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MKMoose's post in Can I give a friend my account credentials to let them try out the game? was marked as the answer
As a general rule, the ToS or EULA for games and similar products prohibit the usage of one account by more than one person. Even if account sharing is not explicitly prohibited by the agreement, as is the case of Vintage Story's Terms of Service, the agreement can often be considered to implicitly prohibit it, if only because it's made with the person who registers the account and not any third parties. Even if it could be argued that you wouldn't be technically breaking any rules, account sharing is generally inadvisable, especially outside of immediate family or household.
If your friend wants to try out the game, it may serve as encouragement that the refund policy for Vintage Story is significantly less restrictive than that of Steam and most similar services.
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MKMoose's post in Windmill Spacing was marked as the answer
Gotta love seeing the problem I anticipated pop up pretty much exactly.
The turbulence range is 1.5 times the windmill's radius. I don't remember whether the turbulence radii can't touch or just can't overlap, but I think they can touch based on the patch notes. In that case, full large windmills need 30 blocks of separation. If you want to be sure, you can test it in creative.
If you don't want to move the windmills, you can also remove some of the sails so that there's a total of 16 sets on both windmills, to match your 24-block distance.
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MKMoose's post in Any way to get some missing books? (Res Arch) was marked as the answer
Try this command:
/giveitem lore-book-aged-orangebrown 1 s[] { category: "archives" } The book will automatically give you the next page you're missing from any series in the "archives" category, so you don't need to (and can't though it's possible) specify an exact piece of lore.
Regarding customizing the command:
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MKMoose's post in How much torque needed for an upgeared helve hammer? was marked as the answer
A single set of regular sails should provide 20 kN (up to 5 sets in a full windmill), whereas a single set of large sails should provide 25 kN (up to 10 sets in a full large windmill).
It can vary somewhat due to a few factors (mainly how high the windmill is built and how much resistance is added on by other components), but as a general rule, a single full windmill (100 kN) is roughly the minimum to operate a helve hammer at tolerable speed without upgearing, though something more like 200-300 kN per helve tends to be recommended in order to allow faster operation at lower wind speed. When you upgear it once, you increase the speed five times, so the required power is increased proportionally - at minimum about 500 kN (five full windmills) per upgeared helve, but ideally at least twice that.
Note: it used to be that upgearing the helve wasn't generally recommended due to its resistance increasing with speed. This has been removed in 1.22 as it was causing some problems, so upgearing is more viable now.
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MKMoose's post in Do crops grow even far away from base/spawn was marked as the answer
The game keeps track of the last state in chunks which are not rendered and fast-forwards to the current time when you visit the area again, so your crops should grow perfectly fine. If they don't, that would qualify as a bug to be fixed.
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MKMoose's post in Is jam broken? [1.22.2] Edit: It is not was marked as the answer
You have a residue-covered pot on the firepit. You need to use a clean one to make food. Granted, the game should probably be clearer about what the issue is.
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MKMoose's post in How to make toolhead quench and temper attributes transfer to finished tool? was marked as the answer
Does the resulting tool have a Buffable behavior? If not, then you need to add it for the buffs to apply.
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MKMoose's post in What exactly is the difference between basket and crate traps? was marked as the answer
Baby goats and sheep can be caught in both traps, though crate traps have a significantly higher chance of success (70% > 30%). Baby pigs can only be caught in basket traps, interestingly enough.
More generally, the basket trap can catch:
chicken, hare, fox (baby), hyena (baby), raccoon (baby), wolf (baby), pudu deer (baby), goat (baby), sheep (baby), pig (baby). And the crate trap can catch:
fox (adult), pudu deer (adult), water deer (adult), all deer except pudu (baby), gazelle (baby), goat (baby; higher chance than basket trap), sheep (baby; higher chance than basket trap). That's based on the JSON assets, so it's fully accurate assuming no bugs or other odd behavior. Also, keep in mind that many animals (especially adult animals) can eat the bait from the trap but can't be caught.
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MKMoose's post in So how do I actually catch fish? was marked as the answer
The most likely option is that you happened to be in a place where there are no fish, as fish follow fish distributions similar to ores, although they're binary and not based on density - either there is fish, or there is no fish. More specifically, there's 10 groups of fish, each with a shared animal map, I think randomly assigned to different species, so you'll find some different species in different spots.
Worms should generally work as bait in any region, since juvenile fish bite worms. Then, once you fish out a juvenile of a larger species, then you can try meat for a chance at adults, or you can use small and tiny fish to specifically target larger adults. Stinkmeat and meat are generally the most universal type of bait, but they can be expensive, so it can be better to first check for fish with worms or stinkdough, and then target the larger ones (if present at all) with meat or with the small fish fished out in the process.
That said, I could be wrong, but there's also a chance that juvenile fish don't currently spawn at all, based on what I'm seeing in the assets. If you do find any juvenile fish, I would be greatly interested.
Here's the fishing guide text, for your convenience, since it's bugged in-game:
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MKMoose's post in Where exactly would a "Story Structure Distance" option be in serverconfig.json? was marked as the answer
Based on the code, it should be storyStructuresDistScaling. If it's not in serverconfig.json, then you'd need to add it to WorldConfiguration in that file:
"WorldConfiguration": { "gameMode": "survival", "startingClimate": "temperate", ... "storyStructuresDistScaling": "0.5", ... } Keep in mind that this value can't be changed after the world has been created. The value is just a multiplier, e.g. 0.5 gives you 50% of the default distance, and the normally available options are in the range of 0.15 to 3.
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MKMoose's post in Does quenching a tool head in water after reaching the tempering temperature still grant the tempering bonus? was marked as the answer
Generally you will need to cool the piece in air for tempering.
On a technical level, the game requires that there is sufficient delay between the piece reaching the tempering temperature and cooling to the settled state, which may mean (I haven't verified it to be certain) that you would be able to wait until that time passes and then cool in water the rest of the way through, but either way you won't be able to cool quickly in water right away.
In the real process, slow cooling is required to more effectively relieve internal stresses in the metal and form a finer microstructure through carbon attoms diffusing more evenly throughout - cooling quickly introduces internal stresses and uneven grain (just like it does when quenching, but in that case it's considered a side effect of a desirable process), causing the piece to become more brittle. Tempering or annealing can be done in a furnace so that it's even slower than in air, often done overnight in a medieval or home forge, or sometimes taking up to a few dozen hours in some highly specialized processes.
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MKMoose's post in Do the new pig variations interbreed? was marked as the answer
From what I can find, huge eurasian pigs can interbreed with the regular ones (though not with the other species that spawn in warm climates).
The baby will always grow into a regular variant - the huge ones can only be found in the wild.
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MKMoose's post in Large Gray boars giving birth to normal sized gray boars? was marked as the answer
It seems to be intentional. Currently, huge boars can only be found in the wild.
The huge gray boar is just an elder eurasian wild pig (gray boar). The new species are the red river hog and the warthog, both of which prefer warm climates.
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MKMoose's post in Is there a way to fix ? was marked as the answer
Does the issue appear at all times while below Y = 128, or does it flicker in and out in some way? While you're standing in or behind certain blocks like crops or fences, perhaps?
Either way, the most likely cause is probably the Immersive Mouse Mode. If disabling IMM doesn't fix it (or if you don't have it enabled in the first place), then you can see if the issue still persists after disabling occlusion culling altogether (possibly at some cost to performance). Might be a prime candidate for a bug report.
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MKMoose's post in Fancy Aged Carved Acacia Logs was marked as the answer
🤨
Nope, they don't spawn outside of the story structures (verified by searching for the block code in game assets). Only middle and bottom are obtainable in survival.
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MKMoose's post in Show and lock framerate was marked as the answer
Maximum FPS can be set using Settings > Graphics > Max FPS (hidden by default until you press the "show all available settings" button).
An FPS counter, as far as I know, is only possible using Alt + F3, though it also adds a graph which may be too disruptive during regular gameplay. You can probably also use some third-party software, though the only option I know here is launching the game through Steam and enabling an FPS counter there.
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MKMoose's post in pre 1.22 sling recipe help was marked as the answer
I stupidly didn't verify the one thing that has changed in the new update, that's on me. The same bug that causes handbook crashes seems to cause affected recipes (including most if not all recipes that use pelts) to not resolve, so that specific recipe for the sling isn't functional.
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MKMoose's post in Storing gears (both rusty and temporal) in vanilla or modded. was marked as the answer
Purposeful Storage seems to include a pretty neat rack for storing rusty and temporal gears. The new cabinets aren't very space-efficient, but I love that now at least we have a proper way to display items.
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MKMoose's post in Coke Oven Door was marked as the answer
An iron hatch door is what you need in the vanilla game - as much is stated in the in-game handbook. There's a couple things you may want to check:
Is the coke oven constructed correctly, with the right materials (fireclay or refractory bricks)? Are you using the right coal for it (brown or black coal)? Anthracite or charcoal won't work, though it doesn't seem to be mentioned explicitly in the handbook. Does the oven work correctly in the vanilla game for you? If it works in vanilla and not modded, then it's likely that one of your mods is causing it to break. If the coke oven is functioning correctly, it should have a bunch of gray smoke particles coming out from the top.
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MKMoose's post in Custom ore heatmap for the world was marked as the answer
Providing a custom, pregenerated ore map doesn't seem to be possible in a simple way, in part because the world is normally impractically large to provide an ore map to cover it in its entirety unless you tile it in some way, though it should be absolutely possible with a code mod if you modify the deposit generation code.
But if you just want to make the deposits less common or otherwise adjust ore generation, then you can change a lot of the parameters through a relatively simple JSON mod by modifying the appropriate files in %AppData%/Vintagestory/assets/survival/worldgen/deposits.
If you wish to go the modding route, then I can't help much further myself, but there's a bunch of available resources on how to go about it which you might find useful, or even there's some people who take mod requests.
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MKMoose's post in Sylvite and Prospecting Pick was marked as the answer
In density search, halite does appear, but sylvite does not. Halite generates in two types of deposits, and only salt domes show up in density search, but you can stumble upon salt lake beds near the surface in hot climates as well.
In node search, halite is not detected, but sylvite is, so it's still useful to use node search when trying to locate a salt dome.
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MKMoose's post in Is it possible to 'collect' all the butterflies? was marked as the answer
Well, and would you look at the 1.22.0-pre.1 changelog:
Dunno what that was caused by since there don't seem to be any reports for them except a fairly vague one in the discord with no responses. Might wanna do a diff on the files to see exactly what was changed. Either way, would be pretty lame to keep searching for them on current stable.
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MKMoose's post in Amethyst crystals was marked as the answer
No, it won't. Rhodochrosite is a regular ore, while amethyst is a vug which generates using a separate mechanism (it's just a structure, technically).
Yeah, they're the same thing. If you've found them in caves, that's probably because a cave happened to go through a vein. Big crystals generate within vugs. Amethyst vugs only generate within underground quartz veins. I'm not sure what "underground" exactly means here and if they have any additional generation requirements, but there doesn't seem to be anything else in the JSON definitions.
For the best chance to find amethyst, you should just search through underground quartz veins (ideally thicker ones), presumably by digging tunnels every three blocks within them. You may also be able to find a bunch of gold and silver this way. Do note, though, that amethyst is the rarest of all the crystals, so it's not gonna be quick and easy.
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MKMoose's post in Temporal Storm - only drifters spawned? was marked as the answer
This is expected during 10% of the storms.
From assets/survival/config/mobextraspawns.json, a pattern is chosen randomly by weight to determine the maximum quantities of each type of monster that are allowed to spawn:
spawnPatterns: { "default": { weight: 5, groupWeights: { drifter: 0.5, shiver: 0.25, bowtorn: 0.25 } }, "drifterstorm": { weight: 1, groupWeights: { drifter: 1, shiver: 0, bowtorn: 0 } }, "shiverstorm": { weight: 1, groupWeights: { drifter: 0.4, shiver: 0.6, bowtorn: 0 } }, "bowtornstorm": { weight: 1, groupWeights: { drifter: 0.4, shiver: 0, bowtorn: 0.6 } }, "shiverbowtornstorm": { weight: 1, groupWeights: { drifter: 0.25, shiver: 0.375, bowtorn: 0.375 } }, "driftershiverstorm": { weight: 1, groupWeights: { drifter: 0.4, shiver: 0.6, bowtorn: 0 } }, } -
MKMoose's post in how to /giveitem a tapestry was marked as the answer
This should work:
/giveblock tapestry-north 1 { type: 'name1' } Where 'name1' should be replaced with the appropriate type, like 'tempstorm11' for your case.
You can probably find the available types in %AppData%/VintageStory/assets/survival/blocktypes/cloth/tapestry.json or something like that, or I can get them for you a bit later if need be.