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Everything posted by LadyWYT
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I think it's fine to just keep the texture of the plaster block as-is, but perhaps allow it to be acquired in the same manner as wattle and daub. That is, instead of daub, you're creating a plaster mix to apply to wattle. It could have three separate "finishes", like wattle and daub does. As for why it doesn't work that way now, I'd wager it was just simpler to add as a block previously, instead of trying to figure out something like the wattle and daub system. But I'm not sure. Perhaps if brick or stone were used as the foundation block, then less plaster is used and instead of a plaster "block", it's just an overlay on whatever block is underneath. Though I would also say that if this is the case, daub ought to be an option as well to expand the color palette.
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Did it bring the map data with it, or do you need to go explore everything again? Map data would be my main concern. I loaded up an old world not too long ago after reinstalling the game, and while all my waypoints were still there...the map itself was very much not. Not that stuff can't be explored again, but it is a potential inconvenience.
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Support for issues with mods in the creative menu
LadyWYT replied to Deidara3386's topic in Discussion
Not a newbie to VS anymore, but when I was I definitely installed several mods. I think it depends a lot of the demeanor of the player, but I think there's two general scenarios that happen here: 1. The player plays a bit of vanilla, gets overwhelmed, and tweaks settings/installs mods to help them have a smoother time with the game until they're more experienced. 2. The player picked up the game on a friend's recommendation, and copied the friend's game setup, which includes downloading "necessary" mods. I think in both cases, the player in question is already used to heavily modded setups in other games, such as Minecraft or Skyrim. Of course, I would also say it's not really unusual to start off Vintage Story on easier settings(modded or otherwise), and then gradually settle into a harder difficulty later on. -
You might try /debug chunk relight to see if that clears it up. At least, I think that's the right command. It won't stop the issue from occurring, necessarily, but it should recalculate the chunk lighting and remove the uh...ghost lights, so to speak.
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Strange. Are you talking to the same treasure hunter that gave you the map to the Archive? I believe it needs to be the same one in order for the dialogue option to appear.
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Funny you say that, because half the ones I find seem to be in pines. I think it depends on where the pine trees are though. If it's a mixed forest, there's probably a good chance of finding bees in there. Forests that are exclusively pine though tend to either be in dry regions, or colder regions, neither of which will spawn bees.
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Pretty much, although I would say it's tuned for singleplayer as well. Lower quality tools break faster, in order to help push the player to invest in better tools like iron and steel, instead of just relying on copper. I don't know about the tool not breaking entirely, but there may or may not be a system similar to this getting added to the game soon. Some advanced metalworking stuff's apparently been teased on the Discord. I'm guessing that for balance purposes, tools will still break after a time, but the player can more control over it via a tempering process or something. That is, a harder finish will result in more tool speed/damage, but a shorter tool life. A softer finish will ensure the tool lasts much longer, but it won't be as efficient at work/combat.
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Just feels... inadequate compared to modpacks that involve TFC+
LadyWYT replied to cAshewTheAce's topic in Discussion
I think it's probably possible, but it going to rely heavily on map RNG. Given everything that steel takes, the player won't be able to waste much time actually searching for resources. Assuming that all critical minerals are near spawn, I think the bottleneck would probably be flax. Netherite is the limit, at least of the time of this writing. There were some changes to make it a bit harder to obtain(which were much needed), but it's still something easily achievable within a few hours of starting a brand new world, if one knows what to do. -
Regarding cutscenes, there's a world of difference between watching it the first time, and then watching it for the fifth, or tenth, or hundredth time. This is why a "skip" option is typically available. Of course, there's also a proper time and place to add cutscenes for enjoyment and dramatic effect. Too many cutscenes, and the gameplay interference will prompt players to start skipping them. Generally, it's best to keep them short, and use them as intros, outros, or otherwise short narrative breaks between long gameplay segments. And that all hinges on the writing for the scene being good. If the writing is bad, no one wants to watch it, unless the writing is so bad that one can't help but watch and laugh. Good visuals don't often save bad writing.
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If that one isn't your fancy, you might try out Ancient Tools. It adds a different leatherworking option that does not require lime or tannin, plus several other fun little things. https://mods.vintagestory.at/ancienttools Yes and no. Landform Scale governs the size of mountains, plains, and other features. Biomes are a lot trickier though, as they're governed by latitude, temperature, rainfall, and forest coverage. I don't think there's really a way to make them bigger, as much as there are ways to make certain climates more prominent. To my knowledge, bees just require a warmish climate without too much rainfall in order to spawn, as well as a tree or something to spawn in. The flower type doesn't matter--the plant just needs to count as a flower in order for the bees to use it. If you're having trouble locating bees, the Buzzwords mod can help you find them. https://mods.vintagestory.at/buzzwords
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I will note that players aren't guaranteed to find absolutely everything they need for progression within a day's walk of the world spawn. There are seeds like that, but most of the time there's going to be a couple of resources that the player will need to spend some time searching for. In the case of limestone and chalk, when those rocks appear, there's a LOT of them. Borax can spawn in pretty much any sediment rock, I believe, so even if there's no lime or chalk nearby, there's still a decent workaround. Now don't get me wrong, I do think that shells would be a good addition to the panning loot tables as a semi-rare loot drop. However, it's also worth noting that there's already another alternative to looking for shells, if one cannot otherwise find lime/chalk/borax, and that is traders. Survival Goods and Commodities traders both sell lime, I do believe, for a quite reasonable price. Provided one is playing with lore content enabled, it's not terribly hard to do some wheeling and dealing when necessary. Two barrels of limewater, actually. Each shell grinds into two lime. I will note that there are mods that offer solutions to this(such as the one @dakko mentioned), if one finds it a problem. And mods do not change the game for everyone else. Also worth noting that what's been proposed above only solves potential supply issues for leatherworking, plaster, and mortar components. Borax is still going to be an issue for the late game, as it's a mandatory resource for moving past iron.
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Official Expanded Stomach/Hungry While Injured mods idea thread.
LadyWYT replied to Teh Pizza Lady's topic in WIP Mods
Based on testing, I would say the drawbacks start becoming noticeable around the 25% fat mark, which is also when the player receives the first warning(assuming the warning messages are enabled). However, whether or not it's a concern depends partly on the player's preferred playstyle, and their choice of class. Classes with an inherent bonus to movement speed, like Hunter and Clockmaker, ironically won't suffer as much from bad habits as other classes. We may or may not need to take a look at that. -
I dunno, maybe instead of changing when seasons start/stop, just tweak how the daily temperatures work. The template we have now could just be the average expected for that region, but the actual daily high/low temp could vary by a couple of degrees. Overall, it doesn't affect too much, but it does make early/late plantings a lot more dicey depending on what you plant, since there's no guarantee you won't have one last night of freezing temperatures in late spring, or an early killing frost in fall. Likewise, it's possible to have a day or two of record highs during the summer, that messes with the heat-sensitive crops.
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Are you sure you're not a Blackguard? Maybe you're the cousin of my hunter friend, given that he enjoys cleaning out the cookpot in front of me. Now there's a name I've not heard in a long time!
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"Should Have Seen That Coming"
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Just feels... inadequate compared to modpacks that involve TFC+
LadyWYT replied to cAshewTheAce's topic in Discussion
Subaru isn't the same as Subawoo...just sayin' -
What about if shot in the face instead of the back?
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This happens to me frequently. I'll scour the landscape and be lucky to find a handful of deposits within decent running distance, and then many in-game days later will be fiddling around near my house and stumble across all the nearby deposits...that I no longer need.
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The description on the prospecting picks' pages mention specific deposit types, yes. However, I think it's worth noting that the handbook might not be entirely up to date either, given that the description doesn't list olivine or cassiterite(tin) at all, and lists halite as "rock salt". Lead deposits near the surface could fall into this category, however... This is true, that the JSON files seem to make specific distinctions between surface deposits and deep deposits, at least when it comes to copper and tin. Lead doesn't seem to have any distinction between deposit types, which suggests that the propick might be able to detect them with a density search. However, this is where I'll hop on @Maelstrom's wagon, and point out that based on my experience, prospecting for deeper lead deposits is a waste of time. It's a rather common ore, so it's not terribly hard to find--if you find one deposit there will almost certainly be more nearby. It's also an ore that only spawns in sediment rock, which is only ever going to be found near the surface. The one exception is chunks that have thick layers of sediment, but even in these cases the sediment rock gives way to igneous around the "mid layers", or about Y 40-60 if I had to ballpark a number. Given that lead ore has a dark color, and most sediment rocks are lighter colors, it's rather easy to spot even at a distance. Thus it's more efficient to canvas the surface looking for bits on the ground or patches of the ore nestled into a cliff face, than it is to spend time actually prospecting for the stuff like one might for other ore. That's just my two cents.
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Welcome to the forums! Panning is both the safest method of obtaining copper, and the most tedious. Most players will scout nearby territory looking for bits of copper on the surface, and use those to obtain their first pickaxe and hammer. Mark the location of the ore bits before picking them up, as bits of ore on the surface indicate an ore deposit underneath. Finding surface ore bits is typically easier to do in gravel plains/desert, since there is much less foliage to block one's view and the ore bits stand a little more. However, slowing to a walk and looking around carefully also helps one notice surface bits more easily, as it's very easy to miss smaller details when sprinting around.
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"Full Metal Alchemist" -- equip the Forlorn Hope armor set, while wearing all alchemist clothing and accessories.
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Honestly I think all this is the easy part. The hard part is figuring out how to do it, with a reasonable amount of system resources, given it seems like something that would tie up quite a lot of them. Likewise, I'm not sure how one balances this for multiplayer. Not every server admin wants to deal with players making mallets that look like swords, or a sword that acts like an axe, etc. not to mention all the rude-shaped weapons that will almost certainly crop up. As a mod though? Sure, why not! Then players can choose whether or not they want to spend the resources on that kind of chaos.
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Have you considered just making the builds into blueprints and porting them to a new map instead? If builds are the only concern, that might be a lot less hassle, as well as save on disk space.