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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. That would be my guess as well, though on the other hand, it could be relatively simple to code and may not require a lot of processing power during gameplay. In which case, I would assume that what we have now is simply a placeholder and will be cleaned up later once more critical gameplay details have been ironed out. I'd also wager that could be said of a lot of what's currently in Vintage Story at the moment.
  2. Judging from the screenshots, it looks like you're attempting to smelt a LOT of copper at once(ten ingots' worth). The larger the quantity, the more time it will take at the melting point to actually melt; it's not an instant product. The temperature will also continue to rise as long as the fire remains fueled--this is also perfectly fine. If the arrow begins to turn green once it reaches the proper temperature, then everything is working as it should be, and it should produce molten metal reading for casting once the arrow is filled completely. Now, if the arrow isn't turning green at all once it reaches the proper temperature, or if the arrow turns solid green but never goes any further to produce the molten metal, then there's definitely a problem that's likely mod-related. In that case, I would check comments on the mod pages of those you suspect, to see if anyone else has had similar issues, as well as disable all mods and test on a different world to make sure there's not something screwed up in the game code somehow(it's rare, but it happens). If everything works fine without the mods, start adding the mods back in one by one until you find the culprit.
  3. It varies. The typical surface copper deposit will probably be about 10-15 blocks diameter. Other surface metals will be similar; it's quartz and coal veins that get huge. If you want to mine out the entire vein though, the node search function of the prospecting pick will be your best friend. It won't tell you where, exactly, the last bits of ore are, but it will certainly help you determine when you've found all there is to find in that area. It's also important to keep in mind that ores in Vintage Story spawn in large flat disks(for the most part) that follow the terrain pattern of the area. So you'll need to take changes in elevation into account and possibly dig a block or two higher/lower in order to mine the entire vein.
  4. A great point! I hadn't even considered that it could be a reference to the Hanseatic League sailing to the rescue. After all, we never learned what happened to them after they sailed away, and the game is rather fond of using questionable narrators and letting the players draw their own conclusions from the pieces. Assuming some of the ships still exist though, or rather, that the League's descendants continued their seafaring traditions, I wouldn't be surprised if they adapted to the post-calamity world by spending most of their time at sea and only visiting the mainland to resupply or acquire trade goods. While a life at sea might be harsh, it might be easy to avoid the rifts and supernatural monsters that way, given the mobility ships offer and the fact that we haven't yet seen any aquatic monsters(though that could easily change). Even if it's a hard life, the human survivors on the mainland might prefer it to dealing with the monster threat, or they might have just created fantastic tales of how much better that life is/the paradises they could sail away to.
  5. Welcome to the forums! It's a bit of a tricky question to answer, but I believe for the most part all that's needed is for the chunk to be loaded. However, if you leave a particular chunk for a while and come back sometime later(such as coming home after an extended exploration trip), I think how the game handles it is that it updates everything to whatever state it should be in based on how much time has passed. So crops will grow, animals will give birth, food will rot, fires extinguish, etc. The only issues I've run into is that the distiller seems to continue using fuel but will stop distilling liquid if you stray too far from them(more than a few chunks), and sleeping will fast-forward the burn time for fires without doing the same for anything the fire is cooking(ie, the fire burns through all the fuel, but whatever it happened to be cooking will still be in the same state). The exceptions are pit kilns, refractories, coke ovens, and charcoal pits--those all take the time skips into account.
  6. Right now? Resonance Archive. Let's just say it has a large collection of lore, some of which can only be found there and others that can be found in multiple places. Talking to the traders is also a good way to get some lore tidbits, although what they have to say right now is a bit limited. Otherwise, as @Thorfinn mentioned, panning is a decent way to get some of the lore books, although I do believe it's panning bony soil specifically. The books are still a rare drop, however, you can find bony soil in most of the surface ruins. Lore books and tapestries can also be found in the ruins themselves(some tapestries can only be acquired via ruins), and sometimes certain traders will sell them as well(artisan traders for tapestry pieces, for example). In regards to monsters dropping any kind of lore thing...to my knowledge, I don't believe any of them currently do, aside from the bells--I think they have a chance to drop a scroll, although I might be thinking of the tuning cylinders for the resonators. There's also the flavor text that accompanies the classes and many other items in the game, often clothing, accessories, weapons, and certain pieces of armor. You don't need to actually acquire the items in order to read the text in this case; you can just browse the handbook for items that fit into those categories and see if the item page has any sort of special description to go with it. Outside of the game, the Story portion of the forums is a good place to browse for fan theories, stories, and other discussion related to the game's lore, as well as ask questions about the lore itself. There are also a couple of short stories on the Vintage Story website, that I don't think are actually in the game at this time. https://www.vintagestory.at/stories/storyexcerpt-themorning.html/ https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ I think that covers most of it. I'm not really sure there's an easy way to find all the lore in one convenient spot, although that's one of Vintage Story's strength--it makes you find the pieces and put them together to form your own conclusion of what happened.
  7. On a whim, I decided to leaf through all the trader dialogues again. When talking about the human settlements/survivors, there's a reference to some devices/entities called the "Great Arks", that seem to be capable of traveling great distances with ease, if not through time itself. Whether that title is a carryover from the Old World, or new terminology coined by survivors isn't clear. Likewise, it's not entirely clear whether the Arks are actual things that survivors have seen, or whether they're simply the new legends of the era. Assuming they are real though, I think it's safe to say that the Arks aren't populated by seraphs, given that the traders don't really seem to know anything about seraphs when questioned by the player. As for what the Arks themselves could be...I think it's more likely that those are mostly a legend derived from the Salvation Engine that was created by Jonas Falx, intended to save mankind from the Rot. The Salvation Engine seems to be a machine capable of transporting entities through time, and is presumably a rather large device given how it's depicted in the Salvation tapestry. Both are qualities that fit the description of the Arks, however, I doubt Jonas managed to build more than one Engine. So if there are indeed multiple Arks, then my guess is most likely wrong and they probably aren't related to the Salvation Engine. While I'm speculating, I suppose it's possible that in the event of multiple Arks, they may vary in size, or perhaps be the equivalent of a steampunk RV. In which case, we might possibly be finding one, or what's left of one, in the next story update. If I recall correctly, I don't think the next handful of story locations are supposed to be quite as grand as the Resonance Archive. Edit: grammar
  8. I'm guessing it will probably still be relatively straightforward(once you figure out what you're doing, anyway), but be a bit more time-intensive due to the 3D modeling. Of course, the current 2D texture style might still work, but I'd also wager that it'll fall out of fashion fairly fast if the 3D clothing looks much nicer.
  9. Gee, I wonder where the Resonance Archive could possibly be? The world may never know!
  10. I'm not a coder, and the bits of code I've messed with were with Java(VS utilizes C++, to my knowledge), mainly fiddling with Minecraft textures, but I'll post what I know anyway in case there's a nugget in there that helps. Typically, the model and texture that belongs to a block or item will be defined in the portion of code that creates said block/item. The texture, I'm guessing, you can probably either create in the model program, or export the mesh(pattern, if you will) so you know where to add color/leave transparent in a program like GIMP, Photoshop, or other similar software. If the block is meant to have a random texture, that's typically done via percentage values, I think, and/or tying it to map coordinates. I do a terrible job trying to explain this one, but it makes a lot more sense when you see a code example for it. It's a similar case for entities with variable textures--there's typically a of set percentages that determine which textures you're most likely to see and which will be more rare. Probably the biggest factor I can think of to keep in mind with this kind of mod, is this little gem from the July 2024 dev update: I'm not sure how big the switch from 2D texture to 3D model will be, but it's something to keep in mind.
  11. Glad I could help! Nice! And now I'm going to have to pay closer attention to what's going on in unstable chunks/chunks I've found translocators in. I always figured the unstable chunks were randomly generated and didn't have a direct cause, but if it's the translocators that causes it, that's one incredibly convenient way to make finding them a LOT easier!
  12. A bowl should equal exactly 1 L. I believe you can also achieve 1 L via bucket, by either ctrl-clicking or shift-clicking with the bucket on the desired slot(I don't remember which it is). Otherwise, I think 0.9 L usually works for recipes that require 1 L...or at least, it works for jams.
  13. This mod is likely what you're looking for: https://mods.vintagestory.at/show/mod/7003 And this mod probably doesn't help with tuning seasons, but will help with tuning other things, should you desire to: https://mods.vintagestory.at/show/mod/10411
  14. He looks like an anime muppet--I love it!
  15. I figured they would be logging out if going AFK Or at least to me it seems like it should be common sense, unless one's essentially locked themselves into a 2 x 1 space. Pretty sure that's why the devs included options to increase the intervals between storms or turn them off entirely.
  16. I would assume so, provided that one's computer is strong enough to run the game with shadows enabled. Otherwise, it's a futile endeavor. As for whether or not anyone's actually tried to build one, or built one successfully, that I do not know. Building one is probably a bit more difficult than just making sure shadows are enabled and you build in an open area where shadows from other things don't interfere. Vintage Story changes the position of the sun depending on your latitude and the time of year, which are both factors you'll need to consider if you're going to attempt to build a functional sundial.
  17. LadyWYT

    Steel rework

    It's not even just the tool tiers, it applies to armor as well. Generally speaking, you'll want chain, brigandine, scale, or plate in order to have the most protection; lamellar armor if you're using bronze. However, if you're fighting at range, light armor like gambeson suddenly becomes much more appealing, as it still offers some protection without sending your ranged accuracy into the toilet. Likewise, if you're just doing basic chores around your base or wanting to travel quickly, wearing heavy armor isn't going to be as appealing since you don't need the protection; it'll weigh you down and increase your hunger rate without much benefit. I tend to use copper, bronze, or sometimes iron for the nails, since those are cheap materials and the durability doesn't matter for nails since they're just a crafting ingredient. Some tools I'll even still use flint/stone for, like hoes and axes for chopping firewood(not the trees themselves).
  18. Wouldn't a temporal storm on a server be the perfect time to take a bathroom break, grab a snack, refill your drink, let the dog out, etc, if you don't want to bother with the storm mechanics? The temporal storms themselves don't really last that long, and I'm guessing that most servers will probably have at least somewhat long intervals in between storms. I would say this statement applies to most of the game, really. The steep learning curve is difficult to master, and is also what provides a good chunk of the challenge when you're learning the ropes. Once you've figured out what you're doing, the game isn't quite as challenging as it once was, although it is still quick to punish complacency. And I don't think that's a bad thing, as it allows the player to really feel like they've accomplished something as they improve their skills.
  19. Welcome to the forums! I think the animal behavior is still being fine-tuned, so we may see some better options for either scaring certain dangerous animals away or otherwise having them give a better warning to back off before they attack you. There could also be some sort of item added that serves to deter animal attacks, though it's hard to say for certain. I doubt there will be a way to curb the aggression entirely outside of setting animal AI to neutral, given that there may be a lore reason for the animals to be so aggressive towards the player. Aside from that, there's usually a mod or two that can help fine-tune some of the animal/monster behaviors, if the standard game settings don't quite cover what you're looking for.
  20. LadyWYT

    Steel rework

    It's about a week to finish the steel smelting process, actually, which by standard time settings for a world translates to about one month. Or build more refractories and the necessary infrastructure to keep them all running at the same time. I'm not against a potential rework, but I'd be lying if I said I wasn't usually skeptical whenever someone says that a system is too simple and needs more for the player to do. In some cases it does turn out to be true; some gameplay loops are a little too simple and end up getting fleshed out a bit more to make them more challenging and interesting. However, making something more realistic or require more effort in the name of giving the player more to do doesn't necessarily translate to "more fun". The steel process that Vintage Story has now is realistic enough to help immerse the player more in the world while providing a bit of a challenge to reach(at least the first time, not so much if you know what you're doing). Acquiring steel is also rather tedious, as you need to first refine the iron, and then spend a good chunk of time and resources babysitting the refractory until it finishes smelting. Thankfully, steel is also incredibly durable in VS, so it both feels worth the investment while you're using it, and you won't need to go through that process all that often. If you live in a climate zone that gets cold, winter is the best time for smelting since you're more limited in what you can do, and the tedium of the process can be mitigated by building additional refractories(refine more steel per batch). Steel-making is a lengthy process, so I definitely wouldn't want the creation time to be significantly shortened in a rework. However, I'd also rather not see a rework make the process take even more direct effort than it already does, for the same finished result we have currently. The more time that the steel-making loop demands from the player is less time that the player has to do the other fun stuff the game has to offer. Likewise, forcing the player to spend a lot of time doing a very specific thing over and over again is a good way to make them start looking for ways to avoid doing that thing, as it becomes a tedious chore instead of something enjoyable to do. In regards to how one could even accomplish a rework like this, I'm guessing it would probably involve some sort of Damascus steel-type method, with an extensive amount of time spend at a helve-hammer(potentially in addition to time babysitting a refractory as well). Personally, I prefer the system we already have, where it might be a bit tedious but I can refine a lot more material per firing, provided I built the infrastructure.
  21. I like the idea; it'd be a good late-game project, though I would expect it to be fairly expensive to power. I'd stick with the dome shield though, not the complete avoidance of the storms. Complete avoidance can already be accomplished if you enabled sleeping through temporal storms; otherwise, I'd much rather have the temporal storms stopped via some major story quest. Assuming the latter, I'd also expect the player to learn how to craft Jonas parts or otherwise have access to a parts vendor, since no temporal storms means drifters stop being a reliable source of parts. Similar to what @Thorfinn mentioned, my understanding is that most players either build a small bunker/locker to hide in during a storm, or enable sleeping through temporal storms. I usually opt for the bunker route, since I prefer to keep temporal storms feeling like a real threat(which they don't feel threatening if you can just sleep through them). While it's not particularly exciting sitting in a small space for several minutes, the storms don't really last that long, and there are still things I can do while I wait it out. Usually I'm panning for materials or inspecting the map or handbook to plan my next moves. Once I have some decent armor and weapons, I'll start to venture out into the storms in search of treasures.
  22. A couple of other things you might try: 1. If you play with a gaming mouse, check the polling rate that it's set to and turn it down if it's at a high setting. Also try shutting down the special mouse software, if you can. I use a Corsair gaming mouse, and turning down the polling rate and shutting down iCUE while playing Vintage Story helped performance. 2. If you play on Windows, check your Windows mouse settings(the advanced settings), and make sure Enhanced Pointer Precision is turned off. I seem to have had a bit of luck with this one as well. 3. Try setting Vintage Story to run as administrator. This one should help Vintage Story take priority over other background programs when it comes to systems resources. In regards to in-game graphics settings, I would mess with them until you find a balance that has good performance, without looking like potato mode. Turning off shadows and turning down the render distance usually helps quite a bit. Now in the event you want to take a nice screenshot, all you have to do is crank the settings back up as high as they'll go without frying your machine. You don't really need much for framerate if you've set up your shot beforehand, and when you're done you can just return the settings back to normal and continue playing. Edit: Just to clarify, to check if your mouse might be at least one of the culprits behind the lag, look at the lagometer in the graphics settings menu while you're loaded in the world. The game pauses when you're in that menu, so the red graph shouldn't be fluctuating. If it's spiking whenever you move your mouse, then you likely have some sort of mouse setting that Vintage Story doesn't like.
  23. My best guess is that either you need to craft a night vision mask with that lens instead of the other to get the effect(assuming the mask can't be further modified at the moment post-crafting), or that it's a part that doesn't yet have a purpose but will later. It could also be that the part is similar to the bellpepper; ie, it was intended to have its own niche, but due to the code being a buggy mess it had its main functions disabled until it could be fixed, but is otherwise still left in the game. Also, welcome to the forums! Hopefully someone else has better information, but I would say that since there's no information really available on the item, it doesn't currently have a use.
  24. I mean, if this is what seraphs actually look like, I can understand why drifters aggressively throw rocks at them.
  25. Love it! I'd probably opt for the flat texture rather than multiple animated particles. Distant rain sheets don't really have a lot of noticeable movement unless there's a strong wind pushing them around. A flat texture that fades in/out depending on how hard it's raining would probably be better for performance as well as look more believable. It's kind of already somewhat of a thing in-game; storm clouds have darker undersides. I think sometimes you can see lightning as well. I do agree though, the effects could be better, especially in regards to the lightning. It can be a little hard to notice unless you're really paying attention, and while storm clouds are usually darker they still blend in somewhat with the other clouds. There's also no way to really tell if it's actually pouring rain or not until you get close. I do like the idea of snow drifts, or the possibility of deeper snow in general. However, snow certainly shouldn't be deeper under overhangs and other sheltered areas; it defeats the purpose of having sheltered areas and isn't particularly realistic. Snow drifts can form under what would be a sheltered area sometimes, but where the drifts end up forming depends entirely on wind direction and strength. The biggest drifts will form in areas that the wind can funnel a lot of snow into, that also has some sort of structure the snow can pile up against. That being said, I'm guessing you more meant implementing a maximum height that a block can be before it stops qualifying as shelter, in which case I mostly agree. I'd still expect the value to be fairly generous in order to account for the taller trees, but a couple of blocks suspended 50+ blocks in the air probably shouldn't be blocking all precipitation from reaching the ground underneath them.
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