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Everything posted by LadyWYT
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Do the spawns go back to what they were before when you remove the mod? It sounds like the mod has some issues and is causing unintended consequences. One thing to check in that regard is to make sure it's been updated appropriately for your game version. When mods change the spawn rules(and it seems the one you installed does), then it's a little tough to say exactly what the new rules are. For the vanilla game, the room just needs to be well-lit(typically with lanterns or chandeliers), and cluttering it with decoration and pelt rugs can help cut down on spawns, at least in my experience. Make sure there aren't rifts nearby that enemies could be spawning from, and also make sure that the enemies can't find their way in via open doors and whatnot. If rifts are disabled that will help cut down on spawns, but if the interior still qualifies as an enclosed "cave" type space then it can still spawn monsters if the light level is low enough. Unfortunately, there's not a way around this outside of using mods, at least to my knowledge. The good news is there seems to be a good handful of mods that try to tackle the issue in different ways, so if the one you have installed now isn't producing satisfactory results there's a few others to try.
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Is there a way to move a 'blueprint' of a build between worlds?
LadyWYT replied to EchosofaDreamer's topic in Questions
This mod might accomplish what you're looking for, but I would recommend testing it before you fiddle with a cherished world, and making a backup anyway if it does turn out to be suitable(you never know when something will go wrong): https://mods.vintagestory.at/fieldwright -
Welcome to the game and forums! Firing a ranged weapon should be as simple as holding right-click to charge and releasing once you're ready to shoot. The only issues I've run into are with using bows--sometimes the shot does not fire. Spears I haven't had issues with though. Are you using any mods? Sometimes mods can have unintended effects on gameplay.
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Welcome to the forums! They technically exist in the game files, but cannot be cultivated or otherwise obtained outside of the creative menu. I think the reason for that is the plants were meant as an experiment for crops that could have more than one harvest per planting, but it was quite buggy when implemented so the devs disabled it until that kind of feature can be properly polished. There are, however, mods that add bell peppers, if you're open to modding your game.
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Welcome to the game and forums! Sounds like you may have encountered some kind of bug, though if you are playing with mods it could be a mod issue. If it's the vanilla game I would report the issue over on the bug tracker, and then start a new world as your current world file may be corrupted and I'm not sure that it's fixable. If the issue happens again on a new world, then you may wish to reinstall the game, as it's possible something in the game files itself has been corrupted. In the event you're using mods, the general method of troubleshooting, if there is no obvious culprit, is to disable them all and then re-enable them one by one, testing each as you do so until the issue resurfaces. However, with issues that are difficult to reproduce(as this one might be), that may not be the most useful option. One thing to check is to make sure that your mods have been updated for the game version that you're playing; older mods sometimes work on newer versions but there's no guarantee that they will. For 1.22 it's especially important to check, since there were some changes to the code and a lot of older mods will no longer function correctly. This isn't the intended playing experience. Unfortunately, it's just really bad luck with spawn. You might want to write down the world seed(the one with the floating islands) and report it over on the bug tracker as well, at least assuming you still have the world file in question. One thing to check here is your world generation settings, as changing things from defaults can sometimes have unintended consequences. Notably, increasing water coverage and decreasing land coverage tend to result in more island spawns that may or may not actually be viable to play.
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I'd propose letting traders be interested in colored ceramics, and perhaps buy the plain stuff for cheap on occasion. As it stands currently, by the time you get a beehive kiln up and running you've already got pretty much all the ceramics you'll need, and throwing away old stuff isn't too satisfying. Wouldn't mind seeing building traders sell hatch doors on occasion as well. They can already sell iron doors, so selling the hatch doors gives players a way skip some of the production process, if they're willing to pay for it. I'd rather see some glaze options instead of a smaller kiln. Some glazes could be easy to acquire and fire into different basic colors in a pit kiln, giving players the option of a few more pottery colors early in the game. Other glazes could require higher/more precise firing temperatures to produce better colors, meaning that the player will need to build a proper kiln.
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Failed Login and Inability to reset password or Contact Devs.
LadyWYT replied to William Unsicker's topic in Discussion
https://www.vintagestory.at/support/ Try that link maybe? I could access support just fine from the Client Area, but the Need Help? tab can also take you to support. You could also try DMing one of the moderators or reaching out on the Discord. Could also try a different browser. Otherwise I'm not sure. -
Failed Login and Inability to reset password or Contact Devs.
LadyWYT replied to William Unsicker's topic in Discussion
I would double-check your information to make sure that you're using the right credentials, since forum and game accounts are different, as well as make sure that you're typing the information correctly. If you've been through the standard troubleshooting steps and had no luck, then it's time for a support ticket. Support can usually fix the ticket within a day or two, in my experience, though it may take a little longer on weekends and depends on the ticket issue and their workload. -
Trenchers and bread bowls. The bread bowl is fairly self-explanatory; you can put a serving of stew or soup in it and then just eat the whole thing, leaving the inventory slot free after. As for trenchers...those are basically just a thick slice of bread(typically stale) that serve as a plate. They soak up juices from the food and you can eat them afterward, feed to an animal, or just discard in the compost pile. Sandwiches could be a decent travel food. The player could carry loaves of bread, cured meat, and pickled vegetables and simply use a knife to slice things up and the crafting grid to make the sandwich. While other ingredients could be viable as well, I mention those specifically since it would be a great way to handle supplies for travel, especially for the really long trips.
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I'm guessing probably not, since grasshoppers probably count as entities, despite only being a pixel. Particles probably just refers to the particles that appear when breaking a block, or the ambient particles that appear in high winds or otherwise appear to help enhance/indicate fire, smoke, and falling leaves/snow. But that's just a guess.
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Am I forgetting something that makes monsters spawn immediately?
LadyWYT replied to Apothecary's topic in Discussion
That's probably as simple as deleting the sound files, or otherwise replacing that sound file with something that has no sound. A mod for that does exist, but it's out-of-date, so it may not work anymore. https://mods.vintagestory.at/show/mod/15638 I'm not sure there is one. The closest I can recall seeing was a mod that made rift activity increase the closer a temporal storm was, with the monsters only being able to spawn from those rifts during a storm, and rift activity calm down significantly for a few days after a storm. However, I can't seem to find it now, so I'm not sure if I'm just searching the wrong terms, overlooking it, or whether it's been deleted from the database. -
I'm guessing most of them probably wouldn't like Blackguards. The treasure hunters might, since Blackguards are tough enough to go delve into a dangerous ruin and live to tell the tale and share the goodies, but at the same time, that same strength means the Blackguard might just settle for considering the trader's home to be prize enough and allow them to take it by force. Given the personalities you suggested though, it could just mean that it takes a Confident trader to act completely unphased when dealing with unfamiliar Blackguards. Cautious traders might actually lock the door and refuse trade until the Blackguard in question has completed a small quest or two. Shady traders seem like they could go either way--being confident enough to assume the Blackguard might have be one of the less scrupulous ones, or being overly cautious and requiring a "favor" before they'll let their guard down.
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Welcome to the forums! Valheim uses this system, and I hate it. In my experience, all it really accomplishes is shoehorning the player into only eating the same couple of meals to get the maximum buffs for whatever it is they're doing, and if the player doesn't have easy access to whatever the best option is there are going to be complaints about getting stuck with a suboptimal option. With the current system in Vintage Story though, there are some minor differences in food, such as redmeat being more filling than other protein options and cranberries being less satisfying but spoiling at a slower rate. However, the player can vary their diet as much or as little as they want. Want to cook something unique for each day of the week? You can do that! Want to subsist on nothing but turnips and meat pies? You can do that too! Do you just absolutely love blueberry pie for some reason and want to make that a staple? You can do that and not get punished for it! Regarding bushmeat, the lower satiety value is, I believe, meant to demonstrate that the meat is tough and general unpalatable for a meal, as well as meant to push the player to be picky about what they hunt. Otherwise, you end up with players just relying on bear pits, wolves, and small animals like foxes and raccoons that are plentiful and easily caught.
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Ah yeah, that's the one!
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To ramble about some of the design process for the Expanded Stomach mod, @Teh Pizza Lady and I ended up opting for a system that allowed the player to burn off a percentage of body fat to avoid starvation damage, at the cost of taking all the avoided damage at once if they hit the limit without eating a good meal(full 1500 points) to reset the counter. This design allows the player to go a little longer between meals or burn off some excess fat quickly if needed, while still pushing the player to establish a good food supply and preserve food for the winter months. I could see a similar system working for the vanilla game, potentially, though certainly with some tweaks. Instead of draining health as soon as the player runs out of satiety, the player could be locked out of part of their health pool--say, 2 HP--if they didn't get enough to eat(requires a set minimum daily calorie intake). That doesn't sound like much, but it adds up pretty fast, and is compounded further by the player's health pool shrinking from nutrition loss. To unlock the health points, the player needs to be well fed for that day; unlocking multiple days' worth of HP will require several good meals. Going without enough food for multiple days in a row can impose negative related status effects, such as reduced movement speed, reduced work speed, and reduced attacks. Dying will remove any starvation-related status effects and halve the value of the locked HP, but comes at the cost of a "resurrection sickness" penalty to discourage players from ignoring food and relying on regular deaths to clear unwanted effects. Overall, the system allows players to go a little longer between meals as needed, while punishing those who slip into the bad habit of assuming food is entirely optional.
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There was a mod for this, but I cannot remember what it was called. I think it was for the previous game version, so it's not likely to work now. As cool as this idea would be, I'm not sure that it's actually feasible to implement. I know that Paralives seems to have a good grasp of this kind of gameplay(decorative clutter), but it's an entirely different kind of game from Vintage Story. The best option I can think of is probably to provide some shelves and other storage options that work similar to the cabinets, that the player can then build around via the chisel system and whatnot. Wrench tool could possibly be used to rotate items once they're placed.
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Probably worth noting that, at the end of the day, it's a survival game heavily based on realism and natural processes. Adding lots of NPC interactions to that really cuts down on the survival aspect. Likewise, the world in the lore is described as medieval post-apocalyptic and sparsely populated...there's really not many people to encounter, and lots of NPCs running around would make such a setting feel rather inauthentic. That's not to say there won't be more depth to NPC interactions when the player does encounter them. The devs certainly seem to be heading this route. However, I don't expect it to extend further than the player simply befriending NPCs and maybe earning some special perks or a plot in a settlement they can actually build/live in. It's not a life sim game, so adding romance doesn't really add anything other than open a can of controversy for players to fight over, which isn't ideal(plus the player characters are immortal beings so...not a good idea to run around reproducing, if it's even possible). Likewise, as @Perdido Street already noted, the devs seem to want to avoid the player exploiting NPCs as is common in Minecraft, as well as just avoid having a village seemingly over every hill(which Minecraft seems to have now).
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Or don a linen surcoat to keep yourself from baking to death in hotter climates. If I'm recalling correctly though, armor itself can be rather insulating from the cold, especially with the padding that goes underneath. Not that it's not possible to freeze to death in a suit of armor, but cold weather tends not to be as much of a concern as hot weather. Heat exhaustion/heat stroke is a rather big concern in the case of the latter, since the user's bodyheat doesn't really have anywhere to go.
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Gotcha. Yeah no, you don't need granite to actually progress. Hard rocks like granite are needed for certain things, like the quern and stone coffins, but other hard rock types will also work for those items. As for copper, yes, once you have copper bits you can stick them in a crucible for smelting and casting. When mining though, you'll get ore chunks, which will need to be smashed into smaller ore bits with a hammer before they can be smelted. Not sure. If they've played before, and were using mods, they could be getting confused with a modded item--it's a pretty common mistake to make. It's also possible that they're trying to apply Minecraft logic to Vintage Story, since a core part of Minecraft's progression is getting a stone pick to obtain metal tools.
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I have a hunch that hydration and advanced hunger mechanics are in the works, and it's worth noting that Tyron already had a rudimentary fat mechanic coded into the game but left unimplemented. That being said, to implement such things, a status effect system would be almost mandatory. The problem is that this kind of system is going to be grindy by default--even moreso with how Vintage Story is balanced(the fat mechanic mentioned above took around six days of good eating to replenish one day's worth of lost fat, if I recall correctly). The player doesn't get much of anything for free. Things like fat reserves are going to be most useful at the start of the game, when the player is actually struggling to stay fed, but given the player's past was rather harsh it's not likely they'll have fat reserves to work with. Of course, that could be handwaved since it's a videogame, but it's worth pointing out that securing a food supply is one of the most critical tasks in the game. If the player can't handle something as basic as securing a food supply, they're out of luck for most everything else. One of the major challenges of the game is also preserving enough food for the winter(assuming appropriate climate); if the hunger system is "realistic" and the player takes months to starve to death, then there's not much incentive to bother with food preservation. The player could be inflicted with debuffs as they starve, but this can also easily result in a very slow, painful death since they may become too weak to actually recover from their situation--not a very fun experience. If such effects persist through death then it can softlock the player out of playing the game and require console intervention/world reroll to fix, and if the effects don't persist through death then we're back to the player being able to ignore food preservation and supply almost entirely. I do agree that the game needs tougher healing mechanics, but I also don't think that kind of thing is a solution to the hunger problem. Tougher healing mechanics should be implemented to fix the overly simple system that currently exists, while tougher hunger mechanics should be implemented to actively make it harder for the player to secure a food supply. As it stands, it's easy to get more food than you could ever eat just by a little farming, or even exclusively hunting and foraging. I will also note that if you want more in-depth hunger mechanics, there are a couple mods that do that. Expanded Stomach adds a pretty in-depth system, but it's also fairly grindy...though that can be configured. Max's Simple Starvation is a simpler implementation of the same concept. Don't try to use both at once though, as there does seem to be some incompatibilities. I think macronutrients is a little far, really, at least for most things. I think it's fair that, if there's a muscle mechanic, to ask the player to maintain a certain level of protein intake to actually build and maintain muscle mass. Likewise, if there's a fat mechanic, it's probably fair to assign different "calories" to different foods, meaning that the player can run into issues if they decide to eat nothing but desserts/heavy meals or fail to build much fat if they eat primarily vegetarian. Sims 4 had a pretty decent system for this: the character needed to partake in specific activities to lose weight and/or build muscle, and different foods had different calories meaning that some could pack on pounds a lot faster than others. That being said...it's really tough to balance stuff like this for Vintage Story. A friend and I have been doing just that, and we've ended up tossing a good handful of ideas that sounded good on paper but weren't actually fun to play with in practice. Thirst mechanics do make the game interesting, and I think needing to find clean water to avoid getting certain sicknesses would be a decent goal. However, I'm also rather skeptical of thirst mechanics being a good addition to the game, since I think many players might find such a thing too similar to the hunger mechanics and not enjoy that much micromanagement. We'll see though.
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Is there a way to use ctrl+m macro to automatically walk?
LadyWYT replied to InternetDragon's topic in Questions
I don't know about macros, but there's a mod or two like this one that implements such a thing: https://mods.vintagestory.at/lemurfaceautowalk -
Cave-Ins but I already played alot without them
LadyWYT replied to Rainbow Fresh's topic in Questions
I recall @Thorfinn saying once that the cave-in mechanic really only matters if you're digging under affected rock layers--it doesn't account for digging from the top down. So if a player is always working methodically from top to bottom they should, in theory, be able to mine mostly as normal without needing to account for support beams. Of course, I'm not entirely sure either, since I don't play with the mechanic enabled. Doesn't hurt to make a backup of your world and try it out though. That way you can undo whatever happened if you decide it's not something you enjoy. I do know that it can make landslides a lot worse, so you may consider a mod like Sticky Dirt if you decide you enjoy the mechanic but think the landslides are a little much. -
Welcome to the game and forums! Are you playing with mods? There is no stone pickaxe in the game. The lowest-tier pickaxe is the copper pick, which you do not need granite to acquire. Copper can be found in surface deposits in any rock type except bauxite, but even bauxite spawns can be useful since they can contain fire clay deposits and bauxite is a resource that you will need later for steelmaking. Granite and other igneous spawn types are typically not liked by many players since some important minerals only spawn in sediment rocks, and if one wants igneous rock all that's necessary is to dig, as it forms the base layers of the world. Surface copper is marked by pieces of ore on the surface--mark these on your map when you find them, as they indicate an ore deposit buried just beneath. You can also pan sand and gravel for bits of copper and other things, though it's tedious, and if you are playing with lore content enabled you can also find copper items/ore in ruined vessels or purchase the ore from traders. Mining will be your primary method of obtaining though, and if surface deposits are starting to run low you can always make a prospecting pick and seek out one of the more lucrative deep deposits. Do keep in mind though that you will need a hammer for processing ore chunks into usable bits.
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Hmmmm, have you tried backing up your worlds/mod files and reinstalling the game? Doesn't hurt to reboot your computer and see if that makes a difference as well. Also when it crashes, does it generate a crash log that you could share here? Typically a crash log will tell you what's at fault for the crash, but if there's no crash log generated then the other logs files might have information that could help you narrow it down.