Jump to content

BenLi

Vintarian
  • Posts

    126
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by BenLi

  1. Very simple. Rifts (those you call portals) are spawning in vicinity of the player with the intensity reflected in "Current rift activity: ***", when the activity is not Calm. The higher is the activity, the more rifts are generated around you. Drifters are spawning next to the rift once the requirements are met: flat horizontal surface of full block(not a slab), two air blocks above the surface free of anything except of grass and flowers, light level less than 7. There's no way to avoid rifts generation as per 1.17.11 (see below). You can light the environment taking into account that regular lanterns have light level of 18, and the light is going down by Manhattan distance (AFAIK). Make sure to have the light level to be 8+ on those horizontal surfaces. There are some empiric indications showing that the rifts would not generate inside "hot room"/"cellar", see its definition in body temperature management and food preservation sections of the handbook. Yet a rift next to your house *outside* - may cause drifters to spawn *inside* the house if the blocks and lighting requirements are met. There are rumors that in 1.18 there will be some mysterious device that will either prevent drifters from spawning or prevent drifters to get close to the device.
  2. You are totally correct. It fails on .net7 RC version, and most probably .net7 build has new API that doesn't have that method. Thanks for great and yet simple mod
  3. this occurred when trying to connect 1.17.11 .net7 client to 1.17.11 regular version' world over LAN. I.e quite an extreme situation. It is possible that client+server of 1.17.11 stable cannot accept 1.17.11 .net7 connection attempts or vice versa. anyway calling RegisterHotKey() fails on my setup of 2 machines running stable and .net7 versions respectively
  4. Looks like the mod is not working in 1.17.11 .NET 7 edition due to the changes in the VS' API Game Version: .net7 Experimental build - v1.17.11-rc.1 (Unstable) 02/06/2023 19:24:43: Critical error occurred in the following mod: hudclock@2.8.0 Loaded Mods: game@1.17.11-rc.1, hudclock@2.8.0, prospectorinfo@4.1.2, creative@1.17.11-rc.1, survival@1.17.11-rc.1 System.MissingMethodException: Method not found: 'Void Vintagestory.API.Client.IInputAPI.RegisterHotKey(System.String, System.String, Vintagestory.API.Client.GlKeys, Vintagestory.API.Client.HotkeyType, Boolean, Boolean, Boolean)'. at hudclock.src.busineslogic.ClockModSettingsController.RegisterHotKey() at hudclock.src.busineslogic.ClockModSettingsController..ctor(ICoreClientAPI clientApi) in D:\development\VintageStoryMods\solution\Mods\hudclock\src\busineslogic\ClockModSettingsController.cs:line 31 at hudlock.src.HUDClockMod.PlayerReady(EnumHandling& handling) in D:\development\VintageStoryMods\solution\Mods\hudclock\src\HUDClockMod.cs:line 39 at Vintagestory.Client.NoObf.ClientEventAPI.TriggerIsPlayerReady() in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\API\ClientEventAPI.cs:line 352 Attaching the client-crash.txtclient-crash.txt
  5. Good suggestion. Yet we have mini-cellar available in the game: any partial block covering the vessels' block. You don't need this mega-vessel to have a mini-cellar. So the mechanics can be simpler: Lock the mini-cellar as you lock the entrance above charcoal pit - with timer. With short enough timer to stay in the vicinity of the mini-cellar (at least less than xlocator activation time). If the player stays in the game and in ticking distance of the container - the timer runs out, the mini-cellar is not locked, and the container becomes usual container such as vessel, chest or basket. If the player leaves the ticking distance of the container while still be in the server - the lock timer is canceled, and consequently there's no lock. This case is extreme as the timer should be short enough to prevent this. If the player leaves the server, the block is locked up and doesn't update the decay (not listed in the list of periodically updated items). Once the player re-enters the server - the game checks whether there're any locks belonging to the player in close vicinity, and unlocks them. If a player enters chunks with blocks locked by him and reloads - which is nuisance and exploit of some kind - the container is destroyed and disappears with all contents.
  6. BenLi

    Map seeds

    You have opened a Pandora box here. Not getting any snow - it is about to get to latitudes below 30 ("/wgen pos latitude" command). Usually 1 degree is ~1k blocks for default worlds. As in real Earth one degree is ~110km. So if your spawn is at 45deg(temperate), and the world size/distances have default values - it takes ~15k blocks to pass 15 degrees from altitude 45deg to latitude 30deg not to have snow. 15k blocks trip is long enough to encounter slate on the way
  7. To forget place stones on the ground of the mine so that when I return - I get deep drifters lurking around. Actually - here's more scary one: to forget stone spawn-protect one bloody single block in huge iron mine and discover a jigsaw chasing me all the way to the surface.
  8. OK. At least some of the icons work, given the name without wp prefix. Anyway I will try to extract the info from the resource files of the game, and if not successful - also the github repository...
  9. do we have any vocabulary for the icons vs their names? The one here is the correct one? https://wiki.vintagestory.at/index.php/VTML And the colors vs their names? Supposedly this one is at https://www.99colors.net/dot-net-colors . Right?
  10. As far as I know - during the storm the spawning conditions require 2 full air blocks for a drifter to spawn. I.e. 1width*1depth*2height. Grass doesn't count as an obstacle and doesn't fill air in the air block. Stone placed on ground DOES count as air replacing object. Bottom line: if you have 2 blocks high ceiling and place stones or any other air replacing object like bed or trapdoor - most probably it is spawn proof as it has no 2 full air blocks.
  11. setup: boiler->condenser->bucket firewood add ale/juice (up to 30L) fire the firewood wait until it gets 80deg on the boiler by pointing to the boiler point to the condenser (not the bucket) and look at the bottom line stating the amount of distilled brandy. Also the water will decrease once distillation ahs been started.
  12. My 5 cents to add. As far as I can see - choosing the character properties wastes the precious 1st day' time. I.e. if starting the day at 09:00 of May 1 - choosing the beard type or underwear may easily shift the actual start time to noon or even later, limiting the possibility to gather enough reeds for the baskets until end of the day.
  13. just to make clear re "maintain good body weight for slaughter": if the offspring are born at winter - they are born with "poor" weight anyway even if their mother has "good" weight. So you can do literally nothing to fix it by food. Need to wait for the summer for those piglets/pigs to re-gain to "decent" and "good". Re lighting when making the roof: pigs have tons of fat. Fat lamps work perfect for lighting the stable, just remember not to place it by the fence so that the pigs don't escape.
  14. I am not sure about the need to feed the offspring to make them grow. The only feeding mechanic implemented seems to be reproductive only: 10 portions for F, 1 portion for M for Fs get pregnant. Anyway - make a roof It is quite cheap
  15. As far as I remember - it must be either 2/4/6/8. my personal preference is 6. Try to set to 0, restart, then set to 6, restart. And then re-check. PS 6 works well with the mining distance - 5 blocks away from you.
  16. /worldConfig propickNodeSearchRadius [0-12] If above zero, a second prospecting mode will be enabled that allows for exact searches at the defined radius (default: 0) Once this command runs successfully - restart the server SW: Stop the server, then start the server. Not start a new world from scratch, but make sure the server program (either dedicated server or the server built in into the client SW) restarts and reads the new settings of the command above.
  17. My own experience tells that 4*4=16skeps setup is more than enough for a single player world. Harvest requires 3 stacks of cattails ready for skeps crafting (3*4=12 skeps + the cattails from the broken skeps). Total harvest of 14 out of 16 skeps - 2 skeps in the inner square are left for re-population. Once you place it 3 blocks apart - the inner square' skeps detect ~205-210 flowers which allows harvest at least 3 times a year (standard month duration). Usually even more. Which in its turn gives 3 harvests of 14 skeps = 3*14*3 waxes = 126 waxes each year. And at least 25L of honey. And this is definitely enough for winter' fruit consumption - until the fruit trees are mature.
  18. It is probably the settings that hide the full C screen from you. Or the screen size. Try to make a backup copy of your clientsettings.json configuration file, delete it, and let the game re-create it from scratch. In particular - the "dialogPositions" section of the file might be damaged. Of course - all other customizations will be deleted as well - such as key bindings and video optimizations. Need to re-create them. The file is located in c:\users\[your username]\AppData\Roaming\VintagestoryData\ If this doesn't help - try to disable full screen setting and try out the windowed mode. The game may re-arrange the windows so that every window is seen.
  19. BenLi

    What about 1.18?

    Another thing: one very large underground structure present in every world Is it single structure per world? I wish it could be located every few thousands blocks so that MP servers' players may all explore their own one...
  20. As far as I see WE allows copying the whole selection as-is, with its blocks etc. into external json file, and then paste it while being in creative in the same or another world. Save#1->copy to external json->save#2->enter the creative mode with /gm->load and paste the json into the desired point->get back to survival with /gm When you paste the json - it puts the blocks instead of highlighting the needed structure (as in steel furnace). Too bad the game has no schematic, therefore the building materials are supplied from creative, and you don't need to work hard to get them if you are usually playing survival. Nor you need to chisel again.
  21. BenLi

    What about 1.18?

    Is it folded wings on his back?
  22. BenLi

    Winter?

    the seasons don't flip unless you cross the equator line. yet you may have a very mild winter that actually looks like coldish-temperate summer - when hitting the proper latitudes. some 10-30degC cycle night-day. At the summer the area gets 30-45degC cycle. I have a chain of translocators taking me from lat 45deg towards to lat 18deg, and it is located 35k blocks to the south from my spawn point. At the lat 18deg - there's jungle area, and the temperatures are as above. It doesn't matter how many blocks you go as it might change if you alter the pole-to-equator distance when creating the world. It does matter at what latitude you are. For mild winters you need to be under latitude 20. The server command to run in the console is: /wgen pos latitude
  23. I wish we could have iron door to count as solid block for charcoal pit...
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.