goodly number of Pink Lady cuttings in Spring. Then I fast forwarded time with the command "/time speed 9999" which gives a rate of a full game day in a fraction of a minute. After Summer ended and nothing really happened, I got a bit worried, so I also placed down pear tree cuttings as well. Finally, in Spring a year later, the end result after a year was only two out of the 8 - 10 (Sorry - I didn't count accurately.) Pink Lady Apple cuttings started to grow. Another 2 - 3 Pink Lady cuttings died. And everything else was still "Establishing." I'm really not sure about that tree right at the back. I think that I planted it, but there is a small chance that it was already there before I started my test. (I doubt it, but it wasn't a very controlled test!) What is interesting about it though is that it is flagged as "dormant" and only has leaves on one side at the moment. Back in the prior summer it was fully covered. I'm pretty sure that only "trees" enter "dormancy." That is, cuttings are either, Establishing or Dead. (I think the text below that in the above image about "Can be planted or grafted" is highly optimistic at this point.) You don't have a "dormant cutting." BREAKING THIS ALL DOWN - WHAT DOES IT MEAN FOR YOU? * Yes, fruit trees do grow from cuttings on v1.16.5 (Stable) when planted onto Medium soil in an appropriate climate. * The growth rate chance within a year is low. (Tool tip says 40%.) I wasn't accurate with my counting in the test above, and it was a really small sample size, but I didn't crack 30%. But it is conceivable - although unlikely - that you were just unlucky. * Copy your world, turn on Creative and move time forward if you want to see what happens. * I'm not sure of the climate that you're in, nor if there could be any "anomalies" where your base is, so I suggest two tests: A) Journey somewhere temperate well away from your base, and try again. (Switch to Creative to fly or teleport if need be.) B) Plant down a large number of different types of trees from the Creative inventory. Maybe you'll find that some just won't grow, because it is too hot or cold. Maybe you'll find a bug, where a particular type of tree just does not grow at all. Who knows? But a bit of testing should at least flag "Yes, this will grow here." And then once (hopefully) you have positive results, you can again use Creative if that feels too cheaty, wipe out the test trees, and continue with your build again. Here's the general wiki link: https://wiki.vintagestory.at/index.php?title=Fruit_tree Hope that helps. If you get results, let me know.
  10. 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/
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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" }, };
  17. 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."
  18. So much good stuff. The above is something I've been hoping for though. Yay!
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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