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Everything posted by LadyWYT
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Currently, it is only that one specific lore location, but there may very well be more added in the future. I am operating on a lore-based interpretation, yes, since gameplay needs to follow lore as closely as possible. Otherwise, it's difficult for the player to stay immersed in the world. It's like when a dragon attacks in Skyrim and even the grandmas run out with the kitchen knives to go fight it--yes, it's funny, but ultimately it's just a reminder that it's a videogame and not a world you're actually exploring. There are different flavors of temporal stability in the game, yes, however they're also all related in that certain cataclysmic events of the past caused the current conditions of the present. The practical implementation of such is a meter to allow the player to easily track specific data, and having the worst instability relegated to specific areas like the deep underground or certain story locations(both of which aren't areas the player will be hanging around in long term). Surface instability, as a result, isn't really a huge deal, unless a player is doing like @Thorfinn says and hanging around in an unstable area for more than a day. I've said multiple times, over the course of this thread and others, that a late game device to stabilize a surface region would be a great addition to the Jonas devices we have already. A decent alternative is just adding an option to the settings that allows players to toggle off surface instability but not underground; however, that would also likely require a major rewrite of the code. One premise I don't agree on is that unstable chunks need to be made more obvious, as there's already a meter that keeps the player informed of present stability status as well as sound/visual cues to ultimately force the player to notice that something is very wrong. -
It's a neat idea, but the drawback there is that the story has much less impact. While any class can complete the story with ease and achieve the same general outcome, the player's choice of class does actually make a fairly significant difference in how NPCs react. For example, Malefactors and Blackguards tend to get colder receptions, while Blackguard specifically has some more blunt/cold dialogue options for certain interactions. There's also this: In any case, while the concept is still very much a work in progress, my point is that the player's class choice is meant to have a fairly significant impact on certain aspects of the world. Mixing and matching traits to make a custom class pretty much ruins that level of integration.
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You might be interested in a mod like this: https://mods.vintagestory.at/zippyscroptweaks
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Places with extreme instability, such as rifts, will have sepia-colored sky. Most unstable surface locations aren't that extreme though. -
Welcome to the forums! I can't say that I've ever seen this, but if it's only visible with debug details turned on perhaps that is why. If it's vanilla, I would assume there's perhaps some placeholder code at work there, in that it's a feature that's not yet fully fleshed out. One thing I would check though, is make sure you're not using a mod that could be providing that kind of function.
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Looking at that map again, are you using a rivers mod? Like this one? https://mods.vintagestory.at/rivergen Looking at that particular mod's page, it looks like there's a known issue with chunk generation when updating worlds between game versions. It also looks like it's incompatible with Better Ruins and will cause similar issues if you try to run both at the same time. I'm guessing that's probably what's caused the issues here as well. If this is the case, I'm not sure there's much you can do to fix it, other than adjust your modlist, make sure everything plays nicely together and otherwise works as intended, and start a new world.
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Welcome to the forums! Putting my google-fu skills to use, it looks like there should be a playerdata.json file for the server somewhere, that should allow you to change the permissions for specific players manually. You'll probably need to shut down the server first to make changes like this, but it should be as simple as finding the correct name on that list and changing the permission from "admin" to whatever the standard role is. This is what I used for reference: Edit: I should note, this probably only works if the player in question can't access the same files to change them back.
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i love this game, but bloody windmills!... a rant
LadyWYT replied to Galdor_Mithr's topic in Discussion
https://mods.vintagestory.at/show/mod/34066 -
That's insane RNG if it's just pure luck of the draw. If disabling Knapster doesn't solve it, I would disable any other mods you have installed and do some testing on a fresh world in vanilla just to see if the issue repeats itself. If vanilla works as intended, then add your mods back in one-by-one, testing on throwaway worlds until you can narrow down which one(or ones, sometimes mods work fine by themselves but not with other mods) is causing the issue. If the issue is repeating itself in vanilla though, then it might be time to consider a bug report. At the very least, you'll want to relocate your beloved worlds to a different folder temporarily and do a complete reinstall of the game, then move your worlds back to the proper folder. A fresh install should fix any issues caused by corrupted files(it's rare, but it does happen), but still make sure you test a fresh world in vanilla before adding your mods back in(it's tedious, but you may want to test them again just to see if things break) and picking up where you left off.
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One mod I would check for is XSkills; if you are using that mod and took the Huge Stomach perk, the UI can sometimes flip out, although not quite in this fashion. Otherwise: I would agree here--the issue probably lies with a mod(or combination of mods) that affect status bars, either by adding overlays to pre-existing status bars or by adding new status bars. When using multiple mods that affect status bars, you'll probably need to do a little extra legwork configuring them upfront so everything plays together nicely. Probably the best way to narrow down the issues is disable suspect mods one by one and test them on throwaway worlds to see if you can narrow down which one, or which combination, is causing the issue. Once you've figured out the problem mod(s), then you can check the configuration file to see if it's perhaps something you can fix yourself, but otherwise you can head to the appropriate mod page from there to report the issue(or Discord or wherever is appropriate for reporting issues for that mod). Just for clarification: Hungry While Injured is what Hunger Patcher used to be. Hunger Patcher is no longer needed in the latest version of the game and ES mod, since the vanilla hunger bug has been fixed. However, Hungry While Injured is still recommended in order to achieve the best experience with Expanded Stomach, as it will increase hunger when you are healing, instead of suppressing it as tends to happen in vanilla. When updating ES to the latest version and installing Hungry While Injured(it's recommended but not required), I'd recommend removing Hunger Patcher from your mod folder just to make absolutely sure there's no possible interference(I've had this happen a couple of times with other mods).
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I think so, yeah. Not really sure how, but sometimes, it's best not to ask too many questions. Bellhead shivers are a lot less fearsome than I thought though. Still very dangerous, but difficult to take seriously given the buckethead look and the "bonk-screech-bonk-screech" they do.
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It's a matter of dosage. A small dose, and it's medicine. A large dose, and it's poison. It's an interesting idea and is well-suited to an herbalism system, however, I'm not sure about potentially killing the player. It seems a drawback that may be too easily worked around by simply using other items(like bandages) to heal.
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Which game version did you create this world in, and which are you playing now? This kind of glitching looks very similar to some of the issues that were had in test candidates for 1.21. There were some tweaks made to terrain generation, and the chunk blending had a few hiccups. If this is a world that you created in an rc candidate, or if you're somehow playing on one of the rc candidates still, that's probably what's going on. However, you also mentioned playing with mods. I would check your modlist to see if there is anything that could interfere(like mods that alter terrain generation), as well as test the game to see if you can repeat the issue in vanilla. As always, make backups of your beloved worlds before testing like this. If terrain is still generating funky in vanilla on the latest stable release, then you've probably found a bug and should go report it on the bug tracker.
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I knew Skyrim had a space program, but I didn't know that Vintage Story had one too!
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This, plus survival games in general tend to implement a sanity mechanic, Don't Starve being a notable example. It's also not until later in the story that temporal stability and its relation to seraphs starts to get explained a bit, so unless the player has read the handbook to know what the mechanic is, it's easy to just assume it's a sanity meter.
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Welcome to the forums! For testing purposes, you can make a copy of your world, rename it, and use the copy for testing, aside from making a backup just to be extra safe. As to the whys, I don't know. My best guess is that if you're playing with mods, there's probably some mod interference going on. I would check your modlist to make sure there's nothing in there that affects temporal stability, as those would be the primary suspects. Likewise, as @idiomcritter already noted, if you can't find anything amiss simply by looking at your modlist, the best way to figure out if it's a mod is to test the game with the mods disabled(don't test on worlds you intend to play, unless you've made backups/are testing on a copy). If you're still having issues even with mods disabled, it's likely you've encountered a bug, in which case you'll want to head over to the github bug tracker and report it. The only other thing I can think of to try here is reinstalling the game and testing again in vanilla(if you do this, you'll want to temporarily relocate your saves and mods to different folders, and then place the contents back into the appropriate spots upon reinstallation).
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Apples, pears, and cherries will all grow just fine in a temperate climate. Warmer climate trees like peaches will most likely need to be grown in a greenhouse in the temperate climate zone, given that winters will probably be too cold for the trees to survive. Tropical trees like mangoes can pretty much only be grown in the tropics, or some slightly cooler climates with the aid of a greenhouse. The biggest thing to remember on fruit trees, is that the cutting needs to vernalize before it will start growing into a proper tree, and cuttings by default only have a 40% to establish themselves even if the climate is right. The best time to plant cuttings is somewhere in mid-February, as the temperature will be cool enough to prompt them to vernalize, without being cold enough to freeze them entirely.
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Welcome to the forums! The only concrete answer is death, since while seraphs can die, they return to a fixed place/status in time rather than moving on to the afterlife. Otherwise, the exact differences between seraphs and humans are still unknown. As you've already noted, the main reason a lot of these features aren't in the game, is that realism doesn't always equal fun. It's possible that some could be added in the future, should the devs wish to, but there is a lot that's handwaved for the sake of having a fun videogame.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Right, but my point is that if Salty and co. succeed in their quest, then it's a proof-of-concept for whether or not it's a good idea to remove the gear in favor of visual/audio cues for instability instead. Not so much whether making that kind of change makes instability easier for a player to notice. Same, though I also spent a good chunk of my first several hours of playtime just reading through various sections of the handbook to see what all there was to grasp. One of those sections was the bit on temporal stability, so I figured out pretty early on the basics of figuring out what's a good spot to build in versus what isn't. Even just going underground, walking into a rift, or a temporal storm should provide some immediate clue to what that bright teal gear in the middle of the screen indicates, given that instability is most noticeable in those instances and the gear is always spinning counterclockwise. In contrast, the gear tends to spin a little slower in stable areas, so aside from noticing that it's spinning the opposite direction, it might take a minute or two to figure out that the gauge is being refilled and not drained in that instance. Of course, that's pure speculation on my part. The only time I can recall actually draining the gauge enough to trigger temporal storm effects, was when I was testing some of the new content at a certain story location, so it wasn't a big deal. But even then, I was hanging around the area for at least a couple in-game days before my stability dropped to such a critical level. -
What may be happening there is the items are getting tossed into a solid block and then spit out the other side out of sight, since the item cannot occupy the same physical space as the block. I've not messed with support beams all that much, but from what I recall the main method of removing them is to search near the "base" of the beam--that is, the point you first anchored it. There should be a small hitbox there that allows you to break the entire thing. As for building with beams in general, unless you're building diagonal accents, I would recommend chiseling out supports from wooden blocks or other materials. Much less hassle, while still looking very nice if you're keeping the details oriented to a grid layout.
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This is basically how Primitive Survival handles it, save for locking it behind bronze(it's locked behind copper since you do need planks). Smoking meat reduces satiety points a bit, but increases the shelf life to be roughly on par with sealed crocks of stew, with the added benefit of still being able to cook the smoked meat into meals. The vanilla salted meat lasts much, much longer, however, last I checked it can't be cooked into meals for whatever reason.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Apparently the guys behind the Temporal Symphony mod are looking into a way to remove the gear and make instability clues more immersive. Personally, I'm still skeptical about it all, as outside of a niche appeal, it seems like it's exchanging one meter that's easily noticed or ignored(however one wishes at the present time) for a system that isn't so easily tuned out when one wants to focus on other things. However, I do hope they can pull it off as an optional feature for their mod, as then there will be an actual proof-of-concept to test. -
To my knowledge, there is not. The rift activity will always factor into monster rates in some form or another. The exceptions are locust nests, and most story locations(these tend to have static spawns, if they have monsters). What's probably going on, is the area that has a higher monster population is most likely more unstable than the surrounding areas. Areas with more instability tend to be at higher risk of spawning monsters, if spawning conditions are otherwise met. Just to make sure all the bases are covered though, that is an older game version, with the most recent version being 1.21.5. I don't recall any issues with underground spawns in 1.20, but I suppose it is possible, so you may try updating to the most recent version and see if that fixes the issue(if you can update, anyway). If you try this, make a backup of your world first, just in case.