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LadyWYT last won the day on January 23
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With a candle or two and some clear quartz, those plates can also be turned into lanterns. Welcome to the forums and the game! If you really want the materials back, you can use /gm 2 to set your gamemode to creative and exchange the brass ingots for the raw materials, then use /gm 1 to set yourself back to survival and continue playing as normal.
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If you missed the iron deposit by a few blocks, digging a small sample branch from the main shaft should allow the propick's node search to pick up some trace of the deposit. If the first shaft doesn't yield any useful results though, then it's best to sink a different shaft around 25-50 blocks away to see if anything turns up. Of course, one could also just stick to the first shaft and dig several longer branches trying to find the deposit as well, but I think the multiple shaft method is better. Ah yeah, in my experience iron usually generates somewhere between y 15 and y 60, and usually on the deeper end of that range. You'll almost certainly run into stability issues when sinking mineshafts, however, you don't really need to worry too much about your stability until it drops to around 40%. When it gets to that point, that's when you should probably either head to a stable area for a little bit to recover, or sacrifice a temporal gear and a bit of health to instantly restore some stability and keep digging. Also keep in mind that digging straight down in Vintage Story is a good idea, provided you are using ladders that is. It's not possible to fall off a ladder unless you physically move your character off the ladder block, which is tough to do in a shaft that's only a block wide. To save on ladders, you can also place a ladder every other block and still have a functioning ladder to work with.
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This seems like the best solution to me. For builders and non-builders alike, it opens up a lot more possibilities that are fairly easy to pull off, as well as making a more immersive way to build other than "make block place block". It'd be in a similar line of thought as the wattle-and-daub building blocks.
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Just to make sure all the bases are covered: is that 24 blocks deep beneath the surface, or digging to y level 24? Iron is located fairly deep, so you'll need to dig a lot deeper than 24 blocks to find it. When sinking exploration shafts, it's usually not a bad idea to sink it all the way to bedrock, or nearly so, just to see what kind of goodies are there if you've not yet found what you were after. If you're trying to sink a different shaft in the same general area to see if you just missed the ore vein, I would recommend sinking the other shaft(s) a couple chunks away or so(that is, probably around 50ish blocks). Iron veins are around the same size as quartz veins, so you don't need to hit the exact center as much as you just need to be within the general area of the ore disk. When it comes to probing for ore, I generally only sink 2-3 shafts in the area when trying to locate it, before moving to a different location. That's not to say the ore isn't there and I was just very unlucky, but I find it better to try my luck elsewhere than to keep digging in a spot I've had no luck in. An alternate method of probing is to explore the deep caves in the area to see if one cuts through any ore veins; it's more dangerous due to the monsters within the caves, but less work than digging mineshafts.
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It's only the probability of which ores could have been generated there, and not what actually did generate. It's supposed to mimic real life prospecting a bit, I think, in that there's not really a way to tell exactly what kind of ore is buried in the ground beneath and where, while still being suitably balanced for a videogame. Generally speaking, the ores listed in the density search readings will be there more often than not, but it somewhat depends on the ore in question. Common ores like tin and copper are easy enough to find, while other ores like chromite and gemstones are harder to find. Stuff like halite and iron deposits get rather goofy given the sheer size of the deposits when they do occur; they're pretty good about producing readings, but sometimes they can be offset from where you expect to find them. In my opinion, yes. Since the density search is only a probability, there's still not a guarantee that the ore will be there, but you're making the best guess that you can with the data you have available. Poor and Very Poor readings aren't always a "never dig here" indicator. If it's the only reading you have on that ore, then it's worth a shot. If you don't find anything after some digging around, best to try a different reading elsewhere. Patience is key. A single iron vein will generally supply a player's needs for the rest of the game, though it also depends on what the player is wanting to accomplish. Some maps it's quite easy to find iron and some maps iron turns out to be a bottleneck--this happened to me and my friend last map we played. If you have a lot of andesite in the area, you may try checking out magnetite readings as well. Magnetite is generally the harder one to find, but it seems to turn up more frequently in andesite, and it's not unheard of for that to be the iron type that fulfills a player's iron needs instead of hematite.
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Impassable story bug (Devastation spoilers)
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
If it's a story location, there's no way the devs are going to let players use a cheesy strategy like fences to beat a swarm of enemies like that. Best to tone the enemies down to tier 3, with a couple of tier 4+ scattered into the mix for good measure so that it's a dangerous fight, but something the player can still reasonably manage if they're careful. Dumping a bunch of the highest tier enemies into cramped quarters though, and then adding a couple of bells on top of that to summon more enemies...that's just a seraph blender. Keeping in mind that the general recommended gear quality for Chapter Two is iron(tier 3), and thus the challenges within those locations should be balanced with that general equipment level in mind. -
It's the moon. If it fully covers the sun, you'll be able to witness a spectacular solar eclipse.
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You might try out this mod: https://mods.vintagestory.at/unconscious The vanilla gives you around 5-10 real life minutes, I think, to revive a downed friend. It's been a while since I dealt with it so I don't recall for sure, but I do know that while it's a fair amount of time, that window of time can easily run short when you're dealing with other things. In any case, I think that mod is still working on the current game version, and should let you tweak that mechanic a little more easily. Definitely test it on a trial world to make sure it works correctly before adding to an actual world though(or make a backup of your current and then try it).
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Welcome to the forums(and the game)! Cattails are found near bodies of fresh water. On default settings, most water you see on the map will be fresh water; if it's a huge body of water then that's likely an ocean, which is currently a rare thing to find on the default settings. While cattails are important, if you are starving then your first course of action is to find food. Any food, provided that it isn't poisonous. Cattail roots can be dug up and cooked as an emergency food, however, that will destroy the cattail plant in the process and if it's a spawn with few cattails then searching specifically for them as a food source isn't the best course of action. I'd recommend looking around for some berries or mushrooms, or make a spear and go hunting(or fishing, if there's a sufficiently stocked pond). If you're not having any luck finding food to forage though, you may want to start over on a fresh world that has some better options at spawn. Most spawns tend to have several cattails nearby, as well as berry bushes or mushrooms to forage for your initial food.
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Maybe rivers, but I've not heard of any major world-gen changes actually being confirmed, aside from traders getting upgraded to something more interesting than wagons. As to whether it's a good time to start a forever world...maybe. The devs have been pretty careful to account for old worlds prior to releasing an update, so old worlds are usually able to be updated to stable versions of new updates. That being said...there's also no guarantee that a future update won't implement a massive change that requires the creation of a new world. Consider also that the more updates a world gets put through, the more risk there is of something eventually breaking due to all the changes it's been put through. Personally, I would go ahead and start a world intended for long-term play, but at the same time don't get too attached to it at this stage of development.
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That's a palace compared to my first house in this game. I went with the standard newbie dirt box when I wasn't just camping under a tree.
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The issue with permanent surface instability
LadyWYT replied to A_British_Lass's topic in Discussion
You don't need a mod to remove temporal stability. /worldconfig temporalStability false will turn off the temporal stability mechanic entirely, so that all you have to worry about are rifts and storms, if those are enabled(there are separate commands to turn these off). Simply reload the world after running the command in order to apply the change. If you're looking to disable temporal stability on the surface specifically, then you will need a mod for that as there is no vanilla option for that currently. -
Impassable story bug (Devastation spoilers)
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
I would say just make the elevator broken but repairable in the present. The main issue I see though is, how does such an option get balanced so that the intended method of climbing the tower doesn't just get bypassed every time? The immediate solution would be to just make the repair option very expensive, so that it's there for players who really don't want to do the parkour for whatever reason, but won't see the majority of players sinking the resources into it over figuring out the jumping puzzle. The problem though, is that making it an expensive repair is likely to result in several complaints about the expense; a cheap repair though will just mean most players end up skipping the puzzle, which isn't ideal. One thing I'm not really partial to with this idea, is setting the precedent for an easy-out every time the story presents the player with a tough challenge. Tweaking some of the surface and underground ruins to include some basic parkour would probably help, though the timeswitch mechanic should be left to the tower and later story points given that that ability is a pretty significant development. Overall though...I think the tower basement does a decent job of allowing the player a safe spot to figure out the mindbending weirdness of the time-switching puzzles before they unlock the door on the ground floor and begin the real challenge. One thing I will note in the design, is that the key is paying attention to the details of the set pieces on whatever floor the player is currently on--there's always something there that stands out to indicate to the player where they should go(like a lamp or a prominent window). As for the pressures, I think the pressure at the tower is fine, for the most part. It's a risky adventure, yes, but that's rather fitting for the location in question and by this time the player should really have learned to reset their spawn points via temporal gears when doing dangerous things like this. A couple of tweaks that I'd be more inclined to make are preventing monsters from spawning/entering a certain radius of the tower, and allowing Tobias to give the player some more useful advice/items should the player have visited him prior to retrieving the Lens. The former tweak would mean players don't have to worry about getting picked off by bowtorn and could be easily passed off as the Crow not allowing anything or anyone to get close to the tower. The latter would give players a little more option in how they approach the story, as well as some help for that challenge should they think to ask for it. -
Finding story locations without doing the story?
LadyWYT replied to CastIronFabric's topic in Discussion
It's possible, though somewhat improbable due to the distance from spawn. I'm pretty sure this is partly why the Chapter Two locations are so far away; at least two of them are easily spotted from a distance, especially with the map enabled. It's also possible, but not ideal, to skip Chapter One entirely as well as skip most of Chapter Two, though this is improbable as well unless one really knows what to look for. It does make for a pretty fun challenge for a world you really want to take your time on. That being said, it may be necessary to "cheat" a bit to get some pointers due to what you already mentioned about the RA entrance being buried. This is what happened to my friend and I the one time we attempted this kind of challenge, lol. -
To be clear, plate armor isn't bad, but it's not the best armor for adventuring. It's better suited to base defense(plenty of food and healing material at home) or delving deep into caves(mobility isn't a big concern here). When it comes to jumping around in general, I think as long as your movement speed is above 75% you should be fine for most jumps, but in my experience that's the approximate threshold for beginning to miss jumps instead of succeed.