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Everything posted by LadyWYT
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Gotcha. Do you have a modlist to share? Most likely, it's a mod-related issue. Thirty isn't that many mods, but you could have some that are much more demanding on performance, and performance impacts are a lot more noticeable on weaker hardware as well. It's also possible that one of the mods could have a bug or two that is causing issues.
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Chunk corruption: This was not the homecoming I was hoping for . . .
LadyWYT replied to Professor Dragon's topic in Questions
I see. Hopefully the devs can help figure out a way to save the world, but at the very least, it's probably useful data to have on their end in regards to what can happen to worlds that span multiple updates. -
Chunk corruption: This was not the homecoming I was hoping for . . .
LadyWYT replied to Professor Dragon's topic in Questions
Honestly, with it being a very old world, I would submit it to the issue tracker. If you can manage to repair the chunks even a little at a time(it sounds like you've managed to do this?), an alternate solution is to repair only the chunks you care most about, save the builds as blueprints(or however this happens via worldedit), and then import the builds into a brand new world. For items, make a list of the important stuff on paper, and then use creative to give it all back. Unfortunately, it's not a solution that preserves the world, but worst case scenario, it should allow you to at least preserve the builds. -
Not really. I suppose resurrection sickness, in that the player receives a debuff to health and attack power for a short time after death(World of Warcraft did this). However, that's not really fun either. Maybe just drain a hefty chunk of the stability gauge instead to respawn with your items, but if you don't have enough stability/would fall too dangerously low, then you lose your items instead?
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That's what I thought too, but maybe the block has to be mined if all block gravity is disabled? I wouldn't know, as I've never disabled gravity entirely.
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I do agree, however, despite my distaste for lost items, I actually opt to keep the penalty on rather than turning it off. My reasoning for that is playing with the threat of the penalty helps keep me cautious, and prevents some stupid stuff from being a solution(like eating a deathcap to save a walk home). If I do happen to die, and can't be bothered to run back to get my stuff, it's easy enough to pop into spectator/creative and use a bit of console magic to pick up where I left off. Plus I mean, leaving the death penalty on also gives a reason to build the terminus teleporter, and use all those temporal gears that inevitably pile up.
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Welcome to the forums! You basically have two options here, the first of which is just doing a LOT more prospecting. From the looks of the map here, you've done a lot of prospecting in a few chunks very close to home, but little more. I would suggest doing more general searches, in a 1000 block radius(more or less) from your base. Once you pick up another trace of cassiterite, then you'll want to do more localized density searches in that area to see where the best dig spot is. The second option is to just dig at the best reading you've already found, and see if there's any ore. Poor and Very Poor readings aren't ideal for digging, but that doesn't mean that the ore in question failed to spawn, just that it's not too likely to have spawned there. Cassiterite is a common ore, so it's generally not too hard to find, even at less than ideal readings.
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Probably because the handbook is still very much a work in progress, and therefore the information within isn't as polished. This page would be a prime one for polishing though. I do recall the Archimedes screw having a description in the Guides section, under mechanical power, unless I'm recalling incorrectly. In any case, what the item in question does, is transport items via chutes, but only when powered. Under normal circumstances, the player must rely on gravity to do the work.
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I wouldn't be surprised if the feature were added someday, but I've not seen anything to suggest it's a feature that will get added anytime soon. Until then, hammer/chisel, or mods are the way to go. There seem to be a handful that exist, like this one: https://mods.vintagestory.at/show/mod/28046 I will note though, the mods that do exist are for older game versions, so they may or may not work properly.
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Or just...dugout canoe.
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If I'm recalling correctly, brass is almost a 1:1 ratio of copper and zinc. There's a little wiggle room, but it's very easy to be off by one nugget.
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Why on earth does the 1st boss have so much health?
LadyWYT replied to Facethief's topic in Discussion
I mean...I would say the opposite. Vintage Story is pretty good at killing players, and while it does give players a fair chance it's pretty unforgiving of mistakes. The first boss fight is no exception, and will push the player to their limits. I would also say that higher difficulty for certain points of the story is also appropriate, since those particular plot points are meant to be unusual circumstances, and not something the player encounters regularly. On the contrary, I would say bears are a more appropriate initial test, since bells are an outlier from every other common enemy(at the time of this writing). Bells have a lot of hitpoints, yes, but have zero attack and instead summon monsters to attack for them. A player who has never dealt with a bell before may end up panicking and attacking the monsters who are hurting them first, instead of dealing with the bell first like they should. -
But they are actual storms...time itself is affected, and time affects everything. The whole point of temporal storms is that they are supernatural disasters that the player must work around, and not natural storms that the player can simply avoid by a short jaunt to a neighboring region. The player needs to either fight their way through it, or otherwise build some kind of bunker and wait out the storm in safety. For players who really don't want to deal with the mechanic, there is also the option to disable temporal storms, or at the least sleep through them. Well it's a mechanic I enjoy, partly because it makes the world and story premise feel authentic, so... There is a reason though. Certain past events messed up the flow of time, essentially, and the player character is a lot more sensitive to temporal anomalies than other living creatures are. For those who don't enjoy the mechanic/don't want it to get in the way of building, there is the option to turn the mechanic off, and for those open to modding there are multiple different options for changing the gameplay. If temporal gears alone were powerful enough to fix instability, it would have been fixed a very long time ago. Fixing instability is something that will take a lot more effort, and is a concept better suited for Jonas tech, or perhaps a major story plot point(or both). As I said before, if one really doesn't want to deal with the mechanic, there's already the option to turn it off, or mods such as this one to otherwise season the game to one's personal taste: https://mods.vintagestory.at/chunkstaboverride
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Probably also worth checking to make sure his graphics drivers are up to date, as well as just checking his hardware against his friends' hardware. Outside of drivers being out-of-date(or even potentially faulty), or his hardware being too weak for the game setup he's trying to run, it's possible that he might be using a different brand of hardware that isn't playing nicely for whatever reason. Reports like this aren't uncommon on the issue tracker, in my experience, but yeah, the first question they will always ask is "Does the issue happen without mods", since mods are really good at causing issues. Checking the mod pages themselves is a good idea as well, since if a mod is having issues there are usually a few comments reporting said issue. Also worth checking to make sure that everyone is using the same version of mods, and that all mods being used are up-to-date(or otherwise functioning properly on the latest game version). Older mods don't always play nicely with newer game versions(or newer mods), and old mod versions can have bugs that aren't present in the newer mod versions. Case in point--there's been an issue or two reported for the mod I helped develop, that turned out to be the user using an old version of the mod instead of the new(where the issue had been fixed). In any case, welcome to the forums! A couple of other things to check, in addition to what Professor Dragon already suggested: Server logs: Oftentimes, when there's an issue, the server will be spitting out errors. Such errors may or may not cause players to crash, but if the server is spitting out errors around the time that crashes happen, it can help narrow down a cause. My friend has used this method several times to troubleshoot issues with our server. Other clues: Is there some other consistency to these crashes aside from the rainstorms/lightning, and who the crashes happen to? If the crashes only happen in a certain area, it could be related to the weather(especially if it's an area that has a lot of rainfall on average), but there could also be something else there that's overloading the system in that area specifically and causing the crash.
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Welcome to the forums! Smelting doesn't require a room; you just need to make sure that nothing can put out the fire under the crucible. And as @Vexxvididu already noted, the fuel you're using needs to burn hot enough, for long enough, in order to smelt the ore. It is possible to "coast" on coals, but if the temperature of the ore drops you'll lose your smelt progress and have to start over. Another thing to keep in mind that in regards to alloys, you need the proper ratio of ores in order to achieve a smeltable product; if there's no viable output the ore won't smelt. Also, the more ore you try to smelt at once, the longer it will take to smelt, so the ore can be hot enough to start smelting but you may not see any progress on the meter for several seconds, as it takes a fair amount of time to smelt large quantities of ore. In any case, charcoal is sufficient for smelting copper and zinc, so the first things to check are ore quantity and ore ratio. Given that you said the meter still reads as "cold" despite the fire burning at maximum charcoal temperature, I would suspect that you have the wrong ratio for the alloy you're attempting to smelt(brass).
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Why on earth does the 1st boss have so much health?
LadyWYT replied to Facethief's topic in Discussion
Well like Maelstrom said: Unless the boss is optional, it's generally not possible to actually run away from said boss. The most running will do is buy the player a bit of time to heal and/or think up a new plan. The current boss design allows this; to further illustrate my point from my previous post, I was in dire straits when doing the fight with my friend a couple of days ago, but with some careful maneuvering was able to step back and buy myself enough time to heal before jumping back into battle(Blackguard, steel brigandine, alcohol bandages). It took a minute for me to catch my second wind, and the situation was dicey, but it was certainly doable. Likewise, I will note that the set design for this boss makes it quite clear that once you jump down that hole, there's no getting back out unless you either kill the boss, or he kills you. Of course, I will also note that generally, trying to run away mid-combat generally leaves one open to attack. This is why in TTRPGs, enemies will oftentimes get opportunities of attack if you are moving within their zone of control and they have the means to attack you. It's a similar case with the first boss in VS--his zone of control covers the entire room, so as long as you're within his space and he's still alive, he'll be able to attack you. If he were only limited to melee attacks, he wouldn't be a threat at all, since the player could just stand at a distance and shoot him to death. Likewise, if the player could just run out of the room, heal back to full, and jump back in to keep fighting(without the boss resetting), he wouldn't be a threat either. -
Why on earth does the 1st boss have so much health?
LadyWYT replied to Facethief's topic in Discussion
You can, it's just tough. The best way to get a respite is: For this boss, you don't actually need mobility. The arena is small, and most of his attacks are easily blocked or dodged. However, plate armor is a poor choice unless you're playing with friends, since the bandage timer penalty for that armor is rather steep. With the recent changes to healing, it's important to make sure that incoming healing is worth the time it takes to bandage. -
Gen 1 wild pig sow does not get "portions eaten" despite being ready to mate
LadyWYT replied to fluffz's topic in Discussion
I would say that if you still have no success after further trials, try disabling your mods and testing on a vanilla world to see if you still have the same issues. If you do, then you've likely found a bug with the base game, and should go report it on the Github bug tracker. If not though, then it's probably a mod interfering with the gameplay somehow. In that case, you'll want to double-check your mods carefully, making sure they're up-to-date(or otherwise still working properly on the recent game version), as well as double-checking mod descriptions to make sure there's not one altering animal behavior(that you might not have noticed when installing it--hey it happens). Worst case scenario is that you can reinstall mods one by one, testing as you go, to see exactly when the issue crops back up. It's a tedious process, to be sure, but the most effective way for figuring out what's causing the problem, when there's no obvious suspect otherwise. -
Maybe, but I think just the variety alone might be enough. One of the most popular mods of all time is Expanded Foods, and many of the foods that mod offers don't offer any extra benefit than vanilla--just more variety.
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The first question I have is, are you using mods? Those are a prime suspect when it comes to performance issues, especially if you're trying to run a lot of mods at once, mods that are outdated, or mods that add a lot of items/entities to the game.
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Why on earth does the 1st boss have so much health?
LadyWYT replied to Facethief's topic in Discussion
Well...it is a boss fight...a boss fight where the boss is: Unfortunately I'm not aware of any mods that reduce boss HP, though there does seem to be at least one that gives bosses more health. So for the modded route, you'd probably have to create your own mod to tweak the value, which should be fairly easy since it's not a big change. Alternatively, you could also just crank up your damage for the fight, then turn damage back to normal when you're done(although this will require a couple of world reloads). I will note though, that the boss fight itself(at least, the first one), doesn't actually take that long--a couple of minutes or so. It does, however, feel like quite a long time, since there's quite a lot happening, and standard fights are significantly shorter in comparison. Of course, you could always play Blackguard, assuming you're not already. However, while that might give you an easier time on the first boss, you're probably in for a rough time later... -
Ironically, despite their name and appearance, musk ox aren't bovines. They're more closely related to goats. That being said, I would like to see bison and bovines added to VS someday. It would be cool, however... Not really. In theory it would, yes, but the issue is that to build something like a cart, or chisel, or even to trap elk efficiently, you're going to need an anvil and forge, as well as a LOT of other materials(like logs and planks). So the nomad part isn't really something the player could do until much later in the game, given they'll need to set up at least a small base of operations to build/acquire the things needed for a nomad lifestyle. To me, that really defeats the purpose of a nomad playthrough, since the idea is to stay on the move from the very beginning. I think perhaps a better option for a nomad playthrough, is once wolf taming is implemented, have a craftable travois for your canine friend(s). It won't have much inventory, but it would be relatively easy to craft, and possible to craft with just stone age tools. In that case, paired with the pelt tents/shelter the OP proposed, a player could opt for a nomad lifestyle and slowly work their way up the tech tree, although that does mean staying in the stone age for an extended period of time.
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I did think about this, however, we can already do this to some extent with the current chisel system. The drawback is that the furniture isn't always usable(you can sit on anything, but can't lie down on anything, or use anything as a container, etc), and has a blocky appearance instead of the polished look that premade furniture has. The other big drawback I see is...how do you determine what's a chair versus a bed versus a table, etc? I once watched a "let's play" of some MySims game, and though I don't recall the title, I do recall that one of the features of the game was building custom furniture--not just choosing textures, actually building the model. Which was pretty cool, however, it did mean that throwing a bunch of parts together into what was essentially a junkpile, still made functional furniture...albeit furniture that looked horrendous and had broken animations due to the design. I think perhaps a better way to handle custom furniture like that, is perhaps to include something like a "seat cushion", that can either function as a decorative(but usable) pillow, or be added to chiseled chairs and other furniture to allow them to easily function like their namesakes. For wardrobes, it's possible to build an aesthetic shell around trunks and store clothing within. Beds are pretty much the one thing you can't really chisel, but I think in that case the bed system itself could be tweaked a bit so that the player has to build the frame separate from the mattress. In that case, the mattress quality is what determines how long the player can sleep. For extra decoration, the player can place different styles of blankets, or perhaps some extra pillows.
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Typically, the map will have a sort of hand-drawn appearance by default. Water will be marked as a light blue, with the landscape being various shades and blotches of light tans and browns. Enabling the Color-Accurate World Map switches the hand-drawn look for actual block colors, which makes it easier to pick out things like ruins, trader wagons, peat and clay deposits, rock types, etc. One drawback of the color accurate map though is that it will only update the colors when you actually visit the chunks in question, so it often ends up a weird hodge-podge of color. The default map appearance has a more consistent appearance, and is somewhat more immersive thanks to the hand-drawn style.