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Everything posted by LadyWYT
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Welcome to the game and forums! Ctrl + right-click is the default combination to empty a bucket. Do be warned though that if the bucket is completely full of water, emptying it on a tile that isn't water will create a source block, unless you disabled creation of water sources from buckets that is.
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Since the thread's been bumped again, I'll note that I'm really looking forward to the new dungeon types. I've seen snippets from one of the build livestreams and some of the potential stuff looked pretty epic.
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Ah okay, that's good to hear! That is the risk one takes by being rather aggressive with how they set their filters. Most users, I daresay, will set their thresholds pretty high, and only filter out the stuff that has multiple reports--that should filter out most of the actual low quality work and make it easier to sort through the rest and pick out whatever they find interesting. And I assume that if someone feels their mod has been unfairly tagged, they could submit an appeal to the moderators along with evidence to support their case. To my knowledge, this is how the current system already operates. There's just no easy report button to click when it comes to reporting things on the database, unlike how it is on the forums. I don't know that things should automatically be hidden from a user as soon as said user reports the content. Yes, it would keep the user from further aggravating themselves by looking at something they have a problem with, but at the same time, it also deprives the user of knowing whether or not their report was addressed. Generally, the way you can tell if a report had an effect, outside of the occasional DM from a moderator, is seeing if the problem thing is removed from the page or if a moderator comments publicly. Or in some cases, if the offending party lets some details slip. I do agree though that users should be able to ignore specific mods and mod authors separately from the filter and report functions. We already have those tools on the forums for dealing with content and users, and it would be a nice feature to have on the database as well. Rating systems can be useful, but they can also be easily abused. I think I would prefer to stick with the system we have currently on the database--that is, leave it to download and follow count. People who are really interested in the mod tend to follow it, and people who really like using the mod tend to download new releases, so mods that have both a high download count and a high follow count tend to be fairly high quality. A reaction system like what we have on the forums wouldn't be the worst thing either, but the reactions should have usernames attached so that it's easier to tell if the reactions are legitimate or if somebody's just got a personal vendetta.
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If only that were the case...
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It looks interesting and I'd like to give it a try at some point, but I also keep forgetting its existence. $20 USD seems a fair asking price. Just hazarding a guess here, but I'd wager if/when food comes into play, it will probably be more of an RPG-style buff system rather than something your character actually needs in order to survive. Which would fit right in with a game focused more heavily on adventure, since it opens up more playstyle options as well as prompts the player to seek out specific monsters in order to make specific dishes.
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Possibly, but I hesitate to say that there would be paint or chemical processing involved due to the mask's specific purpose--an indicator of whether or not an individual has potentially contracted the Rot. Untreated, lightly-colored wood will make any sort of stain or other suspicious tampering(like trying to paint over a blemish) immediately obvious. The red tally marks are an exception, since those are clearly carved into the mask and painstakingly painted/stained in order to stand out. The Rot also leaves blackened markings as its calling card, not red.
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There's no spoilers related to the mask, at least not that I'm aware of. "Whitewood" just refers to the mask's color and material, and not the specific wood it's made from. So it could easily be birch, pine, or some other light-colored wood that's both easy to acquire and light enough to be somewhat comfortable to wear as a mask.
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Trekking south makes for an interesting adventure, and if you like building infrastructure you could try to build a road to a particular chapter two location. Building a nice fort or mansion to live in and trying to collect the basic tameable livestock or trying to collect butterflies or all the shell varieties could also be entertaining. Maybe build a museum to display everything in?
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Welcome to the forums and game! Unfortunately there's no absolutely foolproof way to stop them from spawning, outside of turning off temporal storms entirely or otherwise using a mod to force monsters to only spawn underground...which most mods that tamper with monster spawns seem to be outdated. Building a small bunker to hide in can help, and if you have sleeping through storms enabled then you can sleep in a bed to bypass the temporal storm. Monsters tend not to spawn right on top of the player and also tend to prefer more open spaces as well, so small rooms with a lot of clutter(chests, shelves, rugs on the floor) tend to be quite safe, if a little cramped. If you sleep through the storm, the monsters also won't really have time to spawn. The main drawback to the bunker strategy though is that if an enemy is outside the door, you may need to fight your way out when it's time to leave the bunker. A different strategy for remaining indoors during a storm is to stay in a larger room; the room in this case should be big enough that you can move around comfortably so that you can easily fight a monster if one happens to spawn in the room with you. It's also a good idea to have at least two different doors to the room as well, so that you can escape to a different part of the interior or even escape outside should you need to. If you're going to fight through the storm, make sure you have a safe interior space to retreat to so you can heal, get a snack, and otherwise recover as needed before heading back into the onslaught.
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YOU HAVE TO TELL ME THESE THINGS ARE HAPPENING VS
LadyWYT replied to catcrazies's topic in Discussion
Right. Be warned though, that if you're using a gear to restore stability, it's going to cost you a bit of health to do so. Depending on how low your stability is, you may need to sacrifice two gears total to bring your stability back to full. As for killing monsters, the tougher the monster, the more stability it will restore. -
Holding items in your off-hand will definitely increase hunger, so keeping the slot empty will reduce calorie burn. But to my knowledge, sitting actually burns more calories than standing; I think it's coded that way to account for AFK players in multiplayer, since most tend to just stand around and there's no "auto-sit" feature. I could be wrong though.
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The food should be hot as long as it's been over a fire recently. The only reason I know it's a thing is a friend found a snippet of code accounting for that when working on a mod. So I suppose the more accurate statement is that it's already a feature, but not one strong enough to really a make a difference, or it's a feature that's planned but not fully implemented yet. That was basically my point--a "catch-all" is a little difficult to account for with the current system. Personally, I think I would lean a little more towards more specific "general" recipes, such as puddings, compotes, dumplings, sausage, etc., rather than a single "catch-all" general meal. That pushes the player to experiment a little more by making specific choices, rather than giving the player incentive to just dump everything in a pot and call it a day. There is a mod for perpetual stew though: https://mods.vintagestory.at/eternalstew I mean... This is basically what Expanded Foods does, as I said. You can cook certain things down into stock, and make soup from the result. It's just that the meal itself isn't relabeled to anything special. Some recipes require the player to cook/prepare other ingredients first in order to make certain foods, such as needing to cook bones into gelatin and fruit into syrup to make fruit bars. Meat can be cooked as-is, or it can be aged or tenderized to make it tastier, and breaded before cooking to get a fried dish.
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Welcome to the forums and game! To my knowledge, this is already a game feature, minus the extra satiety. Which in my opinion, the extra satiety isn't necessary, since the warmth bonus is enough. That being said, the warmth bonus is currently rather pointless, since it won't help you stay warm for a longer period of time, and in the time that it takes to warm up your meal you're going to be warmed back up by the fire itself. Eternal stew would be nice to have, but would require a special recipe. Currently, meals are rather specific, and while they may have the same nutritional output they don't necessarily qualify as the same thing. IE, a stew that consists of two turnips, a carrot, and an onion is not the same meal as a stew made with two carrots, a turnip, and an onion, despite both meals having the same general ingredients. This is basically what Expanded Foods does, and I daresay what most players would like to see given how popular the mod is. That being said, I'm not sure that everything that mod introduces is necessarily a good fit for the vanilla game.
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It's been a while since I've played with Expanded Foods, but...have you tried cutting up the mushrooms first? A lot of the added foods tend to require some extra processing in order to make. In addition to potentially needing to dice the mushrooms, I would check for sealing and soaking in a barrel, or needing to bread them before baking them. Of course, the mod is still in development for 1.22, so it's possible that the recipe could be bugged.
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Like @BurgerDaddy said, rapids don't spread as far as normal running water, and are also very loud in comparison. They also tend to have a slightly brighter, more opaque coloring and produce a lot more water particles. I'm not 100% sure, but I think the game is also supposed to notify players if there are no valid rapids nearby when the player tries to place a waterwheel. That way the player has a better chance to catch their mistake before sinking the resources into the water wheel and then figuring out it doesn't work.
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Since you're using mods, have you tried stripping out everything but ACA and Expanded Foods, just to see if the problem still occurs? Likewise, try disabling all mods and then see if you can dump a bucket of limewater into a barrel of limewater in the vanilla game. If you can get the former to work, then you know there's a different mod interfering with ACA and EF, but if not, then you know it's an issue related to keybinds and those particular mods. If you can get the latter to work, then you know there's a mod issue, potentially with ACA and EF as the source of the problems, assuming you tested the limewater bucket with only those mods enabled. That I don't know. If you can pinpoint exactly what's causing the problem, then you can report it to the correct party so the offending mod or vanilla code can be fixed. But aside from that, you may need to change your keybinds or stop using certain mods until the issue is resolved.
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Ah. In that case, you're still better off reworking how arrowheads are made, I think, since the current recipes fit into the same area as a plate. Just flattening a single ingot into a smaller plate isn't enough, since there's still going to be a lot of hammering involved to shift the voxels around. Perhaps a casting system instead? Iron and steel casting would be a late game feature, but handy for mass-producing certain things or otherwise producing special parts.
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Welcome to the forums! While bees might not spawn in cold environments, that doesn't mean you can't acquire bees from a warmer climate and move them to your base. I think if you put them in a greenhouse, you might have a short window where it's warm enough for them to produce honey. However, I'd recommend doing some creative testing first, since that's not something I've tried myself(or am aware that anyone else has really tried). If you have access to an agricultural trader, I believe they sell honey from time to time. So it may just be a resource you need to rely on trade to acquire rather than a resource you produce yourself.
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Increase Room Size Maximum Dimensions, While Retaining Maximum Volume.
LadyWYT replied to KoviBat's topic in Suggestions
To clarify--what you seem to be trying to say is calculate whether or not a space qualifies as insulated based on the interior volume, and not the exterior dimensions? That is, instead of having the maximum size be a 15x15x15 cube, one could have an 18x10x10 space instead, since it would still be in the maximum volume requirement. You're still going to run into problems with curves though based on how chiseled blocks operate. For a chiseled block to qualify as an insulating block, it basically can't be smaller than a slab. It might be possible to do "microcalculations" on the space, but that seems like it could run into lag issues rather quickly given how easy it is to make a complicated space while chiseling. -
The thing is, what you're actually suggesting is reducing the cost of metal plates from two ingots to one. In which case, that suggests that the material cost of everything else will be reduced as well thanks to ingots providing more workable material. That also means that more metal is getting wasted on smaller recipes like knife blades and pounder caps. Alternatively, ingots still retain the same amount of material, but are having material magically added to them via the helve hammer in order to turn them into plates. Which the helve hammer already does, on the rare chance there is a pixel or two missing, but asking it to fill out half a plate is definitely going to be raising some questions. Where is it getting the metal from? Why can the helve hammer produce a plate out of a single ingot but the player cannot? You don't need a plate in order to make arrowheads--a single ingot will make nine arrowheads. The better option is probably just to rework the arrowhead recipes themselves, if not the way that arrowheads are forged. Currently there's no reason to make six arrowheads when you can make nine with the same amount of material. Arrowheads aren't very big either, so a single ingot only producing nine arrowheads total is a definite stretch.
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I would love to see a space age mod or someting
LadyWYT replied to LiLbaconboss's topic in Discussion
Maybe, but I wanna say that the devs were looking into some sort of "dimension support feature", not necessarily to add an extra dimension to the vanilla game(outside of current mechanics or perhaps a ship interior), but to give players the option of build separate dimensions via mod if they wanted. I don't recall where I saw that though, so it may or may not actually have been a thing. In any case, I would also take statements of "the game engine isn't built for that" with a grain of salt. Similar things have been said about other game engines(like Skyrim's) and players still found a way to mod what was thought to be impossible. -
Welcome to the forums! If you have lightning fires enabled, it could have been a peat deposit that burned from a lightning strike. However, it seems a little small to be a peat deposit. Assuming it's a singleplayer world, and no mod interference, the only other thing I can think of, outside of goofy generation, is a meteor crater.
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Snowberries, Deadly Nightshade, Daphne and other poisonous berries
LadyWYT replied to jerjerje's topic in Suggestions
I was just mentioning this to my hunter friend yesterday...in part because I miss the random hunter outbursts that always ensued when said hunter ate a tasty-looking berry without checking to make sure it was actually edible first.