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Everything posted by LadyWYT
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Aside from individual preference, it depends on hardware. Stronger hardware will be able to handle more than weaker hardware. In my experience, it takes a LOT of chiselwork to start to lag a system, but it's also not an issue that I've run into since I have decent hardware. I think as a general rule, if your hardware can run around 50 mods in singleplayer and handle story locations(these often have a lot of chiseling) without any lag, you're probably fine. If you go crazy with the chisel and start to notice your PC struggling, then you might consider scaling back on some of it.
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Left-clicking with beeswax or rendered fat on the crock in the inventory should work as well.
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Temporal gears are an esoteric item that have yet to be explained, if they even are fully explained. In theory I suppose you could, but that would be OP from a gameplay standpoint. From a practical lore standpoint, I've always chalked it up to the gears will prefer to spin slowly on their own, if they can, but it doesn't take much to actually stop them from doing so. Hence why they can be tied onto ropes and stop spinning, or why you don't find machines with lots of little gears powering everything in perpetuity rather than being powered by more traditional methods. The main advantage to using them in machines, I'm guessing, is that they're more resistant to wearing out, so they need a lot less maintenance and can handle more rigorous work than gears of lesser materials. The main disadvantage to using them, aside from unknown side effects, is that they're probably difficult to actually make, so using them everywhere on a machine might make that machine very efficient, but prohibitively expensive to actually build.
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I don't think health should be bracketed to hitboxes, as that opens up the question...what happens if the HP for that area hits zero? Obviously, in the case of an area like the head, the target dies, but if it's a non-critical area like the legs or something, what happens if the area keeps getting hit? Does the target take no more damage than what they've already sustained(which doesn't really seem fair or make sense)? To me, it makes more sense to let HP serve as an overall measure of how well the player can stay in the fight, and let enemies have a percentage chance to attack each different slot and apply appropriate status effects. No one-shots on the player, as that tends not to be very fun, but depending on the target the player may be able to leave certain slots open or wear less protection. On other creatures though, there could be special hitboxes that, if the player manages to hit them, more damage is done. That could lead to better hunting on large prey animals, or perhaps some smoother boss fights, without making every creature a potential one hit kill.
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https://mods.vintagestory.at/thriftysmithing Given the comments on the mod page, it's a known issue with that mod. I will also note that that mod is also for version 1.19.8, and hasn't been updated for 1.22. Older mods do sometimes work on newer game versions, however, 1.22 introduced a lot of changes to the code as a whole, not just smithing, which broke a lot of mods. I would try disabling the mod and test a fresh vanilla world to see if the issue still persists. If vanilla works, then you can try playing on your old world without the mod to see if things work as they should--make a backup before you do this! If vanilla works but the old world is still having the issue without the mod installed, you may need to start a new world, as I'm not sure there's a way to fix the issue otherwise. If vanilla isn't working correctly, you may need to reinstall the game in order to get it working properly again. Make sure you backup your cherished worlds in a separate folder when doing this, just to be safe.
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Hmmmm...I don't see anything immediately wrong with it. Are you using the Real Smoke mod? If you are, you'll want to build proper ventilation for things like this, since if the smoke has nowhere to go it can choke out a fire. Otherwise I'm not sure. The glacier shouldn't be an issue, and neither should the clay, but I guess you could replace the clay with dirt and see if that changes anything.
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Welcome to the forums! Ashlar blocks should be fine--I've used them before, as well as cobblestone and drystone. I think the most important thing is making sure the space qualifies as a cellar first, and then giving it a minute or two tops to update once you've replaced all the blocks.
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Don't forget the village guards. From what I recall, they seemed to wear leather and gambeson, which in some ways is a little strange since they clearly have access to iron. However, perhaps they prefer lightweight armor that is more easily maintained since the fields produce plenty of flax and the local hunter surely provides lots of hides. Iron might be a very limited supply and thus more valuable for tools, weapons, and trade. It could just be for decorative purposes too, or some deeper meaning(it's a stretch) given that certain drifters have "antlers" and there are "eye" motifs scribbled in certain ruins. Granted, it's more ideal to have something functional that keeps you alive, rather than something that will just make for an attractive corpse, but the traders aren't really armorsmiths either. From a character design standpoint, it makes them look more interesting visually, as well as fits the idea that the "armor" is just stuff that was cobbled together by someone who did the best they could with what they had.
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Well on the brightside...at least it wasn't your house, with you in it. I'm pretty sure most every player has managed to set something on fire with a pit kiln when they first started playing the game.
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Welcome to the forums! To my knowledge, there's a report feature coming to the database...for both mods and comments, as well as safeguards for false reports. If it would get people to stop fighting about it, sure, but sadly I think there would still be problems of users getting harrassed for AI use(or perceived use). You'd also have to set rules about what kind of AI use requires an AI tag, and then get mod authors to tag accordingly...which can get pretty messy rather fast. So I mean...not the worst idea, but it might cause just as many problems as it solves. Probably better to just use whatever mods you want to use and ignore the ones that don't interest you(and report the ones actually breaking TOS). I'd like to think this, but I think that ship sailed a long time ago. At this point, the mod database is making the worst forum dramas look somewhat tame. Personally, I enjoy a short note about how generative AI was used and where in addition to the tag. Not that such an explanation is really necessary, but I find it interesting, if not helpful, to know the where and the how.
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It depends heavily on the player's knowledge, skill, and preferred playstyle. It's relatively easy to get to iron quickly, if one knows how and has the discipline to focus on that task. It's not necessarily fun though, and the player may end up ignoring other important things in that pursuit. Agreed, plus it's not an uncommon complaint that certain things, like pie-making and the quern, are locked behind metalworking already. Not everything should be accessible in the stone age, nor should everything be locked behind the late game materials, but "front-loading" the game's pace by moving iron tier tech to bronze tier isn't a very good option. Part of the main appeal of iron/steel tiers at the moment is those tiers allow the player to start building heavy machinery and the proper equipment to handle the really dangerous monsters without as much risk of death. Plus it won't really solve the "issue" of players rushing iron either, at least the ones who rush it for the equipment upgrade. I am definitely one of those players, since while bronze is useful it just won't hold up to the jobs I need my tools to do. I'm quite confident we'll be getting more stuff to do in the earlier parts of the game as Vintage Story receives more updates, which will slow the pace somewhat. However, I think the best answer here is for players to just play at the pace they prefer. It's not really necessary to play at a faster pace than one enjoys, and locking players to a pace that's too slow can easily result in frustration, especially if they have the appropriate skills to advance faster.
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I think the hit chance system is fine, but could use some fine-tuning to make it better, which seems to be essentially what you've suggested here. For example, torso should have the highest chance to get hit, since it's the biggest target area, with legs and head having proportionally smaller chances. However, different slots could have different injuries, meaning that the player will need to make decisions on what they want to invest in. A heavily armored torso might protect you from a lot of damage, but leaving your head underprotected could leave one at risk for much more serious injuries. However, putting the heaviest protection on one's head might not be the most ideal either, if helmet choice actually affects things like visibility or perhaps even sound(maybe everything is muffled when wearing fully enclosed helmets). Likewise, different armor types might protect from different kinds of injuries. In keeping with the above, enemies could have different weights on which areas they prefer to attack, or even can attack. Crawling drifters might only be able to attack a player's legs, while the others can attack torso and legs. Thrown rocks could always have a chance to hit the head slot, with the tier 3+ drifters also being able to potentially strike the head giving their longer arms, but at a lower chance than hitting the torso or legs. Shivers tend to lunge at the player, so maybe they have a higher chance of hitting the player's head or torso rather than legs. This kind of logic could also be applied to creatures as well, in that they can have different "slots" in which they have chances to receive appropriate negative effects, or perhaps some of them could have small "killboxes" where the player can do devastating amounts of damage if they manage to hit the creature there(like a locust's butt or a headshot on a wild animal). I do want to note though, that I don't want to stray too far from simplicity. The system shouldn't be as easy as Minecraft, but combat also isn't the entire focus of the game. One of the strong points of the current system, in my opinion, is that it's simple enough to pick up and start playing, without needing to remember a bunch of rules for, while also being nuanced to allow the player some creative decision making.
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No. Any old bushes that have generated will remain as legacy blocks. They'll continue to function the same way that they always have, including being picked up and put elsewhere, but you won't be able to take cuttings from them and you won't be able to spawn more into the world. This one I'm actually not sure, but fish rules have changed a bit.
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Only the babies are. The adults currently are not tameable, nor can they be bred without mods.
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Oh by the way, they don't just spin when they fall. If it's windy, they'll sail away like actual maple seeds too.
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I think so? But they may have also "fixed" it back, I'm not sure. Crops seem to take slightly longer to mature, but honestly it's a little hard to tell. So far it feels more or less the same, but perhaps with only one harvest of flax per year on medium fertility, with two harvests being a bit dicey. Shooting them is pretty fun though--can use a spear or a bow. Don't know if bombs work...I'm guessing probably not, but you never know. I have beenades and fish do count as entities, so I might give those a try as well.
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Welcome to the forums! Do you have a more complete list of PC specs, and are you using any mods, or just playing vanilla? Without a more complete list, it's hard to say what the bottleneck could be; as far as I can tell via the 4070 isn't terrible, but may not be strong enough to run the game at more than the minimum(or close to it). If mods are being used, they can easily add additional performance demands, although this does depend on which mods you use and how many. The only general advice I can really give here is to play around with your settings until you're satisfied with the performance. Each system is different, as is each user, and what's suitable for one may not be suitable for another. If you have a lot of programs or other windows open in the background, you might try closing some of them before playing to free up system resources.
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I don't know that it takes that much longer to grow, but the yields have been halved, so planting more is definitely recommended. They did change, but old berry bushes should remain as legacy blocks and operate under the old rules. They should be able to be picked up and moved around, but it won't be possible to spawn more in, and getting new bushes will require going to new chunks.
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It's been a thing for as long as I can remember, so...since 1.18? It's an easy thing to overlook since they're pretty small and still fall rather fast.
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I'm wondering if it doesn't have something to do with the microclimate for the chunks. In my current world, I had a temperate start and settled in a nice spot a short walk from spawn, in an area that I think counts as warmer due to the presence of walnut trees and a couple of peach trees a little further to the south. Currently, it's the end of December moving into January, and while the temperature has dropped a little below freezing, it's not snowed in the area around my base(though there is snow a little further to the north). The polar-equator distance is default as well.
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I think I saw a model for sliced bread in an agriculture trader's outpost, though it could have been a roast as well I suppose.
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Nothing should break, but best to make a backup before updating, just in case. I do recommend checking your machinery though, if you have crazy/complex setups. Wooden parts can now get overloaded and catch fire(I think they only smoke instead of burn at the moment) if they are under too much stress.
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For bronze armor, lamellar is cheaper and offers more healing and movement, but it's not as protective. For tier 2 armor sets in general, gambeson will be the best, since it offer good protection with minimal downsides. Tier 2 is the minimum equipment requirement for the Resonance Archive, but when completing it in singleplayer it's not a bad idea to opt for iron equipment(tier 3) or better, since better equipment will mitigate incoming damage more easily. My preference is typically iron brigandine, since it's both protective and relatively cheap, though chain is also a good choice since it's very protective with fewer restrictions on movement. I will also note that it's okay for your health to get chunked, as long as you can survive the hit and heal afterwards, though it is more ideal to dodge the attack if you can. Higher tier enemies hit hard, even if you have the appropriate equipment, so it's not unusual to need a bandage or two after dealing with one.
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It's an interesting idea, but...this is also stuff that we already have. The Discord and forums almost always have people chatting and sharing builds, ideas, etc. There are plenty of creators on YouTube and other social media posting content regularly. There's several different VS servers advertised in the Multiplayer section. The distinct disadvantages I see to something like this is that, aside from digital conventions being rather uninteresting, it takes a LOT of time, effort, and other resources to actually organize an event on this scale. It's not something you could or even should leave up to the community to organize if it's going to be an officially sanctioned event, since it can easily lead to all kinds of drama in the community and also give the impression that the company is taking advantage of fans' goodwill. Prizes cost money, and have to be mailed to the winners; digital prizes don't have to be mailed, but can end up creating friction in the community due to people missing out on limited-time items for whatever reason. Staff has to be paid, more moderation is probably needed to keep things running smoothly. For server infrastructure...um...to my knowledge, TOPS can only handle 75 people at once currently--an event like this you'd need at least a couple thousand slots for, if not more. The list goes on, but overall, this kind of thing can turn into a logistical nightmare rather fast.
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On this point, the new procedural dungeons allow players to break/take/place blocks and items at will. I wouldn't be surprised if they add some sort of miner's lamp or belt-fastened lantern later on. In the meantime though, there are often torch holders scattered around that can hold torches, and if the player is sufficiently advanced they can craft the night vision helmet for a hands-free way to see in the dark. I will also note though that fighting with a lantern in the off-hand is quite viable, especially with good armor and careful footwork. This holds true for most of the game, really; inventory space is a premium resource, and one the player will need to manage carefully. Sometimes that means only taking what's necessary and making return trips as needed, and sometimes there's not much there to interest the player in question so one trip is all that's needed. Adding more inventory space would make things more convenient for the player, but would probably make the game as a whole feel a little too easy since the player no longer needs to actually manage their inventory(Minecraft has this issue, to an extent). Decreasing the amount of loot is also an option, but that would likely leave the locations feeling rather bare and underwhelming. For the Resonance Archive specifically, many players will bring a trunk or two with them to place at the entrance, and then store their loot in those. It still takes a couple trips to cart everything back to base, even with an elk, but storing loot at the surface does make it less hassle to retrieve later. Sometimes it's intentional design--crouching often helps in these cases. In these cases, the tight spaces are usually meant to create suspense(such as the narrow tunnel before the bell workshop), act as a simple puzzle by making the correct direction less obvious, or act as a sneaky way to hide secrets. The mines should have some empty torch holders that you can place torches in, to tie this into my earlier comments. Backpedaling can help--if you time your movements just right, you can often avoid attacks entirely. Also worth noting that while shields are more effective when actively blocking(that is, crouching while equipped), they do have a passive block rating so you don't necessarily need to be crouching for the shield to soak up some of the incoming damage. As for switching tools/weapons quickly, it's often better to use the hotkeys for the appropriate hotbar slot. I like to put my knife on 1, sword on 2, bow on 3, etc. This boss fight is pretty rough. My general strategy is to stay just within his reach in order to keep baiting out the melee attacks while making my own attacks, and stepping back out of range as needed before I actually get hit. Jumping prior to the ground-pound is also ideal. Heal as needed. Having a shield equipped helps deal with the ranged attack and soak up other damage; keeping a light source equipped isn't the worst thing, but there should be sufficient lighting to see in this area already and the shield is generally more valuable here. The first phase of the fight is playing it somewhat careful and learning the eidolon's different attacks. Once the locusts come out though, you'll need to focus on killing the boss, since the incoming damage will start to pile up very fast and you won't be able to keep up with the healing. The locusts are generally better ignored and kited around, but their numbers can be thinned as needed. They shouldn't be focused, since they spawn almost as fast as the player can kill them, and damage put into killing them is damage that isn't going toward the boss that's summoning them. For healing, honey-sulfur poultices are the best item for this fight. They heal for eight HP per bandage, don't dry out, and don't need any special preparation in order to use. As a side note, you did mention using bronze plate armor. That should be sufficient for clearing the Archive, however, plate isn't necessarily the best pick for this particular fight since while it's quite protective, it also makes healing very difficult. There is an explanation of what it is, but you have to connect the dots yourself, pretty much. As for getting to see the entire thing, you'd need to use creative mode to do so. If you happen to fall in the pit, there is also a way out, so you don't need to worry about getting stuck and dying a slow death or needing to use creative to fly yourself out. What the thing is, if you decide you want spoilers: Jonas tech uses a lot of temporal energy, whether it's in the form of gears or that glowing teal fluid that fills all the various pipes and vats. If you read the flavor text on the temporal gears: Shivering, yet somehow sturdy. Seems to endlessly turn a constant level of inertia, even when resisted. This would imply that perhaps temporal gears are more durable and efficient than their more common counterparts, in addition to whatever other properties they might have. That being said, not every part of the machines are esoteric; there's quite a few parts that are still rather ordinary...or at least, as ordinary as is fitting for medieval steampunk tech.