Jump to content

LadyWYT

Vintarian
  • Posts

    6030
  • Joined

  • Last visited

  • Days Won

    279

Everything posted by LadyWYT

  1. Welcome to the forums! If you change world generation settings, the new settings will apply to newly discovered chunk, but not the old. You would need to regenerate old chunks entirely for the changes to take effect. To regenerate chunks, I think the command is /wgen regen [chunk radius]; I do not recommend doing this in chunks that you've built in, or chunks that otherwise have things you wish to keep. If you go this route, I also recommend keeping the chunk radius value small, as the more chunks you try to regen at once the longer it will take. Of course, if you aren't particularly attached to your current world, there's always the option of starting anew with the correct settings. That saves you the hassle of trying to fix things via commands.
  2. They are, but unfortunately, that is likely the cause of the problem. Herbarium received an update recently, but I'm not sure that the issue is fully fixed. The Wildcraft mods themselves aren't yet updated for 1.21, save for the trees module, I think. There is an unofficial mod that makes the Wildcraft mods function on 1.21, but that's really about all it does...makes the mods run. It doesn't really fix any underlying issues that might exist. In any case, you can try checking for any updates of the mods you're using, and seeing if installing any applicable updates fixes the problem. Otherwise, I would recommend starting over and leaving out the mods that are causing problems.
  3. Nah, you can just wait until the pile burns out before refilling--it won't hurt anything. The process will just remain paused until you refill and reignite the fuel piles.
  4. Welcome to the forums! Are you using mods? Particularly mods like Herbarium for Wildcraft? There was an issue with those where animals wouldn't eat from troughs or take bait for traps.
  5. I don't think it's the warm biomes; given that you're playing with mods I would still suspect some lurking issue within one of them. Just to be on the safe side, I would backup your saves and reinstall the game, then play with a vanilla world for a bit just to make sure everything is working correctly. If you have no issues running vanilla, then start building your modlist once more; make sure that the mods you pick are properly updated and add them one at a time, testing to make sure they work as they should. It might be a bit tedious, but it's the best way to make sure that everything is working as it should, or to otherwise figure out what's causing problems.
  6. Welcome to the forums! I am pretty sure that if you placed torches at point A and point B, you'd get lighting like the very bottom strip. That is, both ends are the brightest spots, with the light getting dimmer towards the middle.
  7. Welcome to the forums! I am not entirely sure what governs the glow, but I believe it's at least partially related to how quickly you pick up your stuff after death, at least assuming you didn't have "keep inventory" turned on. The glow seems to fade as soon as you pick up your lost items. It may also be related to time of day as well. The glow is there mainly to help you find your way back to your stuff if it's dark, so if it's still bright outside the glow effect may not be noticeable, if it applies at all.
  8. Right-clicking the map will allow you to set waypoints. If you already have waypoints set, you can modify them at any time as well--this includes pinning and unpinning them from your minimap.
  9. Are you sure it was a bug, and not Tobias conducting another one of his experiments? We did bring him a new toy, after all...
  10. Incidentally, this is the mod I was referring to earlier.
  11. Goodness, that's a lot! In any case, you should have better luck with the method I described. However, if you're not opposed to using mods, you might try out this one to make collecting stone even easier: https://mods.vintagestory.at/stoneharvesting
  12. https://mods.vintagestory.at/vintagecoffee Someone already modded those too. Coffee trees are unrelated to villages, but would make a good addition to the tropical regions of the game to help flesh those area out more.
  13. Rocks for stone bricks, or small rocks for cobblestone/drystone? The best way is typically to mine out a strip of stone 2 wide and 2 tall, then mine a checkerboard pattern into it, alternating top and bottom. Once you're done with that, mine out the top and bottom blocks to get full blocks of stone to drop from the checkerboard strip--you should be able to mine out one block on top/bottom and then mine three blocks around it to get three stone blocks to drop. This method should net you a good amount of both full stone blocks and little stones to work with. It's still a lot of work, but it's a fairly efficient process.
  14. As a mod, sure. There's at least one that already exists that allows the player to build their own village. Otherwise, no, the idea really does not fit the lore. The setting is the late Middle Ages, after catastrophic events that wiped out almost all of humanity. The few that remain have banded together into small settlements of their own, or decided to risk their lives traveling from settlement to settlement as traders. Overall, the game is supposed to feel a bit isolated and lonely, and the player themselves is essentially just another wanderer; adding more settlements like this would change the feel and overall goal of the game quite significantly. And without spoiling too much on the lore...there is already one village that currently exists in the game, and if you talk to some of the villagers they explain just how difficult it is to even expand a settlement in the current environment, let alone found an entirely new one. I think that in order to found a new settlement, one would have to find enough human survivors willing to leave their current safe homes for dangerous wilderness, and like I said previously the player is largely considered just an odd stranger--nobody terribly important. The village mod in question: https://mods.vintagestory.at/vsvillage
  15. This is actually a bug, I think, from the days prior to 1.21/1.20, that I think is fixed now. The crocks in Nadiya/Tobias's cave used to all be full of rot, so I'm guessing what's happened here is that this world was created in a previous update where the bug still existed. Either that, or perhaps it's not actually been fixed. But I could swear that everything was fine when I last visited. The man is fond of meaty stew and scrambled eggs, if I'm recalling correctly. Nah this is normal. Those are actually fake crop props that change according to the time of year. From the looks of things, it's currently late fall/early winter in that screenshot, hence why they appear dead. But in any case, it is a bit funny.
  16. Actually, that gives me an idea of how the concept could work, but it hinges on rivers being added to the game. Basically, if rivers are added, then add swaths of blocks along the shore and designate them as "floodplain", similar to how forests utilize forest floor instead of the typical dirt/grass blocks. Floodplain blocks, of course, get submerged in a thin layer of water when it rains, and are more likely to be found in warmer climates. If tilled, crops such as rice receive a major boost to their growth, making it profitable to turn floodplain into rice paddies. When wet, floodplain behaves similar to a water block, in that players will get wet, sink down, and have slowed movement when traversing it. Floodplain blocks are only one layer deep, and can be dug up for medium/high fertility soil. Replacing floodplain blocks with other dirt blocks will not create more floodplain. Likewise, building on top of flood plain will fill the interior of the building's lower floors with one block deep water whenever it floods, assuming the building is built at ground level and isn't built on a dock-type structure.
  17. Actually, nutrition is cut in half and the hunger bar is only filled halfway on respawn. So you don't lose all your nutrition benefits, but it does set you back quite a bit. In all fairness, I could see maybe one or two added should a status effect/temporary trait system ever be added, but I'm not sure that I would call them diseases as much as I would just negative effects. For example, a player could receive a broken bone penalty and suffer a loss of movement speed for several in-game days until the injury heals. To help the injury heal faster and restore some movement speed, apply a splint. Broken bones could be suffered by either falling too far of distance(but not enough to kill) or getting hit by very strong enemies; both of these are only chances though, so it's still possible to suffer a big hit or fall and not break anything. Broken bones via falling can be avoided simply by being more careful when climbing around, and broken bones via combat can be heavily mitigated by wearing more protective armor like scale or plate. For a disease effect itself...I think just have an injury be one of the negative status effects you can get from combat, and then if you leave the injury untreated(ie, you didn't bandage or apply medicine) then it can become infected and require extra care to recover from. Depending on the enemy, some enemies could have a chance to apply infected injuries up front(such as getting hurt by a high tier shiver). To make it more fair, infected injuries can still be treated with low level medical supplies like horsetail poultices, however, they will heal much faster with better medicine. As to whether that kind of implementation is fun though...I'm not sure. I'd still be inclined toward skepticism.
  18. Welcome to the forums! I agree with @Echo Weaver and @Moltrey; you'll likely have a more enjoyable experience by starting a new world on Exploration difficulty, playing through the in-game tutorial, and watching some YouTube videos or asking for help on the forums(be specific with your questions, as it can be hard to offer advice otherwise). From the sounds of it, you likely picked Wilderness Survival or Homo Sapiens as your difficulty, both of which are notoriously punishing. Standard or Exploration will be much more forgiving regarding mistakes and the lengths you need to go to in order to survive; for example, you'll have access to the map and will respawn close to the world spawn should you die, instead of spawning miles away. And if the lore content doesn't interest you as much as pure realistic survival, you can always disable the lore content and temporal mechanics in the settings at world creation. Exploration is probably the best general difficulty for children due to how forgiving it is. For the basics of the game, I recommend just focusing on surviving your first winter as your first big goal in the game--if you can handle this, everything else will be fairly simple. For short term goals, securing a good food supply should be your first priority, as without food you won't be able to do anything else. Once you have your food supply secured, then you can focus on building a proper base, making pottery, and acquiring your first set of metal tools. Be patient! Success does not come overnight in Vintage Story, and it really pays to make your plans carefully instead of trying to rush through things. Also, a tip for exploring: don't forget to stop and examine your surroundings every so often, especially in areas like forests where your vision is limited. Examining your surroundings will allow you to spot and avoid threats like bears and wolves more easily, as well as notice resources that you might have otherwise missed. Also, when you're exploring, make sure to mark anything you think might be useful on your map, so you can easily come back for it later. This is most players starting Vintage Story, I'd wager. The most you really need to know is that there are two different modes on the prospecting pick: density search and node search. Density search will give you an idea of what could be in the area, but it's not a guaranteed spawn of those minerals either. It does help you decide where you'd like to dig though for the best chances at finding certain ores. Generally, you want to dig at Decent readings or higher, but it doesn't hurt to check Poor or Very Poor readings either as it's possible minerals could be located there as well, especially in the case of more rare minerals like chromite. The node search mode will tell you for sure if there is an ore vein nearby, and what kind, but it has a very short range(6 block radius by default) and is unavailable on Wilderness Survival and Homo Sapiens difficulties. The basic strategy for prospecting is to use the density search to survey the landscape and figure out where you want to dig, and node search is best used every so often while digging to see what ore is actually there and pinpoint the location. The general strategy for mining is to dig a shaft straight down, placing ladders as you go. As long as your character is on the ladder block, you won't fall, so this method is very safe. Another method is to explore nearby caves in the hopes of finding an exposed ore vein, however, this method is much riskier if you are playing with lore content enabled since you will need to contend with monsters and potentially temporal stability.
  19. Realism does not always equate to fun. There was a disease mod that someone made quite a while ago, that I tried, and while it did add a layer of realism it wasn't really fun to be playing the game properly and then get punished for it by catching an unpreventable disease. And referencing the disease mod that already tried this...if the player was playing at all optimally, most of the diseases would never even be an issue and the player would actively have to sabotage themselves to catch one. At that point...why bother adding the mechanic? The one exception perhaps was the common cold, which outside of being overtuned as to how frequently one could catch it, was incredibly annoying given you really couldn't stop yourself from catching it, or otherwise have a good way to cure it quickly. I don't know about everyone else, but I like to relax when playing videogames. That's not to say I don't enjoy some high stakes, but I don't want to have anxiety problems while trying to have fun. Okay, sure...but how does adding such a mechanic accomplish these goals in a way that will enjoyable for most players? Honestly, I don't see it getting added outside of maybe a token status effect or two implemented similar to how Skyrim does it--that is, a bit difficult to catch but fairly easily remedied. But given the experience I had with the disease mod itself, it's an idea that's really best left as an optional modded challenge, in my opinion.
  20. While I like the concept of noodles, I'm a little iffy on including them, as to my knowledge they were more of an Eastern food item during the Middle Ages and not that common yet in Europe. However, at a glance, it also appears that the late Middle Ages is when noodles really started to become popular in Europe, so it does fit. Rather than dumplings or altering pie crust though, I would vote for pudding as a cookpot recipe instead. Simply include dough for the first two slots, and then fill the other slots with fruit, meat, or vegetables to get a sweet or savory pudding that keeps decently well and can be cut into portions like a pie. This allows players the option of cooking a filling meal while on the road, without needing a bowl or crock to store/eat it.
  21. Currently that seems to be happening...sort of. A few modders have essentially been stripping out the functions of EF they enjoy, such as vinegar, and packaging it into a separate mod so they can have just that function, assuming of course that it didn't already exist as a stand-alone mod.
  22. Honestly I'm not even sure I've ever seen phyllite, outside of maybe one instance when I was messing about with throwaway worlds in creative. I've found marble deposits a good handful of times though. So...I suppose I would assume the answer is "yes", but my usual strategy to find marble is accidental discovery in slate cliffs while out exploring the world.
  23. First off, welcome to the forums! When joining a modded server, you should be prompted to download and install all of the mods required to play on said server. This download and installation happens automatically, once you click the button that allows Vintage Story to do the work for you. Of course, you can install the mods yourself, but you will need to get a list of exactly which mods, and which versions of those mods, you need. I'm guessing this is probably where the issue is though. Either you got the wrong version of a mod, or you may have gotten the correct versions but installed them in the wrong location. The Mods folder in your VintagestoryData folder is where mods for singleplayer go; mods for specific servers go into the appropriate folder within ModsByServer. If the mods are missing from the server folder, you won't be able to join the server.
  24. Hypothetically, was this a proper story structure, or something modded? If it were a story structure, then I would be reporting the incident on the Github...you know, just if it happened. If it was a modded structure, but one that was supposed to have protections like a story structure, then I would report it to the mod authors...you know, hypothetically Honestly though...if it was a story structure that happened to get torched, that's got to be one of the more impressive goofs I've seen in the game.
  25. It's a neat idea, but... Locking a story location behind a specific class isn't a good idea, unless each class also gets its own special location and such locations fill the same general function for that part of the story. That's a lot of work to accomplish though, especially if more classes end up getting added later, and not every class really offers a good foundation for a unique location(Commoner being the most prominent example). It's a better idea to have one bigger, more detailed location(like the Resonance Archive) that's fully available and useful to all classes. Again, neat idea, but has similar issues to the above in that it makes the suggested location way too useful for clockmakers, compared to the other classes. Likewise, while I do agree that special clockwork contraptions are fitting for a clockmaker exclusive...an eidolon like this is going to make clockmakers much too strong compared to other classes. Now if it's something available to all classes by default, as a late-game tech item, then it would be more balanced. Now of course, as a modded location and rewards, sure!
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.