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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. No. The cementation furnace is for refining iron ingots into steel. To refine iron from iron ore, you'll need to smelt the iron nuggets in a bloomery to get iron blooms. The iron blooms will then need to be worked into ingots at the forge, either by hand or via the helve hammer.
  2. Welcome to the forums! The general information about server hosting can be found here: https://www.vintagestory.at/selfhosting/ I wouldn't see why you wouldn't be able to change the settings like you can in single player. The one thing you can't do with official Anego servers is install mods; you'll need a third-party hosting service for that. To my knowledge, official Anego servers are also EU-only at the moment, though I could be wrong about that.
  3. To my knowledge that's where you find the big crystals as well. I've found big quartz crystals and olivine crystals in such geodes; other crystal types are much more rare.
  4. I think amethyst may show up in the density search's prospecting data given that rhodochrosite or whatever it is does, but I'm not entirely sure. The best way to find it though, I think, is to go poking around in quartz veins. Sometimes quartz will have little geode pockets containing pretty crystals and whatnot. I can't say I've ever found amethyst like that, but according to the wiki that's how it spawns.
  5. Welcome to the forums! I agree with @Vexxvididu--this is a good indication that there's a problem with your modlist. Sometimes the project can remain on the helve hammer's anvil for a moment before dropping as a completed project, but if the project is sitting there for several seconds that indicates that your computer is struggling to keep up with whatever the game is demanding. How many mods do you have? Very large modlists often cause problems, as more mods not only increases the demand of system resources, but also introduces more potential for mod conflicts. The first thing to check is make sure that all your mods are up to date for the current game version, or otherwise known to work correctly in the case of older mods. Checking all mods that alter smithing is a good idea too--the comments sections on the mod pages should give you an idea if other users are experiencing similar issues. Outside of that though, I think what's likely going on is there are just too many mods installed. The best option in that case is to just cut down on the number of mods that you're using, but you could also try investing in a server to take some of the workload off your computer while playing(though it's not a guarantee of clearing up the problem).
  6. In my experience the support team typically responds within 24-48 hours, though it can take longer than that to resolve the ticket. It depends a lot on what the issue is. The most common issues are usually pretty easy to sort out.
  7. Unless something changed in 1.21.6(and to my knowledge it didn't), this isn't correct. The crop growth times will scale with the month length, but the harvest will not. The server I play on is still on 1.21.5, with month length set to 20 days. The crops still had the same yield per tile despite the longer month length, so the solution for my friend and I was to build larger farms.
  8. You could always try it and see if it works, but I wouldn't recommend buying a new computer just to try. If you're buying a new computer just to use as a server machine then it's probably better to get something a little beefier. Honestly, I'd recommend cutting down the modlist to something simpler. I'm not aware of any of the listed mods causing issues, aside from Rivers, so that would be a prime one to cut. A lot of those mods though add a lot of new items or entities, which can eat system resources fairly quickly. Picking a couple of creature and flora mods and keeping the modlist vanilla+ otherwise should hopefully clear up the performance issues. Alternatively, if the hitching and glitching only happens with the sailboat specifically, you could just keep playing as-is if you're not running into other issues, and just be extra careful when using the sailboat.
  9. I did forget about that mention, so yeah, the bone arrowheads would be a solution there. The fire clay is still going to be a big problem though. It's primarily used for iron and steelworking, yes, but fire clay is also needed for baking pies and producing glass in large quantities. Many players already aren't keen on playing igneous spawns due to the lack of certain resources, so I still maintain it's probably not a good idea to make that type of map even more unattractive.
  10. Hmmm...in that case I would add a little extra wiggle room at the world border next time. There's a similar principle when designing art for a print job--you want to leave a little bleed space around the edge of the design to account for any irregularities during the printing. Without the bleed, the image is likely to end up with slivers of white near the edges after printing, and not look as good. That's probably what happened here; the distance calculations likely don't account for the full boundaries of the story structures, making it easy to cut part of the structure off if the world boundary is right at maximum possible distance for the furthest structure.
  11. All this really accomplishes is making worlds dominated by igneous rock even less desirable to play. Like I said, flint is a critical resource for making fire clay, and unless the player gets lucky with a bauxite biome or black coal/anthracite deposits nearby, they're going to have to go find sediment rocks if they want to use iron. I'll also note that if flint doesn't spawn in igneous rocks, that's also locking the player out of the bow and arrow in the early game. Spears might do more damage at this stage, yes, but spears don't stack and some players prefer having the extra inventory space. While I don't think it's bad for the player to need to do some significant traveling to find certain resources(like chromite or borax), I don't think it's a good idea to force the player to travel thousands of blocks to find a basic resource like flint if they spawned in the wrong rock type.
  12. Of course! Vintage Story and Hytale are very different games. Vintage Story is more focused on realism, with a gritty medieval steampunk-horror story backdrop. Hytale, from what I've seen, is more focused on standard fantasy tropes and more similar to Minecraft than Vintage Story. I'm fairly certain that Minecraft has many more players than 125,000 online at any given time, and yet Vintage Story has done just fine in spite of that. I don't think there's anything to worry about here. Development has been fine so far and Vintage Story is quite a stable game despite being in an alpha state; I don't see any reason why VS development would suddenly crater with Hytale's release. Why not just buy both games and enjoy them? Valheim is very different from Vintage Story--fantasy Vikings and highly focused on combat rather than building or survival, which makes sense given the whole premise is to earn your way to Valhalla. Valheim is fun, but it's not focused on realism at all, and it definitely has a few areas it struggles in, most notably the singleplayer. Valheim can be played singleplayer, but many mechanics, like sailing and raids specifically, feel like they were tuned specifically with multiplayer in mind. In contrast, Vintage Story can easily be played singleplayer or multiplayer, without feeling either experience feeling outright inferior to the other. Keeping in mind these are MMOs, which are exclusively multiplayer and not the same kind of game as either Vintage Story, Minecraft, or Hytale. I'll also note that while WoW is a major player in the MMO market, it's not the only game that exists in that market either. Final Fantasy XIV, Elder Scrolls Online, EvE Online, and even Runescape are in the same category and still doing all right, to my knowledge, and I'm sure there are other titles as well especially when you account for Asian games. I'll also note that MMOs don't exactly support mods, while games like Valheim, Minecraft, Vintage Story, and Hytale are much friendlier when it comes to mods and supporting modding communities. Vintage Story in particular is built to support mods from the very start, and as I understand it Hytale is being designed in a similar fashion. Do keep in mind that Hytale has a lot of baggage to overcome still, even after release. So far, the Hytale devs seem to be doing a good job of fixing the mistakes and actually making the game into what was promised, but it still remains to be seen whether or not they'll be able to fully deliver. I do hope Hytale succeeds, as many people are looking forward to it and it's some much-needed competition for the block game genre. As for Vintage Story...it will be fine, and Hytale's release certainly won't kill it anymore than Minecraft did. The game is still growing and getting very high quality updates, and like I said before, Vintage Story has a very different focus than either Hytale or Minecraft. The best breakdown I've heard on it: Minecraft for low fantasy, Hytale for high fantasy, and Vintage Story for dark fantasy/realism. Modding VS into a Hytale experience is probably possible, but why do that when you could just go play Hytale instead? Or play Project Glint, when it releases, since PG is being developed by Anego Studios(different dev team than VS) and meant to offer a similar experience? Overall...just play whichever game you prefer to play. There's plenty of room for both titles to exist, and it's perfectly fine to enjoy them both as well.
  13. In addition to what @Foe Hammer already noted, I recommend checking your modlist and making sure that everything is up to date for the current game version, or otherwise known to be working correctly in the case of older mods. Oftentimes if a mod has issues there will be comments noting the issue on the mod's page, but that's not always the case either. If you aren't sure if a mod is working correctly, it's best to try it out on a test world and see what happens. It's also possible that a mod could have a memory leak, incompatibility with another mod, or some other lurking issue. The more mods there are, the more likely there are to be issues. I'm not sure how much time "a long time" is, but if it's a world that has spanned multiple mod changes or game updates, it might just be time to start fresh. Most VS mods can be safely removed without breaking things, but it's never a guarantee that nothing will break either. Likewise, vanilla worlds can usually be retained from update to update without issue, but it's not unheard of for very old worlds to start having issues either.
  14. Flint is actually pretty bad for arrows, since flint arrows are the only ones to have a penalty to damage(as far as I know). The main advantage to using them is that they're very cheap and easy to make pretty much anywhere. In addition to crafting stone tools in areas dominated by sediment rock, flint is also a crucial resource later in the game since it's necessary to make fire clay. It's also worth noting that flint deposits already spawn in all sediment rocks. While the player can extract the flint with their bare hands, doing so relies on the deposit being exposed. Unexposed deposits will require the player to have a pickaxe. It's a neat idea, but as I noted above, flint deposits already spawn in sediment rock. To add more types of flint that do the exact same thing is just redundant; better to save a bit of disk space by just sticking to the general flint type. I'll also note that if the player needs a pickaxe to obtain it, it's pretty much useless since metal will outclass stone easily, though I'm not entirely sure how the player is intended to use it anyway if it's not able to be knapped.
  15. Welcome to the forums! I'm guessing that temporal storms might be the culprit here, as they are a bit notorious for dumping monsters on the players sometimes. However, erratic monster spawns during temporal storms is somewhat intended behavior as well--they are supernatural disasters, after all. The best remedy to sneaky mobs in general though is just developing better situational awareness, in addition to adding footstep audio to the game. I think in many cases, the hostile mob isn't spawning right on the player, as much as it is spawning somewhere nearby and going unnoticed.
  16. If you have weaker hardware I honestly wouldn't worry too much about mods, unless you're intending to host a server on a separate machine. A couple of lightweight mods you might enjoy though: Better Firepit: https://mods.vintagestory.at/betterfirepit HUD Clock: https://mods.vintagestory.at/simplehudclockpatch I am quite certain that both are still working properly, but I do recommend testing them anyway on a fresh world before adding them to a world already in progress. Testing them first will also allow you to decide whether or not you like them enough to keep them installed. To my knowledge, the eidolon fight only resets after an in-game week or so, though I could be mistaken. If there was a long delay between your first attempt and your second that's most likely what happened.
  17. Welcome to the forums! I would backup your worlds in a separate folder and then do a complete reinstall of the game, just in case a file got corrupted somehow. After you verify vanilla is working properly, then you can start adding your mods back in one by one, testing as you go to see which one is causing problems. Another thing to check is make sure that whatever mods you are running are updated for the current game version, or otherwise known to work correctly. Older mods will sometimes work on newer game versions, but not always, so it's generally best to test them first if you're unsure. It's also worth noting that the more mods you have making changes to the same areas of gameplay, the more likely you are to run into compatibility issues.
  18. I'm not sure there's any concrete documentation, but if you have a game account then you have a forum account and vice versa, I believe. Gotcha. In that case you're out of luck, unless something changes. Honestly, I wouldn't worry about it; ignoring your account won't hurt anything.
  19. Right, but did you ask them for a refund, or just to delete your account? Like the above users already noted, your game account is tied to your forum account, so I don't think it's possible to delete one without also deleting the other. I'm also guessing that Anego Studios isn't keen on deleting accounts without also issuing refunds, as that can very easily lead to all sorts of trouble, especially if the user requesting account deletion ends up changing their mind later.
  20. Welcome to the forums(and the game)! Given what you've described here, I agree that it's most likely the server struggling a bit and causing some odd behavior as a result. Playing on the same computer that you're running the server on will also add to the workload. In this case, you might want to either cut down on the mods a bit, or look into running the server on a separate machine.
  21. If you're trying to delete your account, you'll be wanting to contact Anego support and requesting a refund.
  22. In this case, you might just turn down the distance scaling for story structures when you generate a new world. You can find the setting to do so under the World Generation tab. I think turning it down to 50% might make the RA easily reachable within a day's travel on foot. The minimum gear requirement is tier 2 for the RA, but that doesn't mean you can't do it with less. Depends on your skill level. There's also no harm in just waiting until you have iron or steel either. As a general rule, whenever I start getting bored with one task in the game, I switch to something else. Tired of smithing? Time to go mining, or hunting, or exploring, or whatever feels most fun to do at the time. Even if I don't actually need the resources I'll still go hunting or foraging or whatever just to have a change of pace, as those are activities I greatly enjoy. Also like @HalfAxd said, sometimes I just set that world aside and start over fresh, picking a different class, starting climate, or installing some mods to freshen up the gameplay. And of course, sometimes I just don't feel like playing Vintage Story and go play a different game for a while instead. It's not a bad thing at all to just take a break when you start to feel burnout and come back later with a fresh mind.
  23. I would actually say the opposite: berry bushes are what should require some work in order to cultivate them at base. Fruit trees are fine right now, since they take some effort and quite a lot of time to get going. But like you said, fruit trees are easily outclassed by berry bushes simply because it's easy to scour the countryside of bushes and relocate them to your base in the time it takes to get a small orchard vernalized. Wildcraft has a pretty good system for handling berry bushes, in my opinion. Breaking bushes will actually break the bush and drop sticks; to grow berry bushes the player needs to take a cutting and plant it. The cuttings will dry out, so the player needs to plant them somewhat quickly(within a few hours) or else they won't be viable. Likewise, the player also needs to make sure they're planting cuttings at the appropriate time, since if it's too cold(or even too hot, maybe) the cutting will die. Depending on the berry species, some bushes can self-propagate via vines or suckers. Basically, the player should need to put effort in for both fruit trees and berry bushes if they want to be harvesting things in the safety of home.
  24. Welcome to the forums(and the game)! No need to apologize, it's a pretty good idea! The main flaw I see is that it should require horns that are big enough to make such a thing, or at least, multiple pairs of smaller horns to ensure there's enough material to be working with. In that case though, the game really ought to have more horn-bearing creatures(like cows) before such a change is implemented; otherwise, the recurve bow is likely to feel underwhelming for how difficult it would be to obtain.
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