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MKMoose's post in Is charcoal no longer hot enough to make an iron anvil? was marked as the answer
You can use bellows to raise the temperature of the forge above the default maximum for a given fuel type. Coke has the highest maximum of all fuel types at 800 °C (700 °C is the baseline, and you can see the bonus in the tooltip). Both of them are viable to make an iron anvil which requires at least 800 °C, although bellows will generally be easier to make and more broadly useful than coke.
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MKMoose's post in Minuscule Amount of Borax was marked as the answer
ProspectTogether's chunk display is misleading (and has a few other known issues). Neither the ore generation mechanism nor the vanilla prospecting mechanics are meaningfully affected by chunks from the player's perspective, and they can be generally considered to change continuously throughout the world with no chunk boundaries.
Only the node reading can tell you exactly whether there are any ores within a given range from the reading, but it just has a 6-block range by default (i.e. it tells you how many ore blocks are within a 13x13x13 cube centered around the reading).
When the prospecting pick returns you a density reading, the result is roughly proportional to the chance at that location that the world generator uses to spawn a deposit. Even an "ultra rich" reading is not a guarantee that you will find a deposit under it (for some common ores like copper or sphalerite it is fairly close to being a guarantee, but even then you shouldn't strictly treat it as such).
The permille (‰) number next to the descriptor is just a mathematical estimation which roughly tells you "if you dig out a huge area, it will on average have roughly this many ore blocks of this type as a permille of total rock blocks where the deposits can spawn" (e.g. 2‰ means 2 ore blocks per 1000 rock blocks). It's not even accurate, though, and has a couple bugs. The standard advice tends to just be "ignore the permille value".
The qualitative descriptor (e.g. "very poor", "poor", "decent"...) is also not fully reliable, as some ores (borax among them) can never reach readings above a certain threshold, but it is entirely sufficient. For borax specifically, even "poor" tends to be more than enough to find a few deposits.
The "minuscule" reading is not sufficient for almost anything. For most ores, it indicates a roughly ~0.2-5% of maximum possible density.
There are some tricks that you can use for certain deposits which allow you to say that "if the reading for this deposit is at least this much, it means that there is almost certainly at least one deposit within the chunk", but it is not something that most players will ever find notably useful.
You can also find some loose ore bits on the surface for some ores, indicating a deposit under them, which for borax can sometimes be a better way to find a deposit than prospecting.
Two additional notes regarding the prospecting strategy, if you will:
Sinking a shaft every 12 blocks is generally unnecessarily dense. Since deposits tend to have a couple blocks radius, you can detect most of them if you dig shafts every ~20-25 blocks, allowing you to cover a much greater area within a fraction of the time. Taking density readings closer than every ~100 blocks is usually unnecessary. The ore maps are fairly smooth, and it's rare to find hotspots that are so small as to squeeze in 100-block gaps. It is also unnecessary to search for the exact highest reading in a small area. Slightly denser can be fine in some cases, but taking a reading in every chunk is just more work for little to no benefit.
The prospecting guide in the in-game handbook can tell you some of this information. If you're interested, there is a fairly decent prospecting guide and ore deposit table on the wiki. They are not in any way necessary to get a solid grasp of the mechanics, but they might help you out if you're running into issues.
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MKMoose's post in What code is responsible for calculating loot penalties? was marked as the answer
The most important parts of this are implemented in EntityBehaviorHarvestable. I don't have the assets on hand to check, but I'd imagine based on what I'm reading in the code that you'd need to add a deathByMultiplier in the mod's files for tamed wolves (or just modify the value if it's already defined).
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MKMoose's post in Aged Lore Book (orange) Multiple bugs? was marked as the answer
It's missing a lore category attribute. I've reported it in #9748 with some additional information.
In the meantime, if you want to get the book requested by the trader, you can do so using the following command (explained in more detail here, though be wary of spoilers if you haven't done the story yet) :
/giveitem lore-book-aged-orange 1 s[] { category: "diaries" } -
MKMoose's post in does fennel really suck this much? was marked as the answer
You can fish in smaller lakes and even artificial ones (ideally at least ~1200 blocks of volume). But if that's not an option as well, then no, you're not missing anything - fennel is just as bad as it seems.
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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.