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Everything posted by LadyWYT
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To my knowledge, it's not currently possible in vanilla. However... This mod should do the trick: https://mods.vintagestory.at/beararmorrepair
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There is actually a limit to how much material you can put on the anvil at once; if the material is stacked too high, you'll have to work some of it into shape before adding more. As for accidental overfills...I'd wager that's just an unfortunate drawback of allowing the player to add more material to correct smithing mistakes. Seems like the easiest solution would be to simply return the full amount of however much material was in the workpiece, if the player chooses to scrap it and start over.
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Going Ham There I was, freshly spawned in a new world, with a fresh list of mods ready for the tinkering. Now it's not terribly unusual to immediately run into hostile wildlife, however, said hostile wildlife is usually of the canine or ursine variety, and not porcine. This time, however, it was an angry boar, and while boar themselves aren't much of a threat in Vintage Story, they are just a bit concerning when one has no proper weapons. So I did what any self-respecting Blackguard would do... ...I simply picked up a stick, beat the creature to death, and then threw it on the grill. If only I had some barbecue sauce.
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I would leave the Haha, but Wolfbait is just too much to resist for the context!
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One critical thing you forgot to mention, is that said porridge was in the doggy bowl by the front door. Y'know, where the snacking food tends to be.
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I would keep an eye on it and see if you can figure out an exact trigger. If you can figure out the trigger, then you can test it in vanilla to see if the issue persists. If it does, sounds like it's time to report on the issue tracker, but if not then it's definitely the mod(in which case, report via the mod page/Discord/whatever channel the mod author has for bug reports).
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Yeah I have to agree with @Diff and @Professor Dragon here, it sounds like a standard offhand penalty. A couple of other things to check though: Class: Blackguards have an inherent penalty to hunger rate, so their hunger rate will always read 130% minimum. However, if you are playing with mods that add custom classes, or otherwise alter vanilla classes, it's possible that whatever class you're playing has a similar inherent hunger penalty. Weather: When outside in cold weather, the player's hunger rate will go up by around 20-30%, though it's a change that happens somewhat gradually and not instantly. Going back inside and warming up will cause hunger rate to return to normal. If you've been running around outside in the cold, this might be what's happening. Other Mods: Mods can change a lot, though generally mods that affect hunger rate will be pretty obvious(like, it'll list itself as a hunger mod). Mods that change player classes, as noted previously, are also prime suspects, but there may be other mods(like XSkills) that aren't hunger/class mods themselves but still affect hunger rate for whatever reason. I would check your modlist carefully to see if there's anything that could affect it, but if there's nothing obvious, removing your mods and testing again on a vanilla world should tell you for sure whether a mod is the cause or if there's a problem with the vanilla game.
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I mean if it's just an option, I don't really care, but options like that catering exclusively to the absolute highest end(because let's be real, that's what it takes to render stuff like that and still have a playable game) should only be happening once the game itself is complete, because it still takes a lot of time and resources to properly develop. To my knowledge, the game also already has godray effects(yeah yeah, not the exact same thing, but similar pretty effect), and while those still require some beefier hardware, they can be enjoyed by a wider range of players.
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Welcome to the forums! To my knowledge, this isn't a vanilla thing. There's almost certainly a mod allowing for that function. The elks should teleport to you if they are within range to hear it but don't have a clear path, but that's only if the elk is equipped with an ownership medallion. If no medallion, you're out of luck regarding the bone flute. Aside from that, try searching the very bottom of the world at the markers, and not just under the surface layer of blocks. You might also try checking surrounding shoreline(if it was in a body of water), or backtrack along your travel route to see if it's a possible desync issue. If you still can't find your elks, the only other thing I can think of to do is just...spawn in a couple more, or try deleting the sailboat in case that's messed something up and spawning in a new one. The main problem here though is that if the elks were equipped with medallions and still exist somewhere, there's no way to claim new elks unless the old ones get removed somehow.
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I like Discord as a message box for chattering at friends, but in that case the group is very small and nothing really gets buried as a result. For large groups of people, a dedicated forum website is definitely better, since the slower-paced format prevents topics from getting immediately buried.
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I've actually heard that standing still burns less than sitting down, due to the whole AFK business. I do agree though, sitting down makes more sense to reduce energy consumption, and there could likely just be a server setting to mark players as AFK if they haven't made any actions within a certain time and make them sit down automatically. World of Warcraft had this feature--players would be marked AFK after a certain period and inactivity and their character would take a seat until they returned to the keyboard.
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As @Teh Pizza Lady already noted, it's just a macguffin. Not a particularly important one, but you can bring it to the treasure hunter to get a hefty discount on your first elk. Or you can keep it as a nifty trophy item. Bear in mind that while the eidolon will respawn, the vessel is a one-time drop(I think for each player, but I'm not sure), so bear that in mind before you trade it in if you want one for a trophy(without cheating in an extra).
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Yes. Also yes. Okay okay, I am somewhat being cheeky there, but I'm also 100% serious. Generally, the doors should be fairly obvious, but depending on the terrain it's possible they might be tucked into a mountain cleft and only visible from a certain angle, or buried entirely and need to be excavated. The first time I ever went to the RA, it was the former, but there was a time I was playing with a friend and the RA entrance was actually buried. In the event it turns out to be buried, you might want to make a note of the world seed and settings, and drop a note on the bug tracker, as I don't think that's intended to happen. In any case, what I recommend doing, is that if you've searched everywhere you can think of and found nothing, pop into spectator mode and take a peek under the surface to see where the entrance is, just to make sure it's not completely buried. If it does happen to be buried, then you'll at least know, and can fix it real quick before switching back to survival and carrying on as normal.
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Procedural rework to Story Locations for better replayability
LadyWYT replied to Wexton's topic in Suggestions
Yeah, though I will note that it's possible to build in those locations via creative mode, or otherwise remove protections manually to allow building as normal. But you are right, in that the locations are protected in order to prevent player tampering(like what happens in the other block game). Fair, but I think this is the strong point for adding procedural dungeons, and not changing the story locations. Procedural dungeons I expect to be similar to the ruins you already find scattered around the landscape, but bigger and fancier with better loot and challenges. They won't have the wow factor that the story locations do, but they should fill the niche of being a nice occasional challenge for the player to stumble across. -
Procedural rework to Story Locations for better replayability
LadyWYT replied to Wexton's topic in Suggestions
Welcome to the forums! The main problem with procedural implementation like this, aside from being a monumental amount of effort, is that it's going to destroy the detailed storytelling that locations presently offer. Currently, there are several easter eggs and other hidden goodies within several of the locations, that take quite a lot of searching to find. Likewise, a good chunk of the storytelling is done through the design of the locations themselves--those details scattered around aren't just there to look pretty! Exactly what happened is still left open to player interpretation in many cases, however, it's easy enough to piece the details together to form a coherent story. With randomly generated bits though, details like that become just set dressing most of the time, and don't really prompt any deeper thought since there's no intentional design behind them. The other pitfall is, even if you could randomly generate all the details for one location and get something coherent...then you'd need to not only repeat the process for every location added after, but also ensure that each location is following the same script. The more locations you have, the harder it gets to keep everything coherent, especially with a highly detailed story. What I recommend, is trying out different classes for future playthroughs. The overall story will be the same, yes, however, different classes have different interactions when it comes to NPCs. It's a system that's still being fleshed out, but I think this is the better way to keep the story interesting for multiple playthroughs: one main overarching plot, with several side plots and interactions that change depending on various choices that the player makes. Also, some specific notes on story locations: Chapter 1: Chapter 2: -
Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Currently, it is only that one specific lore location, but there may very well be more added in the future. I am operating on a lore-based interpretation, yes, since gameplay needs to follow lore as closely as possible. Otherwise, it's difficult for the player to stay immersed in the world. It's like when a dragon attacks in Skyrim and even the grandmas run out with the kitchen knives to go fight it--yes, it's funny, but ultimately it's just a reminder that it's a videogame and not a world you're actually exploring. There are different flavors of temporal stability in the game, yes, however they're also all related in that certain cataclysmic events of the past caused the current conditions of the present. The practical implementation of such is a meter to allow the player to easily track specific data, and having the worst instability relegated to specific areas like the deep underground or certain story locations(both of which aren't areas the player will be hanging around in long term). Surface instability, as a result, isn't really a huge deal, unless a player is doing like @Thorfinn says and hanging around in an unstable area for more than a day. I've said multiple times, over the course of this thread and others, that a late game device to stabilize a surface region would be a great addition to the Jonas devices we have already. A decent alternative is just adding an option to the settings that allows players to toggle off surface instability but not underground; however, that would also likely require a major rewrite of the code. One premise I don't agree on is that unstable chunks need to be made more obvious, as there's already a meter that keeps the player informed of present stability status as well as sound/visual cues to ultimately force the player to notice that something is very wrong. -
It's a neat idea, but the drawback there is that the story has much less impact. While any class can complete the story with ease and achieve the same general outcome, the player's choice of class does actually make a fairly significant difference in how NPCs react. For example, Malefactors and Blackguards tend to get colder receptions, while Blackguard specifically has some more blunt/cold dialogue options for certain interactions. There's also this: In any case, while the concept is still very much a work in progress, my point is that the player's class choice is meant to have a fairly significant impact on certain aspects of the world. Mixing and matching traits to make a custom class pretty much ruins that level of integration.
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You might be interested in a mod like this: https://mods.vintagestory.at/zippyscroptweaks
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Places with extreme instability, such as rifts, will have sepia-colored sky. Most unstable surface locations aren't that extreme though. -
Welcome to the forums! I can't say that I've ever seen this, but if it's only visible with debug details turned on perhaps that is why. If it's vanilla, I would assume there's perhaps some placeholder code at work there, in that it's a feature that's not yet fully fleshed out. One thing I would check though, is make sure you're not using a mod that could be providing that kind of function.
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Looking at that map again, are you using a rivers mod? Like this one? https://mods.vintagestory.at/rivergen Looking at that particular mod's page, it looks like there's a known issue with chunk generation when updating worlds between game versions. It also looks like it's incompatible with Better Ruins and will cause similar issues if you try to run both at the same time. I'm guessing that's probably what's caused the issues here as well. If this is the case, I'm not sure there's much you can do to fix it, other than adjust your modlist, make sure everything plays nicely together and otherwise works as intended, and start a new world.
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Welcome to the forums! Putting my google-fu skills to use, it looks like there should be a playerdata.json file for the server somewhere, that should allow you to change the permissions for specific players manually. You'll probably need to shut down the server first to make changes like this, but it should be as simple as finding the correct name on that list and changing the permission from "admin" to whatever the standard role is. This is what I used for reference: Edit: I should note, this probably only works if the player in question can't access the same files to change them back.
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i love this game, but bloody windmills!... a rant
LadyWYT replied to Galdor_Mithr's topic in Discussion
https://mods.vintagestory.at/show/mod/34066 -
That's insane RNG if it's just pure luck of the draw. If disabling Knapster doesn't solve it, I would disable any other mods you have installed and do some testing on a fresh world in vanilla just to see if the issue repeats itself. If vanilla works as intended, then add your mods back in one-by-one, testing on throwaway worlds until you can narrow down which one(or ones, sometimes mods work fine by themselves but not with other mods) is causing the issue. If the issue is repeating itself in vanilla though, then it might be time to consider a bug report. At the very least, you'll want to relocate your beloved worlds to a different folder temporarily and do a complete reinstall of the game, then move your worlds back to the proper folder. A fresh install should fix any issues caused by corrupted files(it's rare, but it does happen), but still make sure you test a fresh world in vanilla before adding your mods back in(it's tedious, but you may want to test them again just to see if things break) and picking up where you left off.
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One mod I would check for is XSkills; if you are using that mod and took the Huge Stomach perk, the UI can sometimes flip out, although not quite in this fashion. Otherwise: I would agree here--the issue probably lies with a mod(or combination of mods) that affect status bars, either by adding overlays to pre-existing status bars or by adding new status bars. When using multiple mods that affect status bars, you'll probably need to do a little extra legwork configuring them upfront so everything plays together nicely. Probably the best way to narrow down the issues is disable suspect mods one by one and test them on throwaway worlds to see if you can narrow down which one, or which combination, is causing the issue. Once you've figured out the problem mod(s), then you can check the configuration file to see if it's perhaps something you can fix yourself, but otherwise you can head to the appropriate mod page from there to report the issue(or Discord or wherever is appropriate for reporting issues for that mod). Just for clarification: Hungry While Injured is what Hunger Patcher used to be. Hunger Patcher is no longer needed in the latest version of the game and ES mod, since the vanilla hunger bug has been fixed. However, Hungry While Injured is still recommended in order to achieve the best experience with Expanded Stomach, as it will increase hunger when you are healing, instead of suppressing it as tends to happen in vanilla. When updating ES to the latest version and installing Hungry While Injured(it's recommended but not required), I'd recommend removing Hunger Patcher from your mod folder just to make absolutely sure there's no possible interference(I've had this happen a couple of times with other mods).