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Everything posted by LadyWYT
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Actually, real world constellations would fit perfectly with the lore. Without spoiling too much, the setting of Vintage Story is/was the real world late Middle Ages. Of course, due to some events, a few things have changed.
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Treasure Hunter Location Not Showing Up (Not Resonance Archives)
LadyWYT replied to MaladjustedPlatypus's topic in Questions
Welcome to the forums! This seems to be a known issue on worlds created prior to 1.21. There is a new treasure hunter shack that is supposed to spawn, that other traders can point you towards...for a small fee. These shacks will generate in worlds created in 1.21, but for some reason worlds created prior have issues spawning them. You could try spawning one in manually(I'm not sure of the exact command), or you could try exploring new territory and see if one spawns(or explore new territory and keeping asking non-treasure hunters to see if you can get a map). -
Judging from the map, it looks like it has spawned. I recommend checking out the nearby ravine.
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Oh I don't mind the change, it just needs a bit of tweaking, perhaps.
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Add total game purchases/download statistics to the website
LadyWYT replied to bbro's topic in Suggestions
Welcome to the forums! Keeping in mind that purchases do not equal actual players--you can buy the game but end up not playing it very often, if at all. A high player count generally means that the game has enough engaging mechanics to be a popular choice for gamers to devote their time to. Likewise, a purchase doesn't really count if it's refunded later, and the Vintage Story refund policy is quite generous. I don't know that many people actually refund the game, but it's still a factor. Again, "copies sold" is not the same as actual players. The game's growing popularity and success are already shown by increasing attention on social media, and the number of new faces that come through the forums asking various questions appropriate for new players to be asking. I mean, it would be interesting to see the numbers, but I also agree with @Entaris...sounds like market research. I'm also not sure it would be healthy for the community either. "Flavor of the month" is a definite thing, and I don't think it would be good to have a big influx of people pick up the game just because it appears to be the popular thing at the moment. If one only plays the game because it's popular, and not because they actually enjoy it...they're likely to be disappointed. -
Welcome to the forums! To my knowledge, it's not in the game, but if you want to pile up items on the ground faster, you can press ctrl + shift + right-click to place multiple items into the pile at once. It's a neat idea, but I'm not sure how feasible it actually is to implement given that inventory stack sizes do not often match ground pile sizes. Just in case you didn't know about this feature though--you can open multiple storage containers(in addition to your inventory) at the same time! Makes sorting things out much easier.
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No if that were true I'd be in the kitchen or pantry. I am a Blackguard, after all.
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I'm guessing what's happening is you're waking up at the foot of your bed, and the game is putting you up on the roof since the foot of your bed is blocked. And once you're outside, you're an easy target for the local rusty miscreants. I put my bed against the door on my friend's server, and woke up the next morning standing outside the door. Unless seraphs have a habit of sleepwalking, this is probably what's going on--a gameplay change with unintended but mildly hilarious results.
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Oh...this would explain how I woke up outside. As a joke, I put my bed down in front of the door on my friend's server. I guess the foot of the bed must have been propped against the door, because I woke up outside in the morning. Seems like there ought to be some sort of check to prevent this from occurring.
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Allow users to report bugs here in your forum.
LadyWYT replied to jumpityjumpjump's topic in Suggestions
The logs are especially important, because in the event you don't know exactly what you did to cause the bug to appear(or otherwise aren't sure of exactly what's happening) the logs will provide a pretty thorough report on basically everything that happened during that play session. Logs will be recorded in the VintagestoryData folder--located on the C drive, by default. -
What version are you trying to update from, exactly? To my knowledge, all story locations should be placed in the world automatically when updating, at least for the last couple of updates, that is. Otherwise, if blocks need to be remapped after updating, the game should prompt you with a pop-up box when you first load the world in that update. All you have to do is click a button, wait a few minutes for it to work its magic, and then the world should be ready to play. No creative mode required.
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Welcome to the forums! Not exactly a technical know-it-all myself, but my first guess would be that you talked to a different treasure hunter than the one you got the Archive quest from. To my knowledge, you need to ask the same trader in order to get the dialogue about the places mentioned in the Archive. The only other thing I can think to check is the modlist, if one is using mods. It's possible a mod could be interfering somehow. I would start a new world without mods(I would do this anyway even if not using mods) and use creative mode to speedrun the first story chapter. If you're still not getting the option to ask the trader about the locations(the option should start with "So I visited that ruin you mentioned..."), then it sounds like you've encountered a bug, in which case you should visit the github bug tracker and report it. You might also consider reinstalling the game client, as this often fixes issues, but make sure you back up any important worlds and mods before going this route. Also, just to make sure all the bases are covered...when you talk to the treasure hunter after completing the Archives, you do need to actually describe your adventure when he asks what you found there, in order to progress the story. If you refuse to tell him, he'll shrug and leave you to your own devices, and you won't be able to progress the story until you open up about your adventures. The elucidatory vessel only provides the elk discount; you don't actually need it in order to ask the trader about the locations.
- 3 replies
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- story
- resonance archive
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No such thing as "quickly chisel". Creative placements of slabs, stairs, and complementary block types are the faster way to add some detail to a build, much like builds are detailed in the other block game. Support beams are another option, though they can be tricky to place. The chisel simply lets you refine certain details even further, and chiseling takes quite a bit of time even if you have mods that improve on the vanilla chisel tools. The main advice I would have, when it comes to building various things, is when it comes to adding details, it just has to look believably functional. For example, if you build a house floating in the air, that's not very believable, because there's nothing supporting it. A house built on a floating island, in contrast, is much more believable despite the fact the islands don't float, because now there's something to support the house. When you're adding various features, decorative or not, it's a good idea to be thinking of why it's designed the way it is. Form follows function, and all that. If it's a defensive tower, you'll probably want to build battlements, squared silhouettes, or make supporting pieces thicker in general in order to give the build some weight and make it feel like a proper imposing fort. If it's more of a status symbol, then you might opt for a more delicate design--fewer heavy/thick pieces and more flowing shapes and lines rather than squared silhouettes, along with some elaborate designs chiseled into the surfaces.
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This is correct. I forget the exact parameters, but basically you can't have holes to the outside or remove more than 50% of the block for it to still qualify as a room. In essence, the chiseled block still needs the thickness of a slab, minimum, in order to still retain insulating properties. If I'm not mistaken, it also helps for the room calculations to have the face of the block flush to the interior of the desired room space. Greenhouses are perhaps the most finicky of specific room spaces; I would double-check your glass portions, as these are the most likely culprits to be breaking the greenhouse rules. To qualify as a greenhouse, the space needs at least 50% of the roof to be made of glass blocks or glass slabs. I'm not 100% sure that chiseled glass will still qualify--it should, but it probably needs to be the thickness of a slab minimum, and flush to the interior in order to count towards a legitimate greenhouse. Edit: I would also make sure that the base chiseled block is glass. If you used a different material(such as wood), the game may not recognize the block as a glass block.
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Typically you find it in the hot springs--I'm not sure it spawns anywhere else naturally, unless you're using mods. I've seen it a couple of times on the surface, and maybe once in a cave...and that's after a couple of updates and several many worlds. So it's pretty rare, at least on default settings. Well, yeah...you just give it a good swift kick and it opens. That's how doors work, right?................right?
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Another starting climate option for spawning at the equator.
LadyWYT replied to Pixelated Screaming's topic in Suggestions
Weird. I would expect a Hot start to drop the player at the equator for the world spawn point. -
The treasure hunter everyone seems to be referring to(at least I think), is the new treasure hunter shack that can spawn in the world. It spawns similar to trader wagons, and the treasure hunter inside functions just like a standard trader. The difference is that other traders can sell you a map to these treasure hunter shacks, if you're otherwise having difficulty finding a treasure hunter. I don't think it matters where you place one; multiple can spawn in the world, and they don't seem to have any particular distance from spawn or anything. They seem to have the same general spawn parameters as other traders. In any case, I'm guessing the main reason that no one is finding them in old worlds, is that perhaps new chunks need to be generated for them to exist in, but I'm not entirely sure. You won't be spoiling anything by spawning one in though.
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Technically we already have one--the pocket torch! And now for the serious answer...it would make for a nice little Jonas gizmo, or it could just be a simple flint and steel. In the case of the latter, it operates similar to the firestarter we have already, but requires iron+ as a crafting material and has a higher chance of sparking a fire and much higher durability as a result. In the case of a Jonas gizmo...either it never breaks and just uses temporal gears to refuel it every once in a while. Or...perhaps it's not a firestarter at all, but a Jonas torch--that is, a flashlight. Produces a lot of light(light reaches further than a lantern but is concentrated wherever you point it), in exchange for fueling it with a temporal gear every once in a while. Has a much longer life and is cheaper to craft than the night vision helmet, in order to give it a useful niche instead of being redundant. I would still make it take a slot. A longer-lived firestarter is still situational, and not something you'd really need to carry on you, unless traveling. And in the case of traveling, you can just stash it in your saddlebags and retrieve it as needed. In the event it's a proper lightsource(like a flashlight), then you'll need to carry it like a lantern when you're using it...in which case, you can just use it in your off-hand instead of an actual hotbar slot.
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- interaction
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Welcome to the forums! If it was a treasure map that you bought, you will need to dig down until you find an old treasure chest. It will contain a handful of random items of decent or better value, although you may need to do quite a bit of digging in order to find the chest. If you're referring to the map for the treasure hunter's special quest though(the one you trade a tin bronze pickaxe for), that's a bit different. In that case, the X marks the approximate position of the entrance to the first major story location, but not the exact position. You'll need to search the nearby area in order to find the entrance.
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Welcome to the forums! If it's only a small handful of players(ie, you and a few friends), my advice is to make a list of what everyone has that absolutely has to be accounted for in a new world--ie, things that are not so easily replaced within the first day or two. Then just make a new world and use creative mode to retrieve the items on the list and distribute them to the correct players. If you have builds that you wish to transfer, you will need to use the world edit tool to save the build as a schematic, import it to a new world, and place it.
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I'm not sure I'd worry about it, really. The slipping and sliding around will probably be enough hassle to deal with. That being said, could just scrape a frozen openable object with a knife in order to restore function. Or borrow the code from the crude door, and just give a chance of failure to open a frozen object on first interaction. If the opening attempt succeeds, just remove the ice from the object and treat it as normal; if the attempt fails, display an appropriate pop-up warning so the player knows what the problem is, and just let them keep trying until they succeed.
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- weather
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Wouldn't this also make translating easier in some cases? Given that several languages like to place the descriptive words after the object they're describing.
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Welcome to the forums! For chunk stability, you might consider turning off the temporal stability mechanic in the world settings so you don't have to deal with it at all, but you could also try this mod as well: https://mods.vintagestory.at/chunkstaboverride Bear in mind that the mod hasn't been updated for 1.21, so it may or may not function correctly without an update. As for the room limitations, having the space qualify as a "room" is really only important if you want protection from the cold in the space(without the need for a fire) or want resistance to spoilage. Otherwise, if it's not a space you intend to spend a majority of time in while it's cold, you can always just light a fire somewhere inside to warm up when you need to. For fuel efficiency, you might consider installing a mod that adds longer-lasting firewood--that way you can put several logs on the fire and have warmth/pleasant aesthetic for a good long while.