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If you're in your own singleplayer world, just find both the male and female, kill them and don't loot them and then walk back to your camp and spawn them in acting like you "brought" them. This will save you the hassle. I do the same with iron and steel anvils. The pain of making them isn't worth the hassle so I just drop 9 ingots and some borax into a cave pit and spawn in the anvil to spare me the annoyance.
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So I've just started a solo playthrough with Homo Sapiens in a tropical region. It averages about 35-45 C around the continent I'm on. I've only explored about 1k blocks north and haven't found any flax, or berry bushes. I was anticipating no berries, but i didn't expect to have no flax as all.... Am I fucked until I can go north? I've settled the southernmost part of my continent and it's about 41 degrees in early may. I'm still firmly in the stone age with my eyes set on some copper patches around my home. as an aside, it does sting that with my preferred playstyle (no ruins, no monsters, no traders) requires me to do a nautical expedition for a key crafting material if I dare live somewhere not temperate. I hope they add alternatives to flax that are native to the tropics someday!!
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I was going to comment on another river-gen thread but did a search and found this one as well, which seems more extensive. This is more-or-less the train of thought I've been going down. Big-picture systems like geology and hydrology seem like the biggest bottleneck, to me, aside from general performance. A larger-than-default world height would help too. Perhaps, for performance's sake, worlds could be divided into two layers: "visible" chunks and "macro" chunks. Visible chunks would be closest to how chunks currently operate, handling anything block-scale like minor terrain generation, foliage placement, etc., generate as the player approaches them, and dynamically load and unload. Macro chunks--possibly containing 4x4 visible chunks--would generate at world creation and be the simulation layer ("sim chunks" might be a better name) that visible chunks derive their attributes from and that large-scale world systems operate on. Some broad geologic processes might even be simulated during world generation at the macro-chunk level (1 macro chunk would = 1 pixel on a global heightmap, for example). This could cover sediment deposition from erosion, marine sediment deposition from a previous high sea level (local minima that "dry up" when the sea level lowers again could receive halite as their final deposition layer), mountain formation and volcanic activity from continental movement, glacial scouring near the poles, etc. These deep-past geologic processes would become fixed once the initial generation is complete but would dictate the general shape and rock structure of the terrain, as well as the locations of things like hot springs. Systems like weather patterns and hydrology would also function primarily at the macro-chunk scale, especially for unexplored and unloaded regions. Aside from all this water stuff, that might also mean accurate weather representation in distant chunks, even ones not actively being rendered. The ability to go from completely clear skies to heavily overcast thunderstorm and back again, just from hopping over an invisible line, is a pretty immersion-breaking aspect of the game currently, though I'm not sure if that's stemming from a shader limitation. When it comes to something like water tables, for example, a given macro chunk would have data for the quantities and directions of its hydrologic inputs and outputs based on its net geologic properties, precipitation experienced, and the states of the other macro chunks around it, and would derive a net height and inclination of the chunk's water table (as a plane) as well as of runoff intensity based on that. When loaded, visible chunks could then apply that net reality to their local (tangible) terrain features, with springs appearing in hillsides, wells filling, etc. Loaded visible chunks might then have some degree of agency, meaning that terrain changes like a landslide inhibiting flow or a canal being dug by players would alter the macro chunk's outputs, which would in turn ripple out to other macro chunks adjacent and down/upstream of it of it. For river generation more simply, a flow path could begin from all four sides of the highest-elevation macro chunk on every landmass that breaches sea level. It would then propagate downhill from there until reaching the ocean (or one of the other paths) by flowing into the adjacent chunk with the lowest elevation, with a strong preference for flowing through softer rock. If it reaches a local minimum (no downhill), it might pool into a lake, increasing the water level until a new lowest chunk is found to overflow into. The delta between one chunk and the next would determine the presence of waterfalls, rapids, etc. Once the primary flow paths are mapped, it will search for the next-highest local height maximum and do the same with it, propagating flow paths until they either reach the ocean or an existing flow path. This process could be capped after a certain number of iterations or vary depending on terrain roughness. A rough weather/climate model could then assign a maximum rainfall value to each macro chunk, which would go on to contribute that water to the nearest flow path at or below its elevation and add it to the flow from upstream. River size, speed, etc. might also inform some sort of erosion algorithm at this point to cut channels and gorges for the rivers and fill in tiny lakes. If rivers are not going to change seasonally, the contribution process might be repeated for minimum rainfall values and an average flow state could be reached. When visible chunks are generated in that location, they would already know where the river gorge should enter and exit the macro chunk and its size and fullness at those points, as well as where any tributaries are coming from. Small-scale terrain could then generate backwards from that information in a manner dictated by the world seed. All that might require more under-the-hood work than is realistically attainable, but it makes some form of sense in my head lol.
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I'm using the "A Culinary Artillery Experimental" version 2.0.0-dev.21 . I found myself unable to uncork empty bottles. If they have liquid in them, I can uncork them but if it's empty and corked I put it in the crafting grid and it'll pop up for a milisecond uncorked in the craft spot and immediatly disappear. If I click on the empty result spot it will flash there but again will disappear leaving me unable to remove the cork at all. It's a small bug, but it makes it so that I have to switch to creative mode to get the uncorked version of the bottle. (TT_TT)
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Радомир Макин changed their profile photo
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I was away for quite a while, and I remember all sorts of crazy bugs with roping animals- like getting locked onto a fixed point and having to have the server reset to free you. I just started a new world with a a friend, are we good to do this or is it back to hitting a boar and getting to chase me for the male, and chasing the sow for the female? Is there anything else big I should know?
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Vintage Story 1.22.5 The latest tag will pick up 1.22.5 from now on. Docker Hub: ralnoc/vintagestory ralnoc/vintagestory:1.22.5 GitHub Container Registry: ghcr.io/darkmatterproductions/vintagestory ghcr.io/darkmatterproductions/vintagestory:1.22.5 CRITICALLY IMPORTANT!! Always remember to backup your data files, before you do any kind of upgrade. Some Mods are not backwards compatible with worlds running mods from version 1.21.6 and lower!! Make sure to read ALL the information for your Mods, before you upgrade!!
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Hey there! First off: Love the game. Have had a ton of fun surviving and building, A+ job. A question about how room calculation works. I've got a house I built - total volume of the interior (complex, don't ask how long it took me to math) is 2,531 blocks. The max room size for vintage story is 14x14x14 - equating to a volume of 2,744. Is there any plans to convert the calculation to volume from the straight cube calculation? Would love to enjoy my longhouse in the winter but I've built it sliiiiightly too big (and apparently way too angular!) Thanks!
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Thanks giving in July!? Ohhh I see...in game =P
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DapperLucario started following Using Crates for food storage in a Cellar
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Wondering if this is a worth while thing because I'm playing with a mid sized group and I really like farming in games so my fields are a bit ambitious admittedly but I have an exorbitant amount of grains. Granted we have a stack mods (P1nks) and the Chonky Vessels but I am running out of room even then. The capacity of the crates is fantastic but they only display one preservation value (x0.26) where the Vessels display for each food group and I have some values way lower than that of the crates. Grains last a long time as is but it's what I have the most of right now so it's my main focus. The only thing I don't like about the crates is not being able to open them to an inventory but it's an understandable trade-off given how much they can hold (even if it's just one type of item). So my only worry is that I put a few hundred of something in one and then a few in-game weeks later, come to retrieve some of that item and it's all rotted because funny math and I can't check the rates of individual stacks while it's in the crate. I couldn't find any cellar discussion that included crates so I am doing some testing with small amounts and will try to remember to give an update on my findings for anyone else that might be curious about this.
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This is not technically a bug, but it is a design choice which is producing an unexpected behaviour. There are "Sharpened wooden stakes" outside on of the Survival Goods Trader's new outpost. On level ground, they: BLOCK movement when trying to EXIT out past the spikes ALLOW movement when trying to ENTER into the spikes SUGGESTION: If anything, this makes sense to be reversed. I realise that you can do jump to clear this when leaving, but it still feels odd. Professor Dragon
- Yesterday
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lol ok
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A mi me pasa que el Libro de historia envejecido (naranja) cuando lo leo, no me escribe nada de la historia en el inventario de Diario del personaje, solo escribe el título de la historia, en este caso es El ciego Bat Rickhart . El problema es mas grave cuando lo quiero leer. El juego se crashea y se sale, ya me paso en dos partidas sin mods con ese libro y en una partida con mods!. Aclaro el libro lo encontré dos veces (mala suerte) en una misma partida, en una estaba dentro de un cofre doble arruinado y el otro no recuerdo donde ahora.
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"because it reads funny" -- "a lot of work went into this" Just like a lot of "work" went into your AI generated PFP, I'm sure. You're truly an artist, a wordsmith, a visionary the likes of which the world has yet to encounter. Maybe if you actually put a lot of work into this, you could spend the very minimal extra work to put all the information together in a post? I mean, damn the AI already "did" all the "real work" for you. So maybe spend maybe an ounce of brainpower (I know it's a lot, asking this from a Holy Prompt Engineer such as yourself) on WORDING the post in a way that doesn't make everyone here barf from gpt-fatigue? You putting 0 effort into the wording of the post itself is to me proof beyond any doubt that you put absolutely 0 effort into any of this. You verified none of the output beyond perhaps copy+pasting it into LLM #2 and maybe even... oh god, if you were REALLY putting work into it, LLM #3. The horror... If I wanted to talk to a stupid LLM about this topic, I would've asked an LLM, not gone to a forum on the games website. Your style of posting sincerely, with no personal feelings towards YOU, but everyone who copy pastes LLM replies onto here, needs purged and permanently banned via a site wide rule.
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As I approach the mod's first release I'm working on tying up loose ends and adding in recipes, but I'm pretty dedicated to not using the crafting grid so I've had to add a new system in for crafting metal machines. Now if you right click a single metal plate on the ground with a soldering iron you turn it into an "assembly" which functions much like clayforming or knapping recipe selection, you choose a recipe and it becomes the first stage of that recipe's construction. From there you can assemble it in-world by applying the ingredients in order. I've got a video of the process on the Discord but I can't upload it here, the files too big. I've also added in a recipe for crafting Thaumic Metal. You combine bismuth bronze or the ingredients for bismuth bronze in a crucible with Prima Materia and it alloys into Thaumic Metal you can then pour like anything else. Currently it only goes into ingot molds but before the first release it'll also support tools and maybe some weapons & armour too. It looks pretty cool compared to conventional metals so if you're looking to cruise around like a magic purple power ranger it might work for you.
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I just want to come home from my 9 to 5 and bake pies, farm, do a little exploring, roleplay, makes friends and have fun. I want to build an Inca inspired cozy little village. I'd love to join with or without mods.
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https://mods.vintagestory.at/chiseltab Note: it's not really possible to figure out if a block is "available in survival mode" programmatically the best I can do is "chiselable while in survival mode"
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There's recently been a related discussion in another thread as well, largely echoing your sentiments. Personally, I think that this penalty should just be thrown out the window, and instead a benefit for using some specific tools and other items with two hands (i.e. with an empty off-hand) should be implemented. And possibly some items could only be used with two hands. Buffing two-handed items instead of penalizing using items in the off-hand has a whole number of advantages, as I see it: It actually benefits what the player is currently doing which keeps its scope within the short-term gameplay loop together with switching items into and out of the off-hand. It encourages keeping the off-hand empty for specific, targeted actions instead of at all times whenever possible. It gives the player arguably much more interesting agency - instead of only putting anything in the off-hand when necessary and treating an empty off-hand as the default, it actually would make an empty off-hand into a choice that the player makes when focusing on specific activities. It's only active when the player is actually using a relevant item, whereas the current debuff is applied regardless of whether the player is using the item in the off-hand, and its severity is not correlated with the benefit or use of that item and the player's current activity. You could be sprinting with a shield mid-combat, chiseling intricate decorations, or sitting around and cooking food with an item in the off-hand just because you forgot to take it out - all of them apply the same nagging penalty. Some items like the shield or a lantern could retain a debuff, because the player can benefit from them in sudden situations or passively. Even in this case, though, simply adding an opportunity cost through more items that can be used in the off-hand (e.g. knife or other weapons, bag or basket, walking stick) could also be sufficient to make the player think twice about which item they want to use, making the penalty completely unnecessary and even detrimental to gameplay variety. Only tangentially related, I just had a thought that it could be really cool to make the bow only usable in the off-hand, with an arrow in the main hand. Would be much more sensible and immersive than using the bow in the main hand with the off-hand free to do whatever it pleases.
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I think the hunger debuff you get when holding something in your offhand should only apply when you are holding something in both hands or only when holding a shield, rather than just anything in your left hand. I feel like that would be more intuitive and be more realistic, like why do I burn 20% more calories holding a torch or lantern in one hand vs the other (assuming the other hand is empty)? My thought is that this was introduced to give a penalty for having a shield in your offhand at all times, but if that's the case, why not give just shields a hunger penalty when held instead of any item in the offhand? Additionally, having the hunger debuff in text on the description of shields would make it more clear what is going on, as I played for dozens of hours not knowing that this hunger rate debuff existed. As such for almost a year on my first world my hunger rate was at 120% almost all the time, because I didn't know about the debuff.
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I don't really agree with this. (Also a software engineer.) An alpha release is not expected to be playable beyond testing. Vintage Story's goal is for each release to be a game that is playable for itself. Each release, like Minecraft releases or expansions in games with that structure, build on the game to add more playable content. A plan that includes future releases to expand content does not make a game perpetually in alpha. Otherwise, Minecraft is also in alpha, and that's silly. VS release candidates cover at least the alpha phase, and I'd argue they cover the beta phase too. The releases are production releases, followed by the expected bugfix releases. The primary difference between Minecraft and Vintage Story on this axis is that VS is going in a specific direction with each release.
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An inversion in monster distribution philosphy
pippo_ replied to Rainbow Fresh's topic in Discussion
I disabled rifts on the surface and temporal storms because surface enemies are super duper easy to fight and are more annoying then challenging or engaging. Maybe this will change with the combat overhaul but outside of caves, monsters are only going to be a threat in huge numbers (high or apocalyptic rift activity), and in that case I can just run into my house as there's not really an incentive to fight them outside of the occasional flax drop or even rarer temporal gear. Same deal for temporal storms, it was spooky the first time but is not engaging and unrewarding, so it turns into "sit in your house" similar to high rift activity. Side note, its kinda funny how the horrifying monsters are physiologically terrifying but a pushover to fight, while animals like elk, boar, wolves, and bears are far more mundane but much more threatening to fight (and much more rewarding). -
As a software developer myself let me explain how alpha/beta/release works. Things are in alpha until all the features are complete. Then in beta while they fine-tune the original base product. Then once released, maintenance updates are made to provide additional content, tweaks, etc. Only a skeleton crew works on the game at this point. The team diverts most of the resources into other projects. VS is still very much still in alpha. The team is still working on the underlying systems, changing things, scrapping other, absorbing mods into the base game and fleshing out the features on the roadmap. And adding whatever Saraty wants. like shelves.
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The main potential problem that I see with this is that it completely shifts the design function of classes, from an initial horizontal choice that serves as the basis for the character's identity as well as the player's social identity in a multiplayer context, to a vertical progression system comparable with RPG skill trees that focuses on a sense of progression and character ownership as well as enables optimization. Not unlike described by @LadyWYT above, this new system could easily lead to existing classes losing a lot of their identity, and the initial choice being much less meaningful - while it's not necessarily a wholly bad thing and it can be in some ways mitigated, it's still more difficult to justify doing so than it is to justify changes that purely build off of what's there. Personally, I would argue for largely the opposite - that the initial choice should have greater impact on the game by altering the available and optimal playstyles more heavily than just through minor buffs and debuffs. Because as it stands, class selection still largely boils down to just making some things a tiny bit easier or more difficult, a tiny bit more convenient or time-consuming, but without significantly affecting the way that the player makes decisions or progresses through the ages - especially in singleplayer where the player has to do everything themselves either way. Why tie skills to high-tech or magical items? Since you're already suggesting memories, why not tie new skills to temporal events, lore discoveries (including those made as part of the main story), and allow unlocking recipes from written formulas and schematics? Why give players penalties for progressing? The primary purpose of negative traits, beyond establishing character identity, is balancing against the traitless commoner, which just isn't necessary in a vertical system. Debuffs may make progression much less satisfying or even discourage the player from seeking out new skills. Allowing to specifically select drawbacks would also risk enabling greatly excessive optimization. If anything, I would expect to be able to choose thematically matching pairs of positive and negative effects rather than select them separately. Spawning in with items in hand sounds to me like a great way to break immersion and place the player's focus in the wrong place, at least as long as the game is supposed to be a wilderness survival and not an RPG or adventure game. If the items are random, then it could also inadvertently encourage rerolling until the player gets good starting skills. Finding them in ruins or elsewhere is generally fine, but if you want starting skills then retaining the existing traits pretty much as they are now would be quite fine. The primary way to address this issue, albeit certainly not the lightest in terms of development time, is to give each class their own specific skill tree of sorts. Don't Starve Together has been doing pretty much just that - started in 2023, and they still have 6 of 18 characters to update, which they have been doing interspersed with other content releases. This is a problem that so many class or skill systems fall into, and I genuinely don't know if there's any reason for it besides bandwagoning onto what's popular without actually understanding how to make it good. They're supposed to increase player expression and allow meaningful choice, but actually end up leaning into hyperoptimization and reducing variety as a result. The current class system is simple to the point of arguably being simplistic, but it's quite serviceable and from what I've seen, contrary to some opinions, no class seems to be dominant or significantly underpicked on multiplayer servers. See a recent TOPS class poll for an example.