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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. You need to look in the folder marked Vintagestory--this folder contains all of the actual game assets. The folder marked VintagestoryData is where all of your mods, saves, server mods, game logs, etc. are stored.
  2. Maybe. By "beefy" I mean the absolute top-of-the-line specs; you could probably get some playable results if you have an absolute beast of a machine. I would assume in that case though, you'll probably also need to turn your view distance down, as well as turn down other graphics settings(like god rays and shadows) in order to get something playable. Of course, that's just guesswork on my part, based off observations about shaders, extremely high resolution textures, and extremely detailed models. There's also this monstrosity, and its accompanying warning: https://mods.vintagestory.at/sphericalblockmodels Not that anyone wants spheres instead of blocks, but I think it's also a decent example of how more complex shapes increase hardware demands.
  3. It's wherever you installed Vintage Story. By default, Vintage Story will install to the C drive, under AppData. If you don't see the AppData folder, you'll probably need to make hidden files visible in your File Explorer search options(assuming you're on Windows).
  4. I do believe more complex creature behavior is on the roadmap, it's just a matter of figuring out what to implement and how, while keeping performance and gameplay solid for the average player. Eh, partially agree. A larger predator that's hungry should absolutely be more inclined to hunt the player. I think it's fine for larger creatures to get aggressive when the player invades their space, but it would be better if some of them tried to keep some distance from the player, or otherwise gave the player a clear warning, before resorting to aggression. Wolves kind of do that already, in that they will offer a warning growl when you start getting too close, but the difference between "close enough for a warning" and "close enough to attack" is very small--the player typically just gets attacked. In any case, the space requirement is important in order to keep players from walking right up to an animal and getting a relatively easy meal. Currently, this is an issue for pigs and sheep, since most of the time you can just walk up to them and provoke a fight rather than needing to actually hunt them. Deer are more polished in that regard, in that deer will flee if you get too close, and the males may try to attack you if you hit them. Male moose are an exception, since they will generally attack instead of run.
  5. Weird. Did you try rebooting the server? I think there've been some odd issues on the server my friend runs, but a reboot usually straightens things out.
  6. Welcome to the forums! You want to find the Vintagestory folder, and then go to assets > survival > sounds > creature > bell You should be able to find what you're looking for there.
  7. Better Ruins is a mod that adds many more ruins that are much larger and more detailed to the game. Most of these ruins have a lot of elaborate chiselwork compared to vanilla ruins. I've said as much elsewhere on the forums, but Better Ruins, while a great mod, is notorious for being demanding on hardware, and is often the cause of reduced performance. I don't have a potato pc, but I don't have top-of-the-line either, and the times I've played with the mod, there was a definite performance hit. Pretty graphics are nice, yes, but a good framerate is critical to actually playing the game. Incidentally, I suspect this is also the reason that vanilla ruins are fairly simple--the game needs to run well on a wide range of hardware. I'm with @Thorfinn on this one--I don't see how you optimize such a thing enough to operate on a wide range of hardware without running into performance issues. It seems more an option that will require some beefy hardware in order to have a playable framerate, and as I said before...you could solve that just by making it an option at world creation and putting a bold disclaimer on it about hardware requirements. At that point, if players choose that option and run into issues, that's on the player. However, I'm not sure such a thing is in enough demand as to be worth the development time currently. I like chiseling, but as much as I like it...honestly, I don't want to spend the lion's share of my time just trying to make my builds fit seamlessly into the world. Yes, blending a build into terrain is optional, but I'm betting that most players prefer their builds to look like they at least fit into the landscape, even if the build itself is simple. If a build looks like it's just been copy-pasted onto the land, it doesn't look very good, and it's not uncommon to see players complain about "ugly" structure generation due to the structure generation not blending with the surroundings. Yes, but what do you do about composite block types? Part dirt, part clay, etc. I am assuming that composite block types would be included in this type of generation, in order to make things look even prettier. I will also note that if you include dirt clods as a sort of "partial dirt" drop...it would really need another use aside from just crafting a dirt block. Otherwise, it's just a nuisance item that will clutter a player's inventory. Except I'm pretty sure that you can already cause plenty of pathfinding issues for creatures, just by using chiseled blocks. They don't need to jump in order to have problems navigating the space. Additionally, if creatures no longer need to "jump" or "climb" as much in order to navigate the world, that brings with it the issue of...what options does the player have to escape hostile wildlife and monsters? Currently, the player can manage to outrun most fast enemies by navigating more difficult terrain, assuming that the player can manage to time more of their movements properly than the enemy can. I'm not saying that creatures shouldn't have smoother pathfinding, but it is a factor to account for, given that most players don't like feeling that the creatures have unfair advantages when it comes to navigation and other things. I'm pretty sure you don't blend this kind of terrain with the current--you'd pretty much have to pick one or the other. Maybe pre-existing worlds could be remapped, but that's likely a LOT of waiting time, as well as a lot of potential for things to go wrong. Likewise, if you make this the default setting, and lower-end hardware can't run it...it's going to really suck for the players with lower-end hardware to figure out they can't play the game anymore due to this kind of change. In short, the only way I really see this kind of thing working, outside of mods, is an optional setting at world creation that can't be changed after creating said world, and that comes with a disclaimer about the stronger hardware requirements.
  8. This, plus deeper snow slows you down slightly, as well as makes it harder to see smaller objects/entities. It's not a huge problem, but it's a similar niche to the scythe--you could do all the work by hand, but you could also do it faster over a larger area with a specialized tool.
  9. It's also a tool that you only need in areas it snows heavily too. If you live in a warmer climate band, or even the tropics, you probably don't need it at all. Still very useful for the specific circumstances though.
  10. I'd figure you could make it even simpler than that, and perhaps just use a variation of the frost overlay on top of everything exposed to the icy conditions. Then it's just a texture that appears and disappears when necessary, instead of an actual model that has to be accounted for.
  11. If they're at risk of despawning due to light level, there should be a warning on the creature's nameplate that reads something like this: "Deprived of light; will probably die soon". I'm not sure how long it actually takes them to die though. It's not instant, but I don't think there's a long grace period since the intention behind the mechanic is to keep natural creatures from getting stuck underground.
  12. Better Ruins is pretty notorious for being rather demanding on system resources, if I'm not mistaken. I don't have a potato pc, but I don't top-of-the-line either, and I recall taking a definite performance hit the few times I played with the mod. The ruins are interesting and all, but it wasn't worth the performance loss, in my opinion. Likely why the vanilla ruins are rather simple, instead of being so elaborate.
  13. Welcome to the forums! Are you using any mods? Sometimes mods can interfere with standard gameplay processes, either by causing code to function improperly or by making changes to the processes that you may not have been aware of(like adding extra steps to make it harder). If running mods, try disabling them and testing the vanilla game on a fresh world to make sure everything functions properly, and then add mods back one by one, testing as you go, to figure out which is causing the problem. You could also double-check mod descriptions to make sure they aren't making vanilla processes more complex. I would also check your game version. If you are playing a release candidate, those are unstable and usually contain several bugs. If you aren't playing a stable version of the game, it's likely you've encountered one of those bugs, in which case you'll want to head to the bugtracker on github to report it: https://github.com/anegostudios/VintageStory-Issues/issues
  14. LadyWYT

    a few ideas

    Welcome to the forums! It's a neat idea, but requires a pickaxe to mine stone. And if you have a pickaxe, then you have a cookpot, given that making a pickaxe requires pottery unless you happened to get very lucky with cracked vessel loot. Additionally, even if you could cook this way, you'd still need a way to actually eat the food, and bowls are also part of the pottery tier. I don't see it being all that useful for travel either. A cookpot you can easily carry on an elk, if you have one, but if not, then you'll need to sacrifice an inventory slot anyway to carry a pickaxe to dig a hole. Stone holes don't spawn very often at all, so it's not worth the time to try to search for one, or the risk either since you'd likely have to search a cave. As others have said, this already exists with rawhide clothing, as well as fur clothing. Early Chiseling: https://mods.vintagestory.at/earlychiseling Ancient Tools: https://mods.vintagestory.at/ancienttools Early Chiseling adds a mallet and flint chisel, so you can start making chiseled decorations much earlier in the game. I've not used that mod, but it seems a fair balance for those wanting to start decorating early. As for being usable in crafting recipes...no, something that cheap shouldn't be used to make querns, since a big part of that recipe change seems to have been for balancing purposes in the early game. Ancient Tools(not sure it's working properly on the most recent version) adds a mortar and pestle, as well as a variety of other useful things. The mortar and pestle functions like a quern, but is very tedious and inefficient since it only grinds one thing at a time...and slowly. The upside is that it's very cheap and easy to craft--you don't need a pickaxe or anything fancy, which balances it well against the quern.
  15. Right here: https://github.com/anegostudios/VintageStory-Issues/issues
  16. Welcome to the forums! If you had a crash, and suspect that to be the cause of the missing blacksmith, I would report it over on the github bug tracker. Even if it's not the cause of the missing blacksmith, it doesn't hurt to report game crashes anyway, as it helps gets lurking bugs swatted.
  17. To my knowledge, story locations are generated at the world's creation. When a new story update drops, the new content is automatically added to old worlds, as long as lore content was enabled. I'm not sure that the game will prompt you to let it place missing story locations though for a world that was created with lore content disabled, hence why I figure you would have to place the locations manually. Ruins and traders don't quite operate the same, to my knowledge, so I would expect those to just generate in unexplored chunks if you switch the lore content on. In any case, you can always try it, and see what happens, but I would make a backup of your world first in case of unwanted results. The easiest way to tell if the story locations have generated automatically, aside from a prompt telling you it needs to remap certain areas of the world, is finding a treasure hunter trader and completing a short quest. The quest reward is a map to the first major location, and if the map doesn't give you a marker, then the story locations haven't spawned and you would need to either place them manually, or start a new world. By starting a new world with lore content enabled though, you would need to go through the steps of progression again, but you could also rest assured that everything generated as it should, where it should. EDIT: I tested this myself just now, creating a Homo Sapiens world, enabling lore content via /worldconfig loreContent true, reloading the world, and teleporting to a few of the story locations to make sure they spawned. The game doesn't prompt you to remap areas at all--it looks like it will just generate the structures automatically. I would still make a backup of your world, just in case, but otherwise it looks like you should be able to enable lore content in your current world without issues!
  18. Welcome to the forums! As best I can tell, this seems to be caused by a coding error in one of the mods...at least that's my best guess. I'm not sure which mod though. I would check to make sure that the mods are all the appropriate version for 1.20.12, just in case there's one that's perhaps made for 1.21, or otherwise out-of-date. Out-of-date mods do sometimes work on newer versions of the game, but not always. Aside from that, you could test each mod individually(or each mod + any other mods it may require) in singleplayer and see if you can reproduce the issue. If the issue happens again, then you know exactly which mod is responsible.
  19. Welcome to the forums! To my knowledge, there's not a designated spot for sharing such. The best I can think of is posting some screenshots of the build over in the Builds section of the forums, and include a download link for the schematics in your post. I think you can upload .zip files to forum posts, but if not, there are other options like Google Drive and such.
  20. I wouldn't call bowtorn quiet, exactly, but the screeching noise they make before they shoot at you can be difficult to notice since they tend to be fairly far away when they target you. Even with good hearing, it can be hard to pick out due to that distance, especially if there is a lot of other noise around(such as rain, leaves rustling, shivers growl-hissing, etc). Sometimes I get spooked and dodge behind a tree out of reflex because I think I hear one, only to figure out it was just my imagination. That being said, I hope there's a subtitle solution soon. Aside from being a great accessibility option for those who need it, it would also help identify creature noises and things added by mods, potentially(looking at you, Fauna of the Stone Age). In the other block game, it was great for tracking how many mistakes you had available in the Deep Dark before a warden appeared.
  21. Technically all you really need is...whatever suits you for your particular gameplay. That could mean shoving everything into a dirt box, roughing it out in the open, building an elaborate fortress, or just build a little village with a special building for each different task. If you're into mods and don't like monsters, but would still like a nice challenge and trophies to go with it, I recommend checking out the Fauna of the Stone Age series. The series adds different kinds of animals, all of which have their own pelts and taxidermies, which makes for a fun time building a trophy room/hunting lodge. There are several modules to choose from too--some add aggressive creatures and some add more passive wildlife. There are definitely bigger ruin types out there, but they're a little more rare to find. Though I do feel that ruins have seen some improvement in 1.21 in that regard...either that, or I've just been lucky with my test worlds. Automation isn't as hard as it sounds. If you get lost, there are various tutorials you can look up online to help you get started, but the handbook itself explains things pretty well. Generally, the automation doesn't get complicated until you start trying to hook multiple things up to a central source of power, in which case it can be tricky. The easiest method for just starting out is to start with a basic windmill, and either swap out parts as needed(helve hammer, quern, pulverizer, etc), or invest in the materials to make each device its own windmill(which will take some time to accomplish). As for the quick rundown on the aforementioned devices...the quern will let you grind up grain into flour, and softer rocks into mineral powders. The pulverizer is used for crushing harder rocks and various ore into mineral powders--depending on what you need to crush you may need to invest in high tier metal for the pulverizer caps(some minerals require iron or even steel caps to process). The helve hammer removes a lot of the tedium from smithing, since it can turn iron/steel blooms to ingots, and ingots to plates--both of those things take quite a bit of hammering if you do it manually. Keeping in mind that when it comes to automation though...the machinery only functions when there's enough wind to power it. If there's not enough wind, you may need to invest in a better windmill(5 sails is the maximum size), wait until it's windier to accomplish the task, or just do the task manually.
  22. You need charcoal or coke to stick in the coffins with the iron; for the actual fuel piles you burn underneath the cementation furnace any coal should do. I think brown coal might be slightly more inefficient regarding burn time, but it's a negligible difference(only an extra piece or two). I tend to use brown coal when I can, since it tends to be rather easy to find and is less work than making charcoal. If I don't have access to brown coal though, then charcoal is my go-to since it's useful as both a fuel and carbonization material, and easy to acquire(if a bit tedious). I just build a fairly large charcoal pit in that case so that I will have plenty of charcoal to work with, for quite a while, before I need to actually fire up another charcoal pit. As for black coal, I use it when I have it available and don't have something else on hand, but black coal I prefer to save for crucible smelting since it has the longest burn time.
  23. It does. I've done it a few times, sometimes intentionally.
  24. Or just limit it to the warmer climate bands, where it will drop to around freezing at the coldest, occasionally, which isn't great for snow but perfect for ice.
  25. Right, but the latest poster having issues was running 1.21, which is what I was referring to.
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