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Everything posted by Vexxvididu
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My current world is in the middle of a HUGE granite slab. I think it's largely the will of RNG. My last couple worlds spawned on huge sandstone areas.
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so, pine resin DOES regrow on the same trees as long as you don't cut the tree down. I agree it's still absurdly rare though.
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I kind of wish VS had the option of keeping the "0" on the hotbar always empty so you could always have a free hand. That would make this issue a bit easier to avoid. or even just expanding the hotbar to have an extra, always empty "-" key.
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So... how do I keep animals from spawning around my crops? (1.22.2)
Vexxvididu replied to Vexxvididu's topic in Questions
that's kind of annoying.... makes it hard to plan extra room to grow my farm... but that does fit in with what I read. thanks! -
So I have my crops in my new world surrounded with a wall. I'm pretty sure they can't get in there. ...but I had a couple deer spawn in there and eat stuff. I don't think I had this issue in 1.21 ever but of course know that version had a bug that prevented animals from actually eating crops anyway. How do I keep them from spawning in my farm?
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Modders: how much does modding influence your daily life?
Vexxvididu replied to Helst_navngivet's topic in Discussion
My main motivation for making my mod was just that it was something I wanted to see in the game. I learned a lot making it, so that was fun! I do feel a bit of pressure to keep maintaining it with every new game version. That part is less fun... But overall I'm glad I made it and am happy I got it updated for 1.22. I love interacting with the community. That alone made it worth while to publish it. -
I think it's intended and realistic that you will often need more than one heat to forge stuff. This is totally realistic and reasonable but I get why it's a bit of a shock and does take some getting used to. I'd say don't rush it, just plan to need a reheat. EDIT: I wanted to add that I think the former way to do it was kind of absurd in the opposite direction... people with fast hands would forge 3-4 things with just one fuel item...
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Do you think this could be one of those mods having an error with a custom entry?
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Besides the video posted, the really short explanation is that the large gear placed like that is trading a lot of your torque for speed. ...but you no longer have enough torque to power the helve hammer. Large gears are generally a sign someone either has no idea what they are doing, or is a real expert. I generally don't use them in survival games since they are expensive and not necessary.
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Yeah, we don't really have a firm date at all. The devs have experimented with it but hinted they weren't yet happy with the results.
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modding Question for modders: How feasible is a mod that utilizes forces?
Vexxvididu replied to Jacsmac's topic in Questions
This could be fun or really trying depending on how much detail you really want to get into. ....there is a reason most early physics classes ignore things like air resistance... Given a few simplifying assumptions, I don't think this would be too bad, but if you go into a lot of detail, this could be quite an ordeal and very performance heavy. -
The goal of this mod is to set the temperatures of greenhouses to 20C all year long. See attachments for my mod patches. I THINK the BeeHives is still working exactly as it did in 1.21. The SoilNutrition patch seems to correctly display the +X in the tooltip for the greenhouse bonus. The two big problems I have are: 1) The Berry Bushes still seem to go dormant in winter in a greenhouse with this mod. I assume there is one other parameter I need to find and change. 2) The Fastforwardgrowth script looks like it should work in changing the greenhouse bonus, but it does not seem to stop the blockentityfarmland class from applying cold damage. I can't figure out if something is wrong in my code or that parameter just isn't being passed along to that class. Any help on either item would be very appreciated! My hope is I just missed a parameter somewhere... FruitTree.cs SoilNut.cs BeeHives.cs BerryBush.cs FastForward.cs
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I was pretty split but voted for the rework. The poll seems to indicate a commanding lead for the rework since I suspect many old time players are a bit bias against change. I think the rework better captures the steampunk direction they maybe want to move in. The old logo is still good though.
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If there is a general guide on how to upgrade mods with new major Vintage Story updates, i didn't see it, so I figured I'd start this thread to help anyone who needed it and is also kind of new to this process. I'll start by summarizing the changes I had to make to my mod: https://mods.vintagestory.at/steadygreenhouses 1) Updated my Vintage Story to 1.22. 2) Updated my Visual Studio 2022 to 2026 so I could use the new dot net 10 framework. I'm not 100% sure this was needed but it resolved an error message when trying to compile later on. 3) Re ran the power shell command here to setup the dev environment with the new Vintage Story code: https://wiki.vintagestory.at/Modding:Setting_up_your_Development_Environment 4) Made a new project for Vintage Story. Copied over my mod code scripts and mod system scripts to the new project. 5) Checked the actual Vintage Story code in the object explorer to look for what changed and updated my code accordingly. Note that a few key things did change for my code. 1.22 changed a lot! So that is it in a nutshell. I mostly wanted to make this thread for open discussion for anyone still struggling to update their mods. I'm also curious if anyone can confirm if step 2 was really needed, but I wasn't able to compile it in 2022.
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To build on this, I think it's a great common recommendation to test out stuff in a separate creative game before you invest tons of time and resources into doing it in survival. This game makes it easy to make bad assumptions about how the mechanics work.
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PETITION TO ADD CHICKEN NUGGETS TO VINTAGE STORY!
Vexxvididu replied to COMMANDER_GEB's topic in Discussion
I'd only support this if it required a hardened steel knife or something to make them. Otherwise they'd obviously be overpowered! -
With any new patch introducing new mechanics, I always think it's a great idea to play with the new mechanics in creative before you waste a lot of time and resources being confused in survival. I plan to do that myself with 1.22 soon! I also plan to start a new world in 1.22.
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I'm willing to bet this is a bug with how the seasons are simulated but only in areas you visit. It is just a bit annoying but doesn't bother me THAT much. It's probably related to how lake ice only completely melts in areas you visit often. I'm willing to bet that proper fixes for this are just computationally expensive. Simulating a realistic climate for a big world in real time is a lot to compute!
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I also have an AMD CPU and do experience some stuttering. Turning down the frame rate made it less noticeable, but was certainly not a complete fix. This has been a topic for a while now so I'm hopeful they fix it!
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It would be a bit helpful if you expanded upon what your exact concerns are with the official public server. Just reading other chats don't tell us much about what your own thoughts are. Now... I'm a solo player, so I'm bias against TOPS, but I do see a lot of value in having a test server with more than just the devs as @LadyWYT pointed out. I couldn't imagine wanting to make a "forever home" on a big public server though. I think it's unrealistic to try a complex build on a big public server without any expectation of being trolled at some point. If you want to control what's gong on with minimal lag, it's obviously better to play solo or just with your own friends.
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It's a near certainty that you've passed by it several times and are not spotting it. From the top, it looks grassy.