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Everything posted by LadyWYT
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Welcome to the forums! If you had a crash, and suspect that to be the cause of the missing blacksmith, I would report it over on the github bug tracker. Even if it's not the cause of the missing blacksmith, it doesn't hurt to report game crashes anyway, as it helps gets lurking bugs swatted.
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To my knowledge, story locations are generated at the world's creation. When a new story update drops, the new content is automatically added to old worlds, as long as lore content was enabled. I'm not sure that the game will prompt you to let it place missing story locations though for a world that was created with lore content disabled, hence why I figure you would have to place the locations manually. Ruins and traders don't quite operate the same, to my knowledge, so I would expect those to just generate in unexplored chunks if you switch the lore content on. In any case, you can always try it, and see what happens, but I would make a backup of your world first in case of unwanted results. The easiest way to tell if the story locations have generated automatically, aside from a prompt telling you it needs to remap certain areas of the world, is finding a treasure hunter trader and completing a short quest. The quest reward is a map to the first major location, and if the map doesn't give you a marker, then the story locations haven't spawned and you would need to either place them manually, or start a new world. By starting a new world with lore content enabled though, you would need to go through the steps of progression again, but you could also rest assured that everything generated as it should, where it should. EDIT: I tested this myself just now, creating a Homo Sapiens world, enabling lore content via /worldconfig loreContent true, reloading the world, and teleporting to a few of the story locations to make sure they spawned. The game doesn't prompt you to remap areas at all--it looks like it will just generate the structures automatically. I would still make a backup of your world, just in case, but otherwise it looks like you should be able to enable lore content in your current world without issues!
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Welcome to the forums! As best I can tell, this seems to be caused by a coding error in one of the mods...at least that's my best guess. I'm not sure which mod though. I would check to make sure that the mods are all the appropriate version for 1.20.12, just in case there's one that's perhaps made for 1.21, or otherwise out-of-date. Out-of-date mods do sometimes work on newer versions of the game, but not always. Aside from that, you could test each mod individually(or each mod + any other mods it may require) in singleplayer and see if you can reproduce the issue. If the issue happens again, then you know exactly which mod is responsible.
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Welcome to the forums! To my knowledge, there's not a designated spot for sharing such. The best I can think of is posting some screenshots of the build over in the Builds section of the forums, and include a download link for the schematics in your post. I think you can upload .zip files to forum posts, but if not, there are other options like Google Drive and such.
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I wouldn't call bowtorn quiet, exactly, but the screeching noise they make before they shoot at you can be difficult to notice since they tend to be fairly far away when they target you. Even with good hearing, it can be hard to pick out due to that distance, especially if there is a lot of other noise around(such as rain, leaves rustling, shivers growl-hissing, etc). Sometimes I get spooked and dodge behind a tree out of reflex because I think I hear one, only to figure out it was just my imagination. That being said, I hope there's a subtitle solution soon. Aside from being a great accessibility option for those who need it, it would also help identify creature noises and things added by mods, potentially(looking at you, Fauna of the Stone Age). In the other block game, it was great for tracking how many mistakes you had available in the Deep Dark before a warden appeared.
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Technically all you really need is...whatever suits you for your particular gameplay. That could mean shoving everything into a dirt box, roughing it out in the open, building an elaborate fortress, or just build a little village with a special building for each different task. If you're into mods and don't like monsters, but would still like a nice challenge and trophies to go with it, I recommend checking out the Fauna of the Stone Age series. The series adds different kinds of animals, all of which have their own pelts and taxidermies, which makes for a fun time building a trophy room/hunting lodge. There are several modules to choose from too--some add aggressive creatures and some add more passive wildlife. There are definitely bigger ruin types out there, but they're a little more rare to find. Though I do feel that ruins have seen some improvement in 1.21 in that regard...either that, or I've just been lucky with my test worlds. Automation isn't as hard as it sounds. If you get lost, there are various tutorials you can look up online to help you get started, but the handbook itself explains things pretty well. Generally, the automation doesn't get complicated until you start trying to hook multiple things up to a central source of power, in which case it can be tricky. The easiest method for just starting out is to start with a basic windmill, and either swap out parts as needed(helve hammer, quern, pulverizer, etc), or invest in the materials to make each device its own windmill(which will take some time to accomplish). As for the quick rundown on the aforementioned devices...the quern will let you grind up grain into flour, and softer rocks into mineral powders. The pulverizer is used for crushing harder rocks and various ore into mineral powders--depending on what you need to crush you may need to invest in high tier metal for the pulverizer caps(some minerals require iron or even steel caps to process). The helve hammer removes a lot of the tedium from smithing, since it can turn iron/steel blooms to ingots, and ingots to plates--both of those things take quite a bit of hammering if you do it manually. Keeping in mind that when it comes to automation though...the machinery only functions when there's enough wind to power it. If there's not enough wind, you may need to invest in a better windmill(5 sails is the maximum size), wait until it's windier to accomplish the task, or just do the task manually.
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You need charcoal or coke to stick in the coffins with the iron; for the actual fuel piles you burn underneath the cementation furnace any coal should do. I think brown coal might be slightly more inefficient regarding burn time, but it's a negligible difference(only an extra piece or two). I tend to use brown coal when I can, since it tends to be rather easy to find and is less work than making charcoal. If I don't have access to brown coal though, then charcoal is my go-to since it's useful as both a fuel and carbonization material, and easy to acquire(if a bit tedious). I just build a fairly large charcoal pit in that case so that I will have plenty of charcoal to work with, for quite a while, before I need to actually fire up another charcoal pit. As for black coal, I use it when I have it available and don't have something else on hand, but black coal I prefer to save for crucible smelting since it has the longest burn time.
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It does. I've done it a few times, sometimes intentionally.
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Or just limit it to the warmer climate bands, where it will drop to around freezing at the coldest, occasionally, which isn't great for snow but perfect for ice.
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Right, but the latest poster having issues was running 1.21, which is what I was referring to.
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I'm pretty sure that you can change most game settings after starting a world. For lore content specifically though...I'm not sure. I'm guessing if you can though, then you'll need to explore new chunks in order to find things like ruins and traders, and you'll need to manually spawn and place all of the story locations yourself. I would just start a new world with a setting that supports lore content, to be honest. That will ensure that everything generates as it should(barring any bugs).
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1.21 runs on .NET 8, not .NET 7, so I'm guessing it's not the cause of the leaks.
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Welcome to the forums! This is one of those ideas that I don't know whether I love it or hate it. IRL, ice storms can make the landscape look interesting, but are a pain in the butt to deal with. I'm not really sure how that would translate to actual gameplay either. It seems the kind of moderate disaster that would be a rare nuisance-type challenge, similar to the heavy hailstorms already implemented, in that it's a bit troublesome to deal with while the effects are present, but it's not a base-destroying monstrosity like a tornado or anything. I think the general implementation I could see, is just adding a sheet of ice over the appropriate outdoor blocks(that is, anything not under cover), and letting players and most other entities slip and slide around on those blocks as if they were actual ice blocks. Such an event would be a rare occurrence, and the ice storm effects would disappear after a couple of days(because otherwise that ice isn't disappearing until late spring!) to help ensure that it remains an interesting weather event rather than become a total pain in the butt.
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Incidentally, Vintage Story should prompt you to install the correct .NET version for the game version you're trying to install, if you don't already have it. I was prompted to download and install .NET 8 when installing the 1.21 release candidate.
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In my experience, hides always seem to drop from hares whenever I don't need them, and don't drop when I'm actively hunting for them. If you need small hides specifically, foxes and raccoons tend to be a better source. For pelts, I prefer hunting pigs, since they give a good bit of meat in addition to the fat needed to oil hides for pelts. I would chalk it up to bad luck on the drops though. It happens.
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I will note there are still a couple of memory leaks lurking in the rc, but from what I've seen of them, they're relatively minor compared to the one before. That being said, I've been watching the github, and a few others have been reporting various crashes, so it's worth reporting in case this is a related issue.
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Gotcha. I would 100% submit a bug report then, as it could be an issue related to the unstable release. What were you doing in the game before it froze? I know that I encountered a pretty bad memory leak on a previous unstable candidate and nearly had a BSOD(managed to close everything and shut down normally, at least), but that bug has since been fixed.
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Trying to steer the thread back on topic--I think this is a great point, and maybe one missed in the "About" section of the Vintage Story home page, or a point missed by many in the playerbase. It is early access, yes, but I'm not quite sure it's the conventional sense, as much as it is what you stated--it's an early version of a finished product, with planned expansions as work progresses(and you don't have to pay for the new content). It's not unheard of for games like this to operate like that--Minecraft did pretty much the same thing: offer an early version of the finished product, and then add more content over the life of the game. Point being, they're both still technically early access, but it's two different "game plans" regarding such, so to speak. I'm not sure that Minecraft could have been successful if Notch had tried to build it all at once, instead of making a solid foundation and building off that over time. Same case with Vintage Story--the game needs time and resources to develop, and one way to get resources for such a large, ambitious project is to release a solid early foundation to build off of, and add to it. That also comes with the advantage of having player feedback earlier as well(both good and bad), so bugs can be rooted out more efficiently and gameplay can be balanced a little faster(how many times have chapter 2 challenges been adjusted from their original incarnations? It's been a few!) While I don't agree with all of OP's initial remarks and sentiment, I can also understand why @cosmobeau and others might have a pretty heated kneejerk reaction to the news. The gaming industry isn't in good shape right now, for many reasons, and old titans are falling. Anego Studios isn't immune to making mistakes, certainly, but from what I've seen, Anego Studios has been making some great decisions and hasn't been making the mistakes that others have been, so I think Adventure Mode will turn out well as a result. I'll also note that Adventure Mode, while touted as a separate game(eventually, it may or may not begin life as an alternate mode for VS, similar to Homo Sapiens), is not the only game that Anego seems to be working on. I recall seeing a teaser for another game project in one of the News bits a while back(though I can't seem to find said teaser now ), that looked similar to Ty the Tasmanian Tiger and other oldschool adventure-platformers, so I would assume it's maybe something along those lines. Hard to say for sure, but in any case, Vintage Story is not the only thing that Anego Studios has cooking at the moment...it's just the game that everyone is most familiar with, for various reasons.
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Welcome to the forums! This is my primary suspicion. Small creatures like fish and hares frequently don't drop meat, so it's possible to get unlucky with the rolls and not get any meat despite having a handful of kills, even moreso if you are playing a class like Tailor(which penalizes animal drops). In 1.21(currently unstable), the drops from fish have been improved, so that they consistently drop at least one fillet on average, sometimes two(unless it's a reef fish--those aren't for eating). However, the satiety value of fish was also cut in half for balance, in regards to that change. In any case, it sounds like the fish are working as intended. If you've killed several hare and chickens, you should have gotten some meat though...but that's assuming you're the one that killed them. If you're harvested another predator's leftovers or a crushed carcass, the drops will be reduced, and it's unlikely that you'll get meat if you do get a drop. I'll also note that for hares to have drops, they also need to be adults--the babies(small brown ones) won't drop anything.
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Sounds like you've got the release candidate installed, which is unstable. I would go report the issue on the github bug tracker, and then download the latest stable client(1.20.12) and try that instead. You will need net .7 for 1.20.12 stable.
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It would also be nice for those ruins you run across that don't really have anything of particular value in them. Then instead of just looking at it and going "oh...yay...more junk", you can just break it down for some scraps of raw material instead. The one drawback I can think of for that, is that if you can just break the clutter with your hands then you could potentially get some incredibly valuable items early in the game, with relatively little risk or effort.
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Welcome to the forums! I will actually run counter to what others have already suggested on this, and say...it depends. Do you enjoy building and actually want to have them in separate buildings, or do you prefer having everything conveniently in one general location? What my friend and I usually is power everything with one windmill so that everything stays in one general work area, and have our living quarters somewhere else nearby. Doing this requires some engineering though, as you will need transmissions and toggles for every contraption that you add to the windmill--it won't be able to power everything at once. I would also argue that it really doesn't need to either; what we generally do is switch on the helve hammer when we need to work blooms/plates, and otherwise switch on the quern or pulverizer as needed when the helve hammer isn't in use. One thing I haven't seen anyone mention yet...trophy room. If you like collecting things, you absolutely need a trophy room, and a library to go with it to store all those lore books you'll run across(if not playing Homo Sapiens). Many things you can store in display cases, while books you can stash on bookshelves. Scrolls and tuning cylinders can both be stored on scroll racks. As for paintings and tapestries, these are great for decorating walls, and you can put your chiseling skills to the test by building custom frames for them. I'd also recommend a storm bunker, for those times you just don't want to deal with the temporal storms. Even if you have sleeping through them enabled, it's still nice to have a safer spot to sleep, just in case a booger spawns.
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Welcome to the forums! Unfortunately I'm not sure that there's a good subtitle option out there currently, although I would be surprised if the feature wasn't added to the game itself some day. There is this mod, but it's quite out of date, and may or may not work anymore. https://mods.vintagestory.at/show/mod/496
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Here you go: https://github.com/anegostudios/VintageStory-Issues/issues
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To me it seems pretty stable, but that doesn't mean there couldn't be an issue lurking somewhere. Best to go visit the bug tracker, take a look at the recent reports, and decide for yourself whether or not you want to mess with the release candidate.