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Everything posted by LadyWYT
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This tends to be why I make soup as well. It's something different, and a good way to avoid wasting food without needing to actually go hunting or anything. Though I don't always use an odd number of meat either. Sometimes I will use an even number, because having four to six servings of soup is sometimes more satisfying than just having two or three servings of stew. I would say I do it for this reason as well, since I occasionally play with HoD. However, I'm also an absolute barbarian that will happily drink out of dirty puddles, so...
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Welcome to the forums! How does the vanilla game run? When you're playing with mods and encountering performance issues, it's always a good idea to disable your mods and verify that the issue can be reproduced in vanilla. If it can't, that's a strong indication that there's a problem with at least one of the mods. The easiest way to figure out which mod is being the problem, if there's no obvious culprit, is to re-enable mods one by one and test as you do so. When the issue crops back up you'll know which mod is responsible. Providing your modlist would probably also be useful, since it's not really clear which mods you're using and how many, aside from Optimum. So it's not really possible to say what could be causing an issue there.
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It can. There's just no benefit to storing such goods in a barrel, other than it looks pretty. Eh...I think this might be asking for trouble, really, since the game would need to account both for what's in the liquid slot and what's in the dry slot. And there's a lot of stuff that you can put in the dry slot that realistically should be affected, but isn't(for example, I store the helve hammer's angled gear in the quenching barrel when the hammer is not in use). I think what I'd rather see is barrels becoming dirty depending on what they've been used for, simple to what happens with cooking pots, with perhaps a way to clean both pots and barrels. After all, while there is quite a bit that's simplified for gameplay purposes, you probably shouldn't be making foodstuffs in the same barrel that you used for composting and chemicals like sulfuric acid and chromium sulfate.
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Welcome to the game and forums! Sheep can be quite dangerous, even without horns. The higher health is likely because the game counts them as large creatures(they drop large hides and a lot of meat) while counting wolves as medium creatures(they drop medium hides and less meat). It could also be that way to help protect domesticated sheep from predators, allowing them to take a hit or two before death, but I'm not sure. In any case, Mouflon and bighorn sheep aren't more aggressive than wolves. Wolves will usually attack the player immediately as soon as the player comes close enough. Sheep will try to move away from the player first, only attacking if the player either attacks first or otherwise comes way too close. As to why they're faster, I assume it's to help them flee from predators--it's an unfortunate side effect that the player cannot easily run away from an angry sheep, but at the same time...players do have plenty of opportunity to avoid upsetting the sheep to begin with. Wolves are probably slower since they're more aggressive and a commonly encountered creature, giving players more of a chance of successfully running away.
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Circling back around to this: if this is supposed to be the only solution, it needs a much more thorough explanation. Saying "it just works okay" doesn't really do anything to address the arguments made against it. A few things to consider: How much satiety does this forever food have per each item of food? What ingredients are required to make it? How long does it take to make? Why can't other meats beside bushmeat be used? Why does it only stack to 16 when most other food items stack higher? Why is oak wood the only viable wood type? Especially when not every environment has access to it. Keeping in mind the stats and requirements of competing food items. Honey is 300 points of fruit nutrition per item, and while it doesn't stack very high as honeycomb, honeycomb requires little effort to obtain and each skep will produce three pieces of honeycomb. Raw meat of any kind can already be salted and keeps fresh for a few years; salting meat requires 20 days worth of sealing in a barrel. Salted meat also stacks to 64. Pickles stack to 64 as well, and take 14 days of brining in a barrel to create. Rendered fat keeps forever and provides 200 points of protein nutrition, and is as simple as cooking raw fat in a cookpot. Cheese can easily keep fresh for a decade when waxed, and jams can keep fresh for several years as well when sealed in crocks. Distilled alcohols like brandy and whiskey are time-consuming to make since it requires 10 L of basic liquor to get 1 L of distilled, but they do provide some nutrition and never spoil no matter how they're stored.
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Not to mention the auction house. A lot of players like farming. It's also very easy to rack up a surplus of food. Many players would probably be happy to sell or share their extra food. Rusty gears aren't particularly hard to come by, since they can be acquired from caving, selling goods to NPCs/other players, and fighting monsters(especially in temporal storms). Agricultural traders regularly sell food, some of it for quite cheap, and the village also has NPCs that sell food for a reasonable price. In addition to all that, hunting is usually an option, and the new fishing mechanic is a decent source of food as well, provided there is water nearby and one is patient. If the player settled in a warmer climate, it should also be perfectly viable to just...plant a few farms before logging off. As long as it doesn't drop below freezing and the crops are otherwise heat tolerant, they should mature and just sit there until the player is ready to harvest them.
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I mean, that's basically how Expanded Foods handled the hardtack concept. It's a worse version of bread, but keeps for a very long time. Also comes with humorous flavor text. Doing some rough math here, but a year on a 30 day month server equates to about 12 IRL days. At normal spoilage rates, long-term foods take a couple of years to spoil, so I think it's safe to assume that on average, the player has 24 IRL days to log in a couple times to check things, or otherwise make arrangements with friends/admins. Decreasing the global spoilage rate will, as you noted, only increase the grace period the player in question has. The only player type I really see having a problem here is one that insists on playing a solo game on a large active public server, without making the time commitment for such or otherwise coordinating with friends/admins for the times they're away. And that's not a problem with the server or even the game itself; that's a problem with the individual player not picking a server/game mode that is appropriate for their preferred playstyle. I also suspect that a lot of the "all my food spoiled!" complaints are from the TOPS server, which as I noted before, is a special case because it's a server meant primarily for testing, and not intended for long term play.
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Shouldn't it be something most players want to use though? Especially since more food variety is a common request, along with more food preservation options like smoking and drying. Not to mention that distilled alcohols like brandy never spoil, and can be further distilled into aqua vitae, which is quite useful for healing.
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The point of emergency rations is to get one through hard times, yes. That also means that one has had time to prepare such, so they can make sure that the rations are both nutritious and prepared properly to keep for a long time. Likewise, when preparing rations like this, one isn't meant to survive exclusively on a single food item, in most cases. A food like pemmican is both energy dense and quite nutritious. A food like hardtack might provide energy, but not much in the way of nutrients. The entire point of preparing supplies like this in advance isn't just to keep yourself alive with the bare minimum...it's to make sure you have preserved foodstuffs to keep you both alive and relatively healthy during times when fresh foodstuffs might be a little hard to come by. And while these foods can be eaten as-is, they're not necessarily meant to be either; jerky and pemmican can be made into soups and stews. Hardtack can be used for the same purposes, as well as broken down to make into cakes, I believe. These things can also be supplemented with wild foodstuffs hunted and foraged from the nearby area, or other stored foodstuffs that keep quite well, like jams, nuts, etc. A pure desperate survival situation though means you don't have time or resources to prepare supplies like that, or else you ran out of supplies on the road and are having trouble finding more. In this case, yes, you're not going to really care where the calories come from, or what nutrition the food carries, since the first priority is staying alive. But this is also a very extreme example. Right, but here's the thing: if it's just a handful of players complaining, that's to be expected and generally safe to ignore, because it's not possible to please everyone all the time. When more than a few players are complaining though, and players in general are going out of their way to avoid interacting with the mechanic, that tends to mean there's a problem with the mechanic and that it should be looked at. The solution can't be worse than the problem it's meant to fix. If a given solution produces just as many, if not more, complaints than the original problem, then nothing's actually been fixed. All that's happened is the source of the complaints has changed. And of course, implementing solutions that many players aren't happy with is a good way to erode the goodwill of your playerbase over time. Edit: If we're also going to insist player complaints don't matter, then there's no need to address the issue with offline food spoilage on large servers. Well yes, because Minecraft is a very different game than Vintage Story. I don't think it's at all fair to expect the same kind of experience from Vintage Story and then call the game "broken" when it doesn't happen. Plus in this specific example, you mention five people total, playing together as a group. That's not a big server at all, and if they're playing together as a group, that suggests they're playing cooperatively rather than each going their separate ways and treating the server like singleplayer with a multiplayer chat function. In which case, they should have some sort of prior understanding that the ones who play most often are responsible for making sure there's enough food stored for everyone, so that no one is logging in and starving. Or I mean, just install a mod like these ones, if it's a big concern: https://mods.vintagestory.at/noofflinecontainerfoodspoil https://mods.vintagestory.at/offlinefoodnospoil But yeah, there are options. And as you mentioned initially, it's not a problem with the game or the servers, as much as it is an issue with certain player types. Life happens and you need to step away for an extended period sometimes, but most players will be quite sympathetic in these cases as well so it shouldn't be hard to get a friend or admin to watch your stuff or help you get back into the game when you return. If you just need to take a break for a while due to burnout or whatever, most people will be pretty understanding about that too, provided you give them some advance notice so plans can be made. But otherwise Vintage Story is similar to a tabletop game: the story will go on, and players who frequently skip sessions without notice will find themselves falling behind the rest, if not getting removed from the campaign entirely.
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For what it's worth, distances are already scaled down in Vintage Story, as is time, to an extent. As for the accuracy bit...I don't really see an issue here? Archery is hard, and bows are not going to be nearly as accurate as a rifle. Additionally, the further you shoot, the more chance the shot has to drift. A lot of media tends to portray archery wrong as well, and many of the "expert marksmen" portrayed in such tend to have both natural talent and years of experience(like Robin Hood), supernatural abilities or enchanted weapons(like Susan from Narnia), or both(like Legolas).
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That's my point though. If the single option that "solves" the problem is an awful option, that players would never want to use outside of the very specific instance of a large, active server...why exactly would they want to engage with it if it's not fun? Except the point of preserving food for long-term storage is that it's for survival, rather that be surviving the winter, travel rations, or emergency supplies cached at an outpost in the middle of nowhere. Therefore it's something that should be as nutritious as possible. Players will also likely question why they can use bushmeat for this purpose but not redmeat, fish, or poultry. I'll also note that systems that clearly don't offer a good output compared to the required input very often tend to get ignored and otherwise complained about by players. If the player is having to spend 200 calories or more for every 100 they manage to preserve...they're probably not going to look at that as a very good return on investment. Especially not when rendered fat and honeycomb reward 200 and 300 calories respectively with no expiration date, and can be obtained with much less effort. I realize life happens, but with all due respect, if someone is going to be away that long, especially on an active server, they really need to coordinate with friends/admins in that case. Vintage Story is balanced heavily around singleplayer and small servers; big servers are still possible, but players aren't really going to be playing multiple servers at once or taking long breaks on whim like they do with other games. And of course, if we're referring to TOPS in this case, TOPS is a testing server, and not really meant as a long-term server to play on regularly, at least to my knowledge.
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https://wiki.vintagestory.at/Cooking/en-gb It's listed in the first table. Can only be obtained rarely from ruins, and provides 280 points of protein in addition to healing the player 2 hp. Never spoils. It's a reference to Vintage Beef, the Youtuber. I don't think this actually solves the problem with offline food spoilage, as much as it creates the different problem of players complaining about feeling punished for playing on busy servers due to their only food option being one that's incredibly tedious to produce. It's also going to be a decision that annoys players outside of large multiplayer servers, because they'll likely want to use the new food options, but feel like it's just not worth that kind of effort. As I tried to say before, a much simpler solution would be to just let servers have the option to disable food spoilage for player inventories and claims while they're offline. That way, players don't need to worry about cutting an adventure short due to threat of starvation, and don't need to worry about the preserved food in their cellar rotting because they went on vacation or something. To help prevent the claim mechanic from being abused, the offline rule would only apply if all players tied to that claim are offline; if one of the claim owners is online, then spoilage rates will continue ticking as normal, since there's at least one player around that's responsible for the claim. That should give big servers the tools they need to deal with the problem, without making the game more tedious for everyone else who decidedly doesn't have that problem. In addition to the solution I listed above, more food preservation options could also be added to the game for variety, though they certainly shouldn't be "forever foods" as suggested in the OP. Meat could be smoked or dried, or turned into pemmican. Some fruits and vegetables could also be dried for later use. A couple more varieties of cheese would be nice to have, just to have something different than cheddar and blue cheese. Nuts would be a very good long-term food when left in the shell, and the shelling requirement could make cooking a little more involved without being too tedious. Candy would be another interesting option as well--not very good in terms of saturation(ie, you'll get hungry sooner rather than later), but a sweet little treat to share with friends or eat while on the road. Hardtack is an obvious addition as well, though for balancing purposes I would argue that it shouldn't be lasting more than year, maybe two, outside of a sealed storage container. I would also perhaps add the ability for the player to use beeswax or rendered fat to seal storage vessels, extending the shelf life of certain preserved foods even more. It should take a lot more sealant for a storage vessel than for a crock, partly because the storage vessel is a much bigger container, but also to help discourage the player from just throwing everything into a storage vessel and ignoring crocks. While beeswax and fat might be easy to come by, needing to use a decent portion to reseal the vessel after opening is going to add up rather quickly. Except bushmeat isn't supposed to be a staple food. That's why it has a lower nutrition value in addition to being unable to be used in meals. It's tough, it's chewy, it's not particularly appetizing, and it tends to come from predators, which tend to have higher risks of toxins and parasites. And of course, when relying on hunting for sustenance, the player is meant to be a bit particular about what they hunt, rather than just slaughtering the local bear/wolf population or relying on foxes and raccoons because they're very easy to find and kill.
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What? Both of these can easily be put in crocks and then sealed, which makes them last a decade or more. I don't think glass jars actually add anything here other than fancier visuals. Other, I share many of @Rainbow Fresh's sentiments. "Infinite" food kinda defeats one of the core gameplay loops--needing to manage food supply. Honey already is a "forever fresh" food, which is true to real life, and distilled alcohol never goes bad either. Other foods like jams, pickles, and salted meat will keep for a few years, and jams and pickles can be sealed into crocks to last even longer. Grain and flour both last for a few years when stored properly in a cellar, and can be easily baked into fresh food. And realistically, while some foodstuffs do keep for a long time in reality, realistically you don't want to just keep them in storage for years and years either. Food gets stale, molds, gets infested by weevils and things, so while it may still technically be edible it's not necessarily something you'd want to eat, especially when you could have prepared fresher food. Regarding multiplayer, it's a known weakness of larger servers that food spoils faster since time is constantly passing. However, there's already an option to turn down the food spoilage rate in the vanilla, as well as mods that add other storage options or prevent a player's food from spoiling while they're offline. More food variety would certainly be nice, but I don't think the multiplayer argument works very well since it's a problem specific to certain kinds of servers, and likely better handled by just including the option for foodstuffs in a player's claim/inventory to not spoil while they're offline. That way players can still enjoy the range of food options VS has to offer, without feeling forced into a small handful of options due to the kind of server they play on.
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Generally some sort of meaty stew, or some sort of pie that isn't pure vegetable. I lean more heavily into carnivore than vegetarian, plus Blackguards burn through calories faster than the other classes. So eating more filling meals is more of a priority.
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It's an interesting idea, but I think it probably works better as a mod rather than vanilla. Regarding tool handles, I think fancy handles should mainly be cosmetic, with handles otherwise being simple to craft. Instead of just a generic stick for everything though, I think the basic sticks should be relegated to short handles only, with longer handles/poles requiring young trees. This also gives trees a little more variety in general, as well as gives the player a bit of forest management to do. These are the main things that I don't think should be vanilla. The main purpose behind tool breakage, I think, is to require players to invest resources in new tools every so often, as well as push them to acquire better materials to make better tools. Otherwise, the player doesn't really need to seek out more resources on longer running worlds, and doesn't have as much incentive to invest in things like steel when bronze and iron start lasting even longer. Additionally, these proposals stand to be quite annoying due to inventory clutter. I doubt that many players really want to be replacing handles all that often, and in regards to tool recycling...I did tinker around with that concept via mod, once. The resources saved weren't worth the hassle of burning inventory slots trying to haul the broken pieces back home for re-use, especially when resources weren't particularly difficult to come by to begin with. Overall, I think both of these would also prove to be more annoying for players who do a lot of building, or otherwise use their tools quite heavily. I do think this should be a thing though. The over-sharpening isn't really a concern, since it's currently not possible to oversharpen. But I do think players should have the choice of sacrificing some tool durability for a temporary boost to work speed. In that case, the player gets a clear benefit for paying more attention to their stuff, but if they forgot to sharpen their tools before going to do a job they're not gonna find themselves in trouble as result, whereas with points 2 and 3 they would. Much like 2 and 3, I think this one adds too much busywork for too little benefit. Additionally, the main strength of copper and bronze is that they're cheap and easy to work with, making them very good for early game tools and weapons. They aren't meant to be a staple in the late game, when the player should be pursuing better materials, hence why they don't last nearly as long, in part.
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Welcome to the game and forums! I'm not really sure how this fits into the game. It has no basis in realistic process, to my knowledge, and finding surface ore is as simple as just having a look around.
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I believe those values are how much damage from the incoming attack the shield will mitigate if the attack is blocked. If you edit the original post, there should be an option to delete the thread, if you wish.
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Well one shield is made of wood and bronze and the other is made entirely from meteoric iron. Not all crafting materials are equal.
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To my knowledge, the coal is supposed to go underneath the stone coffin. I'll also note that charcoal isn't a hard requirement for this part--other coal types, including brown coal, can be used here as well. The hard requirement for charcoal/coke is the bit that goes in the coffin itself.
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Welcome to the forums! Bees can take a little bit to update sometimes. If the weather was on the cooler side though, that could have slowed down the counter a bit since bees will be less active if the temperature gets too cold. That's the best I can figure anyway. My general strategy for raising chickens is to make sure they get fed at least semi-regularly, as well as making sure that the nests are far enough away from anything that could disturb them. I'm not entirely sure that chickens have to stay fed in order to sit on the nest, but I seem to have better luck with keeping them on the nest if I feed them once a day or so rather than not feeding them at all. Regarding nest placement, you don't want to have them placed too close to the fences, since that makes it very easy for a fox or something else to spook them. And the foxes can be quite difficult to catch since they can somewhat hide in tall grass and run away when you start to approach.
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Welcome to the game and forums! The game is crashing because of a mod issue, and judging by the report it looks like some sort of "grass-ice mix" item/block is the cause. Which mod adds such a thing, I'm not sure. I will note though that you are using out-of-date mods. Older mods sometimes work on newer game versions, but 1.22 introduced code changes that broke a lot of older mods. If a mod hasn't been updated for 1.22, there's a good chance it no longer works correctly, so you'll want to either remove those from your mod list or otherwise verify that they work correctly. Additionally, you have at least one set of conflicting mods in your list, since Expanded Foods currently is not compatible with the Wildcraft mods. Aside from the above, the easiest way to figure out which mods are problems is to disable them all and then re-enable them one by one, testing each time.
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I'm assuming you're looking for suggestions on what to do in your game, and not making a suggestion for Vintage Story itself? The easiest thing to do, if you really want to play with waterwheels but don't want to relocate your base or otherwise take a short walk every time you want to use the forge, is to simply pop into creative mode and spawn a rapids block somewhere closer to your base. Technically it is cheating, but singleplayer is like a Bob Ross painting--it's your world, and you get to decide what happens in it. If you really don't want to use creative, then I would probably just build windmills and skip the walk, and save the watermill for another playthrough. On the other hand, 300 blocks isn't that far, and the watermill is a consistent power source, so building a forge nearby and smithing plates and iron blooms in large batches as needed isn't too bad either.
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It doesn't really feel like something out of Vintage Story, as much as it feels like some sort of alien race from a different setting. The kind of alien that's actually friendly, but doesn't appear that way thanks to their unsettling appearance and mysterious mannerisms. Either way, pretty cool little sculpture!
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I've not played with Rustbound Magic, but I have tinkered around with a few magic mods in Minecraft, although it's been a while. My best guess based on that experience is that moonstone is probably a reagent for the more "conventional" magic stuff--that is, the stuff that's safe and won't have nasty side effects. Bloodstone is probably a reagent for the more dangerous stuff, maybe blood rituals or the magic that can actually hurt you or have negative effects on the surrounding area. Of course, I could be way off as well. I guess the above mainly because most magic mods, in my experience, tend to have some sort of gemstone or special resource to power the "conventional magic", with a different but similar resource to power the more dangerous magic the mod offers.
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Maybe try gen 5 and see if that works? I don't recall exactly which generation is required for it, but gen 5 is what sticks in my mind. That being said, it's worth noting that ropes are still very buggy right now, and not the best way to transport livestock. The reed basket is much more reliable, but that only works for baby livestock that are tame enough to tolerate that kind of handling.