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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. I would like if it was possible to build a secure space during temporal storms - as part of the game design. It would seem to be a good thing. I get what the devs. are going for by making you always have the chance of facing something uncounterable to fulfill the horror vibe, but I'm not totally on-board with that. Play for long enough, and the "spawn proofing" will fail. So far the options are: Cower in a very small space Hope that you've built it small enough and filled with enough stuff that nothing will spawn in there with you. Cower in a small space, but fight anything that joins you. Hope that something beyond your power level doesn't appear. Stand and fight in a large space. Hope your skills and inventory are up to it. Run. Hope you don't run into more trouble than you're leaving. Disable Temporal Storms. Miss out on a gameplay experience which is pretty cool. Cheese it. Build the cheesiest monster farm you can, and hope the Devs don't patch it out. End Game Rift Ward Protection Which basically comes at the wrong time, and is not really practical or sustainable. At the other end of the game design scale, we have Minecraft where it is "Sleep in a bed and avoid the whole situation if you want to, or stay up and face it if you want to. The choice is yours every time!" As much as the Devs. love the uncounterable idea, I think that there should be an early game avoidance measure. Such as: "Monsters can't spawn in a Room within n tiles of the player during a Temporal Storm." Such as say, three or four tiles. That lets you set up a little secure bunker which is big enough to be getting on with something during a storm. You deserve the safety from the your hard work put into constructing that bunker! Or provide something like a "house key". A small personal Rift Ward necklace that you can place on the ground within a Room, and that provides 3 - 4 tiles where a Drifter can't spawn for the duration of the storm. Once placed, you can't pick it up again until the storm ends. Professor Dragon. EDIT I missed out mentioning sailboats, but it is probably only a matter of time before they introduce an eldritch kraken to counter sailboats in temporal storms.
  2. That is . . . genius. And to think that I've been running around filling 10 - 20 troughs by hand, in a big circle, as they empty all this time! ! ! ! I think this is because unlike Minecraft, you don't tend to think in terms of "automation" (Redstone), because that doesn't really feel like a core mechanic in VS - apart from in minor, intended ways such as hoppers and chests to querns. You also need to be rich enough to able to afford such gizmos, and for much of early playthroughs, every ingot is going somewhere else.
  3. Nice find. Yes, you're right. It has a flag of "Confirmed" as an issue against it, and a Dev. has indicated (Nov 5, 2025) that a code fix is needed.
  4. No, there's not. It comes up now and then, so have a look for a Suggestion EDIT or make one. Found one here: Just eyeballing it works for me as I only have a few worlds. A calculator or spreadsheet at a pinch. I can imagine a mod being built that opens up each Save file, extracts the value and writes it out.
  5. Oh, it does, it does! A nice little decorating tip.
  6. Not exactly. You've encountered the "Build a better mousetrap" part of Vintage Story. Temporal Storms disable most spawning rules. Rust monsters will check to see if they can fit into the space for their size. Since a few versions ago, putting some objects on the ground no longer counts to reduce height, such as loose stones or grass. See drifter.json: insideBlockCodes: ["air", "tallgrass-*", "loosestones-*"], I think the best that people have found is to make a chiselled space just big enough for the player. But I haven't checked the code. I don't know which bit of code this was pulled from, but it may well be correct: " Storm drifters ignore normal spawning rules entirely, and spawn in a block above topmost (relative to their randomized vertical coordinate, rather than the total column - regular roof won't help you) non-air block in the area, and try to spawn immediately if said randomized coordinate was not above air. However, they do check for collision. Their collision box is 0.6 units wide and 1.3 units high, however the spawn code checks for 0.8 units wide and 1.4 units high - for comparison, a player's default hitbox is 0.6 wide and 1.85 high, and modified by animations (while I can't actually tell how high a sneaking player is because of that, it's certainly higher than 1.4 units). Or in other words: if you want storm drifter protection, you shouldn't be placing rocks, you should be building columns that leave just barely enough space for you to pass between them. " And this, now also out of date post, has a similar "glass box" idea: Here is the REGULAR spawn code. As stated, I'm not sure where the Temporal Storm modifications are, but in short, I think it just relaxes the "where" and just does a collision check for size . . . which again I'm not sure where it is. LONG STORY SHORT - Barring a helpful soul doing some code reading for us, my recommendation is to take your preferred setup over to a Creative World, turn on a Temporal Storm, switch over to Survival and see what happens. Then repeat, oh, say, 50 times. The Devs. don't really seem to want you to be safe during a Storm. I've disabled them for now.
  7. I also place the trough perpendicular and UNDER the fence. Or at least I do if I just want to raise sheep without getting bopped. You can access it from outside, and they can eat from inside, all without being murderfied or them escaping. I've tried any number of other things (gates, slabs on top of fences, ladders, trapdoors on a pit ...), but this works and is easy to implement. Aesthetically it looks naff. So I'd do something different for my "presentation" pens.
  8. Agree. This is amazing. Not just the painting, of course. The whole tea house. What are the cushions made out of? Initially I thought that they were a stack of chiselled copper plates with an accent ribbon . . . but you can't chisel copper plates!
  9. I'm not sure that we can. I've had a bit of a look around for similar things (general web search, Issue Tracker, Mods database comments), but no luck. You have a "lot" of mods which interact with inventory. It looks like using Creative Mode tries to access one of the custom items that a mod uses, as per the first message: System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Common.InventoryPlayerCreative.GatherTabStacks(CollectibleObject[] collectibles) in Mods such as aculinaryartillery@2.0.0-dev.11 use GatherTabStacks, but probably (maybe?) so do any other mods that use stacking of items. Some thoughts: * Try a "general troubleshooting" approach. ie When did this first occur, what changed, what were you doing, is it reproducible, does it happen on different worlds etc * Consider removing mods, after taking a backup. This will be more useful if it is a reproducible issue. * Take your FULL log set to the Issue Tracker and ask the Devs for help. Plus as many details from the general troubleshooting as you have. https://github.com/anegostudios/VintageStory-Issues/issues It is possible to read exactly what is happening in the stack at the time of the error, but this is beyond my skills. It is not beyond the skills of the modders in this forum, but that's a bit of a deep dive to ask, so I recommend from the list above. You could also try checking out the page for each mod you use which is a likely suspect and see if anyone has reported something similar. Professor Dragon.
  10. https://mods.vintagestory.at/beararmorrepair I can't think of a reason why bear armour should not be repairable. I can repair ancient armour sets from before the world broke, but not something that I made from scratch? Anyway, that mods uses pelts as repair constituents, and that seems good enough to me.
  11. Sounds great! But how do we get the bear to wear it?
  12. I set up a new world (1.21.5) for a bit of fun, and with a pretty "normal" play through for me (setting up farms, infrastructure) I'm at 30 hours and have iron. This was avoiding caves, but using all the knowledge that I have such as using Traders for my first pick to get iron ore. I actually lost time because I had the iron ore, but forget I needed enough bronze for an anvil, so then had to go back and prospect for tin, which with hindsight I could have done before. Ironically on this world it is all around my spawn in quantity, while on my last world there was a dearth of it. Steel requires a game week of processing, which requires the player to be logged in. So I suspect that 20 hours would be "hella optimistic" for everyone but potentially the speedrunners - of which I don't think we have many, because as pointed out, this is a slower game with longer bottlenecks than Minecraft.
  13. Sure you don't want to call that "Blackguard's Restaurant"?
  14. I like this idea. I find myself forever moving my mouse back and forth over the items to get the ones that I want. The different Tiers of Refractory Bricks (I have to check the spelling on that one nearly ever time . . .) stand out, because they look kind of similar, but aren't. Minecraft does this rather well. It has the same cycle of items (for example fences cycle through different woods), but if you right click the item it brings up a list of all the types that you can make with the materials you have on hand, and you click from that list.
  15. Oh My Goodness! @Heart_Afire and @Shv1sh! That is beyond anything I could have hoped for! ! ! ! Thank you!
  16. Yes, for charm, intelligence and overall good looks.
  17. "Have you ever found a walnut seed in an underground dungeon?" That sounds like a beautiful first line of a poem! I'd love to hear it continued. Professor Dragon. P.S. I usually find my walnut seeds on walnut trees. P.P.S. It is possible to read the drop rates from the game files of what could be in there, if it needs checking. I can't remember, but the loot table has "Ruins" in the name I think . . .
  18. It should be sufficient to copy over the "\Backup Saves\<filename>.vcdbs" to your "\Saves" game data folder, and then the game will pick it up after the client is restarted. There are no other files. Make sure to be using the same game version and mods. So if it is not, then maybe the backup is no good? Check to see that the general concept of backing up and restoring is working on your current system, by making up a new small size test world and trying that out. * If that fails (which I don't expect), then there is a general backup/restore issue to be addressed first. * If it works, then there is an issue with the save file (different version, different mods did something). Be sure to align the version/mods first. Then if needed try the Save file with a "Repair" option and see what happens. Professor Dragon.
  19. If we're going down that path of changing standing water elevation, maybe we could have ways to create locks, to raise and lower sail boats across terrain level changes.
  20. Okay, but "Why?" We currently don't have any machinery in VS that is direction dependent.
  21. Ahem. <Whispers> They were referencing your Black Guard friend, not you.
  22. Might be a static ports issue or UPNP at a guess. Check these two threads: and: Professor Dragon.
  23. And the list of console commands in the "Commands Handbook" accessed via ".chb". Not to be confused with the "Survival Handbook" accessed via "h". Professor Dragon.
  24. This thread so needs a "Spoiler" tag at the top . . .
  25. Or instead of going down our Earth tech path of steam, electricity and nuclear, we could continue further down the Vintage Story path of Jonas tech for everyday use. Although . . . look how well that turned out last time . . .
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