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Everything posted by LadyWYT
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It's been a while since I've played with Expanded Foods, but...have you tried cutting up the mushrooms first? A lot of the added foods tend to require some extra processing in order to make. In addition to potentially needing to dice the mushrooms, I would check for sealing and soaking in a barrel, or needing to bread them before baking them. Of course, the mod is still in development for 1.22, so it's possible that the recipe could be bugged.
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Like @BurgerDaddy said, rapids don't spread as far as normal running water, and are also very loud in comparison. They also tend to have a slightly brighter, more opaque coloring and produce a lot more water particles. I'm not 100% sure, but I think the game is also supposed to notify players if there are no valid rapids nearby when the player tries to place a waterwheel. That way the player has a better chance to catch their mistake before sinking the resources into the water wheel and then figuring out it doesn't work.
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Since you're using mods, have you tried stripping out everything but ACA and Expanded Foods, just to see if the problem still occurs? Likewise, try disabling all mods and then see if you can dump a bucket of limewater into a barrel of limewater in the vanilla game. If you can get the former to work, then you know there's a different mod interfering with ACA and EF, but if not, then you know it's an issue related to keybinds and those particular mods. If you can get the latter to work, then you know there's a mod issue, potentially with ACA and EF as the source of the problems, assuming you tested the limewater bucket with only those mods enabled. That I don't know. If you can pinpoint exactly what's causing the problem, then you can report it to the correct party so the offending mod or vanilla code can be fixed. But aside from that, you may need to change your keybinds or stop using certain mods until the issue is resolved.
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Ah. In that case, you're still better off reworking how arrowheads are made, I think, since the current recipes fit into the same area as a plate. Just flattening a single ingot into a smaller plate isn't enough, since there's still going to be a lot of hammering involved to shift the voxels around. Perhaps a casting system instead? Iron and steel casting would be a late game feature, but handy for mass-producing certain things or otherwise producing special parts.
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Welcome to the forums! While bees might not spawn in cold environments, that doesn't mean you can't acquire bees from a warmer climate and move them to your base. I think if you put them in a greenhouse, you might have a short window where it's warm enough for them to produce honey. However, I'd recommend doing some creative testing first, since that's not something I've tried myself(or am aware that anyone else has really tried). If you have access to an agricultural trader, I believe they sell honey from time to time. So it may just be a resource you need to rely on trade to acquire rather than a resource you produce yourself.
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Increase Room Size Maximum Dimensions, While Retaining Maximum Volume.
LadyWYT replied to KoviBat's topic in Suggestions
To clarify--what you seem to be trying to say is calculate whether or not a space qualifies as insulated based on the interior volume, and not the exterior dimensions? That is, instead of having the maximum size be a 15x15x15 cube, one could have an 18x10x10 space instead, since it would still be in the maximum volume requirement. You're still going to run into problems with curves though based on how chiseled blocks operate. For a chiseled block to qualify as an insulating block, it basically can't be smaller than a slab. It might be possible to do "microcalculations" on the space, but that seems like it could run into lag issues rather quickly given how easy it is to make a complicated space while chiseling. -
The thing is, what you're actually suggesting is reducing the cost of metal plates from two ingots to one. In which case, that suggests that the material cost of everything else will be reduced as well thanks to ingots providing more workable material. That also means that more metal is getting wasted on smaller recipes like knife blades and pounder caps. Alternatively, ingots still retain the same amount of material, but are having material magically added to them via the helve hammer in order to turn them into plates. Which the helve hammer already does, on the rare chance there is a pixel or two missing, but asking it to fill out half a plate is definitely going to be raising some questions. Where is it getting the metal from? Why can the helve hammer produce a plate out of a single ingot but the player cannot? You don't need a plate in order to make arrowheads--a single ingot will make nine arrowheads. The better option is probably just to rework the arrowhead recipes themselves, if not the way that arrowheads are forged. Currently there's no reason to make six arrowheads when you can make nine with the same amount of material. Arrowheads aren't very big either, so a single ingot only producing nine arrowheads total is a definite stretch.
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I would love to see a space age mod or someting
LadyWYT replied to LiLbaconboss's topic in Discussion
Maybe, but I wanna say that the devs were looking into some sort of "dimension support feature", not necessarily to add an extra dimension to the vanilla game(outside of current mechanics or perhaps a ship interior), but to give players the option of build separate dimensions via mod if they wanted. I don't recall where I saw that though, so it may or may not actually have been a thing. In any case, I would also take statements of "the game engine isn't built for that" with a grain of salt. Similar things have been said about other game engines(like Skyrim's) and players still found a way to mod what was thought to be impossible. -
Welcome to the forums! If you have lightning fires enabled, it could have been a peat deposit that burned from a lightning strike. However, it seems a little small to be a peat deposit. Assuming it's a singleplayer world, and no mod interference, the only other thing I can think of, outside of goofy generation, is a meteor crater.
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Snowberries, Deadly Nightshade, Daphne and other poisonous berries
LadyWYT replied to jerjerje's topic in Suggestions
I was just mentioning this to my hunter friend yesterday...in part because I miss the random hunter outbursts that always ensued when said hunter ate a tasty-looking berry without checking to make sure it was actually edible first. -
YOU HAVE TO TELL ME THESE THINGS ARE HAPPENING VS
LadyWYT replied to catcrazies's topic in Discussion
The gear icon is your stability meter, and what you should pay attention to in order to determine an area's stability and how long you can remain in an area before you need to consider leaving. If it's turning clockwise(to the right) then the area is stable and you can remain there as long as you'd like. If it's turning counterclockwise(to the left), the area is unstable and the gear will start turning from teal to grey as your stability drops. If the gear isn't moving, the area is either neutral and won't replenish or drain your stability, or the area is stable but you're already at full stability(in which case, the gear will be teal and display 100% when you mouse over it). The really bad effects don't really start to occur until you have around 25% stability remaining, so the meter can fall quite low before you need to head back to a stable area, sacrifice a temporal gear to restore stability, or otherwise do some monster hunting. Rift activity is still important to pay attention to, since underground monster spawns are influenced by the current rift activity. If you intend to go exploring underground, it's best to wait for periods of calm or lower activity in order to have fewer monsters to deal with. However, if you want to hunt monsters underground, then you may want to wait for a period of higher activity instead. If you're already underground and not keen on fighting, you may want to keep an eye on the rift activity levels and leave when the activity increases. -
is it bad that I just beat the emobiliesd edilon with my bronze pick?
LadyWYT replied to COMMANDER_GEB's topic in Discussion
I mean if it works, it works, right? -
@Diff is correct in that resin only spawns on world-generated trees, and not trees planted by the player. However, some mods allow players to tap trees for resin.
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Oof, I'd hate mining then if it turned into that sort of mechanic. Splitting slag off blooms isn't an issue for me, and I'm practiced enough that I can do it rather fast, but I don't like holding down the mouse button for that kind of work at all since it's easier to make a mistake working like that. At least in my experience. Eh...I'd rather see it just for fossils and special ores like gemstones. I wouldn't want to see it applied to ores and cracked stone in general, mainly because when I'm mining I like to just drill my way through everything before carting the resources home. Is it particularly exciting? No, but then again I don't really expect it to be. Sometimes it's nice to have a task be simple and straightforward, and not something you need to think about, while saving the more exciting mechanics for the activities you're not necessarily doing all that often(like smithing). Isn't there already something of a bandaging animation in the game? I wouldn't mind seeing the animation polished a little more, perhaps with a temporary loss of speed since it's not really feasible to be patching yourself up while running at full speed. Given that some medicines don't keep long-term, it's also possible to require the player to create some of them fresh in order to treat certain injuries--perhaps grinding up fresh ingredients or combining powders/oils into a fresh salve? Even in this case though, I'm not really sure I would consider it a "minigame" as much as I would just adding immersive animation for what the player happens to be doing.
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It's an interesting idea, but aside from users submitting conflicting bounties, it also presents the issue of determining who wins the prize.
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In my experience the RA tends to spawn to the north, but about the time you expect it to be north is when it winds up to the south. I'm guessing the controlled randomness is partly to keep things fresh from world to world, as well as to ensure that players can't so easily bypass completing quests, using maps, or otherwise doing things out of order.
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Mortar production 50% nerf was unnecessary and awful
LadyWYT replied to InternetDragon's topic in Discussion
That's just the forums for you. There may or may not be some mod confusion in the mix as well, since mods can change a lot of things about the game and it's sometimes easy to forget that mods are installed. It depends on how much the player is trying to cook at once. Firepits were modified so that items no longer reset their temperature when they start cooking, however, that also means the time required to bring the items to temperature will be proportional to the stack size. Which makes sense, but unfortunately stacks do not currently cool off in proportion to their size. There is a mod for that though: https://mods.vintagestory.at/scs My best guess is that either building blocks using ashlar blocks/bricks were cheaper than intended, or that the old recipe output could easily make too much and be a little frustrating if one only needed a little bit of mortar for a specific task. But I'm not sure. Honestly, I don't think it will be much of an issue, unless you're trying to make a huge build out of blocks requiring mortar. But even in that case, huge builds are going to be a massive time and resource sink no matter what construction materials one chooses to work with. If you're having trouble finding lime, don't forget that it's possible to buy it from commodities traders. I think survival goods traders sell it as well. The price tends to be rather reasonable and traders often have it in stock. -
Story locations are randomized within certain parameters. The Resonance Archive, for example, spawns on the north-south axis at around 4-6000 blocks from spawn by default. The general locations of chapter 2 spawn on the east-west axis from world spawn, with the third and fourth locations spawning on a rough north-south axis relative to the second location(and if one spawns to the north, the other seems to always spawn to the south). Aside from that, it's luck-of-the-draw as to which directions you'll need to travel for that world in order to reach the locations. Some of them are fairly obvious, so you could decide to pick a direction and start walking, and find your way to certain places without using a map at all. It's going to be quite the walk though, and you have a 50% chance of going in the wrong direction.
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I would love to see a space age mod or someting
LadyWYT replied to LiLbaconboss's topic in Discussion
The thing about really grindy games too is they remain extremely niche because of the grind. Vintage Story, at least currently, seems to be planned around an average of 100 real life hours of play to complete the general tech tree and main story. Requiring the player to invest several hours in a world in order to progress can tie the player to the world more closely, but it's also very easy to push that requirement too far, and many players like to start new worlds fairly often in order to have a change of scenery, replay the progression, play with friends, or just try a new class/modlist. Some players already complain about the current VS time requirements being too demanding. I don't see most players being excited about dumping thousands of hours of real time into trying to go from "caveman to cosmos". It'd be fun for a single challenge playthrough, but it's not going to be particularly fun to replay. It's also going to get really frustrating for players who like the space stuff but don't enjoy the slog of primitive tech that comes before it, or players that only enjoy the more primitive tech but not the space stuff(they will get outclassed in multiplayer, and that's never fun). -
I don't think this would make mining faster or more fun, personally. It seems like it would be something of a difficult mechanic for new players to grasp easily, which isn't necessarily a bad thing, but mundane activities like mining should be rather easy to figure out. I also think the split-second delay on analyzing the crack and figuring out where to point the cursor to "break it faster" will ultimately end up breaking the block slower than the conventional method--those split-seconds add up rather easily. A better option would be applying this sort of logic to trees--simply hitting the base of the tree until the whole thing falls apart is a useful utility, but not particularly exciting or realistic. Cutting out wedges and then being able to watch the tree actually fall over before picking up the resulting blocks(or log, and needing to refine said log into the appropriate products) would be a lot more interesting. The cutting process might be slower than the current process when it comes to small trees, but larger trees might actually be harvested a bit faster, balancing out the mechanic. For mining, I think it would work as a specific action for fossils, and make a pretty fun mini-game for the player every once in a while. Fossils can be delicate, and to extract them intact one needs to take special care to chisel away the rock around them. In this case, it makes more sense that the player would take their time and be very careful about where they swing their pick, lest they destroy their prize. Once the fossil has been carved out, the player can use a hammer and chisel to polish the result.
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Aside from reading the wiki, a lot of it is going to be googling. A lot of googling. If you are comfortable using AI, it can be a handy tool for learning as well, but you should exercise caution when using AI tools since not all AI models are equal and AI is not a replacement for understanding and doing the work yourself. Likewise, if you use AI in the final product, it's a good idea to disclose that in the mod description, since not all users are keen on AI use and fair disclosure tends to avoid a lot of problems. Do keep in mind that code mods are the most difficult category to create, and the more complexity you want to add the more issues you're likely to run into. Also keep in mind that users might ask you if your mod is compatible with other popular mods. Now I'm not saying you can't just jump into the "deep end" of modding and create code mods as your first mods, as it's certainly possible to learn that way, but I would highly recommend keeping your scope very limited at the start in order to make learning a little easier. That is, think of a simple piece of tech, break down exactly what functions it needs to perform, and then figure out how to code those functions in addition to creating whatever models, textures, and animations that are required. It's okay if the result is a little rough at first; the main goal is to just get things working before polishing the assets and releasing it as a proper mod. The modding section of the forum is a good place to ask around for help, especially if you have specific questions related to mod creation. There's also an active modding channel on the Discord, I believe.
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Yes. Always leave one populated skep to repopulate the fresh skeps after a honey harvest.
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I'm guessing they've already got measures in place to punish those who try to weaponize reports, so I daresay the system will be fine. I'm also guessing that "low quality" flags will apply to stuff that is actually low-quality; that is, it doesn't matter what tools someone used to create the mod if the end product itself is rather terrible. Except mod authors can already flag their mods as using AI by adding disclosure in the mod description or adding the AI tag to their mod. Mod authors who use AI tools in their work tend to disclose such use, but not all of them do. The main problem with requiring everyone to tag their stuff is that there needs to be a clear set of rules of exactly what sort of AI use warrants a tag and what does not(ie, were AI-generated assets actually used, or did the mod author just use AI to get some ideas/information of how to do stuff but did the actual work themselves), and having to check everything for compliance bogs down the system. And it still doesn't stop false reports from happening because some people have personal vendettas or otherwise erroneously assume something is AI when it's not. Ultimately, I think making sure that the community has the freedom to make their own choices and punishing those who try to abuse the system is the best way to handle it. Those who don't want anything to do with AI can just use the filter and not have to see it, and those who don't mind AI can browse those mods and determine which they want to use and which they do not. And of course, mods that break TOS will be dealt with the same way they've always been.
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I would love to see a space age mod or someting
LadyWYT replied to LiLbaconboss's topic in Discussion
I wouldn't mind seeing a Galacticraft-style mod for VS, but I also agree with @Rainbow Fresh. While anything goes in the modded realm, it's fairly difficult to put something like space travel into a game focused on medieval technology and survival, without things feeling very out-of-place. That's probably why we haven't seen such a mod yet--it'd be a LOT of work just making the space part and then a LOT of work trying to make all the different tech to even allow the player to make space-age stuff. From a coding standpoint, that is, I don't think the workload for the player matters as much. As for TOBG, it's been around longer so space mods have had more time to be developed, but TOBG also has the advantage of having a rather whimsical nature that's not particularly grounded in reality. So no one's going to be asking too many questions about slapping some metal plates together and going to the moon when the character can also glue diamonds together into a pickaxe and visit biomes made entirely out of mushrooms. -
Welcome to the forums! Interesting idea, but I don't like the thought of turning absolutely everything into a series of mini-games, and that seems to be what's suggested here. Tasks like mining are always going to be a little tedious, to an extent, but...they're mundane tasks. The action is supposed to be something that the player can understand immediately and complete quickly, so they can get the resources they're after and move on to the more complex work of refining said resources. Turning the action into a mini-game might make it more "interesting" at a glance, but more of a hassle to deal with in the long term since now it takes several seconds to mine a block for resources rather than just a couple. Dave the Diver suffered from this somewhat. Very fun game, but it really loved to throw multiple mini-games at the player, and rather frequently too, which could be overwhelming to downright aggravating to deal with.