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Streetwind

Very Important Vintarian
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Everything posted by Streetwind

  1. You should have received an email with a game key and further instructions. Did you follow them? Or did you maybe not get a mail? Try your spam folder.
  2. Looks quite interesting, although it might need careful balancing considerations. The base game assumes that food groups other than fruit are not easily and immediately available - particularly high-value cookable protein like red meat.
  3. There is currently an issue that results in screwy graphics if you use the built-in Windows UI scaling. And I expect that, since you have a 4K resolution screen, you must be relying heavily on scaling up the UI to keep it usable. See here. I can however tell you that it is going to be fixed in 1.13. I've confirmed the fix works in the prerelease builds. So stay patient a little while longer while the gamebreaking bugs in the new features are being ironed out. As a temporary workaround, you can play the game in windowed mode, which is much less affected.
  4. Correct, tiers above iron are not yet implemented.
  5. Did you buy a game key? The account management is a bit convoluted. Your forum account is not the same as your main user account. And the main user account alone doesn't work either, but rather needs to be associated with a game key, which needs to be bought in the shop. If you have bought a key, received it via email, and successfully activated it on the website, and you still cannot log in? Verify you're using the correct login credentials.
  6. Every time you post something, 1.13 sounds more awesome than before!
  7. I'm just sitting here going "YUS! I'm not the only one!"
  8. Streetwind

    Atlatl

    Okay, you'll have to allow me a question: why would I, as a player, use this weapon? 'cause, you know, a spear does more damage... and can melee attack. Bows are mainly good at one thing, and that's launching a lot of projectiles quickly. Great for things whereyou might need multiple attempts to hit, and hitting at all is more important than damage - like when sniping down that fleeing wolf that only has like 1 HP left. For everything else, a spear is typically the better weapon. And any other weapon that does what a spear does except worse will not be worth using. You need to give it something, some niche, in which it is better than either a bow or a spear. However, it still needs to leave bows and spears their own niches. And for this, it often pays to not think in terms of stats, like damage or range. Instead, focus on situations that actually come up in gameplay. What situation have you, as a player, encountered that made you think "I have both a bow and a spear with me, but neither of them really serves me well here, I wish I had something else"? That's when you can go and propose something to fit that niche. Of course, there's a case to be made for "because it's nice and themely". But in an alpha-stage game with an already gigantic roadmap ahead of it, this is the kind of feature that gets cut to reduce bloat and keep the project manageable. It's probably better as a mod, instead of part of the core game.
  9. The mouseover tooltip of the storage vessel shows you exactly what kind of multiplier you are getting for food preservation. If you see the expiration date of a foodstuff increase, then that must mean the multiplier improved (decreased). Can you check if you can see that effect, and perhaps replicate it? Note that the "cellar effect", where you place storage vessels underground to improve their food storage multipliers, doesn't just work underground. It actually is always in effect to some degree. Whenever you place the vessel, it looks fo valid blocks (whole, solid blocks made of soil, stone, or ceramics) in its vicinity. And then it calculates what its multipliers should be depending on how many of these blocks it finds. Meaning: even just placing a vessel on a dirt or stone floor instead of a wooden floor will increase the shelf life of contained food. And if you're making changes to your house, then these changes might affect the food storage abilities of your vessels. The vessel may still stand in the same location as before - but its surroundings changed.
  10. Animal behavior could use some attention, that is true. But getting instantly killed by wolves? That should not happen unless you significantly changed the difficulty settings, or didn't pay attention to your health bar. You should have 15 health on default settings, and wolves do 8 damage to unarmored targets. It should take a wolf at least two hits to kill you. If you've gotten at least 1.1 points of bonus health through nutrition, which is fairly easy to do, they'll need three hits. If you're well fed overall, they need four. If you're wearing the most basic, improvised armor, you survive an additional one to two hits (and you can make that armor within two minutes of spawning into a new world, typically). Also, wolves do back off and flee after they've taken some damage. Still, don't get hung up on "this isn't realistic". Realism is a terrible game design paradigm. Ever tried to jump up a ledge of one meter height from a standstill? Possible, yes. But hard to do, especially untrained. Yet nobody's complaining about the player character bouncing up whole block heights unaided all day long like they chugged gummibear juice. Nevermind the way you can carry around 640 cubic meters of loose sand in just your hands, without even a basket to help. The better paradigm instead of "realistic" is "believable". You've never questioned the sheer weight and volume and physical characteristics of the blocks you pick up and carry around. And even if you're vaguely aware that, yeah sure, this is just an abstracted game mechanic, it doesn't bug you. Because it feels okay enough. It's believable enough for you to willingly suspend disbelief. And is it believable that an aggressive wolf would ruin your day in a one-on-one fight without protective equipment on you and combat training and high physical fitness? Absolutely. I will believe that without question. Even if it should turn out that realistically, I would stand a bit better of a chance than I thought I would, that doesn't change the fact that it's not wrong to be terrified of death by wolf if you're alone in the wilderness with just a sharpened stick for protection. At the same time, a knight in armor with a sword and shield facing a wolf? Yeah, that's not even a contest! I will believe the wolf losing every time. As such, when a game designer looks for something to keep the player on their toes - an obstacle that's meant to teach the player that they're not on top of the food chain, that they're going to get their ass kicked sky high if they're not careful, until they progress further in the game and overcome that obstacle? A wolf is a pretty good choice. The precise stat selection is just the second step after that, and it'll be chosen so that the wolf serves both roles. A seemingly insurmountable obstacle at the start; yet merely a minor nuisance in the endgame. And yes, wolves do get downgraded to minor nuisance by the time you get proper gear, and experience in the way they act and attack. Or, well, perhaps "minor nuisance" is the wrong word. "Welcome source of resources" may be better.
  11. I like it. I've never had any use for bonemeal before - not even as a fertilizer, because it fertilizes the "wrong" thing. Currently every farming related thing is gated by potassium (K) nutrient, as that's what flax needs. In my singleplayer game, I plant more than twice as much flax as all other crops combined. As a result, the N and P nutrients are always available in excess. On the other hand, I've yet to find any limestone or chalk anywhere, so a substitute - even a poor one - would be welcome. As far as counterarguments go, though, I'd have to consider how much bonemeal I actually have. Which is not much at all. Barely more than one stack from 60+ hours of gameplay. This is not enough to make a number of blocks that's worth starting a building project with. So that risks relegating this feature to "nice to have, but not really useabale without having lime or chalk anyway to make up the bulk of block production". ...Still, all in all I think I'd probably want this feature to exist anyway.
  12. I think there might be a mod for that - but no, out of the box, toolheads cannot be recycled. Not even fresh, unused ones.
  13. You can actually look this up ingame by finding the limestone rock block in the handbook. It shows all the ore that can spawn in it. I just checked, and the answer is kind of "yes and no". Copper can indeed be found in limestone. However, native copper cannot. You can only find it as malachite, which is a different copper ore. And I believe that malachite does not generate in surface deposits like native copper does. So it would seem that you were neither unlucky nor crazy: you cannot find surface native copper in limestone areas. Only malachite in deep veins.
  14. Assuming you play with the standard settings, you should regularly encounter copper bits lying on the surface - exactly in the same way you found lead and quartz. Personally, I keep finding spots within roughly a hundred blocks of each other. Unless, of course, your local stone type is bauxite. Copper cannot generate in bauxite. But then, neither can quartz, so I doubt that is your issue... It is possible that you have a stone type that is somewhat orange-ish, like claystone; that might make it harder to spot copper bits in stones than if you had, say, basalt or chalk. Perhaps you simply missed the copper bits because they didn't stand out very well, and you don't yet know what to look for. All I can tell you in that case is: keep looking. Investigate everything that looks even the slightest bit off-color to you. Once you have found copper bits on the surface, dig straight down where you found them (or make a waypoint to come back later). There will be a small deposit of copper ore in the stone below. It usually sits just one or two blocks below the dirt, but it might sit as many as ten blocks below. Of course, you will have to break rock to get to it, and then you will have to break the ore itself; both things which require a copper pickaxe. Then, before you can smelt the ore, you need to smash it with a hammer, which also must be made out of metal. That means, before you can start mining and using the ore you found below the surface bits, you will need to have found at least 40 naturally occuring nuggets (enough for two ingots, so you can cast the two tools). You chiefly get them out of the opper bits on the surface. But if you are very unlucky and cannot locate many deposits, you can try panning for nuggets. Panning is a relatively simple affair - it just takes a lot of time and patience. There should be a writeup on how to do it in the ingame handbook. Once you start exploiting the surface ore deposits and have metal to spare, you can make the prospecting pick, which lets you find larger quantities of ore further down in the bowels of the world. Using the prospecting pick is a minigame in itself, which takes some player skill and practice; I recommend looking up tutorial videos.
  15. They currently cannot be grown. Every one you chop down is gone forever (unless you rebuild it block-for-block by hand).
  16. @Maxwell Ellington I'm pretty sure he means the standalone chimney block, not the bloomery chimney. @Simplicity You can craft the unlit version in survival but it has no particular function. If you wanted the lit variant, you could go into creative mode (/gamemode c) and swap it for the lit counterpart.
  17. A bow already exists, is craftable, and usable. No idea about a crossbow. It would have to fill a niche that the bow doesn't, and while you can fill pages of text about the pros and cons of bows and crossbows, the chief realworld niche the crossbow had was the ability to put one into the hands of any old untrained yokel and you'd have a passable ranged attack unit, while a proper warbow required years of training to build the requisite muscle and technique. This niche obviously doesn't apply to a videogame in which the player character is automatically fully proficient with anything they touch.
  18. You'll need to provide the contents of %appdata%\VintagestoryData\Logs. Zip them up and attach them to a reply post.
  19. See the Frequently Asked Questions section: no, it is unlikely to come to Steam. However, adding the game to the Steam library is no problem, and a number of people have done so.
  20. Suggestion: play the Highlander theme melody while multiple wolves fight.
  21. Small note: the world needs to restart once after using the command, before you will be able to use F to switch modes. Also, for everyone who's feeling unclear about how to combine the two modes to efficiently search for ore, I recommend this tutorial video.
  22. Not currently implemented. There are three methods right now to move animals: Chase animals that flee you, into a fenced area Be chased by animals that fight back after you slap them, luring them into a fenced area Place down throughs with feed near animals, which will cause the females to approach the troughs, letting you fence off paths you don't want them to take in the meantime Note that method 3 works only for short distances, as animals only eat one or twice per day and wander around otherwise, so it takes a lot of time to make them move a larger distance. Furthermore, babies and males do not eat from throughs and cannot be lured by them. There will be better animal handling methods implemented in a future update. But for now, the game is (strictly speaking) still in alpha, and you will have to forgive loose ends like this.
  23. You need to select the empty bag slot. You can do so with CTRL plus its number (1-4) if I recall correctly.
  24. A screenshot would hlp explain what you mean with fog. Some areas in the world are meant to be naturally foggy, but perhaps not that much.
  25. Only via the mod manager in the main menu. Not while loaded into a world, IIRC. Unless there's some obscure admin command.
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