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Everything posted by LadyWYT
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My first suspicion is that it might be one of the creature mods having an issue. I don't see any FotS mods in there, but I know a friend and I recently had similar issues with those mods. So it's possible that one of the mods in the list might technically be updated for 1.21, but might also have an issue lurking.
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Like I and others here have noted, there are other ways to get material for leatherworking outside of limestone. Chalk will grind into lime, as will marble and seashells; marble isn't worth the effort of searching for due though due to its rarity. If you can't find chalk or limestone, but can find other sediment rock, borax is a more efficient replacement for lime in the leatherworking process, as well as being a requirement for working metals better than iron. Last but not least, never discount the power of trading. It's easy to buy enough lime from commodities/survival goods traders for a couple batches of leather, though this depends on lore content being enabled. If you're playing Homo Sapiens, or otherwise playing with lore disabled, trading won't be an option.
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First off, welcome to the forums! Yes and no. I think there were some issues with monsters not spawning when they should--ie, the conditions were right but no monsters or fewer monsters were spawning. That has been fixed, for the most part, but there have also been issues with monsters spawning when they shouldn't as well--ie, on the surface in broad daylight. Currently, that issue hasn't quite been fixed 100% yet, but it's better than what it was previously.
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Welcome to the forums! There is already a sling in the game--it's a weapon exclusive to the Malefactor class. You can, however, craft one yourself by turning off class-exclusive recipes. But other than that, falconry would be very cool.
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Are you using a watering can specifically, or just a bucket? To my knowledge, you need to use the watering can on them, as other vessels won't work. Should be as simple as placing anything else on the ground: shift + right-click.
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Sedimentary layers will always be the very top layers, except perhaps in the case of basalt, so if you're seeing rocks like peridotite, granite, or andesite as the surface layer, you'll want to keep looking. Metamorphic rock like marble is a bit more variable as to where it can spawn, but in the case of marble specifically it needs the proper host rock--slate, if I recall correctly. I will also note that marble is quite hard to find, so if you're after it for leatherworking, there are much better options. Limestone or chalk will be much easier to find, and both are often found alongside bauxite, another critical late game resource. Borax is better than lime when it comes to leatherworking, as well as critical for steel, and can be found in most sedimentary rock types. Lime itself can also be sourced from seashells(two per shell), or purchased from commodities or survival goods traders(assuming lore content is enabled).
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Could be a Windows 11 thing. I have very similar hardware, but run on Windows 10 without issues.
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This is my general thoughts as well. I don't play with the mechanic enabled, simply because I like keeping my landscapes mostly pristine, and I like digging simple but nonsensical holes. If concerned about performance, I would make a test world with the mechanic enabled and see how well your PC handles it, before fully committing to a playthrough with that kind of challenge.
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It's the game lore, dude. I wasn't talking IRL terms. Seraph, in the context of Vintage Story, refers to humans of the Old World that were altered into something else, hence why they're a bit taller than the human NPCs, with odd-colored skin and certain abilities like respawning. It's canon lore that the player characters can't actually die; they just reset back to a specific state, as it were. As for why NPCs chose that title, that's up for the players themselves to decide.
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https://www.vintagestory.at/roadmap.html/ Here you go. Keeping in mind that while it's a list of planned features, nothing is guaranteed. For this specifically, you'll probably want to search the mod database--there's at least a handful that cover this particular concept, in various ways.
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How small are we talking here? And when you say "second layer as surface layer" do you mean the rock type itself is different? I'd like to try this strategy but I'm a little confused.
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Welcome to the forums! My first question is...are you using mods, or is this happening in the vanilla game? And if vanilla, then which version?
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First off, welcome to the forums! Rivers are not currently a thing in Vintage Story, unless you are using mods. There are oceans, but how common they are depends heavily on world settings. By default, large bodies of water aren't common at all, but you will find an ocean eventually if you explore enough. For a better chance at finding oceans though, it's best to reduce Landcover to something like 80%; doing so ensures a world that is still primarily land-based, but has several seas/oceans to explore. As for rock types...it varies by seed. Generally, most worlds will have a selection of key resources near spawn, but require you to explore for others. Sometimes you get a spawn that has everything you need right by spawn, but that's fairly rare. And sometimes the spawn is lacking in resources so the deck is stacked against you. If you're not impressed with the spawn of a world, best to create different worlds until you find one that's fun for you. Aside from that, the idea is to just roll with the punches and make the best of what the map has to offer.
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From what I've seen, the bowtorn that do spawn behave as they should, in that they will retreat if you get too close and will despawn at the end of the storm. Aside from the occasional straggler monster, that is. That's not to say one couldn't get a good handful of bowtorn spawning in the storm itself, but it's much better compared to what it was.
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I'm guessing it was probably messing up because it was installed on your dad's PC but not yours. Once you installed the mod on both PCs then the connection worked. If you remove the mod from both, it should work too.
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Ability to harvest glow worms and a couple of other suggestions
LadyWYT replied to Derro's topic in Suggestions
That is a cool looking mod. Typically I just try to mark routes with charcoal or lime...except I forget to actually bring marking materials most of the time. -
Overall the propick gives you an idea of where you might want to dig, but you're never guaranteed that the ore in question will be there. Only a node search will tell you that. It can be frustrating when the propick lies, of course, but more often than not the data it provides is fairly useful. There are certain ores that seem to be harder to find than others, and magnetite seems to be one of those ores. If you're searching in andesite rock, I think there's a better chance that you'll find it, as that's the only iron type that can spawn in andesite, but I'm also not 100% sure. What I do know is that I've checked a handful of Decent-Ultra High readings for it and not found it, but found it just find at Poor or other sub-optimal readings. The times I recall finding though, have also been in andesite. I wonder if it's possibly bugged in some fashion, and not quite working as intended? Because this does seem very odd. Of course, it could also just be an older system that could use some refining. I would think that the density search should be accurate to what should actually be there, with any existing ore that wasn't reported just a happy bonus. That way players can confidently pinpoint good dig sites, while having the occasional happy little surprise instead of the occasional unhappy disappointment.
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Ah okay, that makes a lot more sense when you put it that way. Honestly the current enemy health pools feel fine to me, but I wouldn't go any higher than that. Going lower would make them feel less like a supernatural threat as well, though I would perhaps lower the health pools of natural creatures like bears and wolves a bit. Unnatural threats should feel unnaturally resilient, but natural creatures should feel dangerous but quite mortal. As for the nightmare level enemies, you really don't encounter them particularly often, and special nightmares like the double-headed drifter are even less common. I think the key to balancing here isn't to nerf their hp or give the player enough power to trivialize them, but rather give the player just enough power to be able to deal with that threat level only if they don't get complacent. In other words, steel tier equipment(and higher, in the event of potential Jonas tech) should make nightmare-level more manageable, but nightmare level should still wipe the floor with the player easily enough should the player get overconfident. On this note though, maybe weapon tier needs to be looked at. It seems that weapon tier should be important when it comes to what kind of threats it can handle, but may not actually matter in practice. If high tier enemies had built-in resistance to low tier weapons, to the extent that the player actively needs something like a tier 4 weapon to think about countering nightmare enemies, then I might be more inclined to throw out most of what I said above and lower enemy health pools across the board. Although in that case, players get forced into meeting particular requirements for certain content, instead of being able to take skill-dependent risks(like going after the first boss with no armor and a handful of spears). Should players be taking that kind of risk? Eh, probably not, but that's really for the player to decide.
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Well...recently I enlisted my hunter friend's help in keeping the nasties off my back while on an iron mining expedition. Neither one of us had armor and the ore was at a nexus of cave tunnels. Hunter got beat to a pulp fighting off the monsters, but it wasn't the monsters that did him in. He would have been fine had he not come running around the corner and spooked me. I was just a tad bit fast on my reflex with the falx, though thankfully the revival mechanic had been added to the game and I had bandages.
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I can't say that I've ever played Terraria, but from what I understand it is rather ridiculous on just how much damage things can crank out.
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I've found plenty of marble, but I can't say that I've ever found phyllite--I'm thinking that one might spawn deep down. As for tips on finding the stuff in general...all the marble I've found has been pure accident. I was running around the world looking for something else, and saw exposed rock on nearby cliffs that had different light colors to it--in many cases, the suspicious light pink of halite. It wasn't halite, but marble. Otherwise...I'm not sure there's a good way to find it, aside from maybe checking all the "normal" rock types in the game and seeing which types can be host rocks for marble. Then just search for those rock types, perhaps, though there is no guarantee of finding what you're after. I would go back and check the area around it. It's entirely possible there is more than just the single block, but buried out of sight. This would be a prime time for traders to offer marble blocks for sale though. It would probably be pretty expensive to obtain that way, but it would offer the player a guaranteed way to get what they're after.
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Seems more like temperature appropriate for the Cool climate zone to me, but then again the cooler region is similar to temperate. Altitude definitely makes a big difference--I had a world that I settled near spawn, but on a high altitude plateau, so the overall climate was more of a taiga than anything temperate. I'm guessing what's probably happened here is OP either settled at a higher altitude, or strayed to the north and settled in a colder chunk. There are climate bands, yes, but they can be sprinkled with chunks that are warmer or colder.