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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I don't think you can combine wet mash with wet mash, but you can always try it and see if it works. However, you should be able to just throw more honeycomb into the wet mash in order to get a big enough mass to squeeze.
  2. How many mods, and which mods? Some mods impact performance more than others--those that add lots of new items tend to be more demanding on system resources especially. It's also possible that there could be a lurking issue in one of the mods that's causing such performance drops, or it could potentially be an incompatibility between mods as well. It's difficult to say for sure though. Do the issues persist when she plays the vanilla game? If the issues aren't present in vanilla, then it's almost certainly a mod-related issue. If the issues are still present in vanilla though then it's more likely to be a hardware problem, or lurking bug in the code potentially.
  3. Welcome to the forums and the game! Make sure that you are using the correct username and password for your game account, as your game account information and forum account information are different. Also make sure that caps lock and whatnot wasn't turned on by accident, and that you're otherwise typing the information correctly. If you continue to have issues then you'll want to submit a support ticket since the support team will have the tools and information required to fix account issues.
  4. For future reference, if you run into issues with mods and there's no obvious culprit, the easiest way to figure out which one is the problem is to disable them all, verify the vanilla game works properly, and then re-enable the mods one by one and testing as you do so. Tedious work to be sure, but it'll make the problem mod rather obvious.
  5. Spoilers ahead: if you've not yet played through the available story chapters I recommend doing so if you want to remain spoiler-free.
  6. There is now, but it did not exist at the time of that post's writing, to my knowledge.
  7. There is satiety from wine. It's just not as much as what you'd get from the fresh fruit or jam, most likely as a tradeoff for being relatively easy to produce and having a very long shelf life.
  8. The easiest way to find the clay deposit closest to your base is to find one that's a thousand blocks away first. Once you've done that, every clay deposit near your base will reveal itself. Surface copper is quite similar in that regard. Peat is a little different in that it doesn't spawn if it's too hot, and doesn't spawn if it's too cold. It also won't spawn if it's too dry. To my knowledge it does not spawn in forests. It seems easiest to find when you don't need it. One piece of general advice I have for locating things--if you find something useful, or that you think might be useful, mark it on your map when you find it. Even if it's not a resource you need at that moment, you will thank yourself later if you mark it down now. I've ignored my own advice too many times and relied on memory only to have trouble locating various things later on in the game when I actually do need them. Kind of. I've seen it spawn in a forest once or twice, however, I will also note that the deposits I found were on the forest's border with grassland nearby. In that case, the deposit was visible thanks to the part that was in the grassland, but it was necessary to dig under the forest floor to retrieve the rest of it. As to whether or not clay deposits will spawn entirely within forests...I'm inclined to say no. If they do, they're most likely buried beneath the forest floor and won't be visible at all unless a cave/terrain upheaval happens to cut through them.
  9. This is the most likely culprit. It affects quite a lot about the player character, and is thus more likely to have issues with mods that affect similar attributes. Other players also seem to be reporting the same stacking issue in the mod comments.
  10. Or just allow a few clay blocks to spawn at the bottom of freshwater pools/rivers(when added). It's somewhat intuitive to search for clay near water, and the clay texture won't be hidden by grass and will stand out from the surrounding gravel. Obviously, finding an actual clay deposit is much more ideal for long term work, but otherwise this method allows players some limited access to clay if they're having trouble finding a deposit.
  11. Temporal gears really aren't that hard to get though. You can buy them from treasure hunters, find them in ruins/story locations, or otherwise obtain them easily enough from killing stronger monsters. The player could just skip windmills and go straight for infinite constant power.
  12. That's where you get the creative engine out of the creative menu and hook it up to your machines for endless free power. They constantly turn when left by themselves, but I'm not sure that's the case when they're used to craft things like amulets or machines. If enough force is applied to them, they may stop spinning. From a purely game balance standpoint though, it's not really ideal to let the player have a cheap source of endless free energy like that. At least, not for a game like Vintage Story. Hence my earlier joke about the creative engine.
  13. Game progress ends when the player either has nothing else they can achieve, or they delete the world in question. Game progress is stalled when the player still has things they can achieve(like metal tools), but don't yet have the means to acquire such.
  14. Yeah, and my advice is pretty much the opposite. Storage vessels are useful, yes, but early in the game there's really not a reason to hoard food like that. Storing food for the winter is important, but the player has the end of spring as well as all summer and fall to prepare, which is plenty of time. Perishables like hides aren't hard to acquire, so the player doesn't really need to worry about preserving them since they can always hunt more hides later. Non-perishables are easily stored in reed chests or on the ground. Food will keep for a couple of days in the player's inventory; a handful of days if stored in a cookpot, bowl, or crock. A crock can hold four servings, a bowl one serving, and a cookpot six servings, for a grand total of eleven servings possible if the player has all three. That's certainly enough food to keep the player going for a few days, especially if meat is included in said meals. Is that a bad thing though? I'm not convinced that it is. Yes, it can be frustrating to get stalled on progress, however, clay tends to be a resource that trips up primarily new players. Same goes for other early game bottlenecks. The reason for that, I think, is that new players haven't yet learned what to look for or how to prioritize different tasks, and in my opinion that's also part of Vintage Story's charm when one first starts to play it. It's a big world with a lot of unknowns, and the challenges are quite difficult. The learning curve is quite steep, and the game no less fun once the player has conquered that curve, but the experience does change once those challenges have been conquered.
  15. The exact choice probably varies a bit according to player discretion, but storage vessels I wouldn't consider a priority since they are expensive and cookpots produce better food in addition to keeping the meal fresh for a handful of days. The player shouldn't really be collecting more food than they can eat within a couple of days at this point in the game. Reed chests are cheap and serve well enough as basic storage in the meantime, and many items can be piled on the ground.
  16. The part of such ideas that intrigues me more is...what does the player do when their weapon snaps unexpectedly in the middle of combat? Because in order to greatly extend the life of a tool, it only seems fair that the more repairs it's been through the higher chance it has of breaking unexpectedly(with the understanding being that brand new tools won't break at all until they've hit 0 durability or otherwise undergone repair).
  17. There is though--the player can spend time in a stable area to recover, sacrifice a temporal gear and a bit of health to instantly restore some stability, or kill monsters to restore some stability. For players who don't like the mechanic at all, there is also the option to turn it off entirely. The deeper underground one ventures, the more unstable things become. I'll also note that the Rust world ambience is only the first sign that the player's stability is dropping, and not necessarily the cue to leave the area immediately. The ambience fades in around 75% stability, but it's not until around 25% stability that monsters start to spawn nearby, and not until around 15% or lower that temporal storm effects begin. If stability drops to 0%, then the player will start taking periodic damage until they either restore some stability or die. For the most part, players don't really need to worry about stability until it dips to around the 40% mark, in which case they should consider either heading to the surface or sacrificing a gear/killing some monsters to avoid dropping too low. The intent behind the design, I think, is to require players to do a bit of planning when it comes to where to build their base or what they're doing underground. Time in such areas is limited and thus needs to be used wisely. There may or may not be such added to the vanilla game in the future, but in the meantime there are various mods that accomplish this kind of concept. I don't know if it still works on the current version, but: https://mods.vintagestory.at/show/mod/27496 I don't think it's a particularly good idea for vanilla though, given what temporal stability actually is. While it gets compared to sanity a lot, it's not the same thing. When the player loses temporal stability, they are, quite literally, losing their foothold in the present time/reality and slipping into "somewhere else". Drinking alcohol isn't going to stop that from happening. A better use for alcohol would be mitigating a small portion of incoming damage. Maybe, but I would expect it to be something more akin to the night vision mask--that is, a piece of equipment that requires significant investment, and not a simple trinket that can be easily made and worn. Trinkets should really remain cosmetic-only, as providing actual buffs is going to end up pushing players to min-max or else miss out on incredibly useful items. Of course, I will also note that if temporal stability is so easily mitigated by a simple trinket then sacrificing temporal gears to restore stability really has no purpose.
  18. If one is resorting to panning for their clay, a cookpot and bowl is really all they should be worried about getting, outside of maybe an additional crock to store food and bowl for an oil lamp. The main goal in this case is to get the cookware up and running so that the player can worry less about food and thus devote more time to looking around for a proper clay deposit. Item molds will be needed to unlock metal equipment and progress further in the game, yes, but the first order of business is survival.
  19. Love that artwork! And congratulations on ten years of development! That's quite the milestone! Seriously though...those drifters are cracking me up. Took me a minute to realize one is channeling its inner cowboy on one of the background gears.
  20. Not exactly a base, but I started a new world last night in the tropics. Fairly standard settings, turned landcover down to 80% so I would have most land but a few oceans to actually find and use. The game stuck me on a small collection of islands in the middle of an ocean...with maybe one or two trees, and one of them had no leaves. One thing on my Vintage to-do list though, is deliberately build my base in an unstable area and then try to beat the game.
  21. Just to make sure all the bases are covered--did you try the vanilla game after reinstalling? If you did and vanilla still isn't working correctly in spite of a fresh install, you'll want to head to the bug tracker and report it, if you haven't already done so.
  22. I'm not really sure how that gets accomplished, given that, as you've already noted, there are ways to counter the storms with minimal risks, that aren't just sitting in a hole doing nothing, and aren't just pure cheese either. The problem, I think, is that some(not all) players making the complaints want monster drops to be lucrative, or otherwise be able to charge out into the middle of the storm with basic equipment and dominate everything(which seems to be a somewhat common occurrence in other games). Regarding lucrative monster drops...there are mods that change the loot tables, but otherwise monsters are intended to be an environmental hazard for the player to overcome, and not something the player farms for loot like the other block game. As for being able to just dominate every enemy with ease, that's already possible to do but requires tuning one's own settings to achieve that kind of balance(turn player health up, turn monster damage down). However, it's not the default balance because the monsters are intended to be somewhat serious threats; they may be simple but getting complacent around them is an easy way to get paddled. Yeah, I agree with Broccoli here--that's just subjective opinion, and the answer will change depending on who you ask. I like VS combat, and leaving a trail of monster corpses in my wake tends to be one of my more favorite things to do in this game. The controls are simple enough to pick up and start having fun immediately, without the need to memorize a slew of different combos, strengths/weaknesses, etc, but they're also just complex enough that it does take some time to truly master them. As a Blackguard, I outshoot my hunter friend frequently due to having more practice, and he's plenty of game experience himself. Contrary to some popular belief, VS combat does not require cheese in order to do well. Sticking bears in holes or blocking monsters with fences or cheap blocks like dirt and hay bales may make those enemies trivial to deal with, but it's also just as easy to kill them at range or otherwise soften them up, or build your base with plenty of cover and doorways for maximum realistic protection while fighting(like how real life fortifications are designed). I'll also note that creature behavior is a little more variable than one might think. Bowtorn don't check for a clear field of vision before they try to shoot the player--they only have to notice the player in order to begin attacking. Drifters will usually try to attack once they notice a player, but in daylight it's not unusual for them to dither around and/or run away without actually attacking. Shivers are typically quite aggressive but will sometimes disengage and run off to parts unknown, day or night. Bears will usually attack players that get too close, but I've also seen bears ignore me or otherwise run away after displaying aggression.
  23. You can submit tickets here: https://www.vintagestory.at/support/
  24. Welcome to the forums! You might want to try out a mod like this one instead: https://mods.vintagestory.at/show/mod/18888 As @Vexxvididu already said, deleting the monster folder will probably stop them from spawning in the game, but can also very easily cause unintended game behavior as well.
  25. To be fair, placing dirty dishes in water like that should still clean them...at least you would think. But then again you can put an empty bucket in water too and still have it be empty when you pick it back up, so...there's that.
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