Jump to content

LadyWYT

Vintarian
  • Posts

    3823
  • Joined

  • Last visited

  • Days Won

    177

Everything posted by LadyWYT

  1. The little greenish blue particles are phytoplankton; you'll find them in areas that are sufficiently warm.
  2. LadyWYT

    Power Creep

    Hence why I mentioned adding some piece of late-game tech that counteracts the instability. That way players can choose to pay that price upfront if they find a spot they absolutely have to settle in, but can fix the issue later on once they've made enough progress.
  3. I can't say that I watch the guy, but from what I've heard about his channel, he seems to be the real thing. And by that, I mean he's actually using primitive technology, and not just doing the heavy lifting off-camera with modern power tools.
  4. LadyWYT

    Power Creep

    Or I mean...if you're using the console, why not just switch to spectator mode(/gm 3) and fly out of the hole? You don't lose nutrition and hp that way.
  5. Or even better...let board seats be placed outside of boats too, so they can be another seating option.
  6. Welcome to the forums! I'm not entirely sure I understand what the issue is here, other than spaces are counting for things you didn't intend? It sounds like your bedroom space is meeting the requirements of a cellar, while your lobby is meeting standard room requirements. It shouldn't have any adverse effect on the space; it just means that both spaces are insulated, so any perishables stored there last longer and you won't get colder while in those spaces. In this case, it sounds like you've settled in an unstable area. Chunks don't work the same as in the other block game; a Vintage Story chunk is a cubic unit of space(so it doesn't extend from build limit to bedrock), and multiple chunks are stacked on top of each other to form the world. Stability varies from chunk to chunk, and generally the deeper you go the more likely it is the chunk will be unstable. Currently, there's no workaround, aside from moving to a more stable area or otherwise turning off the temporal stability mechanic. You could try this mod and try to override the chunk stability, but the mod does appear to be outdated so it may or may not be functioning properly(ie, test on a throwaway world before trying it on a permanent world): https://mods.vintagestory.at/chunkstaboverride
  7. Yes. By default, the starting climate is temperate, unless you changed it at world creation. Otherwise, the player always starts in the northern hemisphere, so traveling south will always bring warmer climate and north will always bring colder, provided you don't travel so far as to cross a "hemisphere boundary"(doing so is unlikely).
  8. I think the awareness might hinge on whether or not one has ever played Hollow Knight/a fan of that genre. I'm not a fan of the genre and not played Hollow Knight, so it took me a while to figure out what all the Silksong talk was even referencing. Honestly, I'd forgotten Hollow Knight was even a thing, since it's been quite a while since it released. That's not to knock the games either, by the way. I watched a playthrough of Hollow Knight once and I can see why people love it, and it seems the devs continued the good work with the sequel.
  9. Honestly, I think perhaps one easy way to achieve aged materials "legitimately", is perhaps melting down temporal gears somehow into a temporal flux goo, and then using said goo on different things to age them. You could also have the reverse, in that if you smear temporal goo on something aged then it will turn to a pristine condition, if applicable(clean up that ruin clutter!). It gives additional value to temporal gears and lets the player have full control over the look of a build. You could just make materials age over time as well, I suppose, but the main issue I see there is that aged materials can change the look of something rather significantly. If you want a build to look a particular way, aging materials may or may not be very desirable at all.
  10. LadyWYT

    Power Creep

    You don't even have to wait for that--someone did it with a mod: https://mods.vintagestory.at/shivertweaks Not only does it allow shivers to actually climb, but it makes the bellhead ones function similar to their namesake.
  11. LadyWYT

    Power Creep

    Hence why the option to turn off the temporal stability mechanic exists--not everyone is going to enjoy it, and some just want to build or explore in relative peace without having to deal with it. Which is totally fine, by the way. If something were to change about the current implementation of temporal stability though, I'd keep it as-is, but add a piece of Jonas tech to counteract the chunk instability. That way temporal stability still poses a concern in the earlier portion of the game, but you could still settle in whatever spot you like and have something else to work towards in the late game. It also gives more options for what to spend your gears and Jonas parts on, which is sorely needed. I might be a bit of an odd one out here, but I do like the fact that the game doesn't make combat the default way to get ahead. There are times that you need to go fight things, of course, and there is some reward for general combat efforts, but overall Vintage Story encourages the player to pick their battles carefully. Granted, I don't mind more combat options either, but it can get pretty stale having to slaughter my way through practically everything in order to make any progress in a game.
  12. Welcome to Vintage Story! To my knowledge, hares cannot be domesticated(currently), so they aren't affected by generation. For a pet hare, you might try one of these mods, although bear in mind they are outdated so they may or may not function correctly. I would test them first before using them on a more permanent world. Cuniculture: https://mods.vintagestory.at/show/mod/22231 Cuniculture - Rabbit/Hare Farming: https://mods.vintagestory.at/cuniculture Pet Hare: https://mods.vintagestory.at/harepet
  13. It will not, unless you replant the forest yourself.
  14. Welcome to the forums! It doesn't need to be a flint axe--you can make an axe head out of any sufficiently hard stone. Obsidian, granite, peridoite, chert, andesite, and basalt are all viable for stone tools. And like @Cube_Mandala said, you can use a stick for the handle, though a bone will give you a bit more durability. Of course, cracked vessels that contain tools often contain axes, though acquiring an axe this way may not be an option if you're playing Homo Sapiens(lore content off).
  15. Hit T to open the chatbox, type in the command, and hit Enter when done. I believe hitting / also opens the chatbox as well.
  16. By default, a temporal gear provides 20 respawns at a set location, but you can change the number to infinite, which pretty much makes it a permanent change. /worldconfig temporalGearRespawnUses -1 should set it to infinite, but you may need to reload your world for the change to take effect.
  17. This is correct. I believe the wash mechanic is also described in the handbook, but it's somewhat easy to miss. Also correct--a dirty pot is dirty forever, currently. Soap would be a good way to wash out those dirty pots though.
  18. Yeah, can confirm that wild crops will mature, and keep cycling through growth stages after--I've seen mature crops revert to seedlings before my very eyes too(right before harvest, doh!). It is, however, a very slow process, if you're after seeds best to just pick all the crops in the patch instead of waiting on them to mature. As others have noted, crops don't grow unless it's above 0 C; otherwise they are dormant. If the weather gets too cold, the crops will take cold damage and eventually die. I will note that only applies to cultivated crops--wild crops are unaffected. For grass, the grass plant itself won't grow back in winter if harvested. New grass will spawn on fallow farmland though, and grass will grow on bare dirt blocks, so that's likely what's happening here. And as @Professor Dragon noted, the scythe has two different modes for cutting grass: the harvest mode will harvest the grass but leave the plant intact so it can grow back later, while the cut mode will destroy the base plant so the grass won't grow back.
  19. Like @williams_482 noted, those trees are further to the south on default starts. Redwood you shouldn't have to travel far for, as it's in the warm climate band and easy enough to find with a day or two of traveling south. You can also buy redwood seeds from agriculture merchants, if you'd like to skip the travel. Also found in the warm climate are bald cypress trees, which are found in swampy areas specifically. Ebony is in the tropical zone, which will take several days of traveling south to reach. It tends to be found in drier areas, much like acacia, and the two look similar but ebony trees are much bigger. Purpleheart is only found in the jungles, same as kapok, but unlike kapok is quite rare. They don't drop very many seeds at all, so if you want to replant it make sure to shear all the leaves first. Kapok and acacia seeds can both be purchased from agriculture traders as well, but ebony and purpleheart you will need to physically find. Larch trees you can find in colder climates; the best place to look for them is on top of mountains or climates of the far north.
  20. Incidentally, in case anyone didn't know...eating hot food warms you up, and you can reheat a cookpot full of food as well. Reheating the food doesn't reset the spoilage timer, but it does seem to pause it, so long as the food stays hot.
  21. It's mainly an issue for rope ladders. Regular ladders do not have the issue with shift.
  22. Not just that, but Tyron himself seems to have made the sound, at least according to the little tag on that sound file.
  23. I mean I can't say that I've seen that death either, but I would expect it to be a more likely occurrence than death by chandelier, if just marginally. That actually works? I'll have to try this next time I mess with bees.
  24. I like this. Barren soil is useless for farming, but still useful for some building and landscaping. I like the idea of being able to tend your farmland carefully and have it increase in quality over time--maybe this could be a benefit of actually using fertilizer? As it stands now I can't say that I've ever really bothered with fertilizer since it's easy to just build bigger fields and rotate crops accordingly.
  25. It probably depends on how fast they can get a handle on the new bugs, and how many team members are actually needed for bug fixes versus developing 1.22. Just guesswork on my part here, but it's probably not necessary to have everyone working on the bugs; the art department could be creating assets while the coders swat bugs, or even do some coding themselves if they have the means. Likewise, it could be possible to split the coding team and have some swat bugs while others work on 1.22 content. Though I am inclined to agree, development might slow slightly for a little while as bugs get swatted and whatnot. I wouldn't really expect it to slow down majorly though until around Christmas and New Year's, as there are several holidays around that time and it's not unusual for people to take time off to be with their friends and families, if they're able. I mean...I would say the Devastation challenges did get easier than they were when first implemented, however...recent changes have stopped a lot of cheese strategies so it's back to being pretty difficult again.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.