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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Just to make sure all the bases are covered--you might want to make a backup of your world before messing with settings that govern world generation. Adjusting land/water ratios, rainfall percentages, enabling/disabling all lore content, etc. probably won't break your world, but could have side effects that are undesirable(like odd chunk blending).
  2. There's also /gm 2 to switch to creative, get the admin blade, and delete the wolves before using /gm 1 to switch back to survival(after ditching the admin blade). Do note that the admin blade has a good range on it--avoid going too close to your stuff while in creative, as you don't want to risk accidentally deleting it by picking it up(most picked up items get deleted in creative). Perhaps not the most ideal solution, but it's sometimes the most efficient one when you find yourself irritated by a stalemate like this.
  3. Welcome to the game and forums! I don't think this would be a very good fit for the game given how the respawn system already works, why it's designed that way, and the fact that there's already a device that allows one to return to their last point of death with ease. Respawning is a powerful ability, as is picking one's spawn point; I don't see how a player could respawn near their last point of death and still be able to set a spawn point elsewhere. Aside from the potential coding issues, it's also a definite risk of getting the player stuck in a death loop somewhere. While having to run back to one's death point might be inconvenient, or in some cases impossible, the static respawn point does allow the player a safe spot to recover and continue playing as normal. As for exploring far away, yes, that can be risky, but that's also why the player should be more cautious when they intend to travel far from home. Taking a temporal gear or two along to set a new spawn point is a good idea as well if death is a big concern--a player can store up to three gears on their elk. For late game options, building the terminus teleporter will allow the player to teleport to their last point of death, for the cost of one temporal gear. However, if you'd really like to try this sort of thing, the good news is that a mod for it already exists! I'm not sure how well it's working on the latest game version though, so you'll want to test it out on a trial world first both to make sure it works properly, and that it's a feature you actually enjoy enough to play with. https://mods.vintagestory.at/reborn
  4. You need to toss it into some water and let it sit for a few seconds. That should clean it out. Works for bowls and cookpots too, save for the dirty cookpots that have been used to make glue and candles. Those are dirty beyond cleaning.
  5. I was just about to say as much! I think it's fine if it boosts a player's internal temperature a bit when consumed, while coming with the penalty of losing body heat more rapidly when in the cold. That's fairly close to how it works in real life, to my knowledge. The alcohol flushes heat to your extremities, so it can be good for warming back up after being out in the cold for a while, but it's not something one should be drinking if they're going to be staying out in the cold. Kudos! That's no easy accomplishment right there.
  6. LadyWYT

    Stuck

    Adding to this--/gm 3 will put the player into spectator mode, where they can freely fly through blocks.
  7. It's the user tagging that's broken. If you try to tag someone in your post, the forums will throw an error instead of posting whatever you wrote. Quotes still seem to be working though.
  8. LadyWYT

    Refund Request

    Welcome to the forums(and the game)! You'll want to submit a support ticket for that.
  9. Trees will rustle in the wind though. The wind does need to be strong enough to actually rustle the leaves though. It's most noticeable in a forest during strong winds, and one reason bees are difficult to find. Really need birds first. Ambient noise is great and all, but it's better if the creature noises are connected to actual creatures you can encounter, and not just noise. If it's just noise then it's easily ignored. Waves will splash the shore and flowing water will produce the appropriate watery sounds. You do need to be standing near the appropriate water source to hear the sounds though.
  10. Black bronze is useful for getting an early bronze pickaxe for mining tougher materials/mining faster. However, it's also useful as a weapon material since it does the most damage of the bronze options. Aside from that, black bronze items fetch better prices at your friendly local traders, so if you need a few low-risk early game gears for some reason, selling a black bronze item or too can be a good way to get them.
  11. I wouldn't be surprised if there was some inspiration taken from TFC, however, I'd also note that concepts such as knapping stone tools and creating pottery are pretty standard when it comes to basic realistic survival concepts. Games that have a focus on realistic survival methods are likely to have overlap as a result, regardless of whether the devs drew any inspiration from each other.
  12. Welcome to the forums! You should submit a support ticket--the support team will be much better equipped to help you with login and other account-related issues. We're just regular players here. The only other thing to note is make sure that you are using the correct login information, as there are different logins for your forum account and game account.
  13. Welcome to the forums, and the game! As far as I'm aware, stuff disappears when picked up in creative mode. Whatever was in your personal inventory will still exist though when you switch to creative, save for anything discarded from the hotbar. Creative mode is...creative mode. The player can retrieve anything they need from the creative menu while in creative mode, so whatever stuff is picked up isn't really a problem. What is a problem, is dropped blocks and items lingering after getting dropped. Dropped stuff is clutter that is a real nuisance when building, and creative mode is primarily for building or otherwise freely messing around with the game.
  14. As I understand it, Tyron wasn't involved with TFC, though TFC and VS often get compared because they have some similar goals regarding realism. Vintage Story started out as the Vintagecraft mod for Minecraft, and became it's own thing once Tyron realized that a Minecraft mod wasn't enough to handle what he wanted to do. Likewise, Hytale wasn't really going in the direction he wanted either, so he cordially parted ways with the Hytale team and set off to make Vintage Story.
  15. Torches can help mitigate monster spawns, but are easily outclassed by lanterns. They do, however, have a reddish light that lanterns do not when it comes to aesthetics. Torches are also able to easily start fires, which is something lanterns can't do, so it's useful to place torch holders near your forges, fireplaces, and other things that you intend to be lighting with relative frequency.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. It's the moon. If it fully covers the sun, you'll be able to witness a spectacular solar eclipse.
  23. 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).
  24. 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.
  25. 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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