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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums(and Vintage Story)! I don't think there's an option to change it, outside of possibly writing some sort of macro, which is not my realm of expertise. The reason that Vintage Story's inventory system is set up the way that it is, is that unlike Minecraft, Vintage Story allows you to have multiple inventories open at once--character, backpack/crafting, storage containers, etc, which is very convenient at times but does make closing windows a bit more cumbersome. Minecraft opens both the player inventory and a specific container inventory simultaneously, so it's therefore simple to allow a single key to control entering/exiting the inventory screen, as there's technically only one inventory screen to worry about.
  2. I will note that the game still works just fine in offline mode; the only thing that will really be unavailable is multiplayer.
  3. The first step is to disable your mods and ensure vanilla works properly. If it doesn't, you'll need to backup your saves in a separate folder and reinstall the game, then check again to make sure vanilla is working properly. Once you've verified vanilla works as it should, then you can start adding mods back in one by one, testing as you go. Though tedious, it's the easiest way to figure out exactly which mod is causing the problem, if you've otherwise no clue to the culprit. The only other thing I can think of to check is to make sure that installed mods are either up to date for the recent game version, or are otherwise known to be working correctly on the recent game version. Likewise, check for mods that are marked as a developer version--these mods often have issues(but not always) since they are unstable releases.
  4. Pretty much my thoughts as well, though I wouldn't require the player to use the cartography table to update their own map unless they are copying information from another player. On the other hand...perhaps there is a "hardcore" map setting, in that map information is lost on death unless the player logs it to the cartography table. That definitely gives the player more incentive to interact with the table outside of multiplayer or drafting the occasional replacement map. Please no, for reasons similar to what @MKMoose mentioned. Although in my case, it's not a lack of attention to what gets marked...it's being incredibly particular about what does get marked. I have specific ways that I mark specific things, and there are also things that I don't bother marking at all because they're either too far away for me to bother with, or they're close enough to be useful but are also easily remembered(and thus don't need markers). Plus I really don't like cluttering up my map more than necessary. That being said, if it was an opt-in system, I wouldn't care so much. I would actually tie this into my proposal for the cartography table. The maps to story locations still work the same as they do now, in that they mark the location on your map. However, if you die before recording the information to the cartography table...you're gonna have to do the walk of shame and ask the appropriate NPC for another map.
  5. I meant that daub has a plaster-like finish, but with a wide range of colors depending on what one used to make the daub. Plaster, however, has a bright white color that daub cannot achieve. So if one wanted bright white walls with smooth texture, they'd opt for plaster, but if they want smooth walls in a different color they'd opt for daub instead. As for the block appearance--it's just the plaster/daub texture overlaying the blockface it's applied to, basically wallpaper and not a tint. As to why they wouldn't just use wattle and daub to begin with? Stone blocks, unless it's cobblestone, require a pickaxe to break. It's also possible that the player in question might want the interior to have smooth walls, and let the exterior remain stone. Allowing the player to smear daub or plaster on the walls allows them to easily freshen up interior spaces, for a relatively low cost, without needing to use the chisel extensively. Of course the catch is that if the plastered/daubed block is broken, the player will need to reapply material to the wall to regain the smooth finish.
  6. Doesn't even need to be redmeat. Rotisserie chicken from the local grocery store(or roast your own), eat part of it for a meal or two, and use the rest for chicken soup after using the bones to make stock. Opportune time to use up whatever vegetables you have lingering in the fridge, like that last bit of celery or carrots, or the last two potatoes you don't otherwise know what to do with. Season to taste. This typically makes enough soup to last a few days, though it depends too on how many people it needs to feed. Either way, very tasty and nutritious, and easy to make. Honestly depends on which brand one buys, and how good one is at making bread. I think one of the biggest differences is that homemade bread doesn't tend to be as sweet(doesn't use as much sugar as store-bought) and doesn't tend to have the same shelf life since it's not loaded with preservatives. Not saying that all store-bought bread is like that, mind you, but it is something to keep in mind when purchasing bread versus making it yourself. In the event you make bread yourself and it ends up a little on the dense side, try pairing it with soup, stew, or some sort of gravy that it can soak up. Or soak it in cream and honey/jam for a dessert. I'm not sure the dishes have been lost, as much as it's the case of changing tastes and different available resources. Likewise, it's not possible to replicate some dishes exactly, since what we consider an apple now might be quite a bit different than the apple variety a medieval recipe describes. Based on what I've seen on Max Miller's "Tasting History" channel, a lot of old recipes aren't that specific when it comes to ingredient amounts or bake times and temperatures...at least, not as specific as many modern recipes. Rather, the recipes go by appearance, consistency, and taste. I'm also not entirely sure, but I think some old recipes were less about how tasty the food was, and more about how expensive the ingredients were. If you were rich enough to afford it, you'd have spices like saffron(difficult to acquire and expensive) and avoid using things like garlic, since that was an ingredient that most any peasant could acquire. In any case though, I do agree, it's beneficial to bring back certain aspects of medieval-style cooking. Ironically, I've heard this is part of the reason that English cuisine gets joked about as much as it does; it's still quite reliant on cooking traditions that date back to the medieval times(like relying on herbs for seasoning), instead of changing to fit whatever idea happens to be popular in the present.
  7. That would be a prime opportunity to borrow from Valheim's cartography table concept.
  8. I think it's fine to just keep the texture of the plaster block as-is, but perhaps allow it to be acquired in the same manner as wattle and daub. That is, instead of daub, you're creating a plaster mix to apply to wattle. It could have three separate "finishes", like wattle and daub does. As for why it doesn't work that way now, I'd wager it was just simpler to add as a block previously, instead of trying to figure out something like the wattle and daub system. But I'm not sure. Perhaps if brick or stone were used as the foundation block, then less plaster is used and instead of a plaster "block", it's just an overlay on whatever block is underneath. Though I would also say that if this is the case, daub ought to be an option as well to expand the color palette.
  9. Did it bring the map data with it, or do you need to go explore everything again? Map data would be my main concern. I loaded up an old world not too long ago after reinstalling the game, and while all my waypoints were still there...the map itself was very much not. Not that stuff can't be explored again, but it is a potential inconvenience.
  10. Not a newbie to VS anymore, but when I was I definitely installed several mods. I think it depends a lot of the demeanor of the player, but I think there's two general scenarios that happen here: 1. The player plays a bit of vanilla, gets overwhelmed, and tweaks settings/installs mods to help them have a smoother time with the game until they're more experienced. 2. The player picked up the game on a friend's recommendation, and copied the friend's game setup, which includes downloading "necessary" mods. I think in both cases, the player in question is already used to heavily modded setups in other games, such as Minecraft or Skyrim. Of course, I would also say it's not really unusual to start off Vintage Story on easier settings(modded or otherwise), and then gradually settle into a harder difficulty later on.
  11. You might try /debug chunk relight to see if that clears it up. At least, I think that's the right command. It won't stop the issue from occurring, necessarily, but it should recalculate the chunk lighting and remove the uh...ghost lights, so to speak.
  12. Strange. Are you talking to the same treasure hunter that gave you the map to the Archive? I believe it needs to be the same one in order for the dialogue option to appear.
  13. Funny you say that, because half the ones I find seem to be in pines. I think it depends on where the pine trees are though. If it's a mixed forest, there's probably a good chance of finding bees in there. Forests that are exclusively pine though tend to either be in dry regions, or colder regions, neither of which will spawn bees.
  14. Pretty much, although I would say it's tuned for singleplayer as well. Lower quality tools break faster, in order to help push the player to invest in better tools like iron and steel, instead of just relying on copper. I don't know about the tool not breaking entirely, but there may or may not be a system similar to this getting added to the game soon. Some advanced metalworking stuff's apparently been teased on the Discord. I'm guessing that for balance purposes, tools will still break after a time, but the player can more control over it via a tempering process or something. That is, a harder finish will result in more tool speed/damage, but a shorter tool life. A softer finish will ensure the tool lasts much longer, but it won't be as efficient at work/combat.
  15. I think it's probably possible, but it going to rely heavily on map RNG. Given everything that steel takes, the player won't be able to waste much time actually searching for resources. Assuming that all critical minerals are near spawn, I think the bottleneck would probably be flax. Netherite is the limit, at least of the time of this writing. There were some changes to make it a bit harder to obtain(which were much needed), but it's still something easily achievable within a few hours of starting a brand new world, if one knows what to do.
  16. Regarding cutscenes, there's a world of difference between watching it the first time, and then watching it for the fifth, or tenth, or hundredth time. This is why a "skip" option is typically available. Of course, there's also a proper time and place to add cutscenes for enjoyment and dramatic effect. Too many cutscenes, and the gameplay interference will prompt players to start skipping them. Generally, it's best to keep them short, and use them as intros, outros, or otherwise short narrative breaks between long gameplay segments. And that all hinges on the writing for the scene being good. If the writing is bad, no one wants to watch it, unless the writing is so bad that one can't help but watch and laugh. Good visuals don't often save bad writing.
  17. If that one isn't your fancy, you might try out Ancient Tools. It adds a different leatherworking option that does not require lime or tannin, plus several other fun little things. https://mods.vintagestory.at/ancienttools Yes and no. Landform Scale governs the size of mountains, plains, and other features. Biomes are a lot trickier though, as they're governed by latitude, temperature, rainfall, and forest coverage. I don't think there's really a way to make them bigger, as much as there are ways to make certain climates more prominent. To my knowledge, bees just require a warmish climate without too much rainfall in order to spawn, as well as a tree or something to spawn in. The flower type doesn't matter--the plant just needs to count as a flower in order for the bees to use it. If you're having trouble locating bees, the Buzzwords mod can help you find them. https://mods.vintagestory.at/buzzwords
  18. Probably some good luck, in that regard. On the loot drops from panning, I'm thinking less in terms of useful resources, and more in terms of fueling my shell-hunting addiction.
  19. I will note that players aren't guaranteed to find absolutely everything they need for progression within a day's walk of the world spawn. There are seeds like that, but most of the time there's going to be a couple of resources that the player will need to spend some time searching for. In the case of limestone and chalk, when those rocks appear, there's a LOT of them. Borax can spawn in pretty much any sediment rock, I believe, so even if there's no lime or chalk nearby, there's still a decent workaround. Now don't get me wrong, I do think that shells would be a good addition to the panning loot tables as a semi-rare loot drop. However, it's also worth noting that there's already another alternative to looking for shells, if one cannot otherwise find lime/chalk/borax, and that is traders. Survival Goods and Commodities traders both sell lime, I do believe, for a quite reasonable price. Provided one is playing with lore content enabled, it's not terribly hard to do some wheeling and dealing when necessary. Two barrels of limewater, actually. Each shell grinds into two lime. I will note that there are mods that offer solutions to this(such as the one @dakko mentioned), if one finds it a problem. And mods do not change the game for everyone else. Also worth noting that what's been proposed above only solves potential supply issues for leatherworking, plaster, and mortar components. Borax is still going to be an issue for the late game, as it's a mandatory resource for moving past iron.
  20. Well, actually...halite will show up on the density search readings. It will not, however, show up for a node search reading. Of course it's also possible that's what you said, and I just misunderstood it.
  21. Based on testing, I would say the drawbacks start becoming noticeable around the 25% fat mark, which is also when the player receives the first warning(assuming the warning messages are enabled). However, whether or not it's a concern depends partly on the player's preferred playstyle, and their choice of class. Classes with an inherent bonus to movement speed, like Hunter and Clockmaker, ironically won't suffer as much from bad habits as other classes. We may or may not need to take a look at that.
  22. I dunno, maybe instead of changing when seasons start/stop, just tweak how the daily temperatures work. The template we have now could just be the average expected for that region, but the actual daily high/low temp could vary by a couple of degrees. Overall, it doesn't affect too much, but it does make early/late plantings a lot more dicey depending on what you plant, since there's no guarantee you won't have one last night of freezing temperatures in late spring, or an early killing frost in fall. Likewise, it's possible to have a day or two of record highs during the summer, that messes with the heat-sensitive crops.
  23. Are you sure you're not a Blackguard? Maybe you're the cousin of my hunter friend, given that he enjoys cleaning out the cookpot in front of me. Now there's a name I've not heard in a long time!
  24. "Should Have Seen That Coming"
  25. Subaru isn't the same as Subawoo...just sayin'
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