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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. You need to combine saltpeter and powdered sulfur in a cookpot first to get sulfuric acid--do note that this will dirty the cookpot! You then add crushed chromite to the sulfuric acid to get chromium sulfate, which you can then cook large/huge scraped hides in to get sturdy leather.
  2. Looks like an issue with Combat Overhaul. I'm guessing either you're missing a mod needed for the servers you're trying to join, or you possibly play with mods in singleplayer that are causing issues when you try to join multiplayer. If the latter is the case, try disabling your mods before joining the server and see if that helps. Otherwise, I'm not sure. You could be missing something needed for Combat Overhaul, or something else entirely. Either way, the issue seems to be with that particular mod, somehow.
  3. Welcome to the forums! I don't know what it means, other than there was clearly a problem and you can probably figure out what it was and a solution for it by looking at the client-main.log. You can find the log in the Logs folder, which will be in the VintagestoryData folder. Where VintagestoryData is depends on where you told the game to store things like save files and the like; by default, the game puts VintagestoryData under the user profile on the C drive, in the roaming section of Appdata. Once in your Logs folder, the logs from your most recent gameplay session will be listed, along with a folder labeled Archive. The Archive folder stores logs from the last few sessions, so if you need logs from a specific recent session, that is the place to find them. I will also note that by "session" I mean each time a game world is loaded, not when the game itself is booted.
  4. I don't know him IRL, but from what I've seen of the Cookie Man here on the forums and elsewhere, this is the general impression I've gotten of him.
  5. I suppose if typing password is the issue, could just make an option to remember the player's password so they no longer need to type it every time they switch versions and whatnot. They'd just need to type it the once, in theory, the first time they ever boot the game. That being said...that's also a security risk, but I would argue in that case it's a risk the user is willing to take when they check the remember password box.
  6. Just some of my general observations from messing around with it in the release candidate, in no particular order: Health is no longer lost immediately. There is a very brief delay between taking a hit and actually losing health. I'm guessing that this could mean that one might survive damage that would otherwise prove fatal, if they were finishing a bandage application or otherwise had incoming healing. I've not tested that theory to be sure though. Bandages do not heal immediately and take time to apply before they will heal. A very big change, but a needed one. Prior to 1.21, healing and bandage application were both instant, so all you had to do in a fight was slap a stack of bandages on yourself to heal back to full in a few seconds. The healing over time means that you now need to pay attention to your health bar and apply healing before serious damage hits, if you can, since waiting until you're nearly dead is much more risky. The time it takes to apply a bandage, paired with the healing over time, also means that you'll need to be much more deliberate about when you choose to heal yourself, as you won't be able to do most other actions while applying a bandage. The application time and amount healed also make higher quality bandages much more valuable than they were previously. Prior to 1.21, stacks of horsetail poultices were the favored healing item, since they're cheap to craft. With the changes, they offer only +2 HP over 10 seconds, with a 3 second application time(3 seconds is standard for all bandages currently). They're still useful in the early game, when you have no alternatives, and for bandaging light wounds/recovering after a fight, but they aren't going to be very useful outside of those circumstances. In an actual fight, where you are taking some serious hits, you will want more healing per bandage since you can't necessarily rely on getting more than one or two bandages applied before getting interrupted. Movement can interrupt bandage application, but not always. Horizontal movement does not interrupt bandage application, so it's possible to apply bandages while on the run. What will interrupt bandage application is vertical movement...but only as a general rule, not always(at the time of this writing). There is a very brief delay before the interrupt happens, so if you were nearly done applying the bandage, you should be able to finish the application and get the healing. Overall, my general conclusion is that bandage choice is a lot more important now, and players will be needing to think ahead a little bit more in combat. So far, it feels like a good change, though it does take some getting used to.
  7. It's probably due to what happened in the thread where plans for Adventure Mode were announced. There were mixed reactions, and some of the dissenting opinions weren't exactly phrased in the most polite of ways. The thread ended up locked as a result.
  8. Completing the area has no effect, aside from removing a certain airborne hazard. If the haze effect is governed by Vintage Story's equivalent of command blocks, you might be able to locate where those blocks are in spectator mode(/gm 3) and then switch to creative to mess with them(/gm 2). Creative mode will bypass block protections and let you modify story locations, however, keep in mind that tampering with said locations could have unintended consequences. The blocks that govern certain location events are usually located underneath the important structure pieces, but messing with or deleting those blocks could easily break things. If the haze effect is baked into the code and not governed by a command block, then you'll need to mod the effect out of the game. I'm guessing this is the more likely case.
  9. I'd rather see fireworks, personally. Fireworks would give another use to blasting powder, and could be different colors depending on what minerals you stuff into them. They'd also be nice for fun aesthetic displays, as well as useful as signal flares or noisemakers. And of course, colorants for fireworks could give us more minerals to collect, as well as more uses for the minerals already present in the game. I'm not sure about changing the color of torches and fire though. While you could do that with mineral mixtures, that seems more suited for a fantasy setting(Vintage Story is not that kind of game) or as creative-only blocks for free-form building. Given how heavily the game leans into realism, colored fire doesn't seem like it should be obtainable outside of creative mode, aside from coloring fireworks.
  10. Welcome to the forums! I'm not sure it's a factor of time spent in the character creator, as much as it is being indecisive on the voice and switching that particular option too many times. It's certainly something I'd expect to be fixed in the future, but for now the workaround I've found is familiarizing myself with the vocal options on a throwaway world, and then setting the character voice type at the very end of the customization process on a new world.
  11. I wouldn't be surprised to run into some cultists at some point. They'd probably be rare, but if the majority of survivors can start worshiping Jonas, it's certainly not out of the question that some could take a darker path and worship the monsters and evil machines instead.
  12. I think this is something many players forget as well. It's okay to change the game settings or install mods if you're struggling in an area--that's partly why those options exist. I did the same when I first started playing, and gradually increased the difficulty as I got better at the game. I less look for suevite/meteor rock, and more look for circular indentations in the ground and dig down to see if there's suevite underneath. Meteor chunks don't always generate on the surface, but almost all meteors will have a crater pattern, so it's worth marking/investigating those indentations. Most of the time you'll hit suevite/meteor just beneath the dirt, although I have seen a meteor or two that was buried underneath a layer of rock as well. I have seen it spawn on warm/hot starts, however, it is a lot more rare in those climates. I think in those cases, it spawns in the cooler chunks. Luckily, you don't actually need peat for anything; it's just a very handy early game fuel source for pit kilns and the like.
  13. Clay is similar to surface copper, in that it's certainly there, but difficult to spot and usually found a couple days into the game. Based on my experience, I'm thinking it goes unnoticed simply because I'm trying to rush things a little too much, and in my rush running around I'm missing critical details that are easier to spot when walking. That's not to say that pushing for quick progress is bad; it can certainly be done. But sometimes it's more beneficial to take a step back, slow down, and be a little more intentional/thorough with your actions. As others have already noted, clay doesn't spawn in the arctic(although I think that was changed to allow very small deposits to form occasionally), deserts, or at extremely high altitudes. Clay also doesn't seem to spawn in forests, or if it does, it will be difficult to notice since it will probably be buried under forest floor. Clay also tends to be easier to find in areas that get a lot of rain, and doesn't require a body of water to spawn although that does depend on clay type. Red clay spawns at higher altitudes rather than sea level, and usually isn't by water. Blue clay spawns close to sea level and will usually always be next to a body of water. Fire clay can only spawn naturally in bauxite biomes(which in this case, can be deserts) or underneath black coal/anthracite deposits. Clay is easier to notice if you play with world map colors enabled, since you can look for the circular discolorations on grassy areas to find clay and peat. Additionally, you can also find clay occasionally in cracked vessels, or acquire it via panning. Certain traders will also buy and sell various clay types, so it's worth checking with them as well.
  14. Welcome to the forums! Interesting alternative to a thirst mechanic, and laid out very well. However, I would be concerned about this kind of mechanic being harder to manage than the current cold mechanic. For the cold, all you really need to do is wear warm clothing and stand by a fire occasionally when you get too cold, and it's rather easy to figure out when you're getting too cold as well. Getting wet will chill you down faster, sure, but I will note that in the current state of the game...you can actually warm up by going for a swim in freezing water. Counterintuitive, yes, and I don't know why it works, but it does(albeit the rate you warm up is slow). As for getting too hot...I could be missing something, but it seems like that would be harder to notice in the game, especially since it's relatively easy to be outside in hot weather than cold. I think a better, simpler option is to just give the player a debuff if they stay out in the heat too long. An additional trait system--both for temporary and permanent effects--has been floated by the devs, but whether or not it gets implemented remains to be seen. Assuming it does though, all you'd need to do is give the player a light debuff(small loss of movement speed) whenever the heat is starting to get to them, to prompt them to find a way to cool off. The light debuff could be removed after spending a few moments in a cool room, drinking a refreshing beverage, or going for a swim. However, should the player ignore the light debuff and continue exposing themselves to the heat, then the debuff could be upgraded to a more serious penalty(more movement speed lost, with a bit of health), that will take longer to recover from. You could still apply bonuses to heat resistance by wearing light clothing and appropriate headgear, as well as apply penalties for wearing heavy furs in the summer.
  15. Sometimes they do--it's easier to see exposed ore on the cliff faces. I've had fairly good luck getting decently high ore readings when prospecting around mountains as well. Sometimes you have to search around the base a little to find the sweet spot, but mountains do seem to be good places to prospect.
  16. Honestly, I'm not sure. I assume that it is, but it could have been changed to be a rare occurrence to prevent cheesing the bunny mechanics, or it could be bugged and no one's noticed. In any case, I know it was a thing at one time, so I always just fence in my fields and beehives to be on the safe side(plus it looks nice).
  17. Oh good, the Nadiyans won't be wondering where all their chickens went anymore!
  18. There are different flora and fauna you can find on mountaintops, as well as glaciers. Mountains are also required terrain for the first story location.
  19. It varies depending on world seed. Rock layers tend to cover a fair bit of territory, but it's also relatively common to have bauxite covering just one mountain, or patches of sandstone here and there...you get the idea. It's also very variable on resources too. Borax does spawn in sediment rock, but it's also very possible to get large swaths of sediment rock with very little borax to be found. The general rule I've observed for world generation is that most maps will have a handful of resources that are quite plentiful, but be lacking one or two critical things. It's fairly rare that you get everything you need within a thousand blocks of spawn, although it is possible.
  20. LadyWYT

    Coinage

    I like the idea, but I think it works much better as a mod than as an addition to the base game. Rusty gears already serve as currency in singleplayer, and minting your own coins for purely decorative purposes is...a bit too niche for what should be in vanilla singleplayer, really. Similar reasoning for multiplayer as well--rusty gears already serve as currency and are readily usable at both NPC merchants and the built-in auction house system. Likewise, there are also lore reasons that rusty gears have been adopted as the world's currency.
  21. Welcome to the forums! This is already somewhat of a thing. You need to fence off your crops or else animals will happily invade your farms and eat the plants. Likewise, you also need to make sure there are enough nutrients in the soil for the plant to grow; different plants require different types of nutrients, and low nutrient values mean longer growth times. Additionally, not all crops can tolerate the same climates. Some crops favor hot weather and can't take the cold, while some favor the cold and can't tolerate heat. If the weather gets too hot or too cold, the crop will be damaged and provide less yield at maturity, or it may even die from too much exposure. For late game farming, you can build greenhouses to extend growing seasons beyond what might be normal for your climate, and invest in terra preta for the highest coil nutrients and fastest growth times. Fertilizers can return nutrients to the soil and are more easily obtained, meaning that crop rotation becomes much less necessary.
  22. Welcome to the forums! As others have mentioned, you might try looking in a different direction, or take a crack at a different map--one that spawns you in something other than granite. Granite layers can cover quite a lot of territory depending on the map, and while those maps can fun in their own way, it may not be the challenge you're looking for at the moment. I will note though, that you really only need borax for steelmaking. If you're just after a material to begin leatherworking, you can purchase lime sometimes from commodites/survival goods traders. You can also get lime from grinding up seashells(two lime per shell), as well as sometimes find chalk/limestone rocks as loot in cracked vessels and ruins.
  23. At a glance, I like the new terrain. It's somehow a bit less jarring than it was previously, and will likely be a lot more fun to travel across. However, I do think players will want to play around with the settings a bit in order to get the land/ocean ratio they prefer, as the default heavily favors a lot of land and little ocean.
  24. I always feed them a bit every now and then while they're brooding, as it seems to help them stay put on the nest or otherwise return to the nest faster if they've been scared off. It's difficult to get through the first couple of chicken generations, but once you do it gets easier to raise them without hassle. I'll also note that you'll want to keep an eye on the chicken pen anyway to make sure there's not a fox or some other predator that's spooking them, as spooked chickens aren't always a player's fault. Bears and wolves are easy to notice, but foxes can be hard to spot, especially if there's a lot of tall grass or other plants around.
  25. Welcome to the forums! As @Krougal said, it's a known bug in 1.21 RC3. According to the report on github, it's been fixed for the next release. Whether the next release is the stable release of 1.21, or another unstable RC, remains to be seen.
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