-
Posts
6030 -
Joined
-
Last visited
-
Days Won
279
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
This is correct. I forget the exact parameters, but basically you can't have holes to the outside or remove more than 50% of the block for it to still qualify as a room. In essence, the chiseled block still needs the thickness of a slab, minimum, in order to still retain insulating properties. If I'm not mistaken, it also helps for the room calculations to have the face of the block flush to the interior of the desired room space. Greenhouses are perhaps the most finicky of specific room spaces; I would double-check your glass portions, as these are the most likely culprits to be breaking the greenhouse rules. To qualify as a greenhouse, the space needs at least 50% of the roof to be made of glass blocks or glass slabs. I'm not 100% sure that chiseled glass will still qualify--it should, but it probably needs to be the thickness of a slab minimum, and flush to the interior in order to count towards a legitimate greenhouse. Edit: I would also make sure that the base chiseled block is glass. If you used a different material(such as wood), the game may not recognize the block as a glass block.
-
Typically you find it in the hot springs--I'm not sure it spawns anywhere else naturally, unless you're using mods. I've seen it a couple of times on the surface, and maybe once in a cave...and that's after a couple of updates and several many worlds. So it's pretty rare, at least on default settings. Well, yeah...you just give it a good swift kick and it opens. That's how doors work, right?................right?
-
Another starting climate option for spawning at the equator.
LadyWYT replied to Pixelated Screaming's topic in Suggestions
Weird. I would expect a Hot start to drop the player at the equator for the world spawn point. -
The treasure hunter everyone seems to be referring to(at least I think), is the new treasure hunter shack that can spawn in the world. It spawns similar to trader wagons, and the treasure hunter inside functions just like a standard trader. The difference is that other traders can sell you a map to these treasure hunter shacks, if you're otherwise having difficulty finding a treasure hunter. I don't think it matters where you place one; multiple can spawn in the world, and they don't seem to have any particular distance from spawn or anything. They seem to have the same general spawn parameters as other traders. In any case, I'm guessing the main reason that no one is finding them in old worlds, is that perhaps new chunks need to be generated for them to exist in, but I'm not entirely sure. You won't be spoiling anything by spawning one in though.
-
Technically we already have one--the pocket torch! And now for the serious answer...it would make for a nice little Jonas gizmo, or it could just be a simple flint and steel. In the case of the latter, it operates similar to the firestarter we have already, but requires iron+ as a crafting material and has a higher chance of sparking a fire and much higher durability as a result. In the case of a Jonas gizmo...either it never breaks and just uses temporal gears to refuel it every once in a while. Or...perhaps it's not a firestarter at all, but a Jonas torch--that is, a flashlight. Produces a lot of light(light reaches further than a lantern but is concentrated wherever you point it), in exchange for fueling it with a temporal gear every once in a while. Has a much longer life and is cheaper to craft than the night vision helmet, in order to give it a useful niche instead of being redundant. I would still make it take a slot. A longer-lived firestarter is still situational, and not something you'd really need to carry on you, unless traveling. And in the case of traveling, you can just stash it in your saddlebags and retrieve it as needed. In the event it's a proper lightsource(like a flashlight), then you'll need to carry it like a lantern when you're using it...in which case, you can just use it in your off-hand instead of an actual hotbar slot.
- 3 replies
-
- interaction
- torch
-
(and 5 more)
Tagged with:
-
Welcome to the forums! If it was a treasure map that you bought, you will need to dig down until you find an old treasure chest. It will contain a handful of random items of decent or better value, although you may need to do quite a bit of digging in order to find the chest. If you're referring to the map for the treasure hunter's special quest though(the one you trade a tin bronze pickaxe for), that's a bit different. In that case, the X marks the approximate position of the entrance to the first major story location, but not the exact position. You'll need to search the nearby area in order to find the entrance.
-
Welcome to the forums! If it's only a small handful of players(ie, you and a few friends), my advice is to make a list of what everyone has that absolutely has to be accounted for in a new world--ie, things that are not so easily replaced within the first day or two. Then just make a new world and use creative mode to retrieve the items on the list and distribute them to the correct players. If you have builds that you wish to transfer, you will need to use the world edit tool to save the build as a schematic, import it to a new world, and place it.
-
I'm not sure I'd worry about it, really. The slipping and sliding around will probably be enough hassle to deal with. That being said, could just scrape a frozen openable object with a knife in order to restore function. Or borrow the code from the crude door, and just give a chance of failure to open a frozen object on first interaction. If the opening attempt succeeds, just remove the ice from the object and treat it as normal; if the attempt fails, display an appropriate pop-up warning so the player knows what the problem is, and just let them keep trying until they succeed.
- 14 replies
-
- 2
-
-
- weather
- game mechanic
-
(and 1 more)
Tagged with:
-
Wouldn't this also make translating easier in some cases? Given that several languages like to place the descriptive words after the object they're describing.
-
Welcome to the forums! For chunk stability, you might consider turning off the temporal stability mechanic in the world settings so you don't have to deal with it at all, but you could also try this mod as well: https://mods.vintagestory.at/chunkstaboverride Bear in mind that the mod hasn't been updated for 1.21, so it may or may not function correctly without an update. As for the room limitations, having the space qualify as a "room" is really only important if you want protection from the cold in the space(without the need for a fire) or want resistance to spoilage. Otherwise, if it's not a space you intend to spend a majority of time in while it's cold, you can always just light a fire somewhere inside to warm up when you need to. For fuel efficiency, you might consider installing a mod that adds longer-lasting firewood--that way you can put several logs on the fire and have warmth/pleasant aesthetic for a good long while.
-
I'll admit, I smacked Charlemagne once just to see what happened...and then felt bad immediately after. I don't know if Charlemagne is actually breakable though--didn't want to test that theory. Interestingly, when I was doing my fiddling around, I was able to confess the crime before actually committing it. I'm not sure this is still the case though.
-
Welcome to the forums! It takes a couple of days on average for Anego staff to take care of tickets. The response times may be faster or slower depending on the present ticket workload.
-
Tier 4 monsters are why I will happily be a chicken play according to the lore and never venture too deep unless I absolutely have to.
-
Traders have got fussy with Honey Trade bowl types in v1.21.0.
LadyWYT replied to Professor Dragon's topic in Discussion
I did notice that. If nothing else, you could have it default to the dark brown bowls, since those you can get easily enough by simple pit fired pottery. For offerings that require pottery fired via beehive kiln, the traders could pay a bit more. That way, there's still an early game way to make some profit, but later game items hold a bit more value as well. -
Officially? No, not to my knowledge. It's pure speculative guesswork on my part. But if a game studio is going to have multiple games available to buy, download, and play, it makes sense to build a launcher to hold them all.
- 185 replies
-
- adventure mode
- hytale
-
(and 3 more)
Tagged with:
-
https://github.com/anegostudios/VintageStory-Issues/issues/6737 Like this?
-
Or instead of desktop icons, it could just be Anego's own launcher. The desktop icon pulls up the launcher, and then you just pick which particular game you want to play from there. Minecraft does this, as does Blizzard and other companies.
- 185 replies
-
- 1
-
-
- adventure mode
- hytale
-
(and 3 more)
Tagged with:
-
Welcome to the forums! It usually takes a couple of days on average, but it depends heavily on the current workload of Anego staff.
-
I believe they are, but I can't say for 100% certain. In any case, I would make backups of old worlds before porting them to 1.21, just in case.
-
I myself wouldn't use the feature, and honestly I don't really see a high demand for such, at least not enough to make it part of the base game. That being said, there's at least one mod that supports this kind of play, although it may or may not need an update to work properly on 1.21: https://mods.vintagestory.at/temporallife
- 4 replies
-
- permadeath
- permadeath lite
-
(and 2 more)
Tagged with:
-
Absolutely. 1.21 has a stable release now, which should be fine for starting a new world without major issues. It should also be fine to update existing worlds to 1.21, but you might want to make a backup just in case. For updating a pre-existing world to 1.21, @Professor Dragon gave a great rundown on how to do so here: If you created a world in a pre-release or release candidate of 1.21, that world is most likely no longer viable, and you should start a new world on the stable 1.21 release. You could always try playing one of these worlds anyway, but keep in mind that it's likely there have been major changes/bug fixes since the unstable releases. Starting a new world on a stable release will ensure that everything has the best chance of generating and working properly.
-
https://www.vintagestory.at/faq.html/ Welcome to the forums! At the very bottom of the FAQ page there is a link to open a support ticket for a refund, as well as a link to the refund policy.
-
You could always try it and see what happens. Sometimes the unstable saves will port and sometimes they won't. As a general rule, it's not a good idea to start "permanent" worlds in unstable releases, as there's no guarantee that they will able to port to a stable release.
-
Welcome to the forums! The most immediate thing that comes to mind is only exploring for things you absolutely need--like minerals, bauxite, and whatnot. To make things a little easier, make sure that you spawn in a place where the primary rock type isn't granite, chert, andesite, or basalt...granite being the main offender. Certain minerals that you will need to progress only spawn in sediment rock, and there's always igneous rock layers under the sediment layers as well, so this ensures that you'll have the widest range of minerals to work with, essentially. When it comes to things like bauxite, if you can't find it nearby, just look for it when you travel between story locations. You'll need to do quite a bit of travel for chapter 2(and iron gear is also sufficient for chapter 2), so you've got a decent chance of encountering it in such travels. For more exotic woods...traveling to the tropics is probably out of the question. However, you can shorten the polar-equator distance when setting up the world in order to make traveling between climates very easy--a day or two instead of a week or two. You can also buy different tree seeds from the agriculture traders, and if you have the Primitive Survival mod, you can loot some more exotic things like ebony seeds and pineapple seeds from the tree hollows the mod has(depending on gameplay preferences you may or may not want to disable some features that Primitive Survival adds).
-
It depends partly on what difficulty you play--the higher the difficulty, the more critical that extra health can be. I will also note that each full bar of nutrition equals +2.5 health(unless I'm mistaken). That doesn't sound like much, until you get in a fight and survive thanks to that sliver of extra health...or don't survive because you needed that extra health and hadn't got it.