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Professor Dragon's post in Bamboo shoots: Do they grow? was marked as the answer
Well, this one gave some interesting results! I was sure that I knew the answer to this one, but was surprised.
TEST METHOD
1. Load up a "small" Creative test world on 1.22.3.
2. Teleport to a warm area and find some brown bamboo shoots (green circle)
3. Plant the same type of brown bamboo sampling next to it (red circle).
4. Time skip ahead one year with "/time setmonth may".
TEST RESULTS
1. The existing world gen. brown bamboo shoots did NOT grow themselves.
2. The player planted brown bamboo shoots did grow.
3. Bamboo grew not close to the player planted brown bamboo shoots (yellow circles).
4. None of the bamboo every grew again, even with 10 years of time skips.
TEST CONCLUSIONS
1. World Gen. bamboo shoots do NOT grow.
2. Player planted bamboo saplings do grow.
3. Player planted bamboo saplings not only grow bamboo on the target block, but on blocks that can be several blocks away.
(Test was repeated many times in different areas, with world gen and player bamboo.)
4. Once the final growth stage is reached, there is no more growth. Even the newly generated bamboo shoots do not grow more.
Professor Dragon.
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Professor Dragon's post in Trouble changing worldconfig in already established world. was marked as the answer
The Lung Capacity value you are changing only impacts new players.
Check out this thread for how to impact an existing player.
EDIT: In particular the last post:
“/player entity maxoxygen ######”
Professor Dragon.
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Professor Dragon's post in cellar effectiveness? what the material is best? was marked as the answer
Correct.
I also just retested in game using dirt and stone, and confirmed there is no difference (on my world) as expected.
KEY POINTS OF CELLARS
1. Main Wiki page for Cellars, including all of the build rules, is here:
https://wiki.vintagestory.at/Room#Cellar
2. Specifically, the important value is the "cooling score", discussed on the same page here:
https://wiki.vintagestory.at/Room#Cooling_Score
3. Build with standard dirt or stone blocks and you will be fine.
Avoid wood blocks, hay bales, chiselled blocks, air gaps, sunlight, glass.
4. Early game cellar.
In your bunker, dig two blocks down.
Place your Storage Vessel, fill with food.
Put back one dirt block on top of it.
Voila! Instant cellar (and a free block).
Option: Build the same design into a dirt wall, and just knock the top block out to access it.
5. Doors are bad, but light is much, much worse.
Rather than using a solid trapdoor or solid door, the best door block is dirt (unfortunately).
Quick to break, and solid.
A compromise is hay bales. Not as effective, but quicker to break.
However, for attractiveness you may want to use wooden trapdoors or doors and take the cellar efficiency hit - especially in a cold climate and if the other rules are met.
Do not, however, let sunlight be anywhere near your cellar, especially the door.
6. Cellars obey room sizes.
Easy to remember maximum is 7 x 7 x 7 with solid blocks facing inwards.
This can be tweaked, but the room rules need to be respected.
7. Too much? Don't like it? Mods!
As always with Vintage Story, mods let you change the rules you don't like.
From valid cellar room sizes, to putting on ceramic doors with full insulating values.
Eg (Still works on current version according to mod thread):
https://mods.vintagestory.at/cellardoor
8. It doesn't matter too much.
I've just completed 100+ hours on the new stable patch, and found that by the second game year, my farms were again throwing out way more food than a single player could ever possibly eat.
If you have one 14 x 14 greenhouse and/or or a few small fields, you will too.
Food is not the big killer in this game that it is made out to be.
Remember this: You're building your "perfect cellar" for pride and efficiency - not because you'll be wondering where your next meal is coming from.
Professor Dragon.
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Professor Dragon's post in Disable vertical temperature was marked as the answer
I'm not aware of a way to disable vertical temperature changes completely.
Temperature is impacted by world settings and a formula based off height. It is not stored at the block level.
You MIGHT be able to use two tools to get what you want:
1) World generation settings to alter sea level and world temperature settings.
The latter is easy enough - set to a hot world. It does impact the whole world though.
The former needs research. There is some discussion on altering world height and sea level settings to impact temperature. You'd need to look into this.
2) Mods that alter the temperature generation curves.
I don't see a mod which disables the temperature settings completely (might be one - I don't see it).
But there are mods which adjust the temperature curves. eg: Temperature Height Tweak
You may be able to modify the mod 🙂 and introduce your own world curve.
Yeah, probably more work than you expected - and it would also be a WORLD wide setting.
I can't do better than quote the mod author burneddi:
EDIT
You may be better off with a different approach. Rather than trying to change temperature, put on a theme pack to give green textures eg:
https://mods.vintagestory.at/greengrass
Professor Dragon.
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Professor Dragon's post in Is VTML still supported in the latest version? was marked as the answer
Yes, it does work - at least, according to this Issue Tracker report that I found where a different issue was being reported.
https://github.com/anegostudios/VintageStory-Issues/issues/7776
However, examples of VTML text were used on v1.21.6
Did you remember to Sign your book? See this thread from that same Issue Tracker report, where the user mentioned problems - that they solved - writing to player generated books rather than to Handbooks. Signing the book in their case worked for them. The thread is bigger, so worth checking out.
Professor Dragon.
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Professor Dragon's post in moving big structures or statues. was marked as the answer
I was in the process of writing up a guide for this, as I just went through moving a mega base between two worlds.
I'm not going to get that done soon though (on holiday), so here is the overview. 🙂
OVERVIEW FOR A SMALL BUILD COPY
Preparation
Prepare the source world. (Get as you want to copy it. Put items into chests etc). Backup the source world. Create target world. Back this up also. Use the World Edit commands to copy over the build from one location to another:
Switch to creative mode with "/gamemode Creative" Take the "Magic Wand" from the Creative Inventory (e) and place in the active Hotbar slot. Open World Edit. Default key is tilda "~". Choose the Select Tool (dotted rectangle) from the left pane. With the Magic Wand tool active, left click to mark a start postion and right click for the end. Mark this. Use the command "/we export <filename>" where filename is written without a file type.
The type ".json" is added automatically. eg /we export My_House will create a file called My_House.json. Start up the target world and go into Creative mode. Start World Edit, select the Magic Wand, Choose the Import tool then select the file name from the drop down box that is top left. Right click where you want to place it WITH a block in hand. REFERENCES
This video is a great place to start:
How to Copy & Paste Builds Between Worlds - Vintage Story by @ArtGnat
Professor Dragon.
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Professor Dragon's post in Is there any way in vanilla to replicate "windows" for greenhouses? was marked as the answer
Linking my Suggestion from 2022 🙂 It didn't exactly set the Community on fire, but you could change the upvotes from six to seven if you wish.
There is one possible alternative. If you set the World Configuration "openDoorsNotSolid" then opening a door or trapdoor makes a Cellar not a room.
I have not tested the impact that this has (I'm out of time today) on a Greenhouse. But if it is valid, then we could use trapdoors to act in this manner.
https://wiki.vintagestory.at/Room#Cooling_Score
Of course, this means that you have to remember to close your doors on your main cellar and rooms, and also that you can't use the door room divider trick in a forge area or very large room.
Professor Dragon.
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Professor Dragon's post in Old/new chunk seam at oceans..? was marked as the answer
That is . . . odd.
Try testing to see if the water seam difference is due to fresh vs salt water. You can place farmland and grow next to fresh water, but not next to salt.
I don't know what to do about that, if it is the case, but it may be what is going on. 🙂
Professor Dragon.
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Professor Dragon's post in Mod help in Multiplayer was marked as the answer
Check out this old post with someone adding mods to G-Portal and they gave their steps:
EDIT
You were following these instructions, right?
And stopped and restarted the server?
https://www.g-portal.com/wiki/en/how-to-add-mods-to-your-vintage-story-server/
And you've enabled the Mod as per the mod instructions?
"The mod is disabled by default when first installed. To enable the mod, open the configuration menu (Ctrl+Shift+M by default, adjustable keybind), and click the Enable button. You can also configure all of your preferences from this menu, including the icons, colors, and names that should be used for each type of automatically created map marker."
Maybe try with a DIFFERENT mod as a test.
Professor Dragon.
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Professor Dragon's post in Server allows player to join only once was marked as the answer
Might be a static ports issue or UPNP at a guess. Check these two threads:
and:
Professor Dragon.
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Professor Dragon's post in Bug or Intended? Cob doesn't always drop when broken was marked as the answer
Huh. I bow to @Thorfinn's superior game knowledge.
I just tried this on a test world with 100 Cob blocks and a flint shovel, on v1.21.5.
When broken in my case, it returned 83 Cob blocks and used 100 shovel durability.
It appears you don't get the full amount of Cob blocks back 🙂
EDIT: I did a real quick check of your logs - you may want to remove them from here now - and did not find any issues.
I can see where you are moving Cob around (eg "Moved 22xCob to (22x into backpack)"), but there are no errors or other activies in the other logs near these times.
Professor Dragon.
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Professor Dragon's post in Bony Soil ain't so bony... or anything... anymore? was marked as the answer
Oh, right, yeah. Somehow I was thinking "Five panning attempts", and not "five whole blocks with eight attempts each equals 40 tries."
That is somehow attrocious RNG or one of the other things.
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Professor Dragon's post in How to get an Elk and Book back? (Mild spoilers. Chapter 2) was marked as the answer
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
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Professor Dragon's post in Bowtorn Arrows (Can I pick them up?) was marked as the answer
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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Professor Dragon's post in Help on "missing" lore loot drop from Story 1 final location (SPOILERS) was marked as the answer
Found it! I now have a complete set.
For the record, it took a looooong time to find. Much longer than clearing the archive.
I feel no guilt at all about going into Creative Mode and gifting myself more black coal to keep the place lit, as it took forever to find this last one.
The one that caught me up was located at:
So, there is a complete set in the library as of v1.21.5, but you need to click on every single shelf to find it. (Multiple times in my case, because I went top to bottom I thought many, many times.)
Thanks, Professor Dragon.
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Professor Dragon's post in Having trouble with my windmill was marked as the answer
It is most likely simply not enough power for that setup. Each piece adds friction, and needs enough torque and speed to work well.
Not enough sails on the windmill Not enough height to give sufficient wind speed Not enough sets of windmills connected to the vertical axle in the image Not enough wind at that time. Recommendations:
Try addressing all of the above Switch to Creative Mode (/gamemode creative) and temporally add in an "Auto rotor" set to 100% as a power source. Does it work? Remove the Helve Hammer and see if it spins. Removing the clutches and transmissions and simply have one angled gear to bend the power from vertical to horizontal, as a test. The first thing I would try though is raising your windmill blades 100 blocks in the air.
Professor Dragon.
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Professor Dragon's post in Do bushes and flowers stop animal spawn? was marked as the answer
Assuming that the mods aren't interfering, then animals should eventually spawn there. It's often a feature of new worlds that some areas will have animals and some won't for a while. A key point is that this is not Minecraft - the spawn rates are a lot lower.
You might be better off traveling though and trapping some and bringing them back, rather than waiting the - possibly years in some cases - for the natural spawns to occur.
You can check the .json files if you like, and find out what blocks prevent spawning for mobs. Usually, it is nothing to be concerned about on a standard world - there is always space between unspawnable blocks.
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Professor Dragon's post in Where does the "map" get placed for wgen commands? was marked as the answer
I don't know about ore maps. Are they server side? Stored in the main Save? Not sure.
Try starting here. I don't know if it will help, but try it 🙂 - you might be able to rule this location out at any rate. These might just be for the maps you see as a player top right.
\AppData\Roaming\VintagestoryData\Maps
https://wiki.vintagestory.at/VintagestoryData_folder
Professor Dragon.
EDIT
I may have misunderstood the question.
Anyway, note on that page this comment:
"Radius can only be up to 2 - larger radius doesn't seem to show more. May require increasing viewing range."
Also this comment on an earlier worldgen map command on the same page:
". . . saved where the game executables is located."
EDIT - SOLUTION
Ok, Peoples. I have my act together now!
A command such as:
/wgen regions ore 2 cassiterite
As referenced in https://wiki.vintagestory.at/VintagestoryData_folder
Is indeed ". . . saved where the game executables is located."
On my system, this is where I manually told it to put "Vintagestory.exe", but it may be different on your system.
After running the command, you will see an update to the "General" tab:
"cassiterite ore map generated."
And a new file such as this:
map-ore-cassiteritearound-50-51.png
Which when opened will show something like this:
Thanks for staying with me!
Professor Dragon.
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Professor Dragon's post in Change crop growth speed? was marked as the answer
Adding to what @LadyWYT said, also greenhouses - they don't speed up crop growth, but they give you longer to get crops.
And traders - they sell food.
Creative mode - get food in bulk for free.
And if you're doing this for fun, and can do mods, then hit the mods hard. Endless options for easier fun.
Crop Speed
If you can use commands, then you can adjust crop cross (typo!) growth speed directly via cropGrowthRateMul.
https://wiki.vintagestory.at/World_Configuration/en
Configurations not in the customize world screen
These configs need to be created first. Subsequent edits to those can be done with /worldconfig [variable name] [value]
/worldconfigcreate double cropGrowthRateMul [0.1 ... 10]
Sets the growth rate for crops and berry bushes.
Professor Dragon.
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Professor Dragon's post in If I've already mined an ore deposit, how likely is it to find others in the same area? was marked as the answer
I suspect that you did, in fact, spend all your cassiterite on tin bronze chain-mail armour.
You don't get to be a Professor Dragon without a little intuition 🙂
You most likely got it all - the deposits aren't that large, especially if you had enough to <checks notes> . . . make chain-mail armour and delight in the noises it makes while walking around in it.
Still, put your Prospecting Pick into "Node" search (F), if you have that option allowed in world settings, and see if you did in fact get it all.
It might be worth doing another Density Search and checking the chunks around.
There's nothing to say that there is anything more there . . . but it is probably as likely there as anywhere else 🙂
If nothing after a few attempts, then move further afield again.
Professor Dragon.
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Professor Dragon's post in Run Dungeons on dedicated servers was marked as the answer
Hello @Laguna
You may go to the story location (Resonance Archive) even if other players have completed them.
However, the loot drop only happens once.
See here:
https://wiki.vintagestory.at/Resonance_Archives#Multiplayer
___ WIKI EXTRACT
Spoilers for Story
___ END EXTRACT
Also see this thread for more discussion, including how to regenerate the story structures.
If you are thinking of joining an existing server, then possibly this is a question that has come up before on that server.
So it may be a good idea to ask the server admins. how the situation is handled. Maybe they manually reset it. Maybe they don't.
Professor Dragon.
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Professor Dragon's post in Privileges and what they do was marked as the answer
Oh right, got you. You want to know the details of what the privileges do, not just which Roles contain which Privileges. I'm up to speed, now!
Uh, I don't know. I've had a quick look around but have not found anything. If anyone else knows, feel free to chip in.
Most of them are fairly self explanatory I would think, such as "build."
You could try doing a text search against the code here: https://github.com/anegostudios
For example, my initial search against this brings up entries such as this:
https://github.com/anegostudios/vsapi/blob/7a623149c858d44f5a570f734eae14ca9a6e5d0a/Server/API/IPlayerDataManager.cs#L74
/// Set given role for given player. Role must exist in the serverconfig.json. For a list of roles, read sapi.Config.Roles
Now, I've got no idea what that is referring to or whether it helps. (Sorry!)
No doubt someone with code experience could chase this down a lot quicker.
Or someone who already manages a server 🙂
EDIT
Found it.
https://apidocs.vintagestory.at/api/Vintagestory.API.Server.Privilege.html
This is from an older post:
Paging @Thorfinn in case they wish to add anything.
Professor Dragon.
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Professor Dragon's post in Olivine? was marked as the answer
Yes.
If you wander far enough (and it may be a few thousand or ten thousand blocks if you're unlucky), you should come across big surface Peridotite areas - in the same way that you come across big shale or bauxite areas.
These areas are often sparsely covered, so you may even have a good chance of finding some Olivine fragments on the surface, which you should dig down from.
I would never recommend digging down to deep ores unless you have to.
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Professor Dragon's post in Continued tree growth? was marked as the answer
That's a great question!
Regular trees (pine, oak, maple, birch etc) grow to their full size in one step and do not get bigger nor change after that. Fruit trees (apples, pears, peaches etc) go through several growth stages.
Even though I was pretty sure, I went into a Creative world to confirm my understanding on the current version v1.21.5.
I experimented both by speeding time up and by advancing years.
Both confirmed that trees behave in the way described above.\
The moral of the story is, if you're trying to get "the perfect tree" to put outside your house, you may need to chop and replant it several times.
There are, of course, also mods that change this tree growth behaviour.
Professor Dragon.
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Professor Dragon's post in Does sitting reduce hunger rate? was marked as the answer
Yes, it does. See this comment by @Streetwind