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BenLi

Vintarian
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Posts posted by BenLi

  1. Yes, the highlands are very cold - up to glacier ice generated on mountain tops.

    The empiric (my personal estimation) is that the decrease is ~0.1deg per one block height.

    So if you have 40deg on the sea level of 110, you will have ~20deg and winter snow/frost on height of 210.

    You want height that has ~20-27deg in summer.

     

    PS

    Right now tested it and got 10deg difference on 70 blocks height difference.

    • Like 1
  2. 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.

    • Cookie time 1
  3. 2 hours ago, Rhonen said:

    understood, but i think this depends on
     

    because the method of the API is not in that build.
     

     

    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

  4. 13 minutes ago, Rhonen said:

    may be unstable problem.

    can not confirm any trouble with the latest stable 1.17.11. also checked the API, mod build had no errors :(
    i would wondering, that Thyron makes API changes in such a late version.

    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 :(

  5. 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

  6. 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.

  7. 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 :)

    • Like 1
  8. 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.

    • Like 1
  9. 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.

  10. 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.

    • Like 1
  11. 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.

    • /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.

  12. 3 hours ago, Anthony frailey said:

    bees are generally very easy, once you discover a wild nest. 

    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.

    • Like 3
  13. 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.

  14. On 12/21/2022 at 9:57 AM, Tyron said:

    one very large underground structure present in every world for you to explore

    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...

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