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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Not really. My entire point is that if the player is only after galena specifically, they're wasting their time by prospecting for it. That's all. But that's also just like, my opinion man.
  2. I would still say the answer is "no", really. Even if density search does serve as an indicator for potential surface nuggets/deposits(and I'm not convinced that it does), the player is still going to need to actually look for those nuggets after conducting the density search...or searches, since they'll probably be prospecting multiple times. The time they spent prospecting just to find lead readings is time they could have spent just scouting the surface visually for a sign of lead. Prospecting is really only worth it if the player is looking for things other than lead.
  3. Walking in the deepest snow(three layers) will slow a player's movement speed, as well as the speed of anything else moving through the snow. I'm not sure to what degree though, as the speed decrease doesn't register in the character window. I wouldn't say it's by a particularly detrimental amount though. If you'd like being chilled to have stiffer penalties, such as reduced movement speed, I'd recommend looking into this mod: https://mods.vintagestory.at/brainfreeze
  4. I think it's probably just a matter of personal taste. Some want only the sounds that would realistically be present, whether for immersion or gameplay advantages. Some like to have music in the background to help set the atmosphere. When it comes to background music, I enjoy it, but that's assuming that the music is properly scored for the setting at hand. Minecraft is a decent example of what I'm talking about, especially with some of the new tracks. C418 did a great job with the original music, in that it's very memorable and fits the atmosphere of the game quite well. The newer tracks, however, were done by other artists, and while they aren't bad, there's a few that don't really fit that well with the game's atmosphere, at least in my opinion. There's a particular one with very loud chimes that comes to mind...
  5. I look at it as...while it's fun to use slang, if you're asking others for help with something, it's critical to make sure you can be easily understood. Slang is usually very specific to certain regions, generations, or cultural groups. That being said...I agree with Broccoli, it's probably just a typo in this case. Tagging on to what others have already suggested, it's also worth checking one's keyboard to make sure that caps lock or something isn't turned on. The password itself might be correct, but if that got turned on by accident that will definitely prevent it from being typed correctly. If OP checked all the troubleshooting basics and it's still not working though, it's probably time to open a ticket with the support team.
  6. Welcome to the forums! Do keep in mind that any game leaning into a medieval European setting shouldn't have potatoes, since those are a New World crop. Potatoes weren't introduced to Europe until the 1500s, but the setting of VS is somewhere between 1200-1400, since we know that both the Hanseatic League and the Byzantine Empire existed at the same time when certain story events take place. That being said, I don't disagree that potatoes should be added though, and it's something I would expect to be added later on after more critical gameplay systems have been fleshed out(fishing, late game tech, herbalism, etc). While anachronistic, there are other things that didn't exist in medieval Europe, that the player can still encounter in the game(like raccoons).
  7. This is the only one I really see: https://mods.vintagestory.at/show/mod/367 In general, there don't seem to be many mods at all in terms of managing player inventory, but that one should at least help with organizing things.
  8. Welcome to the forums(and Vintage Story)! I don't think there's an option to change it, outside of possibly writing some sort of macro, which is not my realm of expertise. The reason that Vintage Story's inventory system is set up the way that it is, is that unlike Minecraft, Vintage Story allows you to have multiple inventories open at once--character, backpack/crafting, storage containers, etc, which is very convenient at times but does make closing windows a bit more cumbersome. Minecraft opens both the player inventory and a specific container inventory simultaneously, so it's therefore simple to allow a single key to control entering/exiting the inventory screen, as there's technically only one inventory screen to worry about.
  9. I will note that the game still works just fine in offline mode; the only thing that will really be unavailable is multiplayer.
  10. The first step is to disable your mods and ensure vanilla works properly. If it doesn't, you'll need to backup your saves in a separate folder and reinstall the game, then check again to make sure vanilla is working properly. Once you've verified vanilla works as it should, then you can start adding mods back in one by one, testing as you go. Though tedious, it's the easiest way to figure out exactly which mod is causing the problem, if you've otherwise no clue to the culprit. The only other thing I can think of to check is to make sure that installed mods are either up to date for the recent game version, or are otherwise known to be working correctly on the recent game version. Likewise, check for mods that are marked as a developer version--these mods often have issues(but not always) since they are unstable releases.
  11. Pretty much my thoughts as well, though I wouldn't require the player to use the cartography table to update their own map unless they are copying information from another player. On the other hand...perhaps there is a "hardcore" map setting, in that map information is lost on death unless the player logs it to the cartography table. That definitely gives the player more incentive to interact with the table outside of multiplayer or drafting the occasional replacement map. Please no, for reasons similar to what @MKMoose mentioned. Although in my case, it's not a lack of attention to what gets marked...it's being incredibly particular about what does get marked. I have specific ways that I mark specific things, and there are also things that I don't bother marking at all because they're either too far away for me to bother with, or they're close enough to be useful but are also easily remembered(and thus don't need markers). Plus I really don't like cluttering up my map more than necessary. That being said, if it was an opt-in system, I wouldn't care so much. I would actually tie this into my proposal for the cartography table. The maps to story locations still work the same as they do now, in that they mark the location on your map. However, if you die before recording the information to the cartography table...you're gonna have to do the walk of shame and ask the appropriate NPC for another map.
  12. I meant that daub has a plaster-like finish, but with a wide range of colors depending on what one used to make the daub. Plaster, however, has a bright white color that daub cannot achieve. So if one wanted bright white walls with smooth texture, they'd opt for plaster, but if they want smooth walls in a different color they'd opt for daub instead. As for the block appearance--it's just the plaster/daub texture overlaying the blockface it's applied to, basically wallpaper and not a tint. As to why they wouldn't just use wattle and daub to begin with? Stone blocks, unless it's cobblestone, require a pickaxe to break. It's also possible that the player in question might want the interior to have smooth walls, and let the exterior remain stone. Allowing the player to smear daub or plaster on the walls allows them to easily freshen up interior spaces, for a relatively low cost, without needing to use the chisel extensively. Of course the catch is that if the plastered/daubed block is broken, the player will need to reapply material to the wall to regain the smooth finish.
  13. Doesn't even need to be redmeat. Rotisserie chicken from the local grocery store(or roast your own), eat part of it for a meal or two, and use the rest for chicken soup after using the bones to make stock. Opportune time to use up whatever vegetables you have lingering in the fridge, like that last bit of celery or carrots, or the last two potatoes you don't otherwise know what to do with. Season to taste. This typically makes enough soup to last a few days, though it depends too on how many people it needs to feed. Either way, very tasty and nutritious, and easy to make. Honestly depends on which brand one buys, and how good one is at making bread. I think one of the biggest differences is that homemade bread doesn't tend to be as sweet(doesn't use as much sugar as store-bought) and doesn't tend to have the same shelf life since it's not loaded with preservatives. Not saying that all store-bought bread is like that, mind you, but it is something to keep in mind when purchasing bread versus making it yourself. In the event you make bread yourself and it ends up a little on the dense side, try pairing it with soup, stew, or some sort of gravy that it can soak up. Or soak it in cream and honey/jam for a dessert. I'm not sure the dishes have been lost, as much as it's the case of changing tastes and different available resources. Likewise, it's not possible to replicate some dishes exactly, since what we consider an apple now might be quite a bit different than the apple variety a medieval recipe describes. Based on what I've seen on Max Miller's "Tasting History" channel, a lot of old recipes aren't that specific when it comes to ingredient amounts or bake times and temperatures...at least, not as specific as many modern recipes. Rather, the recipes go by appearance, consistency, and taste. I'm also not entirely sure, but I think some old recipes were less about how tasty the food was, and more about how expensive the ingredients were. If you were rich enough to afford it, you'd have spices like saffron(difficult to acquire and expensive) and avoid using things like garlic, since that was an ingredient that most any peasant could acquire. In any case though, I do agree, it's beneficial to bring back certain aspects of medieval-style cooking. Ironically, I've heard this is part of the reason that English cuisine gets joked about as much as it does; it's still quite reliant on cooking traditions that date back to the medieval times(like relying on herbs for seasoning), instead of changing to fit whatever idea happens to be popular in the present.
  14. That would be a prime opportunity to borrow from Valheim's cartography table concept.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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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