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redram

VS Team
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Posts posted by redram

  1. To address your concerns @Streetwind, it will not be a thing for *all* crops.  Just some.  For instance any crop whose seed is also the food, it will certainly make no difference (grains). At least some root crops will likely remain basically the same as they are now.   The idea is for crops to not all just be essentially reskins of the same thing, with minor variations in temperature and nutrient and so forth.  We want them to actually *feel* different to grow, as much as we reasonably can.  So server players might avoid those crops which are trickier to grow, but not all crops will be like that - but on the flip side, having a dedicated farmer than can give the trickier crops the attention they need, hopefully will be rewarding.  You may even get things like biennial crops that only produce seeds on a second year, but produce a lot of seeds then.  We'd like to have varieties that produce better with trellising (tomatoes, cucumbers, peas), varieties that yield a little over time, rather than a large yield all at once (beans, peppers), and more.  

    Right now there are technical differences between crops (nutrients, temperatures), but in the end they all still feel the same to grow - ya stick em in the ground and come back at the end.  Variety is what we want, not same-ness.   And it goes beyond the plants themselves, we have plans for all kinds of adjacent systems.  In totality, it'd be an update on its own probably.  Which is essentially why we've avoided much 'tinkering around the edges', so far. 

    • Like 1
  2. As I understand it (and I am not a coder) they should, yes.  The game does an initial spawn check when a chunk is first generated.  But then, over time, it will backfill in mobs into appropriate-condition chunks.  That is my understanding of the nuts and bolts behind it.  The backfill can be rather slow though from what I understand, so it's probably most likely to happen in chunks you spend a lot of time around, like near your base.  Note that goats have pretty specific spawn conditions, mostly involving rather high altitudes, so they can be a bit tricky to find even in fresh chunks.

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  3. On 1/8/2024 at 10:17 AM, Khornet said:

    EDIT: By the way, this applies to fence gates as well, correct? Since we only have those at single (or 1.5) block height. I vaguely remember encountering an issue once about my animals escaping the pen because snow piles in winter allowed them to reach height to walk over the fence gates.

    As far as I know, yes, it also applies to gates.  The snow thing should have been fixed some time ago I think (like 2 or 3 versions ago?), not sure how long ago it was that you had that happen.

  4. On 1/6/2024 at 4:20 PM, Khornet said:

    I personally do NOT like this change at all. It requires re-working the entirety of your enclosure, and fast, before they manage to get out. And triple-height fences are plain ugly.

    Currently animal AI will not path over fences.  That is, they won't step on them, even if their step height is capable of it.  This is why bears cannot get over fences, even though their step height is well capable of it.   So as far as fences are concerned, this change will not allow animals to escape.  However if your bighorns are in an enclosure that is just 2-high standard blocks, then yes, they could escape.  It may well eventually come to pass that some animals (such as deer) will be allowed to path over fences in the future - there is after all good reason that deer for the most part have never been domesticated.  But for 'standard' domestication animals, we probably won't do that.

    • Like 1
  5. Glad you're liking the goats @lastwazy!  We wanted to have horns on the females, but Tyron was already pretty overloaded with more critical tasks, so the female horns will have to come in later.  The original horn mechanic was set up for deer, who shed their horns and the females don't normally have horns.  So I had to get him to re-adapt it once to have the option for permanent horns, and it was just too much to get him to adapt it yet again for females to be able to have horns (but not as big of horns as males) so late in the update cycle.  Another day.

    @Venusgate If you're having problems with breeding or milking the new goats, please do tell more details.   What breed(s) you tried, and what food you were trying to feed them,  if they were eating the food or not, etc.  The more details the better.   They should be totally milkable and breedable.  If your latest experience was 1.19.7, I do believe the behaviors were added after that version.   
    Now, unfortunately - as I understand it - the legacy bighorns ended up having their breeding behaviors messed up by the new goats' breeding behavior, so if the problem was with legacy goats, that should be fixed in the next rc release.

    We're not done with planned features for goats (and other animals for that matter) yet.   They will definitely eventually be able to be sheared (someday, probably not this update).  And Angoras should provide the most mohair of them all I think.  You won't see it right now because they can't be sheared so their state never changes, but their model is set up with 4 different states of hair growth, from freshly shorn to overgrown.  So eventually when you shear them, they'll look it, and if you neglect to shear them too long, they'll look that too!

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  6. On 8/16/2022 at 10:27 AM, Streetwind said:

    Considering the main spawn area of cassiterite is in the middle layer, and it requires igneous rock, shouldn't we get significantly different ppm results depending on whether or not that layer is igneous?

    All else being equal, yes.  However the hidden variable, which the player cannot know, is the ore density map.  This value is modified by the other situational factors that you *can* know.  Since cassiterite, even under favorable conditions, only returns a very small range of ppm with almost no nuance, I would say it's likely that your area with much more igneous thickness simply had a weaker base ore map to start with.   And so the end result looked similar to another area with less valid rock depth, but a stronger ore map.

    On 8/16/2022 at 10:27 AM, Streetwind said:

    Could it perhaps be that the ppm calculation for cassiterite relies on the ultra-rare, ultra-deep large vein spawn? Since the third layer is always igneous, that would explain why it never changes; and since it spawns so rarely, that would explain why the reading produces such an abysmally low number, despite there generally being plenty of ore (of the regular, small, middle-layer kind) in practice when digging down in a suitable area. It has long mystified me how the ppm can be that small when I'm finding like 3-4 veins in the same chunk with an ultra-high reading.

    I would assume large cassiterite veins are factored in (disclaimer, I'm not a coder), but the chance being so small, it shouldn't affect it too much.  A large cassiterite vein averages almost 6x as large an area as a normal size vein, but a normal vein occurs 70x as often.  The larger veins on average will contribute only 12% or so of the ppm reading, assuming large veins are included in the calculations.   In the scope of a range of 0 to .2, it won't affect what you see often.  The ppm reading is a result of, among other things, the multiplication of the tries per chunk by the average vein *area*.  Small veins that have several tries per chunk will produce many small veins.  Generally speaking the larger the vein size (radius), the fewer tries per chunk it gets.  So the result is fewer but larger deposits.  But this is not a direct relationship in terms of overall total ppm.  For the ppm results of the propick, it does not matter whether it's 10 veins of 100 blocks each, or one vein of 1000 blocks.  The ppm is the same either way, as far as the propick is concerned.

    One other detail worth mentioning, is that the propick does not take into account caves.  So the more volume of caves in an area, the farther the reality will diverge from the statistical propick results.

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  7. On 8/16/2022 at 10:19 AM, Maelstrom said:

    I currently locate the highest reading by the description and only use the ppm results if I have multiple descriptions of the same level, i.e. very high.  Does the ppm result provide any benefit when used in such a way?

    Ya each category of verbal descriptors covers a range of ppms.  So the ppm result can be used just as you say, to find the best spot of several with the same text description.  Though this doesn't work well with smaller deposits like cassiterite and bismuth, since they're so small a range that one decimal of ppm can encompass multiple verbal descriptors.  
    And this becomes less important with ores that have less than 1 try per chunk.  Halite for instance, I've seen many cases where the densest center has nothing, but several deposits are in outlying areas.  This is, I think, due to the sheer number of lower density chunks.  You'll have a better chance at success in 200 chunks with a 1% chance each, than 10 chunks with a 5% chance each, for example.

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  8. On 8/12/2022 at 3:09 AM, Streetwind said:

    Note that even a successful roll doesn't mean that the ore will actually spawn. For example, it might choose to try spawning in the middle of a cavern, where there is only air. Or it might try spawning at a y-level where the wrong stone type is present, a stone type which cannot host cassiterite. That means that, even with an "ultra high" result, you'll likely get very different yields from digging in an area that has two sedimentary layers over one igneous, compared to an area that is all igneous top to bottom.

    Streetwinds advice is good, but I'd just point out for clarity that insofar as the ppm mode is a 'statistical' result, while it may be true that in the end all attempts to generate nodes are made randomly even in non-valid areas of stone and y level, the propick does consider the amount of 'correct' stone and 'correct' Y level at the sample spot, and uses this in its ppm results calculation.  So if a given spot only has 10 valid blocks of height of the right stone type and y level, you'll get much lower ppm result (all else being equal) than if there were 50 valid blocks of height.  So I'd say that the propick does in fact take these into account in its results.  Keeping in mind that the ppm result is a statistical average, and the actual nodes generated can thus deviate from this average.

  9. As said, we are aware of both Dynamic Trees the MC mod, and also of the various forks of TFC.  And always have been.  As someone on discord mentioned, fruit trees in VS are already somewhat dynamic, though not to quite the level of 'the mod'.   There's never enough time to put in all the things we'd like, so we try to prioritize those that are the most 'bang for the buck'.  And sometimes we take things in stages. 

    • Like 2
  10. 5 hours ago, Samuel Hiams said:

    There's better times and places to discuss politics than when I am trying to play a block game. Please try to understand that?

    This isn't some discussion about how many guns people should get to own, or who gets to use what bathrooms.   People are dying.  CHILDREN are dying.  We would like to do something to help so that fewer peoples' lives are ruined.   Please try to understand that. 

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    • Wolf Bait 1
  11. On 3/1/2022 at 1:14 PM, FortMark said:

    Let's push NATO right up to Russia's border and ignore all their warnings. What's the worst that could happen?

    Just so we're clear, Estonia and Latvia (the latter of which is Tyron & Saraty's home) both border Russia directly, and both have *already* been part of Nato since 2002.  It's roughly the same distance from Latvia's border to Moscow, as it is from the Ukraine's border to Moscow.

    • Like 1
  12. 21 hours ago, Jacob Kos said:

    Second of all: what is the exact time it takes for a fruit tree to successfully "take root" or die? How many days?

    This I do not know exactly (I'm not a coder).  But from my creative mode testing, iirc, it take perhaps 4-6 months (at default setting of 9 days per month).  Fruit trees are intended to have more 'realistic' growth times, vs crops.  So they take a very long time to progress through their stages. 

    The rest of your questions I don't know for sure.  Tyron coded the details, and the greenhouse interactions.  I can say that the trees indeed need only the dirt block they sit upon to grow, and for all I know after they 'take' they may not even need that one.  This is part of the half-finished nature of fruit trees.  There will probably be more interaction with the surrounding soil added at some later date.  It was just too much work I think, to try to fit all the details we wanted into this first iteration.  I'll tag @Tyron here in case he has time to answer any of this.

  13. 8 hours ago, ChillstepRabbit said:

    I'm getting iron blooms that don't create full ingots when i hammer off the slag. I end up using all the voxels I can, but there's always one or two places where I need voxels, but don't have them. It happens uncommonly but does happen.

    Yes, since I made that original statement (nearly two years ago now), it's definitely verified that it does occasionally happen.  Its rare enough that it's not really been addressed.  And a helve hammer will 'complete' the ingot, so it's not a total loss.

  14. It's primarily inspired by the Minecraft mod Terrafirmacraft.  Beyond that I'm not sure if Tryon & Saraty had heard of or took any inspiration from Unreal World at the time they started Vintage Story.  Reality being reality, there will be a certain amount of 'similarity' in any games that seek to represent reality in a detailed fashion.

  15. 52 minutes ago, Sparkle Kitti said:

    Do you know what kinds of changes are planned?

    They'll be made so that you cannot just go around hoovering them up and insta-planting them.  You'll need to take a cutting and grow it out, a bit like fruit trees (though probably without the fail chance).  Both berry bushes and fruit trees may eventually require fertilization (or at least, yield more with fertilization).    Also bees in proximity may affect yield.  Plus a host of other real world plant characteristics for trees, such as alternate bearing.  What we have now is really just the basic framework.

    • Like 4
  16. As Streetwind says, crops don't continue to spawn.  Regarding fruit trees, I will attempt to answer with what my impressions are, but I am not a coder and do not make the final decisions so my impressions may not be 100% accurate. 

    It was a huge undertaking to make the fruit tree mechanic, and like many things we didn't get in every aspect we wanted to.  They will hopefully see further refinement down the road.  The main reason they have such poor establishment chance is that they (like berry bushes) require no nutrient/fertilizer inputs - they're just free food.  Albeit not near as often as berry bushes.  Berry bushes are also due for a change to their mechanics, and we had intended to do so in 1.16, but did not get to it. 

    Regarding the branches not regrowing, I tested and it does appear that's not happening.  I'm not 100% sure it was intended that they regrow, although I thought it was.  I'll point it out to the team.

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