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Everything posted by LadyWYT
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game mechanic Ability to disable area based temporal instabilities
LadyWYT replied to bozgi's topic in Suggestions
Players can already achieve this by disabling the temporal stability mechanic under the Temporal Stability tab in the world settings. Rifts and temporal storms will still occur and monsters will still spawn, however, you won't have to worry about building in unstable areas at all. In regards to some sort of machine that stabilizes an area when powered--I could see that being a thing. However, I would expect it to be very late-game Jonas tech, and there are other options I'd rather see than just a device to stabilize an area. Something like a forcefield generator or steampower generator/locomotive would be more interesting. As for tampering with chunk stability otherwise, there is this mod: https://mods.vintagestory.at/show/mod/8582 -
Pretty much any nightmare-level monster can kill a player in 1-2 hits, if the player is unarmored/has low-level armor and assuming default settings. Bronze armor enhances survival chances by quite a lot when facing most threats, but it's not until you reach iron equipment that nightmare-level monsters start being a little less of a threat. Steel is preferable, as it will soak up a major chunk of the damage, but I wouldn't say nightmare monsters ever stop being dangerous, especially when there is more than one. If the shivers aren't that fun to fight, I'd recommend looking for a mod that disables them, or otherwise tuning your game settings to make combat a little easier. Increasing the player's health will need to be done at the start of the game, as I don't think you change this setting after creating a world, but more health will help you survive attacks. Likewise, turning down the amount of damage that enemies are able to do(by default I think it's 100%) will make them a little easier to deal with should you be caught off guard. What I do in the early game is typically go hide in my cellar. The space is small and cluttered enough that nothing should spawn in there at all, but not so small that I can't make a little spot for panning/clayforming. Of course, sometimes I just lock myself in a dirt coffin and go AFK for a few minutes while the storm passes. Shivers need a 2x2 opening to fit through, and cannot climb fences. Poking at them through a doorway/small hole or from a fenced off area are options. However, keep in mind that more than shivers can spawn in storms--bowtorn are nastier when it comes to damage, especially when there are multiple. It wouldn't surprise me if the spawn ratios still need some tweaking--I think there have been multiple tweaks over the course of 1.20. From what I've experienced with the last couple of versions, the ratios have felt mostly fine to me; it's just a matter of getting used to how the new mobs operate and developing strategies to deal with them.
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To place items such as tools on the ground, you'll need to hit Ctrl+Shift+rightclick. For items like bowls, crocks, and cookpots, it's Shift+rightclick. For blocks, it's just rightclick. A bit convoluted, but I presume those controls are wired that way in order to help keep players from accidentally placing items that they mean to be using, onto the ground.
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Hmmmm...I downloaded all the mods and tested on the latest stable version, didn't run into any issues. So yeah, I think you're right in that it's probably not a mod(unless I missed something). I would make a copy of your world and try @traugdor's suggestion to see if that fixes the issue. I'd also go report the issue over on the Github bug tracker, in case it's a lurking bug with updating older worlds to 1.20.
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Glancing at the mods listed above, they're not all up-to-date with the current version(1.20.1), but as to which one would be causing the problem I'm not sure. Sometimes older mods will still function on a newer update, depending on what the update included, but it's not always a guarantee. Best to either wait for the mods to update to the current version before continuing to play that world file, and stick to vanilla and mods that are up-to-date with the current stable version. If you have a lot of builds on the old world that you want to keep playing with on a fresh file, you should be able to turn them into blueprints with the World Edit tool, and use World Edit to place them wherever you'd like in a new world. I'm not too familiar with World Edit so I can't offer much for pointers here, but the Vintage Story team recently released a tutorial video on the tool, which you can find using this link: One other note on starting a new world--if you'd like to use the same seed, you should be able to copy the seed of your old world using the Edit button on the right side of the world selection screen.
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Prospecting pick not working v1.20.1 anyone else??
LadyWYT replied to gty82394's topic in Discussion
The prospecting pick still works, however, when used it doesn't automatically pull up the text box with the information like it did before. You'll have to hit Tab and manually switch to the correct window. Unfortunately, the issue isn't just limited to the pick--it also applies to the temporal storm warnings. A buddy and I got caught off-guard yesterday and while it did make the storm much more exciting...I'd much rather have a warning so I have time to prepare! -
The Stick Quest So I was digging about in the game files earlier and bumbled across something rather interesting in the portion that contains character dialogue. Apparently, there is(or was) a potential scenario intended with a trader, in which they could give you a quest to fetch them a stick. Judging by the text, the scenario would play out something like this: *Player annoys trader constantly, then asks for a quest* Trader: "Yea, get me a stick so I can smack you off my property!" *Player leaves, returns later with a stick* Trader: "Wow thanks so much, now get off my lawn!!" *Trader proceeds to smack player with the stick* Now I'm not sure why that code is there, or if it will ever be used...but I really hope it's added someday just for the comedy! There was also a scenario where the player could ask for free stuff, and receive a single piece of garbage(rot) for their insolence.
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Hmmmm, if it's not a mod issue, then it's probably a bug with the story structure, unfortunately. Those are supposed to be iron bar gratings covering the openings, which are primarily cosmetic. You should hopefully still be able to enter the structure and complete the mission there. Edit: In case you need a hint on how to get inside...
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Judging from the patch notes, it seems that players were able to do that in previous versions, with that exploit now being fixed.
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Part of me really hopes the nickname sticks now, so it can go right up there with Dave the Time Giraffe.
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It's probably due to the color of red clay--a deep red color would realistically taint those particular light shades of daub. Blue/fire clay have lighter tones, and trend toward the blue/tan side of the color palette, so they make more sense for those particular colors.
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This feature already exists--just toss the crock/other dish into some water to wash it out(does not work on dirty cookpots). I think this is also in the game, though limited to Halloween time IRL. Not entirely sure.
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Pear Tree naturally generated next to a Pink Apple Tree
LadyWYT replied to Slump's topic in Videos, Art or Screenshots
Happens more often than you'd think. Always neat when it does happen, but I do prefer a little more space between trees. When they generate like this they can't grow all their branches, so you get lower yields of fruit from both. -
Welcome to the forums! This mod covers pemmican, as well as a variety of other foods: https://mods.vintagestory.at/show/mod/28 For smoked meats, I believe Primitive Survival adds a way to accomplish that, and for more crops the Wildcraft mods cover a lot of ground. As for preserving meat otherwise, some decent methods already exist in the game. Salt curing greatly extends the shelf life, though it requires either locating a salt dome or purchasing salt from a trader. Fresh meat can otherwise be cooked into stews and sealed in crocks--when stored in a cellar it should last a little over a year. Otherwise, I daresay more food and preservation techniques will probably be added later on. I don't think it's a priority right now, given that we already have a decent variety available and there are other gameplay loops that need fleshing out first.
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Hmmmm...the boss is supposed to fly away when you win the fight, and you should have been able to remove the Lens and turn it in to complete the quest. You could try replacing the Lens via creative mode and removing it again to see if that can trigger quest completion, and I'd also test that quest on a fresh world(using creative to get through the steps faster) to make sure everything is working. The only other thing I can think to check is your modlist, if you're using mods. Testing on a fresh world with all mods disabled should tell you whether or not a mod might be the cause of the problems. Otherwise, it sounds like you've encountered a bug that's managed to escape being fixed, so I'd go report it on the Github bug tracker.
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I forget which bridle is which, but you need to hold Ctrl with one to gallop, and simply tap Ctrl to start galloping with the other. Though I do recommend slowing down for very rough or forested terrain, if you're riding through those areas rather than skirting around.
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Shivers are a different beast entirely from the drifters we had before. They do tend to be on the quiet side, making nothing more than a soft clicking sound unless they are spazzing out or have caught a whiff of your presence(in which case they'll emit a raspy growl). High level shivers will take the idle behavior a step further by occasionally ramming their head against the floor or a nearby wall. As for fighting prowess, shivers are currently the fastest monsters and have a bit more health than the standard drifters. They're able to climb over obstacles up to two blocks high, though they can't climb over fences(currently). Their general tactic is to rush up to the player and get a bite or two in before scuttling away for a short time. Their main drawbacks are self-sabotage(when they spaz out, you can get some free hits in on them) and their size; they need a 2x2 space to move through, if I'm not mistaken. Generally, you shouldn't be encountering them as often as drifters. They tend to be most common in temporal storms, although that depends on the enemy spawning pattern of the particular storm. The higher tier shivers seem to be more tenacious about attacking the player as well, compared to the lower tiers. In any case, caving is a lot more dangerous now if you're under-equipped. Those who venture in will probably wish to bring extra healing items and, as @Thorfinn suggested, stick to periods of lower rift activity.
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Rusty the Frog All right, one more silly story from earlier today. I was exploring the Resonance Archive with a friend(it was his very first time in that place!) and basically just played bodyguard, for the most part, while he lead the way and solved all the puzzles. He was rather spooked by the hum of machinery and the large contraption looming in the middle of the room(you'd think a clockmaker would be used to machinery), but eager to explore and tame a locust(dubbed Steve). The workshop was perhaps where we hit the first hiccup, since he asked if there were any real bells inside and I feigned ignorance. Needless to say, he survived his first encounter with a bell, with Steve there providing plenty of support by taking a nap outside the entrance tunnel. Alas, poor Steve would take his final rest down in the mines, where my clockmaker friend replaced him with Steve the Second--a stronger corrupted locust. Now I am happy to report that Steve the Second survived, perhaps because his master made him wait in Engineering while making the last repairs on the machines. The clockmaker had expected the fortified door at the back of the room to open once the machinery was repaired--that had to be the way, since there was a "large rusty frog" sitting in the room beyond. It was at this time that I pointed out that since the door did not open, it must just be scenery, and that this was probably how rumors like "Douglas the Death Frog That Croaks in the Night" are born. We went to go check the library doors after that. The clockmaker tried his best to climb over the pile of rubble blocking the hallway, but we ended up opting instead to clamber down some rusty pipes into a large hole in the floor. It was here that we made the most important discovery: it was not, in fact, a rusty frog in that room. I would like to report, dear reader, that we both survived the ensuing battle without issue. However, clockmakers aren't meant to fly(neither are Blackguards, for that matter), and it was towards the end of the fight that the poor fellow simply collapsed. As luck would have it, I packed extra bandages for just such an emergency, so all was well.
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I'll also note that I think a better alternative to a thirst mechanic in the vanilla game, is giving the player better reasons to make and drink beverages to begin with, and not just for survival instincts. Reasons like temporary buffs: Alcohol, when consumed, could allow players to shrug off a small percentage of incoming damage for a short time. Of course, since it's harder to control a drunk character, frequent consumption of alcohol is ill-advised, especially if a player intends to be doing something that requires more precise actions. Stronger alcohol could give a larger benefit to damage reduction, while of course getting you roaring drunk much faster. Milk already has a definite benefit, in that it increases dairy nutrition rather quickly, which in turn boosts a player's health. As for juice, I'm not really sure which benefit you could give here, aside from the extended shelf life it already offers. And while it may not currently hold a lot of nutritional value, it doesn't have much saturating value either, making it a good idea to finish your meals with a drink if you need to replenish lost nutrition quickly(you'll get hungry again much faster).
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Elk question: Can you ride an elk through a translocator?
LadyWYT replied to Maethius's topic in Discussion
Oh, that might be more manageable then. If you've claimed your elk with a medallion, you should be able to call it to you with a bone flute. If it can't pathfind to you, then it will just teleport instead. The range is limited, but as long at you're not going something like 100+ blocks away from the elk and trying to call it, it should work. -
Out of curiosity, assuming that you're playing 1.20: do the monsters look like the ones from this thread? I haven't yet noticed any issues with the new monsters in the stable release, but it seems that more tuning may need to be done(would not be the first time 1.20 has had issues with monster spawns). In which case, it's very possible you're running into scuffed spawns and not normal ones.
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Elk question: Can you ride an elk through a translocator?
LadyWYT replied to Maethius's topic in Discussion
Hmmmm, I've not tried it, but given what @Brady_The said I suppose it's possible. Depending on where the translocators are situated though, it may be much less effort to just ride for those 5k blocks instead of sinking time and effort into making the translocators elk-accessible. The elk is pretty fast and 5k is only a half-day or less of riding. Translocators, on the other hand, tend to be deep underground in rather claustrophobic places, which means you'll probably need to do a lot of digging on both sides to get your elk in and out(I don't know how much you could cheese with the whistle). Elk need a 2x2 minimum for navigable space. -
Hmmm, you might look into mods like this: https://mods.vintagestory.at/show/mod/6561 I don't know if that one in particular works on the stable 1.20 release, so if you go with that one you'll want to test it first. Another option is just turning off the rifts in your world settings. No rifts means no monsters on the surface--they should only spawn underground(or possibly a very dark enclosed space) or during temporal storms.
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Hmmmm, just to be on the safe side--have you checked the mods that you're playing with to make sure they're updated for 1.20? Older mods sometimes work on newer versions, but it's not always a guarantee. If I'm recalling correctly, someone else had trouble with HUD mod crashing their game, since that mod was not yet updated(though I'm not sure that that mod is the culprit here). In any case, I would test a new world without mods to make sure everything is working okay in vanilla, and then do some additional testing as you add your mods back to your game to make sure that everything is still working as intended before returning to the backup of your original world(I would also make a backup of that backup before playing on it). If you do run into a mod issue, you should be able to disable it for the time being and continue playing, depending on what it adds. If it's a mod that changes gameplay mechanics significantly, or adds a lot of blocks/items/entities, you may not be able to disable it without breaking that world, and need to wait for that mod to update before that world is playable again.
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Welcome to the forums @FireSB42! I think the second message is mainly intended for server owners, telling them where to find more detailed information on problems that occur, which can be very useful especially if the problem ends up being something other than the authentication servers being on the fritz. The servers should be fixed by now--friend of mine tested his earlier this morning and it was working just fine.