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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Welcome to the forums! As far as I'm aware, there have been no changes since they were initially teased, so I would expect to see them in 1.22.
  13. https://mods.vintagestory.at/temporalsymphony
  14. Are there any mods related to temperature in general, and not cooking specifically?
  15. 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.
  16. 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.
  17. 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.
  18. Do keep in mind that ACA and Expanded Foods are still in development and don't yet have stable releases for 1.21. That doesn't mean that you can't use them, but it does mean there's a higher risk of issues. That may or may not be the case here, but I will note that when I tampered with those mods in singleplayer I had some hiccups, and removing those mods made the hiccups go away. Difficult to say for sure though. If she is the only one having problems then it's probably not a mod issue, but again, hard to say for certain. Is everyone playing on similar hardware/connection strength? If she has weaker hardware compared to the other players her computer could be struggling with the modlist.
  19. It might be less things to manage, but the lack of food will severely impede your ability to progress in the rest of the game. Securing a food supply is managing your hunger, and it's something that players need to do throughout the game. Farms and livestock make the management easier, but it's a challenge that is always present. While it's true that you don't need to worry about losing nutrition buffs if you never acquire them, the same could be said about pretty much every else in the game. That's not really a very fun way to play the game though, at least for most players. Nutrition buffs also aren't terribly hard to build back up after death. Eating a good meal or two is typically enough to restore most lost nutrition. With all due respect, you're not going to get very far in Vintage Story if you limit yourself to staying in the general area around spawn. If the default hunger rate is proving to be a bit much to manage, I highly recommend turning it down so that it won't be as much of a concern.
  20. Ah okay, that makes more sense. The main issue I see though, is that it creates an accessibility issue. Similar camera motions in the game, like the severely wounded camera wobble, can cause motion sickness and other issues for players that are sensitive to them. While it's easy(or would be easy) enough to toggle those off without affecting overall gameplay, I don't think the same could be said for such a change to ranged combat. A toggle the disables the camera drift would make it more accessible, yes, but it would also defeat the purpose of implementing such a change if most players end up just toggling the wobble off(we're right back where we started, if not having every shot be 100% accurate). I think in this case, the maximum effective range of the crossbow could just be reduced a bit. Even so, I'm not sure that the range is going to be the deciding factor between the two. Assuming both have the exact same range, the crossbow might be easier to aim and fire, but the bow can fire more shots in the same time it takes for the crossbow to be reloaded after the initial firing. I would expect it to be essentially a choice between one powerful shot that softens up the target but likely doesn't kill it in most cases, or several shots that do less damage per hit but are more likely to kill the target at range due to the quantity of shots fired. Personally, the bow would be my primary choice for overall ranged damage, but the crossbow would be my pick when I need to make that one shot count.
  21. Those rocks aren't as useless as you might think. Assuming that you're looking for limestone for leatherworking purposes, there are other ways to get what you need. Chalk and marble can both be crushed into lime, though the latter is a rare find that you'll more likely want for building if you find it. Borax is a mineral that spawns in sediment rocks(which includes conglomerate and shale) and is not only more efficient than lime for leatherworking, but also required for working steel and meteoric iron. Seashells can also be crushed for lime, producing two lime per shell, though this is also a tedious way to get lime. Commodities and Survival Goods traders often have lime to sell, so if you can't find a source then you might consider trade. While rock layers are a thing, generally it's better to find some cliffs or caves and examine the layers that way, rather than dig. The prospecting pick's density search covers the general area of that chunk; it's a bit more complex than that, technically, but for general gameplay purposes it servers good enough. Once you've sampled an area, you don't need to sample again(unless you're trying to pinpoint the best dig site for a specific ore) and should sample much further away in order to cover the most territory. Do note that the density search will only give you an idea of what ore could have spawned in that area, and not what actually did. When it comes to finding ore, you'll want to dig a mineshaft(going straight down via ladder is fine--you won't fall off ladders unless you physically move off the ladder block) and sample every twelve blocks or so with the propick's node search--that will tell you exactly what ore is there, if the ore is within the six block search radius. Generally, you will want to dig at readings that are Decent or better, but it doesn't hurt to check Poor/Very Poor readings if that's all you're got to work with or the ore you're looking for is rare. As for whether there's enough copper to keep yourself equipped with copper equipment...yes, there should be plenty of surface copper to work with by default. If it's a big concern though, you might consider seeking out a deep copper deposit via prospecting, as deep ore deposits are much more lucrative than surface deposits. Food supply should be your primary concern in Vintage Story, regardless if you are a new player or veteran player. If you don't have a good supply established, you're going to find doing anything else in the game to be very difficult. Dying to creatures is fairly normal, even for veteran players, but the player should still take precautions to avoid death by creature, such as practicing situational awareness(stop and look around for threats every so often) and being equipped to handle threats that can't otherwise be avoided. Dying regularly to starvation, however, is not normal outside of occasional early game difficulties. As I said above, establishing a food supply is the first goal a player should work towards. It's probably an oversight, as the handbook, while solid, is still being refined. However, igneous rock will always form the bottom layers of the strata, while sediment rock will always be the very top layers when it generates. Metamorphic rock will either be on the very top or very bottom. Playing this way is fine, but it's also not a bad idea to look up information or otherwise ask for help if you find yourself getting stuck, lost, or otherwise confused when playing the game. The handbook does have all the information that a player needs to learn to play, however, sometimes it helps to watch a visual guide or get a more detailed answer from a more experienced player. Bears and wolves are lethal, yes, but they can also be avoided with relative ease. Pay attention to your surroundings and be especially careful in areas like forest and shrubland where it's much easier for threats to sneak up on you. As for armor, wearing it will increase hunger and slow movement, but the penalties also depend on armor class and player class. While it's easier to outrun threats when unencumbered by armor, it's easier to fight threats if you wear armor. Armor doesn't make you invincible, but it can mitigate enough damage to allow you to survive fights you otherwise would have died in. I will also note that you don't need to wear armor all the time either; it's fine to only equip it when you need to. As for "wasting food"...if you're starving to death, that food you saved is already getting wasted. Most food will spoil, and if you're dying to starvation despite food being available it's the same as the food being non-existent. As @williams_482 also noted already, food provides nutrition, and nutrition provides boosts to maximum health, which helps you stay alive. When you die, that nutrition is cut in half. Edit: One thing I forgot to mention: if you're struggling with the game at the default settings, you might consider turning down certain features like creature damage and hunger rate. Most settings can even be changed after creating the world by running a command or two and reloading the world for the changes to take effect.
  22. I will note that this is fairly realistic when it comes to archery. Shot drift is a thing, and there is a certain ideal firing point to get the most power out of the shot. For Vintage Story, I would argue somewhat that aiming is indeed a skill and takes quite a lot of practice to consistently hit a target with few misses. That being said, I wouldn't mind seeing draw time become a factor. Firing a shot prematurely should reduce the shot's range and damage. Holding the bow at full draw for too long isn't ideal either and should also bring some sort of penalty. Really not a fan of this one. I prefer the current style, where there's a indicator of the area the shot could go and that's it. Better quality bows have a very small window in which the shot can potentially go, and thus produce more consistent shots. While it may not be the most realistic, I think a crossbow would be a more ideal way to eliminate shot drift entirely. The expense of crafting one and slow reload times are a fair tradeoff for a weapon that is easily aimed and holds no penalties for being held at full draw.
  23. It's an interesting idea, but I don't think it solves the problem of speedrunning. All it really does is require two speedrunners, or one speedrunner to drag a friend along. In the case of RPG-style servers(and servers in general, really), it's probably best to organize the story location adventures as community events, at least for the first run, and apply consequences to players who get greedy and break that rule. Likewise, speedrunners should really consider their fellow players if they are playing on multiplayer. Just because one can do something does not mean that one should.
  24. Welcome to the forums! Dave might not have been created by a human.
  25. Welcome to the forums! While there isn't a 3x3 door option, there is a 2x3 gate option.
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