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Professor Dragon

Very supportive Vintarian
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  1. Professor Dragon's post in Made simple mod that create save file backup every time world is loaded was marked as the answer   
    Could you expand on what you mean by "how to upload that mod"?
    Do you mean to the mod site, to a multi-player server, to your single player world . . . ?

    The default Mod site upload is here: https://mods.vintagestory.at/edit/mod
    P.D.
  2. Professor Dragon's post in Question on Meta blocks was marked as the answer   
    EDIT - Read the "EDIT EDIT" first 🙂 I've left the prior rantings here in case useful
    ________________________________________
    I don't know if there is a lot of information out there. I'm guessing that our modders over at the modding forum might be in this category. Use Cntrl F4 to see Meta blocks, then manipulate them in Creative Mode.
    One place to start would be to look at code from an existing Mod that makes extensive use of Meta blocks, and try and understand what they are doing.
    I think* that the Mod "Better Ruins" is the premiere example in class. It might be too big to learn from, but it would also contain a wealth of information.
    This is the only other thread on this forum that I found a snippet of information on Meta Blocks.
    The Command Handbook (.chb) may advise on specific commands, but you kind of need to know what you're looking for.
    P.D.

    * I'm not sure.

    For example, here is a code snippet from their stackrandomizer-betterruins.json.
        "maxstacksize": 1,
        "texture": { "base": "item/meta/randomizer/{type}" },
        "creativeinventory": { "meta": ["*"] },
        "materialDensity": 600
    EDIT
    Sorry. Maybe someone else with experience sees this thread.
    I haven't given as much information as I would have liked by a long shot, and I've used up your "0 replies" counter which may have attracted more responses.
    I've tried playing around in Creative, and I can't even interact with the "Meta (Music)" block in place, unlike the other Meta blocks, so I dunno.

    ___________________________________________________________
    EDIT EDIT
    Ah. Bug reports to the rescue!
    Found out how to use the Meta (Music) Block by searching the Issue Tracker on that keyword. I suggest you try the same for the other blocks.
    For example: https://github.com/anegostudios/VintageStory-Issues/issues/4379
    This is how it SHOULD work - just read through the notes on the thread for the wrinkles.

    I also found you can get help on these Meta blocks via the "help" command as follows.
    For example, for the Meta Music block, the help command is: /help dev musictrigger

    Professor Dragon
  3. Professor Dragon's post in Server Application ignoring some Worlgen mods was marked as the answer   
    You may wish to try adding the "mod path" also.
    Quoting Streewind:
    "Some people have reported issues with loading mods from this custom data folder, while for others (like me) it is working without problems. I have no real explanation for why this happens. But in case you suffer from this, or you just want to preempt the possibility of it happening, you can append an additional switch: --addModPath your:\path\here\mods. Again, if that path contains spaces, the path (but not the argument switch) needs to be enclosed in double quotes." 

    See:
    Professor Dragon.
  4. Professor Dragon's post in Best fuel for beehive kilns? was marked as the answer   
    Yes, there have been Reddit threads and also on this Forum here where people have broken it down.
    Of particular interest is this part from @MKMoose:
    If you want to go direct to the source, then check the code here:
    https://github.com/anegostudios/vssurvivalmod/blob/master/BlockEntity/BEBeeHiveKiln.cs

    I'd drill into what you mean by "best." If you mean "most efficient use of fuel for items fired" then it is possible to calculate it out.
    The Wiki in spirit is correct, but I feel doesn't capture exactly what happens in practice: https://wiki.vintagestory.at/Beehive_kiln#Fuel_efficiency
    I've found that a full load of ceramic items takes 9 x 32 peat bricks, where "full" means "more than the default kiln is meant to hold, but using stacking tricks."
    As @LadyWYT correctly says, simply loading up the Beehive kiln with peat, and putting in a full load of ceramic items, works out just fine in practice. Anything more, in my opinion, is fiddling around the edges - especially considering how easy peat is to harvest once you are up to this level of technology. Charcoal and Coal are better used for iron and steel production.
    If you did wish to test in practice, then switch to Creative, create three Beehive kilns, load them up with the same maximum load of items and different fuels, and increase time speed with commands. (It might be fun to have the "Extra Info" mod on, and see if that correctly captures this specific scenario, but that is a bonus points homework assignment.)
    The main use of a Beehive kiln is:
    Stacks of stuff eg fireclay bricks, tiles Colouring clay items (My personal favourite) Easier to quickly load lots of items, while negating fiddling with sticks and grass I know I didn't actually answer the direct question asked (although I think MKMoose gets to the heart of it), but I hope that helps with the "why" anyway. 
    If I had to answer simply, I'd say "A full load of peat is best, because it gets the job done easily without over-thinking it."
    Professor Dragon.
  5. Professor Dragon's post in I accidentally created brass instead of bronze, can I add bismuth and turn it into bronze? was marked as the answer   
    @Diff is right.
    Either use Creative (/gm Creative, paired with /gm Survival) to "correct" the issue, or wear the loss and make some new alloy. 
    It doesn't matter too much - you can use those four ingots for lanterns, torch holders or a really nice plaque which is a great decorative item (Or you could hang it in your forge reading "Recipe for bronze is . . ." 🙂 Actually, seriously, I post some wooden signs next to the forge with the optimum mixes for different alloys and batch sizes. )
    Professor Dragon.
  6. Professor Dragon's post in Fanned cobblestone bugged? was marked as the answer   
    I tested on v1.22.6 (stable) and can confirm this behaviour.
    If you use the SAME TYPE eg Granite Stones and Granite Gravel
    THEN IT WORKS to create Granite Gravel. The Sand can be any type. If you follow the Handbook and use different types of Gravel, then it FAILS So at the minimum, there is an issue with the Handbook Recipe being unclear.
    I think the Handbook is wrong, because it cycles through DIFFERENT Gravel types.

    Note that I went into Creative, and there are TWO types of all of the Sands eg Granite Sand. The Recipe only works with one type only.
    EDIT: From Devs: "Note if you are testing by fetching ingredients in Creative Mode, the new 'wavy' sand, which is seen on ocean floors but is not obtainable in Survival mode, is not a valid ingredient for cobble"
    According to the Devs, you need to MATCH THE GRAVEL AND STONE TYPES, but any Sand is fine.
    https://github.com/anegostudios/VintageStory-Issues/issues/7016
    Radfast: "You don't have to use matching sand, any type of sand works, see screenshot below. But yes, you do have to use matching gravel, and that is intended"

    I think the Handbook Recipe should be updated to reflect this.
    Professor Dragon
    EDIT
    I've added my own comments to the currently closed issue and pinged @radfast there.
  7. Professor Dragon's post in PLEASE someone fix my save game was marked as the answer   
    Hello @Benjo,
    Sorry about your world. It's a reminder to all of us to take backups - I haven't done one lately.
    @Rainbow Fresh is right - it would really help to know what the issues are.
    I have done the following though:
    Downloaded cumberland.vcdbs and copied to my Saves folder.
    I ignored the other two files. I clicked the Pencil icon and chose "Run in Repair Mode" on v1.22.5 (stable) This started up and I was able to access the world, but it did give errors along the way I flew around to confirm I could see some of your activity Save and Exit, rerun in Repair mode - this time no errors Once in the world, there were chunks missing immediately at the spawn in location 0, 125, 0.  Only a wgen command to regenerate the default terrain in that location would work. (Potentially those other two files contain uncommited writes, but I didn't want to go down that path in this test.)
    The rest of the map looked good. 
    I found your base - looks nice.

    Maybe try those same steps and see if it helps.
    Professor Dragon.
  8. Professor Dragon's post in Do chiseled snow blocks melt? was marked as the answer   
    No, chiselled snow blocks do not melt.
    I created a test world on the current v1.22.5 (Stable) and advanced time to confirm.
    Professor Dragon.
  9. 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.
     
     
     
  10. 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.
  11. 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.
     
     
     
  12. 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.
     
     
     
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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.
  23. 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.
     
     
  24. 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.
  25. 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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