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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! Looks like your system doesn't have enough memory for the modlist you're trying to run. I would reboot your system in case it's a memory leak, and then check your log files to see if there's anything that looks off. It's also a good idea to disable all of your mods after a reboot, and test the game in vanilla to make sure things work properly. Once you've confirmed vanilla works fine, then you can start adding mods back in. It's a good idea to doublecheck the mods and make sure that they're either all up to date, or known to be working properly on the latest game version. You might also consider paring down your modlist a bit, or adjusting other graphics settings to lighten the workload for your PC.
  2. Like you misplace your arrows into my face? Relevant story link:
  3. I don't recall. It was called "Compatibility Patch" or something to that effect. I'm not even sure it's on the database anymore, to be honest. If it is, I don't recommend using it, since it doesn't actually fix the issues that Wildcraft has on the current game version. Hence why I say it makes things "work"; that is, the code might compile and it might not spit out so many errors to the server console, but you'll still encounter issues like animals not eating from troughs or getting attracted by trap bait. I would either wait for Wildcraft to receive a proper update, or start a new world. You could also try to continue as-is, and try to find a workaround via some use of creative mode or something.
  4. The main issue I see to using a campfire for faster drying, is that it logically dries out one side faster than the other, unless you're rotating the pottery items periodically. The pottery I've made IRL didn't have anything fancy to dry it; it just sat there for a couple of days before getting fired. Possibly, but I think at most it slows down the process by about a day. While the pottery is drying, the player could be working on charcoal(which will fire the pottery faster), scouting for more resources, building a makeshift base, hunting for food, etc. It becomes more of an issue later in the game, potentially, when one needs to fire a lot of pottery at once. However, pottery is also a task well-suited for periods of down time(like night, temporal storms, winter, etc), so the player can easily plan ahead and make pottery well in advance, then throw it all in a beehive kiln for a proper firing.
  5. Or perhaps instead of refilling with bits of grass, have some sort of pitch or resin-coated torch that burns longer. More expensive, but better for early lighting if you don't yet have the resources to invest in lanterns.
  6. That would be a good use for them, for sure. I did consider that, but yeah, came to the same general conclusion.
  7. This one I can at least somewhat answer: As for whether or not the starfield itself is accurate...that I'm not sure. It seems like it should be, since I'm not sure that the stars were rearranged, but it could also just be a made-up starfield as a placeholder. My current understanding is that having a rotating starfield accurate to hemispheres and seasonal variation is on the roadmap, but it's not exactly there yet. I'm also not sure if that means copying the actual real-life starfield, or making one up for the "new reality".
  8. Realistically, it should, since this is how pottery actually works. If it's not dried first, it will most likely cause problems during the firing. From a gameplay standpoint, it seems a reasonable thing to add, since it leans into realism without being too intrusive. It would also be a decent way to extend the early game just a little bit, rather than have the player jump right into the copper tier on the very first day. However, it probably wouldn't be so restricting that the player ends up having to spend multiple days stuck in the stone age either. On the other hand, that might be more realism than what most players would enjoy. I'd think maybe a full day at most for the raw pottery to dry thoroughly, with the drying process becoming wet again if the raw pottery is left out in the rain. Attempting to fire the raw pottery before it's dry will likely result in it shattering during the firing process, which results in pottery shards. As to what to do with shards of fired pottery? That I'm not sure. Perhaps they could be recycled into decorative mosaic blocks.
  9. Pretty much. There are quite a few real historical things referenced, however, the "real world" was basically left behind when "the incident" happened. I'm not actually sure anyone in the present day is aware of the Old World's actual history, aside from a handful of specific characters that is. The little bits that are known are probably vague details couched in various tall tales and other legends that have managed to survive. Honestly, that's also a very good reason not to make it a completely alternate world. One complaint about fantasy/science-fiction settings is that oftentimes, the setting is just a carbon copy of Earth, with exactly the stuff you'd expect to find on Earth, but it's "in space" or whatever. It's not a bad thing to do that, mind you, as familiar things like bears and wolves and whatnot don't really need to be explained to the audience. But it is how you get complaints such as elves just being pointy-eared humans, dwarves/gnomes being short humans, etc. Of course, another drawback to making the setting completely alien is the problem of how to explain the various things to the audience, without it seeming too contrived.
  10. I think they're on by default now, but used to be off by default once upon a time. I don't recall ever messing with that setting and I've always been able to see forum signatures. @Maelstrom
  11. There are blueberries, but as @Slam noted, there's not really a difference between them and currants. They both have the same shelf life and satiety value. Of the berries we have available in the game though, blueberries are the second-rarest, with only the white currants being harder to find. From a purely practical standpoint, they aren't an ideal berry since the bushes are a bit harder to find and don't stack. But where's the fun in that? I do as well, hence why I like to get a patch of them going.
  12. Which one? I think there's like...at least three of us that lurk around, maybe more. But yes, welcome to the forums @Nicholas Rathke! As @Slam already noted, there are other options when it comes to acquiring lime. Marble can be ground into lime as well, but honestly, given it's rarity, I don't recommend doing this, unless building isn't one's thing. Typically the route I opt for if I can't find limestone or chalk. If I'm not mistaken, commodities traders will sell it too.
  13. Honestly, have to agree with @Professor Dragon here, in that there are just too many variables to account for. As a general rule, Vintage Story is optimized very well, and the vanilla game should run excellent on the average machine. Sometimes there's a bug or two that throws a wrench in the works, but those are usually sorted out fairly fast. For vanilla specifically, it's going to depend on player hardware. Weaker hardware will want to turn down graphics, which usually equates to lowering render distance, lowering particle counts, lowering shadow quality, etc. It's also a good idea to keep background tasks to a minimum while playing, as they can also interfere with game performance(especially on weaker hardware). Having lots of signs, machine parts, a ridiculous amount of entities crammed into a small location, lots of intricate chiseling, etc, can all possibly impact performance, but I would say that's really only a concern for weaker hardware, and like...a TON of that stuff packed into one's base. I would also say that's a general rule for most games, not just Minecraft or Vintage Story. The more you have going on in a single space, the more the system is going to need to work to account for it all. It's also worth keeping in mind that for multiplayer specifically, spotty internet connection can easily cause issues while playing, although connection issues typically come with a warning box appearing in the upper right hand corner. Likewise, the bigger the server is, the beefier it will need to be in order to handle a large map with lots of players. Honestly...it sounds like those players might just have lower-end PCs, and/or be running other programs in the background that may impact their performance specifically. Having browser tabs open, playing music, or recording game footage can all be fairly demanding on system resources. However, it's also possible that they're trying to play the game at higher settings than what their hardware can handle, and thus are encountering problems as a result. If it is a hardware problem though, I'm not sure there's much that can be done, outside of tinkering with graphics to find something more workable or upgrading hardware(if possible). While it may not be fun to do that, it's also not really fair to force other players to avoid chiseling or otherwise reasonably enjoying the game just because the hardware of other players can't handle it. That being said...despite it being a vanilla server, it's worth checking to see if the players having problems are using client-side mods. If they are, it's entirely possible that there's a mod causing issues(especially if the mod is out of date and not otherwise known to work correctly on the latest game version), in which case they should try disabling their mods to see if performance improves. If you've got logs available, you could also try posting them here on the forums to see if someone else can figure them out. If it's an actual crash report though, you can post that to the forums too, but that's much better submitted to the Github bug tracker for the devs to see.
  14. First you'll need a crucible, and a mold to pour the molten copper into. Put the nuggets of copper into the crucible and heat in a firepit to smelt, then grab the crucible with tongs(in your offhand) and pour into the mold. Twenty nuggets equals one ingot. Regarding the fuel, you need some sort of charcoal/coal to smelt copper/most other metals, as you need to get the crucible hot enough for the ore to actually smelt. Also keep in mind that the more ore you try to smelt at once, the longer the process will take.
  15. Technically, there are lore reasons for the wildlife being more aggressive, but that's also a plot point that's not really been explained(and may not ever be, and just left up to player interpretation). That being said, creature AI is still being worked on, and to my knowledge more complex behaviors are planned. Some of the current AI is also maybe a bit more nuanced than it first seems, since I've stumbled across bears and wolves and had them do nothing/run away instead of attack. It's safer to assume they'll always attack if you get too close though.
  16. Correct, but this is also the timeframe that Vintage Story takes place. It can't be later than the 1400s since the Byzantine Empire is referenced, but it also can't be earlier than the 1200s since the Hanseatic League is also referenced. There is a bit of wiggle room regarding tech, given that according to the lore there was a sort of early industrial revolution taking place prior to a world-ending catastrophe, however I'll also note that pretty much all of that tech is now a lost art. There are maybe a handful of characters left(player included) that still know how to utilize it. Not currently, but you do need steel in order to craft Jonas tech, make sturdy leather, or make the highest tier of refractory bricks. Steel is the only material tough enough to mine things like chromite, ilmenite, and pendlatite(I think). I would expect to have some more machine options later, however, I don't expect anything like the full automation you can get with the Create mod in the other block game. Full automation kinda goes against the grain of the kind of game that Vintage Story is trying to be. That being said, I'm sure there will be mods that allow for such in the future, if there aren't already. I think the idea for these has been floated a time or two, but it remains to be seen if it'll actually make it into the game. If it's implemented though, I would expect more a larger scale version of the sailboat we have already, with a customizable "pocket dimension" interior, and not so much something like the Archimedes Ship mod(I think that was the name) where the player literally designs the entire thing block by block. I'd recommend at least playing through the story, if you haven't yet, as there is quite a bit of interesting things to explore. It's also harder than you'd think. For the machines that are there, in my opinion they do take dozens of IRL hours to build, but most of that time is going to be spent actually finding the materials and refining them into the required machines parts. Building the machine itself is usually pretty straightforward otherwise.
  17. That defeats the purpose of a spear, really. I'd opt for a pike instead. Give it more reach, with a minimum poke range so that carrying a side arm is still a good idea. In that case, it's a good choice of weapon for poking things at a distance, but not a weapon that you can throw. That's better suited to poison-making, really. The main benefit of a barbed arrowhead isn't to make the target bleed more on impact, but rather to make the arrowhead much more difficult to remove. If I'm recalling correctly, broadhead arrows are better if you want the target to bleed, since they tend to make bigger wounds. I've not used that mod, but my general opinion is that the stuff in that mod should stay in that mod. Nothing against what it does, mind you, but I don't want to see the game's focus shift heavily to combat.
  18. Welcome to the forums! It's worth keeping in mind that the game is far from complete as well. Of a planned eight story chapters, only two have been implemented. You are correct in that the game's tech progression is meant to remain rooted in medieval technology, with steampunk-style steam power potentially being the farthest once can advance, but there are also mods that add things like electricity to the game(from what I've seen, that one is decent at staying up to date). Honestly, I'd give the game a little more time. Progressing sounds easier than it actually is, since the game is very good at punishing mistakes, and certain processes take some time to complete. I will also note that playing the game yourself is quite different from just watching someone else play as well. There should also be another update arriving sometime in the near future, which I think should include more late game options, but I'm not 100% sure on that either. In any case, it's also okay if the game just isn't your cup of tea either. The refund policy is pretty generous, and you can always try it again later after a few more updates.
  19. First off, welcome to the forums! It's a neat idea, but not feasible to code, for reasons that @Heart_Afire has already stated. In regards to the game lore itself, standard weapons are implied to be ineffective against the monsters, hence the reason the falx looks the way it does. As for the Blackguard shortsword, that is a weapon made specifically for close-quarters combat, so while it looks like a typical sword it technically falls into the "specialized weapon" category. The main reason that bronze is the limit for spears, I think, is mainly that spears hit very hard at range. Iron spears would probably be doing something akin to 10 points worth of damage per hit, in which case why bother using any other weapon at all? The general idea is that while spears are good in the early portions of the game, they're supposed to eventually be replaced by the bow, which can shoot faster, shoot farther, and is a lot more efficient in regards to inventory space. As for different types of arrowheads...you'd need to have a reason for them to exist. In real life, you have different types of arrowheads depending on whether you're hunting, firing a signal shot, or firing at an armored target, etc. In the game though, it's just...flat damage, as far as I know. I could see a place for signal arrows(fire, whistle), but I'm not sure that more variety is needed otherwise.
  20. I'm guessing the change is mainly because the sepia style looks more like an actual map, and not a miniature birds-eye view of the world. I'll also note that the true color map, while very useful, is also...pretty ugly, in a way. It ends up a hodge-podge of colors by the end of the first year, since the map will only update things when you actually visit the areas. The sepia map will have a consistent look year-round. Technically, you can still pick out some resources, but realistically, you shouldn't be relying on the map to find resources. Maps are more for recording various information, like the location of critical resources, in order to make things easier to find/work with later. Granted, that's not what's going to happen with the true color map, but still... It would be nice, however, that could be said of most of the options available in the game. And it's not really practical to point out each option to the player either. In this case, I think it's just part of the learning curve for new players, in that they learn just how many options Vintage Story offers them, and then tinker with said options until they find the results that please them. If you do end up turning it off, you may want to install a mod like this one: https://mods.vintagestory.at/craftablecartography That way, you'll still have access to the map, but you'll also have to do a bit of work to get it. It's a nice compromise between the obvious videogame mechanic of the current map, and turning the map off entirely.
  21. That's probably the old "hurt" sounds, given that(as far as I know) the player character produced your stereotypical human grunt noises when damaged and whatnot. Once the voiceset swapped over to the instruments, the injury sounds also changed to match.
  22. Welcome to the forums! I agree with @Evilel, the most likely cause is a cave somewhere near the area, and the denizens within it are what you're hearing. However, it's also possible that there are deer hanging around and that could be what you're hearing given that they do make soft snuffle-snorting noises. This as well!
  23. Welcome to the forums! I can't say that I've ever seen it happen, nor should it be happening in the vanilla game. If you're using mods though, make sure you disable them and test on a vanilla world to see if things work as expected. If things work correctly, then you know it's a mod issue, but if not then it's time for a bug report. In the event it is a mod issue, and you don't see any likely culprits in your modlist, the easiest way to figure out which is the culprit is to re-enable your mods one by one and test them as you do so. Tedious, but the problem mod will be very obvious once your test results go awry.
  24. Purpleheart is best used with medieval-style logic. That is, color matching isn't what's important--it's showing off how rich you are! And one easy way to do that is to use a hard-to-obtain wood with a very flashy coloring.
  25. Bearing in mind that the wiki is maintained by volunteers, so... I do agree, but the volunteer aspect means that the wiki gets updated whenever those maintaining it actually have the time and energy to do so.
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