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Everything posted by LadyWYT
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I'm not entirely sure. It seems roughly similar to the other block game, for the most part. However, I think fall damage may also be somewhat bugged, in that it's possible to fall quite a distance and take no damage, depending on how one moves. Basically, if you're not actively touching any movement keys while falling, you have a higher chance of avoiding the damage...but I wouldn't go trying to rely on that, as it seems inconsistent. Additionally, it's not wise to rely too heavily on exploits/bugs like that, given the increased risk of accidents once the exploit/bug is fixed.
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Pretty much, although it somewhat depends on the weather. Player inventory is 100% spoilage rate by default, I think, which will be worse than other storage options in cooler weather, but better than ground/open storage in hot weather. Could just be longer than normal month length, possibly. But colder weather is the more likely factor.
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What is the logic for surface level temporal stability?
LadyWYT replied to Broccoli Clock's topic in Questions
For the most part, stability values are random, and the instability gets worse the deeper underground you venture. The only exception to the rule that I've found is story locations--these seem to have specific stability values, presumably for narrative reasons. IE, a location full of monsters will be pretty unstable, while an inhabited area will be stable. -
Tagging on to what @CastIronFabric and @Thorfinn said, I'd wager it's also for security reasons. While I'm not sure that it's been a problem with the VS modding community, there have been scandals in other games in which certain mod authors had added malicious code to their mods(some of them popular mods, at that). By excluding mods from the official servers, that does keep the servers more basic, but it also means that users won't need to worry about malicious code.
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If it's a decorative piece, it should be marked 0% durability and may shatter if broken, in which case you can use glue to repair it fully and make it safe to collect. If it doesn't have that description, it will just break and drop nothing when you break it. However! You can always pan rib cages from bony soil, or just use the creative menu to uh...redecorate. Depending on what angle you want to go with this, I'd recommend keeping your eyes peeled in chapter 2 locations.
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Very true! Although I wasn't thinking just for wood--I was thinking for stone as well.
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Love the sound design in this game, who's doing it?
LadyWYT replied to William Deschênes's topic in Questions
Welcome to the forums! I'm not sure exactly who does the sound design...I'm guessing it's a team effort. Some of the sounds, like the angry bee noise, Tyron made himself. Lo-Phi is responsible for the music. -
Welcome to the forums! I'm thinking it's currently bugged in 1.21 stable, but should be fixed next patch, given the patch notes for the unstable candidate.
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Hmmm. Did you reload the world after running the command? Some commands require a world reload before they take effect.
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Welcome to the forums! The vault should be on your right, if you're looking at the eidolon. If you visited Tobias prior to 1.21 though, you may need to regenerate the location in order for the vault to actually be there.
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The little greenish blue particles are phytoplankton; you'll find them in areas that are sufficiently warm.
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Hence why I mentioned adding some piece of late-game tech that counteracts the instability. That way players can choose to pay that price upfront if they find a spot they absolutely have to settle in, but can fix the issue later on once they've made enough progress.
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Anyone else watches the Primitive Technology channel?
LadyWYT replied to lampyridae's topic in General Offtopic
I can't say that I watch the guy, but from what I've heard about his channel, he seems to be the real thing. And by that, I mean he's actually using primitive technology, and not just doing the heavy lifting off-camera with modern power tools. -
Or I mean...if you're using the console, why not just switch to spectator mode(/gm 3) and fly out of the hole? You don't lose nutrition and hp that way.
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Please update the "board seat" description to include its used for boats
LadyWYT replied to Chuckerton's topic in Suggestions
Or even better...let board seats be placed outside of boats too, so they can be another seating option. -
Welcome to the forums! I'm not entirely sure I understand what the issue is here, other than spaces are counting for things you didn't intend? It sounds like your bedroom space is meeting the requirements of a cellar, while your lobby is meeting standard room requirements. It shouldn't have any adverse effect on the space; it just means that both spaces are insulated, so any perishables stored there last longer and you won't get colder while in those spaces. In this case, it sounds like you've settled in an unstable area. Chunks don't work the same as in the other block game; a Vintage Story chunk is a cubic unit of space(so it doesn't extend from build limit to bedrock), and multiple chunks are stacked on top of each other to form the world. Stability varies from chunk to chunk, and generally the deeper you go the more likely it is the chunk will be unstable. Currently, there's no workaround, aside from moving to a more stable area or otherwise turning off the temporal stability mechanic. You could try this mod and try to override the chunk stability, but the mod does appear to be outdated so it may or may not be functioning properly(ie, test on a throwaway world before trying it on a permanent world): https://mods.vintagestory.at/chunkstaboverride
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Yes. By default, the starting climate is temperate, unless you changed it at world creation. Otherwise, the player always starts in the northern hemisphere, so traveling south will always bring warmer climate and north will always bring colder, provided you don't travel so far as to cross a "hemisphere boundary"(doing so is unlikely).
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I think the awareness might hinge on whether or not one has ever played Hollow Knight/a fan of that genre. I'm not a fan of the genre and not played Hollow Knight, so it took me a while to figure out what all the Silksong talk was even referencing. Honestly, I'd forgotten Hollow Knight was even a thing, since it's been quite a while since it released. That's not to knock the games either, by the way. I watched a playthrough of Hollow Knight once and I can see why people love it, and it seems the devs continued the good work with the sequel.
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Honestly, I think perhaps one easy way to achieve aged materials "legitimately", is perhaps melting down temporal gears somehow into a temporal flux goo, and then using said goo on different things to age them. You could also have the reverse, in that if you smear temporal goo on something aged then it will turn to a pristine condition, if applicable(clean up that ruin clutter!). It gives additional value to temporal gears and lets the player have full control over the look of a build. You could just make materials age over time as well, I suppose, but the main issue I see there is that aged materials can change the look of something rather significantly. If you want a build to look a particular way, aging materials may or may not be very desirable at all.
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You don't even have to wait for that--someone did it with a mod: https://mods.vintagestory.at/shivertweaks Not only does it allow shivers to actually climb, but it makes the bellhead ones function similar to their namesake.
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Hence why the option to turn off the temporal stability mechanic exists--not everyone is going to enjoy it, and some just want to build or explore in relative peace without having to deal with it. Which is totally fine, by the way. If something were to change about the current implementation of temporal stability though, I'd keep it as-is, but add a piece of Jonas tech to counteract the chunk instability. That way temporal stability still poses a concern in the earlier portion of the game, but you could still settle in whatever spot you like and have something else to work towards in the late game. It also gives more options for what to spend your gears and Jonas parts on, which is sorely needed. I might be a bit of an odd one out here, but I do like the fact that the game doesn't make combat the default way to get ahead. There are times that you need to go fight things, of course, and there is some reward for general combat efforts, but overall Vintage Story encourages the player to pick their battles carefully. Granted, I don't mind more combat options either, but it can get pretty stale having to slaughter my way through practically everything in order to make any progress in a game.
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Welcome to Vintage Story! To my knowledge, hares cannot be domesticated(currently), so they aren't affected by generation. For a pet hare, you might try one of these mods, although bear in mind they are outdated so they may or may not function correctly. I would test them first before using them on a more permanent world. Cuniculture: https://mods.vintagestory.at/show/mod/22231 Cuniculture - Rabbit/Hare Farming: https://mods.vintagestory.at/cuniculture Pet Hare: https://mods.vintagestory.at/harepet
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It will not, unless you replant the forest yourself.
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Very new and trying to follow the in-game tutorial
LadyWYT replied to ImminentOrbit's topic in Questions
Welcome to the forums! It doesn't need to be a flint axe--you can make an axe head out of any sufficiently hard stone. Obsidian, granite, peridoite, chert, andesite, and basalt are all viable for stone tools. And like @Cube_Mandala said, you can use a stick for the handle, though a bone will give you a bit more durability. Of course, cracked vessels that contain tools often contain axes, though acquiring an axe this way may not be an option if you're playing Homo Sapiens(lore content off). -
Hit T to open the chatbox, type in the command, and hit Enter when done. I believe hitting / also opens the chatbox as well.