BonePigment Posted August 3 Report Posted August 3 Forgive the basic/nonsensical question(s) im still quite new to things (~10 hours in and many more to come.....mostly panning for copper) and I was unable to get a straight answer through googling. 1.A re there mechanics in place to where an area can be hunted to the point where animals no longer spawn there? Whether due to hunting them out of existence or from the animals just avoiding that area after 'x' number are hunted. Obviously its nonsensical to think that one person can lead to the extinction of the animals around them even if they're trying, but I figure to ask as it feels in line with other elements of the game to encourage the player to shift from a Hunter/Gather mindset to that of a farmer or of animal husbandry. 2.Considering how Cellar depth does not effect spoilage rate for some reason (Balancing purposes im sure), is it really as simple as just an enclosed room no bigger than 7x7x7 with as many vessels filled with crocks as possible? I would have figured that the materials that made up the room would have more of an impact. 3.Bear Pelt Armor seems like a terrible investment considering the effort and danger they present, it there a better use for the pelt or is it just decorative past that? 4.In the character stats menu there are bars for what you're getting your nutrition from, I so far haven't run into any downsides from a diet of stews made from mushrooms, is one expected to have a rounded diet to stave off future health problems? 5.Winter seems like a big thing akin to Dont Starve, but considering that the world is much bigger and temperatures can vary, could one just travel to an area where winter isn't that much of a problem? Or is it just a global 'its cold now' effect? This bit isnt a question, but it sucks that Jerky or drying for fruits isn't an option for long term meat and or fruit/berry storage.
ArgentLuna Posted August 3 Report Posted August 3 Bear Pelt = Huge Hide for leather working Keeping the bars balanced = more overall health 1
Solution LadyWYT Posted August 4 Solution Report Posted August 4 Welcome to the game and forums! 1 hour ago, BonePigment said: 1.A re there mechanics in place to where an area can be hunted to the point where animals no longer spawn there? Currently, no. Animals will eventually respawn in an area, and the respawn rate tends to be faster in warmer months. The closest you can get to "extinction" in an area is overfishing a body of water, but even then the fish population will eventually be replenished. 1 hour ago, BonePigment said: 2.Considering how Cellar depth does not effect spoilage rate for some reason (Balancing purposes im sure), is it really as simple as just an enclosed room no bigger than 7x7x7 with as many vessels filled with crocks as possible? I would have figured that the materials that made up the room would have more of an impact. It's not quite that simple, but almost. The material you build the room out of does matter. Dirt and stone are what is needed for a cellar, with an air-tight door and no windows. Stone is slightly better than dirt. If you use other materials in the construction, such as wood, the spoilage rate will be higher. 1 hour ago, BonePigment said: 3.Bear Pelt Armor seems like a terrible investment considering the effort and danger they present, it there a better use for the pelt or is it just decorative past that? Bear pelts are mainly decorative, but the hides are useful for things that require really big hides, such as the crude bellows or the hides needed for sturdy leather later in the game. The armor itself is somewhat of a vanity piece, but it does provide a warmth bonus(other armors do not) and is a decent early game armor compared to other options. 2 hours ago, BonePigment said: 4.In the character stats menu there are bars for what you're getting your nutrition from, I so far haven't run into any downsides from a diet of stews made from mushrooms, is one expected to have a rounded diet to stave off future health problems? Each nutrition bar provides an extra 2.5 hitpoints when full, so you'll want to keep all the bars as full as possible in order to take advantage of the full health boost. An empty bar isn't a big deal, but it can be a problem depending on your game settings, since on harder difficulties the monsters hit harder and the player has less health, so those extra hitpoints can be pretty important to survival. As far as "health problems" caused by nutrition deficit...currently that's not a thing, but that may or may not change in the future. A status effect system is planned, as far as I'm aware, so when such a system is added it may introduce penalties for running a deficit on certain nutrition for a while, or other similar setbacks. 2 hours ago, BonePigment said: 5.Winter seems like a big thing akin to Dont Starve, but considering that the world is much bigger and temperatures can vary, could one just travel to an area where winter isn't that much of a problem? Or is it just a global 'its cold now' effect? Winter in Vintage Story depends on what band of climate you're in and the local chunk climate, which will match the general climate of the latitude but can vary by a few degrees. Altitude is also a factor, since the higher up you are the colder it will be. The default starting climate is temperate, which has a pretty even balance of seasons. Warmer climates will still experience winter, but may not get cold enough for ice and snow and may not have the days shortened as much. The tropics will be hot all year long. Do note that how long it takes to get from one climate to another depends heavily on what the polar-equator distance is set to. The default, I think, is 100k blocks, so you will need to travel for several days in order to reach warmer regions of the world. Picking "patchwork" climate instead of "realistic" will result in Minecraft-style biomes. I will note though, that as long as you put a little effort into storing food in a cellar prior to winter's arrival, winter shouldn't be an issue. A few shelves full of sealed crocks of meaty stew should be plenty, along with a couple of storage containers of grain and vegetables from your farms. 2 hours ago, BonePigment said: This bit isnt a question, but it sucks that Jerky or drying for fruits isn't an option for long term meat and or fruit/berry storage. It's not currently a thing in the vanilla game, no. The closest you get is salting meats and pickling vegetables for long-term storage. For storing fruit long-term, you'll want to turn it into jam or alcohol. Baking pies also works, although pies don't have as long of shelf life. Honey never spoils and counts as fruit nutrition, so that can be an option as well. If you want to go the modded route though, there's a handful of mods that adds more long-term food prep options, the most popular of which is Expanded Foods. 1
DeanF Posted Thursday at 12:02 AM Report Posted Thursday at 12:02 AM (edited) LadyWYT answered everything, but I just want to add regarding: On 8/3/2026 at 4:55 PM, BonePigment said: 3.Bear Pelt Armor seems like a terrible investment considering the effort and danger they present, it there a better use for the pelt or is it just decorative past that? Two words: Bear Pits Get the bear to chase you, and jump over the pit- the bear will usually fall in. Sometimes it takes a few tries, though. A bear needs at least a 3x3x3 pit so that the bear can fit yet not be able to climb out and maul you. Both bears and wolves are >1 block wide, so you can dig a stairs down into the pit on one side that's only 1 block wide and be safe, as long as you don't get too close. Since I showed her this, my daughter now makes a game of killing bears to get the Bear Hide Armor, because she thinks that it looks cool. On 8/3/2026 at 4:55 PM, BonePigment said: 2.Considering how Cellar depth does not effect spoilage rate for some reason (Balancing purposes im sure), is it really as simple as just an enclosed room no bigger than 7x7x7 with as many vessels filled with crocks as possible? I would have figured that the materials that made up the room would have more of an impact. Remember that there is a special rule for cellars, in addition to the 7x7x7 option. A 7 tall cellar is really just a waste of space because of how hard it can be to reach very high shelves. So a cellar can also be up to 9 blocks long, so long as it total volume is not >150 blocks, and no other dimension is more than 7. So a 3x5x9 cellar is pretty nearly optimal- so that's 36 shelves (144 crocks) with 18 storage vessels underneath, just on the two 9-long walls alone. And the total volume is only 135, so you can even squeeze in a few alcoves. And as LadyWYT said, yes, the materials in the walls matters. For instance, if you put a cellar in under your house but the ceiling is the wood floor from above, it won't work as well as if the ceiling were cobblestone. Wood is "warmer" than stone. Also, limit the number of doors- every block of doors reduces your number of "cooling blocks" by 3. So a normal door negates 6 of your cooling blocks. And you also have to be careful what side of the block you put a door on. Because if it is on the wrong side, then the door's block might count for calculating one of the dimensions, and make the room too large to be a cellar. The wiki covers all of this: https://wiki.vintagestory.at/Room#Cellar Edited Thursday at 12:43 AM by DeanF
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