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Everything posted by LadyWYT
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I can't really speak much on fruit trees as I'm still in the process of figuring them out. But they seem to flower sometime in the spring, when the weather is warm enough. As to when the fruit ripens, that seems to depend on how warm or cold the area is. Cherries seem to ripen in the late spring/early summer, while pears seem to ripen late summer and apples in the early fall.
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
I'd recommend starting a new world and turning Keep Inventory on, as well as setting a 10 day grace period for monster spawning and a longer interval for temporal storm frequency. This ensures that you'll have some time to poke around and get your bearings before the nasty stuff starts to spawn, while still maintaining some danger in the form of aggressive wildlife. Should you die, you won't have to worry about losing your stuff either. I will note that with these settings you'll still see rifts appear if there is rift activity, but nothing should spawn from them until the grace timer is up and the conditions are right. On the other hand, if you're feeling confident and would rather keep playing in your current world, then I'd recommend just using the command /worldconfig deathPunishment keep to allow you to keep your stuff when you die. It does get better! Vintage Story is a game that has a steep learning curve and doesn't pull its punches; every veteran player has been through the same struggles you're dealing with currently. Once you start figuring out how to progress and get some experience just surviving the challenges the game throws at you, things become a lot easier. The handbook is also your best friend--if you find yourself holed up waiting for night to pass, it's a good idea to crack it open and start reading(make sure the game is unpaused while reading). It's also not a bad idea to keep a stack of healing items(4 horsetail + 2 cattails = 4 basic healing poultice) on your person; they can potentially keep you alive in the event that you encounter trouble. Wolves and black bears you can run away from, especially if you can run diagonally and cut across difficult terrain. They also don't handle deep water very well, so if you lure them into a deep body of water you should be able to dive under and stab with a spear. If you're feeling really confident and have several spears, you can also try throwing spears at the aggressive animal to either kill it or scare it away(they'll run away from you when at low health). In general though it's best to take careful stock of your surroundings and avoid the hazards if you can. -
In regards to pests, diseases, and crops, that's an actual thing in the game Banished. Sometimes pests or disease will strike one of your crops(either seed crop or orchards), and you'll lose the harvest for that field. If you don't deal with it quickly, it can also spread to fields nearby. In the case of orchards, if I recall correctly, you have to cut down all the affected trees and plant new ones(which will take a while to mature). Disease can also affect your livestock(though they can't catch it from diseased crops), which will kill all the ones in the affected field and possibly spread to other livestock pens, unless you move the animals out of the affected field. The disease and pests are rather random when they appear and can't be prevented entirely, but having different crops and livestock next to each other helped mitigate the spread when disaster did strike. In any case, I could see there being a chance for something like crop disease or pests, in addition to the pesky rabbits we have already. Not for livestock though, as the last thing you want is to go on an extended trip and come back to no livestock, because you weren't there to treat the disease. In the case of crops, I'm not sure that there would be a good way to stop the issue once it begins, aside from possibly removing the affected crops once noticed, or applying simple pesticides should that be an option. I do agree with @Thorfinn though--it's a neat idea, but can easily become a tedious. I think it'd work best as a toggled option or mod, that affects planted crops only and not orchards or livestock. Livestock and orchards are tougher to get going and require a larger time and resource investment, which means it would be highly discouraging to lose them to circumstances that couldn't be prevented or otherwise dealt with due to the player being absent. Planted crops aren't as big of a deal, because you get the seeds back and they have a shorter growth period.
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Suggestion - Having Pause Actually Pause Your Game
LadyWYT replied to Bach_Treebane's topic in Suggestions
That's a bit odd. I'm certain that I've paused my game via the escape key many times and walked off to do something else for a while. It's always been fine when I came back later--still paused. Have you installed any mods lately that could be affecting your game? -
On the in-game model, the shirt seems to be a loose-fitting tunic style that comes down to the knees and is possibly split on the sides on the lower half. I think it's a deliberate style choice. The utility of the design is likely for better freedom of movement(possibly for riding horseback), although in that case you typically see the split in the front/back, and not so much the sides. I think it really depends on what your character's personality is and how you want to depict them. Overall, from the in-game appearance of the Blackguard attire, I get the impression that Blackguards have either been through worse than other survivor classes(which is very possible, given their profession), or that they don't really care about personal appearance and thus look more ragged as a result. Perhaps it's a combination of both. In any case, if your character is of a similar mindset, perhaps they too look a bit rough around the edges. Or perhaps they're a neat freak and prefer to keep the shirt tucked in at the waist. They could be incredibly vain and have an embroidered shirt in good condition. It's also possible that perhaps they prefer a neat appearance, but have been through a lot of dangerous situations of late and haven't been able to properly maintain their attire. The options you pick for presentation tell the character's story. One thing I will note though is that if the character is wearing chainmail or similar armor, you'll want to leave the shirt untucked similar to what's portrayed in the game. Reason being that you'll want to keep the armor from chafing or catching on other articles of clothing.
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Bears are no joke now, got greifed by one camping my front door.
LadyWYT replied to Nerdlin Geeksly's topic in Discussion
I tend to get triple moose spawns near my base. It's great for keeping the protein bar filled...not so great when I don't have the means to deal with them efficiently. I've yet to have issues with lightning though. However, I do tend to find a lot of fried chicken and fish after strong thunderstorms. -
Lol, is there a way to draw not-houses with chalk?
LadyWYT replied to Lilith Perez's topic in Discussion
I think you press F to bring up the interface to pick a different symbol to draw with. -
If shearing the leaves or cutting the tree down don't work, and assuming it's not a server: /gamemode creative will put you into creative mode, which will allow you to remove the leaves and further modify the trader cart, if you so wish. Just be careful not to accidentally delete anything from your inventory in the process! /gamemode survival will return you to survival mode and allow you to continue playing as normal. Make sure that you're not too far above the ground when you run this command!
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Don't forget that you can find chalk and limestone rocks occasionally as ruin loot, and for sale at some of the traders(I'm pretty sure). You can also find and fix a translocator to travel thousands of blocks in an instant, which can be a big help to finding new things without a lot of walking.
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If the trees are in newly created chunks I don't think they'll have any fruit until the next year. It's a little odd that trees in existing chunks aren't producing fruit though. Do you have any mods that could be affecting them? The only other thing I can think of to try is to check the settings and start a new world/play a different existing world to see if it's an issue there.
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Did...did you meet Goldilocks and the Three Bears? Another connoisseur of fine Australian entertainment, I see!
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quelles sont les conditions pour qu'un bâtiment soit isoler du froid ?
LadyWYT replied to ArmaLite68's topic in Questions
This link should help: https://wiki.vintagestory.at/index.php?title=Temperature Basically, you need to make sure the walls are either solid blocks, or chiseled blocks that fill at least 50% of the space closest to the interior wall with no big holes. The doors must be solid as well--no crude or sleek doors. The largest room you can have that retains heat is 14 x 14 x 14. Hope that helps! ------ Dans Google français, désolé pour les éventuelles erreurs! Ce lien devrait aider: https://wiki.vintagestory.at/index.php?title=Temperature Fondamentalement, vous devez vous assurer que les murs sont soit des blocs pleins, soit des blocs ciselés qui remplissent au moins 50% de l'espace le plus proche du mur intérieur sans gros trous. Les portes doivent également être solides – pas de portes grossières ou élégantes. La plus grande pièce que vous puissiez avoir et qui retient la chaleur est de 14 x 14 x 14. J'espère que cela pourra aider! -
I think I turned the Landcover option down to 70% or so for a few worlds and got something similar to continents. It was all still connected in pangea fashion, but there were at least decent oceans to help spread out the land chunks a bit more. You might be able to fine-tune it a bit more, but I wouldn't go much further under that value or you're likely to get islands. I could be wrong though--I've not really tried to get islands or continents as I don't use ship mods and there isn't much for water travel in the vanilla game.
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I like the idea, but I'd be concerned about how much processing power it requires to accomplish. I recall playing with a mod that did similar(Wildcraft, I think?) and it used a lot of system resources. High end computers probably won't have issues, but I don't think older hardware would be able to handle it. It's probably best left as an optional world setting that you can enable if you have the hardware to handle it.
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If they aren't spawning during periods of rift activity(assuming that spawn conditions are met), I'd either start a new world as a test to see if they spawn, or check your mod list if you are using mods. In the case of the latter, I'd be suspecting a mod of having some unintended side effects. If the drifters are spawning though and it's just a case of there not being a lot of rift activity, I'd just give it some time. Sometimes you can go for days in-game with all being calm, and other times you'll not see the rift activity drop below medium for what feels like a week. You could also try increasing the frequency of temporal storms. Also, if you built far enough to the north to have at least a bit of light throughout an entire day in summer, drifters may not spawn on the surface at all during that time of year, even with high levels of rift activity. The only other thing I can think of to check as well is which gamemode you picked on world creation. If you picked Homo Sapiens mode(I think that's the one), it removes all the lore content and supernatural elements, which means it won't be possible for drifters(or rifts) to spawn at all. I'm also guessing that gamemode probably isn't the issue here, but if that does turn out to be the problem you'll probably need to start a new world with the correct settings, or see about installing mods that add other creatures to up the danger level.
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I'd also add that if the suggestion isn't already something that one tries to emulate in most of their worlds(and thus, has fun with), then it's probably not a good idea to add it to standard gameplay settings(which is how I tend to read suggestions). As a niche setting it might work, but I would say the same logic still applies--if it's not something you're already emulating(or attempting to emulate) in your own gameplay, it's probably not a very fun feature. A polar start on just two slots though...oof, there's no way that can end well! I'll be honest...I'd like to see travois implemented in the game, as it would be a cool option to transport things, but putting it this way comes across as a bit trollish. Maybe I'm just misreading the statement, but if you make transport methods more burdensome/inconvenient than moving things on foot, the end result will be players ignoring that mechanic entirely as it's too much hassle for what it offers in return(case in point--alcohol bandages being ignored since it's a lot of effort for a very situational use item). In any case, I don't think it would warrant a rework of world generation--the player should be able to automatically traverse one-block height changes when leading a travois. The only difference I would really put is making travel slower if you're hauling the thing yourself, instead of letting an animal pull it.
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Welcome! I like this idea too, and I'd wager you could potentially simplify it a bit(if need be) by setting fresh dough out for a bit in a warm spot to rise. Unleavened bread could be made on a campfire. That way for a really long expedition you could just pack the flour along with you and turn it into fresh bread as needed, if you didn't want to just bake it beforehand. You could also allow it to have more units per stack, so that more can be carried or stored in a supply cache. As a bonus, you could also have a way to get flour pre-quern, perhaps by smashing grain with a rock against a hard stone surface or combining with a rock in the crafting grid. Then you have a basic bread that you can craft very early on to help satisfy the grain nutrition, without the need to have picked out a spot to settle down. It'd probably also be a great option early game if you were doing some sort of vegetarian challenge. For the fluffy loaves, you could take the satiation boost a bit further by allowing the loaves to be sliced with a knife and used to make sandwiches. Pair with some cured/cooked meat and/or vegetables or cheese, and you have a great meal option. It also gives you a reason to take fluffy bread with you on the start of a long trip before switching to unleavened bread later.
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You could try adjusting the date on your computer's calendar, since I'm assuming that's what the game probably checks to figure out whether or not to enable the special pumpkins. Assuming it works, you'll just have to remember to fix the date whenever you're done playing if you want the correct date displayed.
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I was wondering if I missed something there, heh. I found a bunch of stuff in a trunk by the door, but didn't see any spots that seemed like I should be digging there. I'll end up going back anyway, as I want the stuff to decorate things I have yet to build for NPCs that don't actually exist, lol.
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There's a ruin there, I swear. Nothing terribly exciting was inside though. This was an interesting spot for what seemed to be the remains of a Blackguard barracks.
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Hmmm, interesting. I'd never really paid attention to that before. It could just be due to pixels being a bit limited in what they can depict regarding jewelry and other small items. However, I think if that were the case, it'd be as simple as just adding splashes of other colors into the design. I doubt it's a case of recycled textures as a time-saver, given that the traders are pretty distinct from one another. I think this is a likely answer, although whether it's a leftover from the Old World or a new design to mark one as a merchant isn't clear. I would say perhaps that it's a new design to designate a member of a merchant's guild, in the case of the traders themselves. Given the scenario laid out in the "Ghosts" short story, it seems that quite a lot of time has passed since the calamity, and the things that seraphs are familiar with are antiquated to "modern" standards, if they're even recognizable at all. If that's the case, then I'd say you're right over the target with the theory that the insignia on the tailored gambeson inspired the insignia that the present-day traders wear!
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I don't know anything about autoclickers, so I can't offer a solution there. However, I will note that when asking others for help troubleshooting problems, it often helps to have a description of exactly what you're trying to accomplish. If the end goal and information about why things need to be a certain way is known, then it's easier to find good solutions to the problems and discard the bad ones. A solution could still be reached in the absence of those details, but it's going to be a lot harder and more time consuming given that it's basically guesswork at that point.
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The only solution I can really think of would be either stripping out all the mods and then adding them back a few at a time and testing to make sure there's no issues. Or taking a guess at what the problem mods might be, removing them, and testing to see if the problem persists before adding back the non-offending mods. I don't remember who it was that suggested this method, but I recall someone advising to cut the modlist in half, and then test each half to see which is stable and which isn't. Then take the unstable half, cut it in half, and repeat the testing until you've narrowed down which mod(s) are causing the problems. The only other guess I have as to what may be causing the issue is there might be so many mods installed that the game doesn't have enough memory for the all the textures, but that's assuming I'm correct in assuming that there's a space limit for textures in the first place.
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I wonder if a fix for the starving would be draining all the nutrition meters first before allowing the player to suffer damage to their health, assuming that the knockback is tied to all types of damage and can't easily be separated from it. That would also give a short grace period in the event that food is scarce, while still providing a penalty(the longer you go without, the more nutrition you'll need to replenish, and you'll still die if you don't find anything to eat). Now on the other hand, there's a sliver of me that's morbidly curious about what happens if you did the opposite and cranked up the knockback value instead(and perhaps decreased fall damage to compensate). I'd imagine you'd get scenarios similar to the Skyrim Space Program.
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What is the best perk/profession to start with ?
LadyWYT replied to Tubik Gleba's topic in Discussion
WHAT?! I'm gonna go try this! I didn't even know that was a thing, I thought it had to be sewing kits. Now I can turn the class-exclusive recipes back on like I had originally!