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Everything posted by Professor Dragon
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To add to what LadyWYT said, you could: * Use the existing unusable steel ingots as decoration around your smithery. * Switch into Creative and gift yourself a steel ingot. I certainly did.
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What to do with my main world? Old, large.
Professor Dragon replied to Professor Dragon's topic in Questions
Thanks @LadyWYT The more I think about it, the more this seems the way to go. I guess I was after a bit of reassurance. I'll always have the old world if I want to go back into it again. I'll take my main base, as that is still an active work in progress. But otherwise, it will be nice to have new unbroken terrain, new traders when they come, somewhere to use my sailboats other than on a duck pond (Actually, why don't we have ducks? We need ducks) and so on. Right! Time to learn a new Vintage Story skill. I flubbed WorldEdit last time I made an attempt, so time to get into it. Professor Dragon. -
Hello Everyone, AIM I'm after suggestions on how to handle my main world from here on out. My save file has got large. Compressing the world does not seem to work well. BACKGROUND I begun the world on 1.16, and it is now on the current 1.21.5 version. The file size was around 3+ GB, but then I did the two story missions which required over 120,000 blocks of straight line travel there and back - and probably a lot more, because the routes were not straight. So by the time I completed the story missions my save file had blown out to 10+ GB. This makes everything take a little longer, such as backups. No problem, I thought I'd try compressing the world to save space. As good as it was doing epic long trips (it took nearly a full year there and back), realistically I'm not going to need most of those chunks anyway. They are just Too Far Out to practically visit, with nothing of interest in most. However, compressing did NOT go well for the world. After running these commands, my entire world was filled with jagged chunk borders. I regard it as not worth playing in this state. /db prune 16 drop confirm /db vacuum The file size did drop back to 5GB though. Honestly, I was expecting to be closer to 3GB. I had a guess that maybe it was because I have soil instability on - although I didn't think that counted - but went whole hog and tried: /db prune 0 drop confirm However, this was no better. CHOICES/SUGGESTIONS WANTED At this point here, I see these choices and I'm after input. If you have any other ideas or comments, please feel free. 1) Do nothing. Continue to play on this world, which apart from the file size is otherwise okay. The Story locations are currently ludicrously far away from main base. This is a function of them generating based off world spawn location, rather than the location you speak to the Treasure Hunter - which I think would make more sense. Even with the Tobin's Cave teleport, I would probably realistically set up with Creative Mode or Mods some translocators between the key story locations and my main base. Pros: Get to play on my familar world, with familar routes. Cons: Large file size Already existing chunk issues from 1.16 > 1.18 > 1.21 upgrades. These are "livable" but not ideal. I'm could do with a change from living in a bauxite biome. 2) Copy main structures to a new world. I'm not exactly sure on the procedure to export and import large builds. So I'd need a guide on that. EDIT: Probably something like this. But this would give me a "clean slate" while preserving the 1,000 hours of play time that I have on this world. I really only have one big main base that I'd be keen on preserving - it's only a few hundred blocks square and is built on pretty flat terrain. There are a lot of outlying settlements and farms, but I'd accept those losses if needed. Pros: Clean slate - no chunk issues! Small world size again Could have the Story locations closer to my main base. No Fewer weird Prospecting issues from old/new cross-chunk interactions. I could try out some of those fancy ocean settings - haven't found one yet, but I'm on very old defaults. 3) Try again with different db prune or other options Cons: Not really sure this would work any better. It took several hours to implement on the original 10GB file. 4) Other? I'm in no rush on this, and will keep playing on the original main world in the meantime. But it's time I had a think about this. Thanks, Professor Dragon.
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Bug with the skinnableParts of an EntityPlayerBot NPC
Professor Dragon replied to cyberlogia's topic in Questions
Hi @cyberlogia I don't know coding, but see that you don't have a reply here. You may want to put a post over to the Modding section of the forum here: https://www.vintagestory.at/forums/forum/27-mods-mod-development/ There is also a Discord area for modding. I'm guessing that whoever can help will want to see the full mod details, such as whether this information is being saved to a file. I see a save to file being done for SkinnableParts in this forum question as an example: You may wish to also stand on the shoulders of those who have come before by examining published mods that work in the same space and seeing how they handle things, such as: https://mods.vintagestory.at/playermodellib Lastly, here are the standard mod pages if you haven't found them already: https://wiki.vintagestory.at/Modding:Getting_Started https://wiki.vintagestory.at/Modding:Theme_Pack Professor Dragon. -
I was wondering when that would come up Some thoughts. First come, first served. Obviously not a solution, but easy to implement Area is instanced to each player. So each player would see their own build only. Would likely require significant code investment. Would not let players see what other players are doing, which is not ideal. "Minecraft Ender chest" style storage solution. The player house is locked down, but there is storage there, and each player sees only what is in their own storage. Similar issues to above, but easier (probably). OR just set up a massive barn/underground storage area with storage, and players get their own storage chests. Downside is that it doesn't provide the customisable player housing. Set up multiple house spots along the outsides of the walls, with a door through to inside the settlement and to outside. Probably easiest to implement. Would allow for a "large" number of new players, as the city walls are large. 10 - 20+ easily(?). (Most multiplayer worlds don't have this many people. Most worlds are single player, for that matter.) Each player gets an allotment, and they do as they wish to it. Is in thematic keeping with medieval towns, which often grew beyond their walls. Or add a larger curtain wall around the existing town and put the plots between the two walls. Give/sell/reward each player one unique "Nadiya Translocator" which has a limited range eg 200 blocks. Then each player can set up their own house in their own claim outside of the village, but the translocator would let them pop into a communal translocator in the village square. Stepping into the communal translocator would only take you back to your own translocator. This could scale massively, allows players to build small or massive builds, theme whole areas etc, without impacting the village at all. Out of all of those options, the last option with the Nadiya Translocator seems the best overall solution to me. While just providing storage to players is probably the easiest solution, but lacks the customisation and flair. Open to suggestions of course. Professor Dragon.
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Same experience for me. I've also recently started with that mod (for one specific thing) and all the rest was just a bonus or I didn't actually need. We already know that crops won't grow under some circumstances, such as winter. This may just putting a weird number interpretation as to the mechanics as to WHY they are not growing - something normally shielded under the hood. From the mod author at https://mods.vintagestory.at/extrainfo: "This mod runs timers - meaning that it doesn't actually 'read' how much time a block has left before something happens. It simply finds out how long that block has been there. This can cause problems, such as when crops stop growing due to lack of sunlight, or when temperatures reach <10 Celsius, or when skeps are left out for too long, since they don't update accordingly." I think we need to break this into two separate issues: Why is the mod Extra Info showing negative numbers? I think that part is handled by the above comments. I wouldn't worry about this aspect. Are my Rye crops growing? This is the part I think we should focus on. For that, let's check the basics: Pull up your Character sheet (C) and look at the temperature - what is it? Rye grows between -12 to 27C in a standard world What season is it? Your growth speed is fine - indicating that this should grow. How many days have you waited? Rye takes 18 days in a standard world. Maybe just wait a bit. The Nutrient levels are fine, from the graph. Bonus points for having a greenhouse - although watch Rye in Summer as it overheats easily. Have you changed either directly (via Worldconfig or at game creation) or indirectly (via mods) the growth speed of crops? Professor Dragon. EDIT Aaaaaand . . . I've just seen your last comment. Hey ho, a lot of words for nothing.
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Bony Soil ain't so bony... or anything... anymore?
Professor Dragon replied to Angie P's topic in Questions
Did you mean candles? You can get candles from Bony Soil drops, but never lanterns - so if so, that would have been a mod. You're right, the return does fall off the further you get in the game. You'll get far more "treasures" from completing the story rewards. And with good tools you will get way more of the common resources. However, I will still collect Bony Soil from Ruins and pan it during off moments, even in very late game. Sometimes you just need an activity when you can't think of anything else to do, and the rewards of the Lore books and Gems are still worth it to me. Professor Dragon. -
Great experimentation. I look forward to the results! See if you can scrape together enough glass to put a small greenhouse around that orange tree for the +5C bonus. If anyone is not up to tools or bloomery yet, then use regular quartz that you find on the ground to make glass in the early game. You only need enough for half the roof for the greenhouse bonus, and the rest of the structure can be can any solid block, such as rammed earth.
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How to get an Elk and Book back? (Mild spoilers. Chapter 2)
Professor Dragon replied to Professor Dragon's topic in Questions
MY ISSUE HAS BEEN WORKED AROUND I was not able to retrieve my original Elk or my diary from my current world. I have worked around this by: - Taking a current backup, then restoring a prior backup - Opening my book in that old backup, and select and copy each page of text into a separate Notepad++ document. - Restoring to current backup. - Changing to Creative Mode and gifting myself a new Elk and equipment (saddle, harness etc) So my issue is addressed in practical terms. I even gave myself some free upgrades as compensation for the inconvenience. Here is my fresh new Elk, in markedly different colours so that I can distinguish the original if he ever shows up again. ADVICE TO OTHERS Do NOT store anything on an Elk that you can't afford to lose. Eg Food, wood, a bed - fine. One off story mission rewards - nope. If you DO have important stuff to transport long distances (I mean, that is kind of the whole point) or into a dangerous area like the Story 2 zone, then: Take a Save backup before loading your elk. In the course of my restoration attempts, I've viewed a lot of different forums and Issue Tracker posts in different locations, and this issue comes up often enough to take care. ON THE BENEFITS OF OWNING AN ELK These things are AWESOME. I can immediately see that this is a game changer for me. I highly recommend that everyone complete the Chapter 1 Story so that they may buy their Elk. I regret playing for three real world years before getting my first one! High speed travel It is like having a "ground Elytra" from Minecraft. Zoom, zoom, zoom! Bears, wolves See ya later, fellas! Holes I see you coming! Plus I can jump over most, and take less damage if I do fall into one. Extra Storage Speaks for itself. Will help out on complex or large builds. Storage on Demand Doing a build and need to access some resources? Call your Elk and supplies come to you! Thanks all. Professor Dragon -
How to get an Elk and Book back? (Mild spoilers. Chapter 2)
Professor Dragon replied to Professor Dragon's topic in Questions
I'd like to use BOTH the or emojis against your post, but I can only do one. So you get them here. I've had a decent go flying around in Creative back over the route into the Devastation, but will give it another go. Didn't find him. Mind you, it was night. If he is somewhere else . . . well, it was a huge trip in and back. The Treasure Hunter I purchased him from is what . . . 80,000 blocks away. (Teleport and check there? Maybe) It will take a while even in Creative with fast fly to cover my trip just from Nadiya to the Devastation. But maybe I'll give it a shot, as you're right, they don't normally "vanish." I'm also not going to risk spawning in another just yet - it might wipe my creature from existence, if he's not already gone. (Hmmm. Backup Save and try it. . .) Anyway, thanks people. -
I like and agree with everything you said. Having another room that the player could earn or purchase would be great. I had that idea also, but failed to vocalise it. The role model would be "Breezehome" from Skyrim. In that game, you do an adventure or two, buy the house from the town, and then can buy upgrades to it. The Vintage Story equivalent could sell/rent you a Nadyian home, and while the exterior walls are fully locked out, you could build/decorate inside that space to your heart's content. OR The interior is also locked, but you can purchase "upgrades" like a trunk, a bed, a firepit, a small garden plot outside etc. That would keep the town aesthetic, while letting you live there. I prefer the first option though, as the building element and design choice is strong in VS. Lean into the strengths of the game. This would then be protected space and storage during upgrades. Also, renting a room in the inn just seems like . . . obvious. They even say that I can put a bed down on the floor of the inn . . . but you can't!
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No, you can't. However, you can harvest Bowtorn with a knife, as you would do for a Drifter or animal, and they have a drop chance of including a Bone arrow. Frankly though, they're not worth it. They take a precious inventory slot in the early game, and later they are outclassed by . . . well, anything really. A flint spear, for example. And if you are getting enough of them to use as ammo . . . well, then you're getting shot by Bowtorn way more than is healthy. Plus . . . kind of gross. You'd be better off using that slot for a pile of rocks. Not only can you knap tools with them, but you can throw one of them if you need to get the attention of something. Or go to a body of water and skip them. Professor Dragon.
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I've just reached the Nadiya Village, for the Chapter 2 Story. Honestly, it is so pretty that I regret putting it off for so long. I should have come here straight away! It's a beautiful village, and having a population to interact with is just so much better than living alone in the wild. Annnnnwaaay, my suggestion: SUGGESTION Have a small "Player buildable" allotment within the village. Or just extend one of the walls a little and have it there. It doesn't have to be big. Say 20 wide by 20 long by 30 high (10 blocks "underground" and 20 blocks above ground). This would let the player build their own house, and integrate into the village better. Currently, you've got to build your house a good way from the walls. I understand why the Devs. have done this - it is so that they can update the story location in future updates. This would be the same principle - they could update everything except this one player section. I'm suggesting a small footprint, just so that people aren't tempted to put a skyscraper above with a 20 floor basement under. Thanks, Professor Dragon.
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I've just played the Story Chapter 2 location - and there is a perfectly servicable lift there! It is already in game! And it looks very nice too. (Add a storage trunk to it and would be even better.) So if this could also be implemented into the Story 1 location, that would be grand. QUESTION: Does the lift in the Chapter 2 location work for anyone in v1.21.5? It no longer has the four levers on the floor as per the Wiki - that is now out of date: And although I could CALL the lift, the up and down levers did not work. Thanks.
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Hi Everyone, I've put this over to the Issue Tracker, but I'm doubling up here in case you can help here. https://github.com/anegostudios/VintageStory-Issues/issues/7555 My Elk disappeared while in the Chapter 2 location, after a server crash: His marker is on the map, but he isn't there. I probably shouldn't have taken him there. I definitely shouldn't have put the one book on him that I couldn't lose - the "diary" that I track all of my progress in. It is a player created "Book" written with an Ink& Quill, and yes, it really is the only diary that I have of 14 years in this world. I put the book on the Elk because I was afraid that *I* would die. I thought I could always get the Elk back. . . I do have a game backup, which would include the diary. REQUEST * Anyone got ideas on getting the Elk back? I've tried the usual bone flute, new bone flute, teleporting to and from the location etc. Is there a teleport command (tp) which allows entity teleporting, or teleporting to entities? Is there a way to access the data of the Elk? * Is there any way to retrieve the contents of the book? It is the only custom book I've written. Is it in a file? In a SQL database? I do have a Save backup, which includes a current copy of the book. It is not recent enough really to include other progress, so I don't want to go back to it as a whole. I could load it back up, and if there is a "good" way to get 80 pages out of the book easily, then I'll do it. Note that player books this big currently have a bug where going through the pages is slow. As I said, I've got a Dev. request open, but they are busy, and if anyone has thoughts, that would be great. Thanks, Professor Dragon.
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After much play time using both a Straw Hat, and the even better Bamboo hat, the weather protection bonus is just fine. If anything, the effect may be a little too strong for an entry level item. Since having a hat, I effectively haven't needed to worry about the "Soaking Wet" status from regular play in the rain at all. Admittedly I'm in full fur, but definitely if this status ever needs tuning, it would be downward and not upward. And this amount of weather protection given to a harder to obtain hat. Thanks.
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Why on earth does the 1st boss have so much health?
Professor Dragon replied to Facethief's topic in Discussion
Spoiler. -
Why on earth does the 1st boss have so much health?
Professor Dragon replied to Facethief's topic in Discussion
I'll test it out. I think you can only Transcribe a page at a time, which is why the other person went the route of making a new book and copying from the Wiki. You could add your idea to the "Suggestions" thread. If the functionality is not added as you described, then we could get a new contraption called the "Printing Press" which does exactly that. Put books or Parchment/ink/coloured leather in, and you can print out a full book from your Journal to it. -
Why on earth does the 1st boss have so much health?
Professor Dragon replied to Facethief's topic in Discussion
I can confirm that the RA Library had a full set on my run on v.1.21.5 just yesterday. However, it took me FOREVER checking and rechecking EACH SHELF before I completed the final book. -
Why on earth does the 1st boss have so much health?
Professor Dragon replied to Facethief's topic in Discussion
Is that the Transcribe function? Sounds like a great idea. Beats lugging several trips worth of books back and forth over 30,000 blocks. From this post it seems like the process is: Make a new book in the colour of your choice Copy text from a source eg Wiki into the book Is that it? Or is there a way of Transcribing from the Journal, then squishing the resulting individual Parchment papers into one Book? What can I say, I'm a completionist. I didn't want to miss out on any of the shiny loot at all. But you do have to go by at least one - there's no avoiding that. -
Can anyone recommend a display mod for "Butterfly Pins" that they have used? Not Butterflies the animal, but Butterfly Pins the jewellery. I see several mods out there, such as https://mods.vintagestory.at/shelfobsessed But if anyone has a favourite that works with these, that would be good. I've just completed the first story mission, and have a lot of nice loot without storage options that I wish to display. It would be really nice to have the armour stands display clothes also. (There's a mod for that I can find . . .) Thanks!
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Is there a way to change from Celsius to Fahrenheit?
Professor Dragon replied to ElvenMage13's topic in Questions
Specifically, either of these two is a good start: Freedom Units Simple HUD clock Professor Dragon. -
Just look at Chuck Norris over here. I'm mentally moving you into the same category now as @Thorfinn - swiping away lesser hazards that makes stout hearts tremble. In the meantime, the rest of us will be running, pillaring, digging, fencing, water-logging, climbing, pyroing, modding and cheesing bears.
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ISSUE There is a lot of loot worth having in the Resonance Archive Library - and from the Resonance Archive in general. The walk is long and the climb tedious to get back out. SUGGESTION Add a "Service Elevator" to the Resonance Archive, which takes you back to the top level. It could be a wooden platform with a fixed trunk, attached by ropes like the winch first encountered. Or a fancier elevator with brass details, befitting the rest of the Library decor. Perhaps it exits to a corridor with a door that can only be opened from the inside to your original entry point to the Resonance Archive. Once this door is opened, it either stays opened, or can be opened from both sides from that point on. (Perhaps with a key, to allow multi-player so that the door is not always open once one player clears it.) BACKGROUND There is an existing winch there, so the technology exists. We have the Boiler powered up. There is a lot of nice loot in the whole place. Having cleared the horrors, let us take our fancy finery out in style! Professor Dragon.
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Mod Idea - Lighthouse and/or Lighthouse Beacon
Professor Dragon replied to Dr B's topic in [Legacy] Mods & Mod Development
I like this idea a lot. I'm sure that a lot of us have placed a lantern at the very top of our base - or mountain - as a navigation aid back to home. The troubles are: It's not really that visible from a great distance It is small and not to scale of what you imagine such a light should be So, yes, let's have a "big light" added to the game. Specifically to stick on top of your base, so it need not actually do any "anti-spawn" - it just needs to be visible from a distance. Professor Dragon.