-
Posts
4538 -
Joined
-
Last visited
-
Days Won
203
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
Welcome to the forums! @Broccoli Clock has the best advice here. World seeds are a thing in Vintage Story, but there's not the treasure trove of known seeds that Minecraft has, a database to search, nor do seeds behave quite the same way as Minecraft either. To get the same world in Vintage Story, you'll need both the world seed and any world settings that go along with it, including mods that alter world generation if any were used. In any case, these are pretty specific settings, and your best bet is to just...create worlds until you find one that suits your fancy. Assuming that you're after basalt because you wish to build with dark-colored stone, you may also consider shale and slate at spawn. Shale is more of a dark grey than pure black, and slate is a dark grey-brown, but both options can give you some wiggle room on criteria. I will also note that the default world dimensions are 1 mil x 1 mil. with the polar-equator distance 100k. The former is the total world size, while the latter governs how large the world actually feels. The shorter the polar-equator distance, the easier it is to switch climates. If the distance is shorter than the world height then the climate layers will repeat to fill out the world--that is, the world technically has more than one equator.
-
For those wanting to clean dirty cookpots, you might want to try out this mod: https://mods.vintagestory.at/show/mod/25902
-
For the record, Commodities traders sell fireclay as well, for a rather reasonable price. The one I found was selling 16 fireclay for 2 gears.
-
Pressing F5 once will switch the view to third-person. Pressing F5 again will switch it to "free camera" third-person, in which you can rotate the camera entirely around your character without your character moving in the process. Pressing F5 once more will return you to first person view. If you're wanting a more cinematic camera angle than having your character right in the middle of the screen, you might try one of these mods, but you may or may not get the results you're looking for. You will probably want to make backups of your world/test these out on a test world first, since I'm not sure how well any of them actually work. https://mods.vintagestory.at/truethirdperson https://mods.vintagestory.at/cinematiccamera https://mods.vintagestory.at/immersivetpscamera
-
Ah, gotcha. That does make more sense, but it's still not something that I think would be a very good change. If a player wants to only eat one food type from each nutrition category, that's fine. Most players, I think, do not min-max like that and prefer variety for variety's sake. There is a reason that mods such as Expanded Foods and Wildcraft are popular, after all, and it's not unusual for more food variety to be suggested every so often. Do keep in mind that realism doesn't always equate to fun. Adding a layer of micronutrients on top of the nutrition system already in place in the game is likely to be more frustrating than fun for most players since it will require players to spend a lot more time planning meals to avoid penalties. For me personally, I really don't want to be spending my time in game counting calories or figuring out exactly what combination of food I have to eat next to avoid nutrition deficiency. Porridge isn't obsolete once pies are unlocked. Porridge is the fastest way to boost grain saturation, as you can fill all four slots with grain. Even with only two slots filled, it tends to provide more grain nutrition per serving than pie, in addition to being able to warm you up when fresh/reheated as it qualifies as hot food. Porridge can also be cooked on the go, and grain is one of the easiest raw ingredients to pack since it does not easily spoil. Pies, on the other hand, require a table and oven in order to make them, and those are not furniture that are convenient for travel. Wine is a good way to preserve fruit nutrition long term if one doesn't have bees. Brandy is a better version of wine since it never expires. Both can be turned into aqua vitae, which is quite useful for healing, especially when defending one's base from temporal storms. I don't think wine is the most attractive choice for fruit nutrition overall though, as it will get the player drunk when consumed, which isn't a very useful side effect. When it comes to brandy, it takes 10 liters of wine just to make 1 liter of brandy, so it's not worth the cost just from the numbers standpoint when it comes to nutrition.
-
There already is incentive in the game to have a varied diet. Each nutrient bar gives +2.5 extra health when filled; only eating one or two types of nutrition means that the player will be lacking health. While 2.5 hitpoints doesn't seem like a lot, it can be the difference between surviving a fight and dying, especially on higher difficulties or classes that have inherently lower health. There are five nutrition bars to fill, for a grand total of 12.5 additional hit points. The nutrition system really doesn't need to be more complicated than that, especially since it's already tough enough to figure out nutrition in real life.
-
You should be able to, yes. For the hunger overhaul mods, I would say those are more a case of pick one. I do recommend trying the mods out on a test world first though to make sure that you like them, before you go adding them to an established world. Likewise, it's a good idea to make a backup of an established world prior to making mod changes, just in case something goes wrong.
-
Right, but if this is the case unfortunately something is getting lost in translation. You presented the problem(difficulties with exploring and making progress beyond copper). Based on the information you've given us, the core advice that's been offered is to establish a food supply, as that is why you are having such troubles exploring and advancing. It's fine to explain why you made your initial decisions and no one is faulting you for that, but it's something you really only need to explain once or twice. When you keep explaining the logic behind the starvation every time someone suggests establishing a food supply, then it comes across as refusing to listen to the offered advice and instead arguing about why the initial plan doesn't have problems. @Forceous is right--the food supply is what is causing the problems. There's really no plainer way to say it. Until the food supply issue is resolved, you will continue to have problems exploring the world and making progress because you will have a very limited area to work in, that almost certainly does not have everything you need to advance in the game. Edit: Apologies if any of that sounds a bit harsh. I'm just trying to make myself as clear as possible.
-
Oh yeah, for sure. I will also note that on the default Standard difficulty, the respawn radius from world spawn is also 50 blocks. You might consider increasing that radius to further discourage deliberate deaths, since there's a rather big difference between spawning in a small general area and potentially spawning a few hundred/thousand blocks away from anything familiar. Other mods you might consider: XSkills adds some progression to your character for doing various things in the game. The Survival skill tree is particularly powerful, but you only earn experience in that skill by staying alive. If you die, the progress toward the next level resets. https://mods.vintagestory.at/show/mod/247 A mod that overhauls hunger can also encourage players to avoid death by starvation. Tasshroom's Bodyfat will allow players to build fat reserves that can be used to stave off starvation for a time; the fat burns faster than it's stored. A mod like Max's Simple Starvation implements the concept of bodyweight, and will apply bonuses and penalties depending on the player's diet. Expanded Stomach(shameless self-plug) is similar, in that hunger system is overhauled to be more complex; going without food will incur no benefits, eating too much can result in drawbacks over time, and the config can be tweaked for harsher penalties on death. https://mods.vintagestory.at/tasshroombodyfat https://mods.vintagestory.at/simplestarvation https://mods.vintagestory.at/expandedstomach
-
While you might not know exact numbers, surely you have enough information to make an educated guess. Pack some food, and when your supplies start to run low either return to base to resupply, or try to hunt/forage supplies from your surroundings. Cookware can be brought with you and campfires can be made practically anywhere. As @Maelstrom noted earlier, I believe, rock layers can stretch for thousands of blocks. Terrain features themselves can stretch for a few hundred blocks. As I noted earlier, if you're dying to starvation constantly, you're not going to be able to venture much more than a thousand blocks from spawn, at best. Thus you're unlikely to see much variation in rock layers and terrain features. Venting is fine if you need to vent, but with all due respect...if you ask for advice and then proceed to ignore all the advice that you're given, it's going to be very difficult for other users to keep taking your requests seriously. If you want to continue playing the same way you've been playing, that's fine, but if that's the case there's really no point in continuing to offer advice.
-
Because it's Minecraft, not Vintage Story. Minecraft has a static world that is at the player's mercy. Vintage Story has a dynamic world, where the player is at the mercy of the world rather than the other way around.
-
Honestly, the starvation penalties are already enough, at least in my opinion. Do keep in mind that nutrition is halved on death; multiple deaths in a row will quickly wipe out any health bonuses received from nutrition. Temporal gear respawns are limited as well by default, so unless the player settled close to spawn or has a lot of gears at their disposal, it's not ideal to rack up multiple deaths within a short time. Additionally, the player will only respawn with their hunger bar half-filled; that's not really enough satiety to do anything productive other than acquire some food. There's also the potential to lose items if keep inventory isn't enabled. Basically, same advice I gave recently in a different thread--without an established food supply, you're limiting yourself to a small area around spawn, and locking yourself out of most gameplay loops. In your particular situation, I recommend focusing on hunting. It will be tougher in winter, but hunting is your best chance at survival in this case. If there are mushrooms or berries to forage(you can find these in newly generated chunks) those can help as well, but hunting is what will keep you alive until the spring thaw. Once it's warm enough to start farming, I recommend making sure you have several shelves of sealed crocks stored in your cellar before next winter arrives.
-
Modded Minecraft comes to mind. There's a mod for practically everything, as well as premade modpacks so you don't have to do all the technical work yourself. While Minecraft often gets called a survival game...it's really not. The world is static and doesn't change unless the player does something to change it. It's quite easy to do whatever you want in the game as a result, and one reason the game remains popular.
-
Welcome to the forums! Have you tried rebooting your computer? While a rare occurrence, sometimes Vintage Story gets stuck running in the background, without actually booting the game, and will cause issues until the Vintage Story process is closed in the Task Manager. Rebooting the computer, however, should clear that issue up, as well as solve other potential lurking problems. Witamy na forum! Czy próbowałeś/aś ponownie uruchomić komputer? Chociaż zdarza się to rzadko, czasami Vintage Story zawiesza się i działa w tle, nie uruchamiając samej gry, co może powodować problemy, dopóki proces Vintage Story nie zostanie zamknięty w menedżerze zadań. Ponowne uruchomienie komputera powinno jednak rozwiązać ten problem, a także inne potencjalne ukryte usterki. Przetłumaczone przez Google. Dla jasności, oficjalnym językiem forum jest angielski; posty z tłumaczeniem na angielski zazwyczaj cieszą się większym zainteresowaniem.
-
I'm trying to be as patient as I possibly can here...but the reason you're having trouble exploring the world is that you do not have a food supply established. When you die to starvation, you will only respawn with half of your hunger meter. The farthest you will be able to explore, with no food at all, is about a thousand blocks from spawn before you die of starvation. A thousand block radius from spawn is a decent area, but it's far too small of an area to make progress in the game beyond simple stone and copper tools. You will need to explore a much wider area in order to progress beyond copper and stone(especially if you intend to play the game's story), and you will need an established food supply in order to do so. As I said, you can play however you want, but if you keep trying the same strategy and keep getting the same unsatisfying results, then it's time to make adjustments to your plans until you get the results you desire.
-
Interesting ideas, but I think the current penalty to health is enough, as well as potential item loss and having to backtrack to your point of death. These ideas would be better as mods so they can be optional challenges for players that want such, but for the vanilla game there's too much potential for soft-locking the player out of the game due to getting stuck in a death loop.
-
You don't need to use the short range node search mode until you're actually ready to sink a mineshaft trying to find ore. Density search is what you'll use to figure out good dig sites as that mode will cover a wide area and tell you what's probably there. Sinking a mineshaft straight down really isn't that hard or expensive. If you should need another pickaxe prior to obtaining the ore needed for bronze, there is plenty of surface copper to be found, or you can spend some rusty gears at certain traders for bronze pickaxes. Maybe, but it depends on the ore. The ore could have generated in between, but in that case it will be caught by the propick's node search mode if you dig small branches off the main shaft and take samples. Also keep in mind that ore in VS does not generate like ore in Minecraft. Ore in Vintage Story typically spawns in circular disks, and some ore disks are huge(like iron, quartz, and coal). Thus it's a lot easier to drill into the disk from above than discover ore via Minecraft-style branch mining. There's always that possibility, but it's a risk that the player has to take sometimes in order to improve their situation in the game. Nothing is ever quite guaranteed. If the player is too risk-averse that they don't even try to accomplish things due to the "what-ifs", they really aren't going to get very far in Vintage Story. Keep in mind that copper is a very basic resource. While it's plentiful and more durable than stone, it does not have the durability of better metals like bronze or iron. If losing items on death is a big concern I would recommend turning the /worldconfig deathPunishment to keep instead of the default drop. You can turn down the hunger rate and spoilage rates as well. /worldconfig playerHungerSpeed /worldconfig foodSpoilSpeed 1.0 is the default value for both. Setting it to 0.5 will halve the rate at which you get hungry/food spoils. It will depend heavily on your latitude and local climate. For the typical temperate area, winter arrives late October/early November and planting season doesn't come until late April/early May, depending on what kind of crops you wish to plant. Food will last longer if you cook it into meals and seal it in crocks. Until you can do that, and have a cellar to store the crocks in, it's best not to gather more food than you can reasonably eat within a couple of days, or it goes to waste. Rot you cannot eat, but you can, in most cases, return to harvest previously unharvested wild crops. That's fine if that's the way you want to play, but the rest of us are advising against that particular strategy for good reason. Food supply is, in essence, what determines what the player can do in the game. Constantly starving to death means no real exploration outside of spawn, which likely means no access to equipment better than copper, maybe bronze. If you want to get the lay of the land, you'll need to be able to explore a few thousand blocks away from spawn, rather than a few hundred. Likewise, when it comes to surviving winter, if winter has arrived and you have no food stored, it's really too late to begin storing food. Your best bet is to hunt for survival, which will be tougher given that animals don't spawn as often in winter, and when they do they're scrawnier. While it is possible to survive winter in this fashion, it is quite brutal, and will greatly hamper your ability to do other things such as search for ore, improve your base, etc.
-
Is there not some sort of log file that would list who was messing around in that area? In any case, I would think an easier fix is rather than try to change the areas to require more than one player to be present...just allow server admins to lock story areas entirely. If not invisible walls to keep out players while it's locked, then just not allowing players to interact with the area at all. Of course, if something happens to change to a locked area, then you'll also know it's a problem with the admin team, and not a regular player.
-
For what it's worth, winter is survivable without food stores. It's just going to be very brutal. Hunting will pretty much be the only option, as crops(wild or otherwise) won't be growing. Currently, if you venture into newly generated chunks, you can find mushrooms and berries to harvest regardless of time of year, but that's really not a method that a player should be reliant on when it comes to staying alive.
-
https://mods.vintagestory.at/temporalsymphony
-
The clay oven bakes only one loaf of bread
LadyWYT replied to ChimMAG's topic in Using Mods Troubleshooting
Are there any mods related to temperature in general, and not cooking specifically? -
You can use a chisel on the failed item in the crafting grid to break it back down into an ingot's worth of nuggets. Shears can be made from one ingot, though it does take quite a bit of hammering. The black slots will move, provided that they aren't locked in place by surrounding units and that you're pushing them toward available space. That is, the unit can be moved up one layer if no unit is blocking its path, and there is no unit attacked to the side opposite the direction it's being moved in when outside of the design grid. For example, if you're trying to move to the unit to the right, then it can't have a unit touching its left side if both units are outside the grid.
-
I think this is the better option, perhaps, rather than having essentially two sets of food items cluttering up menus. Granted, the items in question could just be creative-only, but I think using a temporal gear to turn a food item into permanent decoration would be a fair price.
-
It depends heavily on the toilet in question, I think. We do like to be extravagant in many cases, and toilets are no exception, but not every toilet is built equally. Have you considered sticking glass in the toilet? Sure, it's not water, but it looks like water, at least. Clear, fresh, clean water too, unlike the dirty stuff you get from the ponds outside.