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Everything posted by LadyWYT
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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.
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Can someone please explain exactly how to smelt copper?
LadyWYT replied to The_Tataguy08's topic in Discussion
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. -
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.
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Just feels... inadequate compared to modpacks that involve TFC+
LadyWYT replied to cAshewTheAce's topic in Discussion
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. -
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.
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Just feels... inadequate compared to modpacks that involve TFC+
LadyWYT replied to cAshewTheAce's topic in Discussion
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. -
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.
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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.
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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.
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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!
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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.
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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.
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We should change the wiki entry for bears' movement speed
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
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. -
The good news is that you can enable/disable the map coloring at any time. You'll need to reload the world after running the command and then revisit uncolored chunks in order to render them in color.
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I mean, I had a map that I walked about 1000 blocks away just to find my first clay deposit...only to find there was a clay deposit right over the little hill out back of my base all along. And I say that as a veteran player. I've also found that slowing to a walk instead of running everywhere can help with resource spotting, but it's not foolproof since you still need to actually be within visual range of the thing and notice it.
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Which one fills you up better? Porridge, since you can fill all four slots with grain. Which one do I prefer though for getting my grain sat up? Pies. Definitely pies. Porridge just feels bland(even with berries or honey) and doesn't transport nearly as well as pies do. Since porridge counts as a meal, it does technically pause hunger for a bit, but to me it's a negligible amount and thus I'd rather have the greater stacking ability of pies.* *That could also be a side effect of being a Blackguard. It's not uncommon for us to run on a steady diet of rage and redmeat.
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This is a great way to find clay once you learn which discolorations to investigate, but it also requires the true colors being enabled for the world map(they are disabled by default). To enable map colors: /worldconfigcreate bool colorAccurateWorldMap true Pretty much. Typically, you'll find whatever you aren't looking for at the time. Honestly, I would say it's probably just that you aren't yet used to where to look for the clay. It's one thing to look at a picture on the internet, but it's quite another thing entirely to actually try to find what's pictured in the game. Once you've found a deposit or two, it should become much easier to find deposits in the future. I'd also chalk it up to potentially really bad map RNG. Most of the time the RNG is pretty good, but it's not unusual to have a key resource or two be difficult to find. Usually that resource is something like borax or bauxite, which isn't necessary until much later in the game, but sometimes it happens to be clay or some other early-game resource, which makes for a rough start. My advice is to stick with it a little longer, as pretty much everyone who has ever played Vintage Story has been in your shoes at least once. However, if you're really not enjoying your current map, it may be better to start over on a new one better suited to your liking.
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I'm not even sure it was the wall, to be honest... Edit: It's worth noting that the alcohol in question was cherry brandy, which is much stronger stuff than the standard brews. A liter and two mugs will absolutely get one hammered in short order.
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Iron bloom didnt spawn with enough voxels to finish the thing
LadyWYT replied to NastyFlytrap's topic in Discussion
Well first... hands over Snickers bar But I do have to be "that guy" and counter with...that's also kinda why the process doesn't work. Or rather, why the process ends up feeling mildly unsatisfying to some players. The player is expecting to get an iron ingot from an iron bloom, with no indication otherwise that the process can fail, aside from managing to screw up working the bloom themselves. Thus when the ingot nears completion but turns out to be missing a voxel or two, the player is left scratching their head wondering what went wrong, and course getting frustrated when there doesn't seem to be an answer other than "bug". While it's true that the resource loss is trivial, it's also something that the player ought to know about ahead of time, lest they get frustrated and assume it's a bug. I'm also not so sure that resin, crops, and charcoal are great examples to use in comparison either. Resin isn't really something the player can "lose", to my knowledge, unless they chop down the tree producing resin, or are a Blackguard(pretty sure that the Heavy-Handed drawback means that the class will miss the occasional bit of resin). Crops have some variance in how much they produce, but they always have a decent yield unless the crop just dies entirely/is harvested prematurely. Charcoal...I mean you're burning wood in order to get it, so it stands to reason a bit of it will burn to ash in the process(unless you build the pit wrong). The iron lost from defective blooms, however, can't really be prevented by the player, unless of course they have access to a helve hammer. Which they're probably going to end up building eventually, but still... Eh, have to disagree here. The sole purpose of the helve hammer is to lighten the player's workload when it comes to the most tedious parts of forging...that is, working blooms and forging plates. There's not really skill involved with either, and it's not really a "skill issue" if a player doesn't know that helve hammers can work defective blooms into ingots. It's a knowledge issue, if anything. It would make the process more consistent though, in that you get out of it what you put into it. And here is where I'll call back to my earlier post: I don't think it matters whether this particular mechanic stays in the game or gets removed, but if it stays it really ought to be noted in the handbook somewhere so the player doesn't just assume it's a bug when they encounter. Likewise, the player should probably have some sort of option to deal with it, aside from just throwing it onto the helve hammer to sort out. However, if the mechanic is removed and one bloom always produces one ingot(regardless of hand-forged or helve-forged), I don't really see any particular detriment to gameplay either. -
It probably would, unless it's a texture overlay. Leaf litter tends to kinda flatten out. Maybe, but you'd have to allow the player to pick up forest floor blocks somehow. Currently, forest floor just turns into dirt.
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What do you guys think about the recent Bluesky posts from the devs?
LadyWYT replied to Facethief's topic in Discussion
I've just assumed that they use Discord as the dumping ground for various vague snippets, and use the forums to condense all the extraneous information into a much more polished, readable format. That is, the stuff you read about in the forum news posts is the actual implementation of stuff that's going to be in the game, and not so much just the bare workings of an idea. -
I would just make it a literal stomach growl. A deep drum roll or creaky mechanical sound could be too easily confused with something else, like rifts, temporal instability in general, or standard creaky machine parts.
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This alone makes panning bony soil worth it in the late game. The gems sell for quite a bit, and you're not really likely to find gemstones you can mine. You can buy them from other traders, but it's not really worth it given that the buy price is pretty much the same as the sale price.
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The first thing to try is disable the mods and test in vanilla to make sure that vanilla is working properly. If there's no issues in vanilla, then it's almost certainly an issue with one of the mods. Unfortunately, none of the mods look like obvious culprits, so aside from checking to make sure they're all up-to-date/working correctly on the latest game version, you'll probably need to re-enable them one by one and test as you go to see which is causing the issue.
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Iron bloom didnt spawn with enough voxels to finish the thing
LadyWYT replied to NastyFlytrap's topic in Discussion
I mean, just speaking for me personally, but I don't really have strong feelings one way or the other on this particular matter. If a note is put in the handbook about the matter, and the player allowed to chisel the bloom back into bits(20 bits) to try smelting it again, and the mechanic otherwise left unchanged, that's fine. If the mechanic is changed so that one bloom always produces one ingot, no exceptions, that's also fine. In other words, the crux of the issue is that the player needs to be able to understand what is happening, and have a clear way to solve the problem. Currently, the occasional messed up ingot feels like a bug, since there's no mention of it in the handbook, fixing it via helve hammer isn't immediately obvious, and there's otherwise no option to break it down into bits and try again(like you can with other forge projects).