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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums and the game! Primitive Survival is the only mod that handles meat smoking, to my knowledge. I'm not sure anyone else has really tried to make a standalone meat smoking mod given that most players who mod their game tend to include Primitive Survival on their modlist. But I could be wrong. I do agree that smoking meat would be a great addition. However, I will also note that purchasing salt from Commodities/Survival Goods traders is a good option if a player has not found a halite deposit. Likewise, cooking the meat into stew and sealing it into crocks is quite a good option for early long-term storage.
  2. That's what the teal gear in the middle of the hotbar is for. For something more obvious, you might try out this mod: https://mods.vintagestory.at/mistsofstability Personally I'm not a fan of what that mod does, as the effects are much too in-your-face. I don't want a bright teal glow blanketing stable areas any more than I want unstable ones to look rusty and drab. I like the more subtle implementation that currently exists, in that the world as a whole seems fine and outside of story locations, it's not immediately obvious which areas are stable and which aren't.
  3. There are commands to regenerate chunks, but it will likely be difficult to try to use them to regenerate everything but the chunks around your base. A better solution is to use the world editor tool to save your structures as blueprints, then place them in a brand new world. You may also want to make a list of stored resources, as I'm not sure that chest contents and whatnot are saved in the blueprint.
  4. Very fair, but to split hairs, I'd rather an extreme outlier like the furious dragons be contained to a specific area of the world, and have a more manageable temporal storm, angry bear, or even just a high rift activity day as a general encounter. My reasoning for this, is that the latter are things that are very deadly if you get caught unprepared, but are also things that you could reasonably expect to survive by running away, hiding, or possessing extremely sharp combat skills. The dragons, however, would feel very unfair, because there's not likely to be another outcome aside from instant death.
  5. I don't think it's a shiver, as the legs are wrong. The limbs are thicker, and the front limbs have "hands" for grasping or slashing, while the hind limbs are more frog-like or cat-like. Thus I suspect it's some new kind of monster. Both, I'm guessing.
  6. I tried this once in Skyrim, in that I installed a mod that overhauled the bandits and their hideouts. One change that it made to the hideouts, was making the number of bandits that could be lurking within random, so instead of just the vanilla minimums there could potentially be an army of bandits waiting inside, in places that you wouldn't expect them to spawn. It didn't take me very long at all to figure out that feature very much was not enjoyable, as it resulted in no way to really plan for what was inside. I still have that mod; I just never fully enable it since I like the predictability of the set spawns. That predictability acts as a set of "rules", so that I can plan accordingly and then either have fun wiping out the bandits or getting my own rear paddled in the attempt. All the mod does for me in this case is swap the generic bandit classes into variants of ranged/melee/caster, though the vanilla variants can still spawn in the mix as well. Thus I can know exactly where the ranged bandits will be versus the casters and melee, but not know if the ranged bandit, for example, will be one that has more armor, is better at piercing armor, or remains invisible until attacking.
  7. Or I mean, just mod it back to pre-1.22 behavior. Or perhaps even chisel it, if chiseling it is still possible. I've not tried the chisel method in 1.22 to see if that will stop the ice from melting or not. I would assume that it would, but would probably destroy the ice's ability to server as a glass substitute in the process. Even if that's not the case, it's easier to just make some real glass rather than try to chisel out a bunch of glacier ice.
  8. On this screenshot...what exactly is that figurine sitting to the right of the jester toy? The one that looks like a shiver crossed with a drifter. Is there a new monster potentially getting unleashed sometime in the near-ish future? It looks positively terrifying, if that is the case! Based on the appearance I'd expect it to be around the same size as a shiver, perhaps slightly larger, and able to potentially climb properly as well as reach into small spaces to grab a target and pull it out from safety.
  9. Given that there seem to be some crashing issues related to fishing, I'm not sure there's a good answer, yet. But based on what I've read in the patch notes, the fish that are caught seem to be dead, in which case you cook, fillet and cook, or mount them as taxidermy. I'd like to do this as well, but until we get the ability to catch and transport live fish, I'd recommend just spawning a few in from creative.
  10. I'm thinking it's mostly going to be a problem for the eldritch windmill monstrosities that have like, four rotors minimum and each one facing a cardinal direction. That is, the kind of windmill that would never work in real life, since the windmill blades would collide with each other and other basic physics concepts. I would also say that the concept of friction stopping, or even damaging machinery, isn't exactly a new concept either when it comes to videogames. The Create mod for Minecraft is incredibly popular, and utilizes similar concepts. In the case of Vintage Story, it wouldn't be the first time that machines got "broken" with an update either. I think there used to be a way to build windmills underground, and that has since been patched out as it's obviously not intended behavior for a realistic survival game. Pretty much. While I don't really care how others want to play the game, building functional greenhouses out of ice seems better suited to the whimsical nature of the other block game, rather than the realism of Vintage Story. It's also not a mechanic that I exploited myself, but I have seen it exploited before and it definitely left me scratching my head as a result. Glacier ice is fairly easy to get and unlike glass, requires no processing, so why would players sink resources into glass instead of scaling a mountain once? Edit: Reading the patch notes again, I'm guessing that pre-existing ice elevators will still be functional. It's just that no new ones will be able to be built, and tinkering with old ones will likely break them.
  11. This is typically me as well, but I might actually start using spears a bit more now outside of the early game. Lower damage than a falx, but more reach. A good poking stick will likely come in very handy for the caves and base defense. Plus those are easier to throw close-range, so I'm interested to see how they handle as a side arm in temporal storms. I've not played the new update extensively, but the spears feel fine to me. I was able to kill a boar in about the same number of hits as I could in previous versions, and I say that as a Blackguard.
  12. I haven't delved into it too much, but my initial impression: wow, just wow! Everything feels so fresh and crisp, and what the devs have been doing under the hood I don't know, but the game feels a lot more responsive than before. Not that 1.21 felt clunky, per say, but the framerate feels better at higher graphical settings, and picking up items in particular feels very responsive. As long as you're facing the item in question you can pick it up pretty much instantly. The bears also seem to have received some love, as they now look more like real bears and less like antique teddies. They're also very fluffy and I would love to pet them, though I know that would be a very bad idea. At a glance, trader distribution feels about the same, however...the world feels a LOT bigger when I can load in for the first time, look at my map, and see no obvious sign of civilized life. Before, it was rather simple to open the map and spot trader wagons, at least if true map colors were enabled. A few of the new traders are quite obvious on the map, but others not so much. I have yet to play around much with the spears, but the damage tweaks seem to be pretty solid to me. The spear is still pretty good in the early game, but not to extent that it will necessarily outclass the falx and bow with ease. Judging by the numbers, it looks like it will also remain quite relevant into the late game as well. Love the new boar models as well, though I'm definitely gonna be hearing the Razorback fight song every time I see one.
  13. Welcome to the forums! Because with the current balance, bronze spears do around 8 points of damage when thrown, and spears are the best option for early game weapons in general due to the high damage. If the current scaling were kept, iron+ spears would be doing much more damage and be outclassing bows and even the falx. Thus to add in iron and steel spears and keep the other weapons viable, without changing creature health, it makes sense to rescale the damage of spears. Didn't know ice elevators were a thing, but I mean...ice only lingers where it's cold enough. If an ice block is placed in warm temperatures, it stands to reason that it would melt. We're getting water power and other mechanical upgrades, which are an often requested and much anticipated feature. From what I understand, players tinkering with the update will also have the chance to test their current machinery setups to see whether or not the machines will break in 1.22. That is, if I read the post right, the machines will start smoking in the current 1.22-prelease, but won't fully break until the stable release of 1.22. And the reason that many mods exist is that certain features don't yet exist in the base game. Some of that is changing in 1.22. Understandably, some mods will become obsolete, or otherwise need to modify their code in order to account for the changes. It's fine if you don't like what's been presented for 1.22, and fair to criticize, but it's certainly not the end of the world.
  14. You had me at fish, but can we turn this into candy?
  15. Well look on the bright side--if that happens, you get to be the guy that reports it so the devs can fix it!
  16. To my knowledge, they're all possible, but then again I've not tried to catch them all either. Still though, butterfly hunting is pretty fun, especially when you're at a loss for what to do in the game and just want to unwind after a long day. You'll probably want this mod(or something similar) though in order to display them easily: https://mods.vintagestory.at/butterflydisplays
  17. The first thing I would check is making sure you're on the Info tab of the chat logs. If General chat is very active, or has been active recently, the tab doesn't always switch. So it's possible that the propick could be working just fine, but seems like it's not since the prospect data doesn't appear automatically. Otherwise, I would suspect mod interference. Are you using any mods that affect prospecting, or mods in general? If you are, I'd recommend creating a vanilla world and making sure that vanilla is working properly, then re-enable mods one by one, testing each one until the problem reoccurs.
  18. 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.
  19. For those wanting to clean dirty cookpots, you might want to try out this mod: https://mods.vintagestory.at/show/mod/25902
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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