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Everything posted by LadyWYT
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lag Severe Lag in Long-Term Modded Singleplayer World
LadyWYT replied to _Vlad_'s topic in Discussion
In addition to what @Foe Hammer already noted, I recommend checking your modlist and making sure that everything is up to date for the current game version, or otherwise known to be working correctly in the case of older mods. Oftentimes if a mod has issues there will be comments noting the issue on the mod's page, but that's not always the case either. If you aren't sure if a mod is working correctly, it's best to try it out on a test world and see what happens. It's also possible that a mod could have a memory leak, incompatibility with another mod, or some other lurking issue. The more mods there are, the more likely there are to be issues. I'm not sure how much time "a long time" is, but if it's a world that has spanned multiple mod changes or game updates, it might just be time to start fresh. Most VS mods can be safely removed without breaking things, but it's never a guarantee that nothing will break either. Likewise, vanilla worlds can usually be retained from update to update without issue, but it's not unheard of for very old worlds to start having issues either.- 5 replies
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Flint is actually pretty bad for arrows, since flint arrows are the only ones to have a penalty to damage(as far as I know). The main advantage to using them is that they're very cheap and easy to make pretty much anywhere. In addition to crafting stone tools in areas dominated by sediment rock, flint is also a crucial resource later in the game since it's necessary to make fire clay. It's also worth noting that flint deposits already spawn in all sediment rocks. While the player can extract the flint with their bare hands, doing so relies on the deposit being exposed. Unexposed deposits will require the player to have a pickaxe. It's a neat idea, but as I noted above, flint deposits already spawn in sediment rock. To add more types of flint that do the exact same thing is just redundant; better to save a bit of disk space by just sticking to the general flint type. I'll also note that if the player needs a pickaxe to obtain it, it's pretty much useless since metal will outclass stone easily, though I'm not entirely sure how the player is intended to use it anyway if it's not able to be knapped.
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Welcome to the forums! I'm guessing that temporal storms might be the culprit here, as they are a bit notorious for dumping monsters on the players sometimes. However, erratic monster spawns during temporal storms is somewhat intended behavior as well--they are supernatural disasters, after all. The best remedy to sneaky mobs in general though is just developing better situational awareness, in addition to adding footstep audio to the game. I think in many cases, the hostile mob isn't spawning right on the player, as much as it is spawning somewhere nearby and going unnoticed.
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If you have weaker hardware I honestly wouldn't worry too much about mods, unless you're intending to host a server on a separate machine. A couple of lightweight mods you might enjoy though: Better Firepit: https://mods.vintagestory.at/betterfirepit HUD Clock: https://mods.vintagestory.at/simplehudclockpatch I am quite certain that both are still working properly, but I do recommend testing them anyway on a fresh world before adding them to a world already in progress. Testing them first will also allow you to decide whether or not you like them enough to keep them installed. To my knowledge, the eidolon fight only resets after an in-game week or so, though I could be mistaken. If there was a long delay between your first attempt and your second that's most likely what happened.
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Welcome to the forums! I would backup your worlds in a separate folder and then do a complete reinstall of the game, just in case a file got corrupted somehow. After you verify vanilla is working properly, then you can start adding your mods back in one by one, testing as you go to see which one is causing problems. Another thing to check is make sure that whatever mods you are running are updated for the current game version, or otherwise known to work correctly. Older mods will sometimes work on newer game versions, but not always, so it's generally best to test them first if you're unsure. It's also worth noting that the more mods you have making changes to the same areas of gameplay, the more likely you are to run into compatibility issues.
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I'm not sure there's any concrete documentation, but if you have a game account then you have a forum account and vice versa, I believe. Gotcha. In that case you're out of luck, unless something changes. Honestly, I wouldn't worry about it; ignoring your account won't hurt anything.
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Right, but did you ask them for a refund, or just to delete your account? Like the above users already noted, your game account is tied to your forum account, so I don't think it's possible to delete one without also deleting the other. I'm also guessing that Anego Studios isn't keen on deleting accounts without also issuing refunds, as that can very easily lead to all sorts of trouble, especially if the user requesting account deletion ends up changing their mind later.
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Welcome to the forums(and the game)! Given what you've described here, I agree that it's most likely the server struggling a bit and causing some odd behavior as a result. Playing on the same computer that you're running the server on will also add to the workload. In this case, you might want to either cut down on the mods a bit, or look into running the server on a separate machine.
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If you're trying to delete your account, you'll be wanting to contact Anego support and requesting a refund.
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In this case, you might just turn down the distance scaling for story structures when you generate a new world. You can find the setting to do so under the World Generation tab. I think turning it down to 50% might make the RA easily reachable within a day's travel on foot. The minimum gear requirement is tier 2 for the RA, but that doesn't mean you can't do it with less. Depends on your skill level. There's also no harm in just waiting until you have iron or steel either. As a general rule, whenever I start getting bored with one task in the game, I switch to something else. Tired of smithing? Time to go mining, or hunting, or exploring, or whatever feels most fun to do at the time. Even if I don't actually need the resources I'll still go hunting or foraging or whatever just to have a change of pace, as those are activities I greatly enjoy. Also like @HalfAxd said, sometimes I just set that world aside and start over fresh, picking a different class, starting climate, or installing some mods to freshen up the gameplay. And of course, sometimes I just don't feel like playing Vintage Story and go play a different game for a while instead. It's not a bad thing at all to just take a break when you start to feel burnout and come back later with a fresh mind.
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Varied food and cooking suggestions: Mixed nutrition, nuts and more!
LadyWYT replied to Monkeylord's topic in Suggestions
I would actually say the opposite: berry bushes are what should require some work in order to cultivate them at base. Fruit trees are fine right now, since they take some effort and quite a lot of time to get going. But like you said, fruit trees are easily outclassed by berry bushes simply because it's easy to scour the countryside of bushes and relocate them to your base in the time it takes to get a small orchard vernalized. Wildcraft has a pretty good system for handling berry bushes, in my opinion. Breaking bushes will actually break the bush and drop sticks; to grow berry bushes the player needs to take a cutting and plant it. The cuttings will dry out, so the player needs to plant them somewhat quickly(within a few hours) or else they won't be viable. Likewise, the player also needs to make sure they're planting cuttings at the appropriate time, since if it's too cold(or even too hot, maybe) the cutting will die. Depending on the berry species, some bushes can self-propagate via vines or suckers. Basically, the player should need to put effort in for both fruit trees and berry bushes if they want to be harvesting things in the safety of home. -
I'm too lazy to officially bug report this
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
It's a known issue. -
Pedantic realism improvement; Replace bones with horn in recurve bow recipe.
LadyWYT replied to Susiko's topic in Suggestions
Welcome to the forums(and the game)! No need to apologize, it's a pretty good idea! The main flaw I see is that it should require horns that are big enough to make such a thing, or at least, multiple pairs of smaller horns to ensure there's enough material to be working with. In that case though, the game really ought to have more horn-bearing creatures(like cows) before such a change is implemented; otherwise, the recurve bow is likely to feel underwhelming for how difficult it would be to obtain. -
Welcome to the forums(and the game)! Don't forget to take advantage of hunting and foraging as well to help supplement your farms. The output of farm tiles is the same regardless of month length. However, the yields are still quite high. As for getting the seeds to plant a huge farm, it's just a matter of picking all the wild crops that you can find. Assuming you're not playing Homo Sapiens or with lore turned off, you can also find seeds in cracked vessels or buy them from agriculture traders.
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The stability of a given area is static, so unstable areas will remain unstable and stable areas stable. The instability caused by rifts, however, is temporary, and will disappear when the rift closes. Settling in unstable areas is a common mistake. If at least part of your home is stable though, it should be fine--just make sure that your most highly active areas(like a smithing area) are in the stable part and your less active areas(like farms) are in the unstable part. If your entire home is unstable, then you'll want to move to a different area entirely, though you could remain in the unstable area if you really wish and simply treat it as an additional challenge(meaning you'll be limited in how much time you can spend at home). If the stability mechanics are a bit much to handle, you can also turn them off either in the options available at world creation, or via the appropriate console commands after world creation. If the latter, you will need to reload the world for the changes to take effect. La stabilité d'une zone donnée est statique : les zones instables restent instables et les zones stables restent stables. L'instabilité causée par les failles est cependant temporaire et disparaît lorsque la faille se referme. S'installer dans des zones instables est une erreur courante. Cependant, si au moins une partie de votre maison est stable, tout devrait bien se passer. Veillez simplement à ce que vos zones les plus actives (comme l'atelier de forge) se trouvent dans la partie stable et que vos zones moins actives (comme les champs) soient situées dans la partie instable. Si toute votre maison est instable, il est préférable de déménager complètement. Vous pouvez toutefois rester dans la zone instable si vous le souhaitez vraiment, en considérant cela comme un défi supplémentaire (ce qui signifie que vous serez limité quant au temps que vous pourrez passer chez vous). Si les mécanismes de stabilité vous semblent trop complexes, vous pouvez les désactiver soit dans les options disponibles lors de la création du monde, soit via les commandes de console appropriées après la création du monde. Dans ce dernier cas, vous devrez recharger le monde pour que les modifications prennent effet.
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What's likely happened is your brother has lost most, if not all, of his temporal stability(health will drain at 0% stability). That can happen a couple of different ways--lingering too long in an unstable chunk, or standing too close to an active rift. The easiest way to restore temporal stability is to spend some time in a stable area, though sacrificing a temporal gear and a bit of health will restore a bit of stability instantly(you'll need a knife to do this). It's also possible to restore stability by killing monsters--the stronger the monster the more stability that is restored. To check temporal stability, look at the gear in the middle of the item bar. Mousing over it will give you an exact reading, but as a general rule if it is colored teal your stability is fine. If the gear looks grey, you're at low stability. The gear will spin clockwise in stable areas(unless at 100%) and counterclockwise in unstable areas; if the gear is not moving the area is either neutral or you are at 100% stability. Il est probable que votre frère ait perdu la majeure partie, voire la totalité, de sa stabilité temporelle (sa santé diminuera si sa stabilité est à 0 %). Cela peut se produire de différentes manières : en restant trop longtemps dans une zone instable ou en se tenant trop près d'une faille active. Le moyen le plus simple de restaurer la stabilité temporelle est de passer du temps dans une zone stable, bien que sacrifier un engrenage temporel et un peu de santé permette de restaurer instantanément une partie de la stabilité (vous aurez besoin d'un couteau pour cela). Il est également possible de restaurer la stabilité en tuant des monstres : plus le monstre est puissant, plus la stabilité restaurée est importante. Pour vérifier la stabilité temporelle, regardez l'icône d'engrenage au milieu de la barre d'objets. Survoler l'icône avec la souris affichera la valeur exacte, mais en règle générale, si elle est de couleur turquoise, votre stabilité est bonne. Si l'engrenage est gris, votre stabilité est faible. L'engrenage tourne dans le sens des aiguilles d'une montre dans les zones stables (sauf si la stabilité est de 100 %) et dans le sens inverse dans les zones instables ; si l'engrenage est immobile, la zone est neutre ou votre stabilité est de 100 %. Traduit par Google.
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Varied food and cooking suggestions: Mixed nutrition, nuts and more!
LadyWYT replied to Monkeylord's topic in Suggestions
It's the kinds of things I do expect to be added to the game at some point, but most likely as a small part of a larger update. As it currently stands, food and cooking is one of the more fleshed out gameplay loops, with plenty of variety available. I think the main reason for this bushmeat decision is to help push players to make better choices about what they spend their time hunting, as well as push them to acquire livestock. Bushmeat is good in the early game because food is food and it does keep a while when cooked, but it falls off rather quickly once the player is able to properly cook. Don't get me wrong; it's fun to use in meals with Expanded Foods, but I think if it were a meal ingredient in the base game it would be too easy for players to survive exclusively off subpar prey. I do agree with adding eggs and mushrooms to pies, but I'm not completely sold on multi-nutrient pies. Yes, it's a thing in real life, but I think the idea in gameplay is that the player needs to vary their ingredients from time to time in order to keep their nutrition levels up. Having a food option that covers three different nutrient groups as well as keeps for a while and stacks conveniently is likely going to mean that many players opt to make nothing but a single type of pie and ignore everything else. I don't think the split nutrients would be a good change, as I think it's better to keep things simple when it comes to the nutrition type of raw ingredients. I do, however, like the drying requirement idea, as that could easily be applied to fruit and meat as well. A good preservation method for the early game, as well as very handy if you don't have access to salt for some reason. I do agree with this, excluding the mixed nutrition part. It would be nice to have a few more sources of plant protein to make the vegetarian playthroughs more interesting, but having multi-nutrient raw ingredients is just overcomplicating things. In this case, I think perhaps the easiest fix is to require fruit tree fruit to be prepared before using it in a meal, and perhaps up the satiety value of the raw fruit a bit as well. After all, while it makes sense to eat a raw apple as-is, when was the last time you heard of someone shoving whole apples into a pie/cookpot? The raw whole fruit could keep for a long time in most cases and serve as a handy snack as well as be the type of fruit suitable for juicing. To use the fruit in a meal though, the player would need to prepare it with a knife first, yielding more servings of raw fruit that have a bit less satiety than the whole fruit and spoil quite fast, but allows such fruit to create much more food than berries can. -
Welcome to the forums! Trying reinstalling the game. My friend had the same issue a while back, and a fresh install fixed the problem. Make sure you backup your worlds in a separate folder before you do this! You can move them back to the appropriate game folder when the reinstall is complete.
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Welcome to the forums! The world shouldn't be generating like this. Was this an old world or a freshly generated one? And did you change any of the settings(like world size) or otherwise use mods that affect world gen?
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wind powered and handcranked screw press (juicer)
LadyWYT replied to Rozmetal's topic in Suggestions
Welcome to the forums! I don't doubt it, but...is it technology that would have existed in the late Middle Ages? What's pictured here is quite modern. I think the better solution is probably just making a larger version of the current press. More expensive to make, takes longer to press in comparison, but can press much more fruit at a time. -
You could try removing all the other nests but that one, then keep your remaining chickens fed in the hopes that one sits on the nest. Worst case scenario, you'll have to start over from scratch, but at least generation 2 is fairly easy to achieve. More importantly though, I'd recommend building a lightning rod near your chicken coop in order to keep them safe from further incidents.
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After watching it, I would say the fight is fairly nonchalant, especially since he already knew the bear was there to begin with and thus had time to plan. Couple that with clear familiarity with the game, skill, and a little luck, and the outcome is quite spectacular. It does seem like he should have been hit a time or two, however, I'm not sure if a bear's reach is quite as large as it seems. It's quite possible to scramble out of the way if you time your movement right. More likely though, the terrain is working to his advantage here. He's circling a large pond surrounded by brush and some steep terrain, which he can navigate faster than the bear. I'm thinking the bear keeps trying to pathfind to him through the water, which slows the beast just enough for him to stay a few steps ahead.
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Well, I'm hooped- no Tobias, world edge cut him off!
LadyWYT replied to Angie P's topic in Discussion
You could try regenerating the structure somewhere else, though I'm not sure of the command to do so, or whether that would even work. This does seem like a bit of an oversight though, in that while it's possible for players to create unplayable worlds there's usually warnings to accompany those settings. I would definitely recommend reducing the distance between story locations next time you reduce the world size like this though. -
So I Tried to go Caving in 1.21.6
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
That damage seems about right for nightmare creatures in Wilderness Survival, even with steel plate. The key is to take things slow and do plenty of planning before jumping into battle, especially if you're playing a class that will struggle in close-quarters combat, like Hunter or Malefactor. Better to retreat early and live, than take a chance and die. -
So I Tried to go Caving in 1.21.6
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
Looks like you're venturing DEEP where all the really bad stuff spawns. You do seem to have steel gear, which is ideal for this kind of fighting, however, I will note that it's still going to be nasty as nightmare enemies are no joke, especially when coupled with bells. I will note caving is not impossible, just difficult, even with good gear. Regarding gear, I would check your armor to see what type you're wearing. Steel is good, but armor type does make a difference. Plate armor is one of the best choices in this scenario since it's the most protective and you don't really need ranged/speed bonuses when fighting underground. Entity bombs...eh, they might be useful if you can trap a handful of creatures in a small area, but I think these are too situational to be of much use. In terms of healing, alcohol bandages are very strong but you also need to soak them before using, which takes a few seconds and isn't easily done when you're on the move. Honey-sulfur poultice might be a better choice here, as those heal for the same amount but don't need to be soaked and don't dry out. Regarding overall strategy, it's probably best to take some extra time and set up a "safe room" that you can retreat to whenever things get too rough. Make sure you're healing before your health gets critical too; the longer you wait to heal and/or retreat, the more likely you are to die. Blocking off corridors with fences and cheap blocks will help you control the space and prevent enemies from sneaking up on you. Lighting up the area with cheap lights(oil lamps or torches) might not stop enemy spawns, but it will help prevent them from surprising you so easily since you'll be able to see them. When it comes to the enemies themselves, always deal with the bells first. They take several hits to kill thanks to a large health pool, but the longer they stay alive the more monsters they'll summon. It make take a few tries to kill one, so don't be afraid to retreat if you need to heal. Drifters are fairly straightforward--just be careful not to let them mob you. Shivers are nasty, but since they are big monsters they need a minimum two block wide gap to move, making it easier to place obstacles(for the record, they can't climb over fences either). Bowtorn can be difficult, but you can disrupt their fire by simply approaching them, or ducking behind some cover. Locusts are the final enemy you're likely to find, and you'll need to kill the nests in order to stop them from spawning(the nests can drop Jonas parts sometimes too). The one exception is the sawblade locust--they don't spawn from nests, but have more hitpoints and attack than regular locusts. Possibly, but if it's just a concern about getting lost you might want to just mark a trail behind you. Though a slower option, it is a safer one, and it'll let you return home more easily if you need to for some reason. Piles of rocks, signs, or pillars made from an easily-noticed material are good choices; sticking a cheap light source like oil lamps to them will make them stand out in the dark. The base return teleporter isn't necessarily a bad idea; it's just expensive and dangerous to acquire the parts needed to build it. It's also a one-time use item, so if you had to use it prematurely to get yourself out of a sticky situation, you'd need to build another and walk all the way back to wherever you escaped from. EDIT: I forgot to mention this, but you'll also want to check the current rift activity before venturing underground. Calmer rift activity tends to mean fewer monsters, while higher rift activity tends to mean more monsters.