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Everything posted by LadyWYT
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I'm not a coder, and the bits of code I've messed with were with Java(VS utilizes C++, to my knowledge), mainly fiddling with Minecraft textures, but I'll post what I know anyway in case there's a nugget in there that helps. Typically, the model and texture that belongs to a block or item will be defined in the portion of code that creates said block/item. The texture, I'm guessing, you can probably either create in the model program, or export the mesh(pattern, if you will) so you know where to add color/leave transparent in a program like GIMP, Photoshop, or other similar software. If the block is meant to have a random texture, that's typically done via percentage values, I think, and/or tying it to map coordinates. I do a terrible job trying to explain this one, but it makes a lot more sense when you see a code example for it. It's a similar case for entities with variable textures--there's typically a of set percentages that determine which textures you're most likely to see and which will be more rare. Probably the biggest factor I can think of to keep in mind with this kind of mod, is this little gem from the July 2024 dev update: I'm not sure how big the switch from 2D texture to 3D model will be, but it's something to keep in mind.
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Glad I could help! Nice! And now I'm going to have to pay closer attention to what's going on in unstable chunks/chunks I've found translocators in. I always figured the unstable chunks were randomly generated and didn't have a direct cause, but if it's the translocators that causes it, that's one incredibly convenient way to make finding them a LOT easier!
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How do I put exactly 1 liter of water in a cooking pot?
LadyWYT replied to circusseal's topic in Questions
A bowl should equal exactly 1 L. I believe you can also achieve 1 L via bucket, by either ctrl-clicking or shift-clicking with the bucket on the desired slot(I don't remember which it is). Otherwise, I think 0.9 L usually works for recipes that require 1 L...or at least, it works for jams. -
This mod is likely what you're looking for: https://mods.vintagestory.at/show/mod/7003 And this mod probably doesn't help with tuning seasons, but will help with tuning other things, should you desire to: https://mods.vintagestory.at/show/mod/10411
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He looks like an anime muppet--I love it!
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I figured they would be logging out if going AFK Or at least to me it seems like it should be common sense, unless one's essentially locked themselves into a 2 x 1 space. Pretty sure that's why the devs included options to increase the intervals between storms or turn them off entirely.
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would it be possible to make a working sundial?
LadyWYT replied to Modern Anubis's topic in Questions
I would assume so, provided that one's computer is strong enough to run the game with shadows enabled. Otherwise, it's a futile endeavor. As for whether or not anyone's actually tried to build one, or built one successfully, that I do not know. Building one is probably a bit more difficult than just making sure shadows are enabled and you build in an open area where shadows from other things don't interfere. Vintage Story changes the position of the sun depending on your latitude and the time of year, which are both factors you'll need to consider if you're going to attempt to build a functional sundial. -
It's not even just the tool tiers, it applies to armor as well. Generally speaking, you'll want chain, brigandine, scale, or plate in order to have the most protection; lamellar armor if you're using bronze. However, if you're fighting at range, light armor like gambeson suddenly becomes much more appealing, as it still offers some protection without sending your ranged accuracy into the toilet. Likewise, if you're just doing basic chores around your base or wanting to travel quickly, wearing heavy armor isn't going to be as appealing since you don't need the protection; it'll weigh you down and increase your hunger rate without much benefit. I tend to use copper, bronze, or sometimes iron for the nails, since those are cheap materials and the durability doesn't matter for nails since they're just a crafting ingredient. Some tools I'll even still use flint/stone for, like hoes and axes for chopping firewood(not the trees themselves).
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Wouldn't a temporal storm on a server be the perfect time to take a bathroom break, grab a snack, refill your drink, let the dog out, etc, if you don't want to bother with the storm mechanics? The temporal storms themselves don't really last that long, and I'm guessing that most servers will probably have at least somewhat long intervals in between storms. I would say this statement applies to most of the game, really. The steep learning curve is difficult to master, and is also what provides a good chunk of the challenge when you're learning the ropes. Once you've figured out what you're doing, the game isn't quite as challenging as it once was, although it is still quick to punish complacency. And I don't think that's a bad thing, as it allows the player to really feel like they've accomplished something as they improve their skills.
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Welcome to the forums! I think the animal behavior is still being fine-tuned, so we may see some better options for either scaring certain dangerous animals away or otherwise having them give a better warning to back off before they attack you. There could also be some sort of item added that serves to deter animal attacks, though it's hard to say for certain. I doubt there will be a way to curb the aggression entirely outside of setting animal AI to neutral, given that there may be a lore reason for the animals to be so aggressive towards the player. Aside from that, there's usually a mod or two that can help fine-tune some of the animal/monster behaviors, if the standard game settings don't quite cover what you're looking for.
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It's about a week to finish the steel smelting process, actually, which by standard time settings for a world translates to about one month. Or build more refractories and the necessary infrastructure to keep them all running at the same time. I'm not against a potential rework, but I'd be lying if I said I wasn't usually skeptical whenever someone says that a system is too simple and needs more for the player to do. In some cases it does turn out to be true; some gameplay loops are a little too simple and end up getting fleshed out a bit more to make them more challenging and interesting. However, making something more realistic or require more effort in the name of giving the player more to do doesn't necessarily translate to "more fun". The steel process that Vintage Story has now is realistic enough to help immerse the player more in the world while providing a bit of a challenge to reach(at least the first time, not so much if you know what you're doing). Acquiring steel is also rather tedious, as you need to first refine the iron, and then spend a good chunk of time and resources babysitting the refractory until it finishes smelting. Thankfully, steel is also incredibly durable in VS, so it both feels worth the investment while you're using it, and you won't need to go through that process all that often. If you live in a climate zone that gets cold, winter is the best time for smelting since you're more limited in what you can do, and the tedium of the process can be mitigated by building additional refractories(refine more steel per batch). Steel-making is a lengthy process, so I definitely wouldn't want the creation time to be significantly shortened in a rework. However, I'd also rather not see a rework make the process take even more direct effort than it already does, for the same finished result we have currently. The more time that the steel-making loop demands from the player is less time that the player has to do the other fun stuff the game has to offer. Likewise, forcing the player to spend a lot of time doing a very specific thing over and over again is a good way to make them start looking for ways to avoid doing that thing, as it becomes a tedious chore instead of something enjoyable to do. In regards to how one could even accomplish a rework like this, I'm guessing it would probably involve some sort of Damascus steel-type method, with an extensive amount of time spend at a helve-hammer(potentially in addition to time babysitting a refractory as well). Personally, I prefer the system we already have, where it might be a bit tedious but I can refine a lot more material per firing, provided I built the infrastructure.
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I like the idea; it'd be a good late-game project, though I would expect it to be fairly expensive to power. I'd stick with the dome shield though, not the complete avoidance of the storms. Complete avoidance can already be accomplished if you enabled sleeping through temporal storms; otherwise, I'd much rather have the temporal storms stopped via some major story quest. Assuming the latter, I'd also expect the player to learn how to craft Jonas parts or otherwise have access to a parts vendor, since no temporal storms means drifters stop being a reliable source of parts. Similar to what @Thorfinn mentioned, my understanding is that most players either build a small bunker/locker to hide in during a storm, or enable sleeping through temporal storms. I usually opt for the bunker route, since I prefer to keep temporal storms feeling like a real threat(which they don't feel threatening if you can just sleep through them). While it's not particularly exciting sitting in a small space for several minutes, the storms don't really last that long, and there are still things I can do while I wait it out. Usually I'm panning for materials or inspecting the map or handbook to plan my next moves. Once I have some decent armor and weapons, I'll start to venture out into the storms in search of treasures.
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A couple of other things you might try: 1. If you play with a gaming mouse, check the polling rate that it's set to and turn it down if it's at a high setting. Also try shutting down the special mouse software, if you can. I use a Corsair gaming mouse, and turning down the polling rate and shutting down iCUE while playing Vintage Story helped performance. 2. If you play on Windows, check your Windows mouse settings(the advanced settings), and make sure Enhanced Pointer Precision is turned off. I seem to have had a bit of luck with this one as well. 3. Try setting Vintage Story to run as administrator. This one should help Vintage Story take priority over other background programs when it comes to systems resources. In regards to in-game graphics settings, I would mess with them until you find a balance that has good performance, without looking like potato mode. Turning off shadows and turning down the render distance usually helps quite a bit. Now in the event you want to take a nice screenshot, all you have to do is crank the settings back up as high as they'll go without frying your machine. You don't really need much for framerate if you've set up your shot beforehand, and when you're done you can just return the settings back to normal and continue playing. Edit: Just to clarify, to check if your mouse might be at least one of the culprits behind the lag, look at the lagometer in the graphics settings menu while you're loaded in the world. The game pauses when you're in that menu, so the red graph shouldn't be fluctuating. If it's spiking whenever you move your mouse, then you likely have some sort of mouse setting that Vintage Story doesn't like.
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My best guess is that either you need to craft a night vision mask with that lens instead of the other to get the effect(assuming the mask can't be further modified at the moment post-crafting), or that it's a part that doesn't yet have a purpose but will later. It could also be that the part is similar to the bellpepper; ie, it was intended to have its own niche, but due to the code being a buggy mess it had its main functions disabled until it could be fixed, but is otherwise still left in the game. Also, welcome to the forums! Hopefully someone else has better information, but I would say that since there's no information really available on the item, it doesn't currently have a use.
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I mean, if this is what seraphs actually look like, I can understand why drifters aggressively throw rocks at them.
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Love it! I'd probably opt for the flat texture rather than multiple animated particles. Distant rain sheets don't really have a lot of noticeable movement unless there's a strong wind pushing them around. A flat texture that fades in/out depending on how hard it's raining would probably be better for performance as well as look more believable. It's kind of already somewhat of a thing in-game; storm clouds have darker undersides. I think sometimes you can see lightning as well. I do agree though, the effects could be better, especially in regards to the lightning. It can be a little hard to notice unless you're really paying attention, and while storm clouds are usually darker they still blend in somewhat with the other clouds. There's also no way to really tell if it's actually pouring rain or not until you get close. I do like the idea of snow drifts, or the possibility of deeper snow in general. However, snow certainly shouldn't be deeper under overhangs and other sheltered areas; it defeats the purpose of having sheltered areas and isn't particularly realistic. Snow drifts can form under what would be a sheltered area sometimes, but where the drifts end up forming depends entirely on wind direction and strength. The biggest drifts will form in areas that the wind can funnel a lot of snow into, that also has some sort of structure the snow can pile up against. That being said, I'm guessing you more meant implementing a maximum height that a block can be before it stops qualifying as shelter, in which case I mostly agree. I'd still expect the value to be fairly generous in order to account for the taller trees, but a couple of blocks suspended 50+ blocks in the air probably shouldn't be blocking all precipitation from reaching the ground underneath them.
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"Heavens, how long it's been since I last beheld an agreeable visage!"
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Even if the mods don't break, they may potentially be rendered obsolete if similar content is added to the vanilla game.
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You could also take the social angle a step further and apply bonuses/penalties to the other classes and survivor settlements, assuming that Vintage Story heads in an RPG-ish direction with its storytelling. Tailor? The human survivors won't think twice about letting you in to the settlement and look around. They may even have some good jobs for you to do as well. Commoner? There's nothing impressive about you, but you don't strike anyone as dangerous either. You're free to enter the settlement, but you'll probably have to do a few jobs for the citizens to consider you a good friend. Clockmaker? Similar to tailor--you don't look like trouble, and as it so happens some of the contraptions around the settlement are in desperate need of repair. Malefactor? You don't look like you'd be the type to start a fight, so you're allowed entry to the settlement. However, the citizens will definitely be keeping an eye on you and you'll likely need to prove yourself a useful asset before they'll consider you a friend. Hunter? Perhaps you're just a simple hunter, but a lot of outlaw types favor the bow. Help feed the settlement though, or take care of some dangerous beasts nearby, and you'll earn their trust. Blackguard? Social manners aren't your strong point, and you definitely look like the sort that takes advantage of sheer strength to get what they want. You'll likely need to complete a couple of tasks first in order to gain entry to the settlement, and otherwise work fairly hard to prove yourself a friend to the citizens.
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The teal gear? That's your temporal stability. If it falls too low(I think around 25-30% remaining), nasty monsters will start to appear as you're essentially losing your grip on reality and crossing over to a different dimension. If the gear ever drains completely, you'll start losing health until you either recover some stability or die(which should recover a little stability, I think). If you're in a stable area, the gear will spin clockwise and start regaining any stability that's been lost. If you're in an unstable area, the gear will spin counter-clockwise and begin to turn from teal to gray as you lose stability. If the gear isn't moving at all, then you're either in a neutral area, or at full stability already. These rules also only apply to the world's surface; underground is always unstable, and will become more unstable the deeper underground you go. The one exception to the underground rule, I'm pretty sure, is the Resonance Archive. Aside from returning to a stable area to recover your temporal stability, there are a couple of other ways to restore it. If you have a temporal gear, you can hold it in your off-hand slot and activate it with a knife(or it could be the other way around, I don't recall) to sacrifice a bit of your health in return for some restored stability. Killing Nightmare Drifters will also restore some stability, although this is probably the option of last resort in most cases due to how tough they are(they also don't spawn except during temporal storms, the deepest parts of the world, or when you're at 0 stability). Edit: As far as reducing the rate at which you lose stability, I'm not sure if there's an option for that in the world settings. If there isn't, you might take a look at the XSkills mod. It has some perks you can acquire for reducing the rate you lose stability and increasing your recovery rate.
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Given it was a plains area next to a huge desert...I'm more inclined to think the poor creature was very lost.
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Fair, although I would expect that a group hardcore focused on the pure survival aspect is probably going to be composed of exclusively Hunters/Blackguards, as the other classes can't perform on the same level when pushed to the absolute limit. Kinda like how stealth archer is the best build in Skyrim, if you're basing everything on sheer numbers. It is a bit of a flex class, and the challenge of surviving with a character that has the deck inherently stacked against them was quite fun when I played it. However, that quality also makes it a more niche class, as I'm guessing that's not a favored playstyle of most players. I'm also not sure that it's possible for the class to believably do anything other than fill the niche of "challenge class". The other classes have some inherent part of their background that makes their survival plausible--hunters need to brave wilderness to hunt animals, malefactors are stealthy scavengers, and blackguards are tough fighters. Commoners are probably used to some kind of farm work or other hard manual labor, and even clockmakers could reasonably have an advantage given that a lot of the supernatural enemies are machines. Tailors, on the other hand, are probably more used to city life and their main primary skill is making fancy clothes for patrons that can afford to buy them. I'm not sure that there is any sort of real wilderness survival skill that you could give them without it feeling a bit forced. If I was going to give Tailor a bit of a buff though, I'd probably choose one of these options, if not both: 1. Tailors receive more flax fibers from flax plants, and have a better chance to salvage flax fibers from drifters(although the drop rate will still be pretty low). This bonus would also apply to other things that can be made into fabrics, as those things are added to the game(like cotton, wool, etc). I've seen many players griping about never having enough flax, so I think a bonus like this would make tailors a more attractive choice for general gameplay. 2. Tailors are able to barter more effectively thanks to their manners, and thus receive discounts when purchasing items from traders(anything from a couple of gears on most items, to a handful of gears for expensive items like armors). A bonus like this could help shake up the gameplay options a bit, as tailors could potentially acquire certain things(like dairy products) earlier and with less effort than other classes, provided they have access to the appropriate traders. Should a player's class and dialogue choices impact how NPCs respond to them, tailors could also hold an advantage there as well and have an easier time befriending NPCs and convincing them to go along with player wishes.
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They won't? I could've sworn I got assaulted by a panda bear last time I played in a warm climate. Although I might've shot at it first...
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I disagree--tailor is currently fine. In singleplayer it's mostly a challenge class, unless you play with class-exclusive recipes enabled. In which case, they have a distinct advantage in cold climates since they can craft the warmest clothing, and they have an overall advantage with maintaining their clothing with less effort and having perhaps the best trade options with the traders(a lot of the in-demand clothing items are tailor-exclusive recipes). For multiplayer scenarios(which will likely have class-exclusive recipes enabled), the tailor will likely be the class highest in demand since they excel at repairing clothing and are the only ones able to craft some of the fanciest clothing options in the game. It's also an attractive choice for more passive players in this case, as it will allow those players to have something valuable to barter(clothing) for other needed goods, with the lowest potential risks to themselves. Now this one I'm inclined to agree needs a bit of a rework, although I've not given clockmaker a proper playthrough yet to be sure. I've heard that the locust pet AI isn't particularly good, which is a shame as that seems like the most intriguing part of the class. Clockmakers do have an advantage with the translocators, in that they only need two temporal gears to repair instead of three. Late-game that advantage can fall off a bit, but it's still decently strong. I also think the main reason that clockmakers seem a bit weak now, is due to the lack of enemy variety. They have a damage boost against mechanicals, but the only mechanicals we see regularly are locusts(which die in one or two hits anyway), sawblade locusts(tougher, but rare), and bells(annoyingly tough, but don't actually attack you). Since most of those aren't particularly tough and easily handled by other classes as well, the clockmaker is a bit underwhelming in that regard at this time. However, I think we'll likely see more mechanical enemies added later, that are much tougher than those we have now. In which case, I expect the clockmaker to become a much stronger pick.
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It shouldn't hurt anything. I've turned it on and off in my current world without suffering any ill effects. If you're still worried, you can always make a backup of the world before changing that setting, so you won't lose any progress should something go wrong(which, making a backup every once in a while is good idea anyway, as accidents can happen).