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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! Have you tried disabling the mods and testing on a different world to see if the issue persists? Probably the easiest way to figure out if it's a mod causing the problem, aside from checking the comments section of the mods(if there's an issue it's generally mentioned in the comments), is to disable them all and then reactivate them one by one, testing each as you go. The minute you run into an issue, you've found your problem mod. Now if the issue persists even after disabling all mods and testing on a vanilla world, then I would suspect that something has broken somewhere in the core game files. In that case, you'll want to backup any worlds that you care about by moving them to a separate folder outside of Vintage Story(you can also do this with mods if you don't want to go re-download them), then reinstall the game. Once the game has been reinstalled, create a world to test and make sure everything is working correctly, then move your worlds/mods back into the proper folders. The only other thing I can think to check is whether or not you've got other programs active in the background while trying to play Vintage Story. Sometimes those can cause issues when it comes to game performance/system resources when playing certain games. If none of the mods are causing the performance issues, and reinstalling the game doesn't clear anything up, then the problem is somewhere else on the PC.
  2. Have you tried exiting the world and reloading it? Or even rebooting the game entirely? And are you running any mods? I think I had issues with chunks sometimes loading incorrectly/being very slow to load when I was running several mods at once(likely more mods than what was ideal for my hardware at the time). If that doesn't fix it, however, and you are running mods, then I would suspect there might be incompatibilities between mods, or a buggy bit of code that's unfortunately corrupting the world. The former might be able to be fixed by figuring out which mod is causing the issue, and removing it if possible(although this could always cause other issues depending on the mod). The latter can't really be fixed without an update to the mod itself. If you're not playing with mods though, and the chunk still isn't loading despite a reboot, then it may be an unfortunate bug, or possible world corruption somehow. In that case I'm not sure that there's much that can be done about it.
  3. I'm guessing the main concerns would be having "ugly" world generation, in that changes between updates can leave noticeable seams between new and old chunks, and the spoilers/lack of finding the story structures yourself, as you mentioned. Neither of those make a world unplayable, but could be deal-breakers for some players when it comes to continuing with an old world or generating a fresh one to play in for an update.
  4. In regards to the shooty bois:
  5. One thing I forgot to touch on earlier, is that when village(s) are added to the game, those would be much stronger trading hubs than what we have now. A proper settlement is going to have multiple trade options available in one spot, and is going to have many more things that they are willing to trade for. Of course, such a settlement is also going to require a lot of effort from the player to actually find and travel to/from, so it's not going to be an addition that makes the early stages of gameplay irrelevant. And that would be my main concern about making the current traders we have stronger; if trade is too strong, then more of the early game becomes irrelevant given that it's much easier to buy/sell whatever from traders. It would also likely mean that players will start feeling shafted if they don't have access to specific traders at the start of the game. True, I didn't consider this, although I would think you'd just pack extra linen into the cargo hold in that case.
  6. I think there's a way to adjust that somewhere in the graphical/accessibility tab. One thing I will miss about my last world...there was a deep hole right outside my house that I fenced off part of to avoid falling in myself. It was quite a climb for the drifters to get out, and once they'd reach the top edge they'd stop to launch a rock. In the process of doing that, they'd often fall back down before throwing, so it wasn't uncommon for the rock to get launch straight up, like something out of a cartoon, and fall back down to bonk said drifter on the noggin. Enemy friendly fire is one thing I hope they never fix; it's too much fun watching those moshpits!
  7. Welcome to the forums! A helve hammer will speed up the process of turning blooms to ingots significantly, provided there's a strong enough wind to power the helve hammer. As for fire clay--in the current release, it's easy enough to go find a deposit somewhere else, clean it out, and turn it into bricks for the bloomeries(or refractories, in the case of steel). When 1.20 releases, I believe fire clay will only spawn naturally under coal seams, so you'll want to seek out coal deposits and clean out any clay that's there, in addition to acquiring fuel for smithing. Aside from that, you'll be able to process flint into powder, and mix it with blue clay to make fire clay, I do believe, so in 1.20 you'll be wanting to mark deposits of blue clay and stockpile flint in preparation for iron/steel, assuming you haven't got access to a coal deposit. I think a quern might also be needed for processing the flint, so you'll probably want to power the quern via windmill in order to speed up that process. Otherwise, there's probably a mod or two out there that prevents bloomeries from breaking, or makes them return all bricks when broken. I think XSkills covers that, in that it has a skill you can learn(with enough smithing experience) that allows you to remove the contents of a bloomery without breaking it, in addition to adding various other skills to enhance your character.
  8. Neutering is a common practice in general for male livestock that aren't going to be used for breeding. It curbs some of the aggressive behavior and in some cases, makes the meat more palatable.
  9. I agree, this would be cool. Though I'm not sure that they necessarily need to produce more product, except in the case of wool. Wool ought to be one product that the animal doesn't really produce much of until later generations(5+); meat and fat already feels like it's in a good spot. As for the visual changes, maybe a small change once you hit generation 5(when animals really start calming down), and then implement the proper "domesticated" model at generation 10. The one exception I can think of here though--chickens. I don't think they really need a model change, but having more meat drop from higher generations of birds would be nice. The one drawback I could see to this though is that chickens are probably the easiest to domesticate, since they breed and mature rather quickly. They also already produce protein in the form of eggs. However, sheep are still needed for milk, and hogs are good sources of fat, so I might just be overthinking it. I actually disagree here. It's a neat idea in theory, but I think it would make gears too easy to acquire if you could just sell whatever whenever to the traders. Actually, I've found some traders to be quite useful in the early game, although it does depend on your start conditions and which traders you have access to. I've bought bronze picks before, in order to have something more durable in the copper age and save on materials. I've also bought salt to preserve food and save myself the trouble of locating a salt dome, as well as bought tree seeds(oaks are harder to find on colder starts, and some trees like redwood I want for decoration). As for the post-apocalyptic setting and rebuilding society, I do believe 1.20 will be touching on that subject. I disagree. Boats should stay put where you build them, unless you go to the effort of building a canal between two bodies of water. That's also the advantage of using a raft over a boat--you can take the raft with you. Technically already a thing, given that boats seem to be able to sail up waterfalls. Technically already a thing, though if rivers were added it would be awesome to have proper waterfalls and rapids. Of course, I'd also expect those to make water navigation rather difficult in some cases. Two different ideas here, really, but I like them both. We can already repair armor, so it only makes sense to be able to repair tools and weapons as well. That being said, allowing that would probably remove the need to make more tools, so I could also see that not making it into the game. The grindstone though, that's great! It would allow players to invest a little more time into the appropriate tools/weapons to get better performance out of said items. A whetstone could be used in lieu of a grindstone, though would be much slower. We already have basket traps in the vanilla game for small animals. What you're suggesting here sounds like a rope snare, which does similar but for larger animals. In my opinion though, a better option would be bear traps. Craft them with iron, bait with meat, and use them to snare those pesky wolves and bears so you can thin their numbers more easily. Basket traps for small animals. I think rope leads are also being developed, though I disagree with being able to grab/rope a wild animal like that and lead it around. Wild animals, at least the bigger ones, should be relatively difficult to capture. That's also one of the valuable qualities of domesticated animals--they're much easier to handle. I believe this is already on the roadmap. I think if/when it's added though, herd animals should possibly be a bit harder to find, in return for there being more of them in one spot when you do find them. I would presume that eventually there will probably be some sort of aquatic enemy. Sharks could go after players that aren't in a boat. In regards to supernatural mobs...I could see it going either way here. On the one hand, it would be interesting to have a couple to spice things up. On the other hand...I don't think it's really necessary given that it's highly impractical for a player to stay at sea trying to avoid enemies. Almost all player advancements are land-based. Perhaps a deep sea monster would make the most sense, but in that case it would require a reason(as well as ability) for players to be diving that deep in the first place. The reason I say "deep sea monster" for drifter-esque enemies...they don't like bright light, hence why they don't spawn in daylight or other brightly lit areas, barring a temporal storm. The monsters also get worse the deeper down you go, so it makes more sense to have a water monster be deep down where there's little, if any, light. Good lighting already accomplishes this, outside of temporal storms. And as @Thorfinn said, rift wards are thing, though they are a late game item. Already a feature of the boats; mount storage and more cargo. I don't think it affects boat speed though. Those are the main reasons to sink the resources into building a boat, instead of just using a raft. The drawback, of course, is that the boat is confined to the body of water that you build it in.
  10. It would be nice, but I think it's just as easily handled by admins on a server, via commands. For a singleplayer world there's no point, as there's already an option to change your starting climate.
  11. Correcting myself from earlier--it's not a bug, it's an update to how the distance fog works. So the reason all the caves are looking foggy at the moment is due to the fog being rendered in a spherical radius, instead of what I assume was a cylindrical one before.
  12. Oh, that explains why I've never had any then! I've only ever found one salt dome, and that was mostly by accident. Generally I use a mod to boil water down into salt, or just buy salt from the traders.
  13. I have it on my test world, though I haven't ventured into the caves as I'm not equipped for it. I kind of assumed it might have been due to the region I picked to play in, that is, a tropical start. But if you're not playing in the tropics here then it's not that. Could be a bug, but I could also see it being a change to make the caves creepier. Can you see anything with a torch/other light source in the cave, or does the fog prevent you from seeing anything? Because if it's the latter, then I would assume a definite bug.
  14. Is that in 1.20? I'm not sure I've ever seen potash.
  15. I think it used to be a thing, and then got disabled in 1.19. It might return as a mechanic in 1.20, not sure. But I agree, it would be nice to upgrade lower qualities of soil to at least medium quality, for sod roofing. It'd also be nice to have low fertility/barren soil drop from farmland when you break it...not that dirt is hard to come by, I just like getting the blocks back so that I can reuse them elsewhere. As for resetting the nutrients...I don't think that would be much of a factor with low fertility/barren soil, as both aren't really suited to growing much of anything.
  16. Pretty sure there's an Ignore feature on your forum profile that you can use for that.
  17. I would assume it'll have its own separate thread.
  18. Hello, and welcome to the forums! Hmmmm, try checking to see if you're running in Windowed or Fullscreen mode. You might try Fullscreen + Always On Top; my guess is that while you're playing the mouse might not be locked to the primary screen, and you might be moving the cursor off-screen for some clicks without realizing. Setting the mode to "Always On Top" will keeping the game maximized even if this happens. If that is the case, there's probably a better way to fix it, though I'm not sure exactly how. The other thing you might check is the Windows taskbar settings, assuming you're playing on a Windows machine. That's if the game minimizes when you click the specific part of the screen where the Windows taskbar would otherwise be. I think I had an issue with that once, and the most I recall is playing around with the taskbar settings until I got it fixed.
  19. I mean...I just wrote up a quick response before going to bed, trying to outline how one might begin making a mod like the concept requested, but also trying to point out why that might be the more frustrating route to take. I'm not a modder--I've made like...a handful of mods/textures for a couple of games, and those were just minor tweaks for my own personal enjoyment. In that limited experience, it took me several hours worth of work just to make something that wouldn't crash the game, and then another few hours or so hammering out the remaining issues until the project is something actually playable. The more stuff that's involved with the mod, the more effort it takes to get working. That's also why I tend to try to find a pre-existing mod that accomplishes what I'm looking for first; it's less work and frustration and I can jump back into playing the game. Hopefully OP can find what he's after.
  20. So if I'm understanding correctly, you're already using a mod that either modifies the vanilla forge, or adds its own separate forge item? For making a mod the best starting point is probably poking around in the game's code until you find the bit for the forge, and then copy/paste what's written for accepted fuel and modify it to accept peat/firewood to use the same model and burn at the same temperature and duration. Which that will be time-intensive, but the bigger issue that I see is if you're already using mods that change how the vanilla systems work, you'll either need to remove those mods, or do extra work to make sure whatever mod you make is compatible with the others that you're already using. In any case...I agree with @Thorfinn. It's likely going to be much less hassle to build a bigger charcoal pit(more charcoal per firing), cheat in charcoal, make a recipe mod instead, or just find a mod that already does something similar(like make charcoal easier to get).
  21. I think it's unintended behavior that hasn't really been fixed yet. The main drawback to using this strategy is that you're depriving yourself of the health gains from nutrition. It's not a tactic that's all that useful in the mid-late game, and in the early game the health is more beneficial.
  22. After fiddling around a bit more with the update, especially tinkering with stuff in creative mode...yeah I'm inclined to agree that it's best to wait if you're inclined to sink tons of time into a specific world. I don't know if it's just the map I got for my survival world, or if the devs tweaked world generation a bit, but it feels somehow...smoother...than it was before. Less jagged on some of the landscape, some rolling hills on occasion. I don't really know how to describe it, but I did stick to standard world generation. In regards to where the story might go I can only guess. I've got some theories and if they hold true we're in for one wild ride for sure. Of course, even if they're bogus, I'd wager we're still in for the same!
  23. Reminds me of a bug with the mannequins in Skyrim--one started teleporting behind a friend of mine when he was doing the Soul Cairn quest.
  24. 'Murica! In hindsight you probably could get an additional meal or two out of a chicken, if you're combining the meat with vegetables and such. It's been a while since I wrote the initial post, but I was angling toward meat being the majority of the meal involved. Assuming the chicken is the main part of the meals for the day, it's probably still not going to last more than a day, maybe two, for an active individual. I dunno, in my experience chickens tend to be pretty flighty critters, although it does depend on the breed of chicken. The ones in Vintage Story are similar to the English game bantams and jungle fowl, which are more skittish than their larger counterparts. I don't usually have an issue with spooked chickens in the game though. Typically I'll locate the pen in the less active portion of my base, and spend more time outside of my base while waiting for eggs to hatch. Chickens also mature fairly quick, so it's easy enough to reach generation 4+ where they stop spooking quite so easily.
  25. Good point. Especially if all the other tiles are halfway grown and the others have yet to grow at all. I seem to recall someone having crop difficulties because some tiles were in the shade instead of sun, but that doesn't seem to be a factor here.
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