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Everything posted by LadyWYT
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Bellows are for the forge and won't affect firepits. Otherwise, no, you're not doing anything wrong, but 1.22 changed the way stack heating works. The temperature of items no longer resets after each one cooks, but in return the items will heat in proportion to their stack size. The more items you try to heat at once, the longer it takes everything to get to temperature. What's probably happened is you're trying to cook a lot of things at once, so cooking smaller stacks at a time should speed up the process. I will note that item stacks don't cool down proportionally, but there is a mod that fixes that: https://mods.vintagestory.at/scs
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It is, since it causes major issues with story integrity. The player is a specific person, with specific ties to specific characters, so it's going to get very confusing when said characters always keep referring to the player as the same guy. It also creates problems for adding opportunities for the player to have more in-depth interactions with NPCs, since respawning as a completely different character should logically mean that all prior relations cease to exist. For newer players especially, it would probably be rather disappointing/confusing to select the option that as clearly "be a new character on each respawn" only to have the story and NPCs completely ignore that. It's a neat idea, but not really something that warrants a special option since it's already possible to achieve this kind of play in the vanilla game. All the player has to do is turn up the respawn radius significantly and never use a temporal gear to reset their spawn, as well as consciously make the choice to not return to their old base if they're playing with the map enabled(or disable the map to remove the temptation). Wilderness Survival and Homo Sapiens difficulties are set up like this by default. Edit: also welcome to the forums!
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Welcome to the forums! The reason you don't do this, is that players need hiding to be a viable option for dealing with the storms. It's not an exciting option, but it doesn't need to be either, since absolute safety has a price. This would probably be a more viable option, since a temporal storm is basically the collision of realities. The structures that appear during storms could be quite esoteric since they're part of the Rust world, and contain useful bits like temporal gears and Jonas parts, possibly even metal scraps or ingots, as well as fun little collectibles. Of course, the structures could also just be purely decorative in nature too, similar to the gigantic gears that erupt from the landscape. To prevent issues with player structures, these structures could be barred from spawning in areas with player-made structures or other protected areas. Or instead of a structure, make it the Vintage equivalent of an AT-AT or something. Basically a giant clockwork beast-machine that walks around indifferent to the player, but that the player can scale like a mobile parkour course for some goodies. Mistiming a jump though or failing to return to solid ground before the storm ends could have disastrous consequences. Likewise, perhaps there are puzzles on some of the machine-beasts to solve to get the loot, and failing a puzzle might result in some nasty injuries.
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Negative. Hunger rate can be adjusted, but cannot be turned off entirely unless one changes to creative or spectator mode. Players can adjust their respawn radius from world spawn, as well as how many "lives" they get for that world, but cannot change their spawn via sleeping in a bed. Tool durability can be increased, but tools can't be set to never break. The only way the player can accomplish that kind of gameplay, is to use mods. I disagree. As @Teh Pizza Lady already noted, dev time that is spent on a minor feature like this is dev time that's not being spent on other features that would be useful to/appreciated by more players. Likewise, seemingly simple changes can sometimes snowball into massive headaches to actually code. Plus I can't say that I'm particularly keen on reading through an influx of more demands for Minecraft-style bed spawn rules or other concessions to make the game easier, nor am I really keen on the game I enjoy getting watered down to a shadow of its former self in order to please a broader audience. If I'm not mistaken, this is one reason many players became disillusioned with Minecraft; the game used to be harder in its earlier days and over time pivoted heavily toward player comfort and convenience. Other games have suffered similar fates.
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Sure, but what I'm saying is that making concessions like that leaves the door open to making similar concessions in the future. Things like bed spawning, turning hunger off entirely, making tools never break, removing the hunger penalty from cold and armor, etc. That's my main point. But it's a game, so who cares? Players should just be able to do what they want! Ultimately, it's up to the devs to decide. They have a specific vision for the game; sometimes concessions need to be made to achieve the intended experience, but in other cases it's necessary to tell the player "no". In the case of the latter, that's where mods come in handy.
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You're going to die quite a lot in this game, and that's okay! Vintage Story subscribes to some older game design, where the player is taught the basic controls but otherwise left to figure out the actual game on their own. This means a lot of trial and error and learning from the mistakes, even for players who are quite experienced with the game. In keeping with the above--there's no shame/issue with playing the game on easier settings for a more relaxed learning environment. Most settings can be adjusted after world creation without issue, so it's possible to turn the difficulty back up once you feel ready for it.
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This right here. The offhand penalty is there to keep the player from using the slot as "free inventory", which is what happens all the time in Minecraft. In that game, there's really no reason not to carry something in your offhand, because there's benefits to carrying items there(quick shield access, easy torch placement, handy food storage, etc) but no drawbacks. Vintage Story tends to lean more heavily into realism and challenge by requiring players to make different choices in order to accomplish different goals and reap the benefits; basically, the player doesn't get much for free. A toggle wouldn't be the end of the world, but I would prefer to just keep it to the modded realm rather than add to the main game. Having lots of customization options by default is generally a good thing, but it's also very possible to clutter menus too much and end up with a system that's very clunky for players to use. I'm also not really a fan of watering down the overall difficulty like this since it can easily start pushing the overall experience to be more like Minecraft rather than a game that's doing its own thing.
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They aren't located in any particular spot, but after you've found the first couple and learn what to look for, it gets easier to find more. Currently there's only one dungeon type, and the entrance will look like a small, round hill with drystone peeking out from the dirt and two rusted iron doors on the front, similar to the special doors you see in the Resonance Archive. The entrances also tend to occur in larger flat areas rather than hilly regions, which also makes them a little easier to find. There's definitely more planned though, and some of them look pretty wild given some of the teasers that I've seen floating around.
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Make sure each firewood pile is a full stack(32 pieces); if a pile is incomplete, it leaves an air gap and the firewood will burn to ash rather than turn into charcoal. Also make sure that you're covering the pit with something airtight and non-flammable immediately after lighting it, such as a dirt block or solid iron trapdoor. The other thing to check is mods; if you're using them, it's possible that one is interfering with the mechanic somehow. Make sure all mods are up to date for your game version, especially if you're playing 1.22. Older mods do sometimes work on newer versions, but 1.22 had some alterations to the code that broke a lot of older mods. Otherwise, disable your mods and verify that vanilla works correctly, then re-enable your mods one by one and test each as you do so--it'll be quite clear which one is the problem. If you can't verify that vanilla is working correctly, then I recommend backing up your saves and mods as needed before reinstalling the game.
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I wouldn't mind seeing this either, though this also leaves the door open for players getting too confused/frustrated over the lack of information. "My crops all died to cold and now I'm going to starve! How was I supposed to know that would happen!?" Perhaps it could just be some sort of forecast reader instead, so the player can figure out what the weather patterns will be for the next seven days and plan accordingly. Lots of wind? Good time to work the forge or other machines. Lots of rain? Might want to do things indoors or go fishing. As interesting as circular stories are, it's a plot device that really only works once, and tends to leave an unsatisfying ending.
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Eh, I dunno. A temporal gear doesn't seem very likely to me. Rather, seraph bodies have probably just absorbed enough temporal energy to be able to display curious properties, such as oddly colored skin or bending the rules of time.
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I mean...isn't that basically why the world is now messed up? This is kind of what I do and don't want to see at the same time. Tech packs are popular for Minecraft, and I think that's probably what many players think of when they think of potential Jonas tech, but at the same time...it's the kind of gameplay that doesn't really feel like Vintage Story, even if it's a real grind to actually acquire and set up the tech. Using modpacks as an example, Vintage Story feels more similar to the original "Life in the Woods" modpack for Minecraft, where the focus was more on exploring the natural world and crafting via "traditional" methods, rather than building rockets and robots and machines to automate everything. I think the latter part of this example works rather well though, since it's something feasible for clockwork machinery and also not something that's fully automated--the player still has to physically interact with the machine to get the job done. Minecraft's Create mod probably fits into this category at least somewhat, though I think Create also goes a little too far by allowing the player to automate just about anything. For me, I tend to like the more esoteric machines, like the rift ward, teleporter(base or terminus), night vision mask, etc. They have their useful niches, but they're not necessarily things that the player will need to always build or use in that many situations. They're also not the general power tools/weapons/armor/electricity resource trope that many games tend to rely on; in this case, there's more wiggle room to have different rules to operate by. Perhaps instead of the standard redstone/electric rules, it's pressure gauges, fluid dynamics, and clockwork that the player must manage.
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I know bandits are a somewhat common suggestion, but the main counterpoints against such an addition is that...well, it would really only make sense for them to hang around a settlement or known active trade route so they actually have things to pillage, and those are pretty few and far between from a lore standpoint. The other is that the player is generally presented as a hero type and the game tends to focus a little more on humanity's better qualities(like working together to overcome a challenge), so adding a human enemy can run contrary to that. That being said, given what's happened in the lore, I could see an antagonistic human faction being perhaps more than just bandits. I'll post behind spoilers just in case.
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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.