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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. You're using Density Search, not Node Search. Density Search will only tell you what could have spawned in the chunk, not what actually did. Node Search has a very limited radius, but will tell you what ore, if any, is actually present. If you do a Node Search, it should list quartz and silver both, as well as how much of each there is present. Incidentally, the bit on Density Search is also why you can sometimes dig at a high reading spot for certain ores, and find nothing.
  2. Welcome to the forums! Depending on what you want to define as "day monster"...there's currently an ongoing issue of monsters spawning from rifts in daylight, outside of temporal storm conditions. As a general rule though, monsters are averse to bright light, and daytime is meant to be a relatively safe period for the player to work in. Wolves, bears, and other wildlife serve as daytime hazards. While this is true, this also doesn't quite fit the lore. The setting is the late Middle Ages, some time after a cataclysmic event that wiped out most of humanity. The remnants that are left are collected into small settlements that are very few and far between(currently only one exists in the game), and the various traders you can find scattered around the landscape. It's not out of the question that there could be bandits, however, bandits are more likely to camp somewhere around one of the settlements so they have victims to prey upon and profit from, instead of risking themselves in the wilds.
  3. It's a bug: https://github.com/anegostudios/VintageStory-Issues/issues/6533
  4. Correct! And yes, it is possible to reverse course and lose weight if needed. I will note though that it takes time for effects to become noticeable...both good and bad. You won't dig yourself a hole overnight, but if you find that your habits have had undesirable effects then it will also take you some dedicated time and effort to fix it.
  5. Both mods play nicely together, but you will probably need to tweak some config values for the best experience. Each mod has its own way of tracking fat and the effects, though both mods have the player gain fat in roughly the same way. So if you're building fat reserves in one, you're likely building fat in the other as well. Tasshroom's BodyFat, in my experience, allows a fat reserve that will keep you from starving to death, as long as you still have fat reserves that is. Fat reserves take several days to build up, but will only stave off starvation for a couple of days if you eat absolutely nothing. There is no drawback to having such fat reserves, currently. With our mod(Expanded Stomach), fat won't keep you from starving to death, but it will insulate you from the cold. Your body will acclimate to your eating habits over time, and you'll experience the benefits or drawbacks that come with said habits. So you can potentially eat more in one sitting and go longer before needing to eat again, withstand cold better, build/replenish nutrition faster, or lose some of your agility/mobility depending on the habits you chose for yourself. The general idea is that you need to figure out what habits to stick to in order to accomplish the results that you want, as it's not really possible to have all the benefits with no drawbacks on the preset difficulties.
  6. Love those moose animations--the babies are even cuter now!
  7. As I said, it draws your core heat to your extremities, which means if you don't have access to a heat source(like a fire) then the cold will bleed that warmth from you faster. If you're indoors though, you're out of the weather and in a more stable environment, and typically have access to a heat source or thick blankets to help trap your body heat.
  8. Welcome to the forums! In addition to what @Krougal said, you might try this mod as well to help you find resin: https://mods.vintagestory.at/barkbeetle Seems to be working on recent version, and it's a rather nice, immersive way to find the resin spots instead of relying purely on particles or other less immersive methods.
  9. Alcohol really isn't something you want to drink to warm up, unless you don't intend to go back out in the cold for a while. The reason for that is alcohol will draw your core heat to your extremities, which can warm you up quickly indoors, but means you'll end up freezing faster out in the cold.
  10. I think you can put it on the database as a draft, and then post the link to the page. If it's posted as a draft, it won't appear in the list of mods for download, but anyone that has the direct link to the draft's page can download it for testing.
  11. Chocolate and coffee both would be good reasons to venture to the tropics, visit agriculture traders, or just play on a tropical/warm map to begin with. As far as hot drinks to warm you up...yes, absolutely. I think the code may already be there in the game too. I've been helping develop a mod with @traugdor, and if I'm recalling correctly, there's already a bit in Vintage Story's code where eating hot food will already warm up your character. I don't recall if it was active code, or commented out, but it was there.
  12. Sounds like the world I've been mod-testing on. Plenty of goodies, but no clay at all for seemingly miles around, despite spawn being a grassland with almost constant rain. Finally found a couple of deposits about a day's jog over the hill, dug some up and brought back home. What do I find the next day, right next to my base though? Clay! So I do agree, Clay's a shifty dude.
  13. That flamethrower candle still cracks me up every time I see it.
  14. https://mods.vintagestory.at/expandedstomach There you go, got it launched! Have fun! It doesn't cover exactly what you asked for, but it comes pretty close in that you can eat more and go longer before needing to eat again. You may need to adjust some of the settings in the config file to get the exact results you want, depending on how much challenge you'd like to play with.
  15. Sleeping through nights is probably your best bet, from the sounds of it. That way you can set the month/year lengths to be quite long and have meaningful seasons, but still have time pass relatively quickly since you aren't squeezing every last bit of usable time out of a day. Not really, aside from what @traugdor said. He handles the code, while I test and help refine details/make assets. As far as I'm aware, all the pieces are there regarding what the mod does, and I'm pretty sure that we've swatted all the bugs...at least all the ones we could find, so there shouldn't be any major issues on launch. I just need to finish the thumbnail art and it should be ready for a proper release...so, maybe sometime in the next couple of days, I'd guess? As for getting notified, I can just make a mental note to drop a link here when it's ready. That way you don't have to go hunt for it.
  16. Welcome to the forums! I think this should be the default setting--time shouldn't pass at all unless someone is online. If it's not the default, I know it's a setting somewhere in the server config, as the friend that hosts the one I play on has time set to not pass unless someone is online. You'll probably want to shorten month length then, or otherwise look into mods that shorten day length. The typical day in VS is 48 real life minutes long. Of course, you could just sleep through the nights as well--that passes a lot of time. This one conflicts with the above...to get seasons to last longer, you need to make the months longer as well. Which means that time will be passing slower and you likely won't see more than a year or two in 100 hours of play. Crop growth scales with day-month setting, to my knowledge, so setting your months to be longer will mean it takes longer for the harvest to come in. That means you'll need to rely on hunting and foraging for longer than normal, and you'll need more food to last through the winter too. However, it's also easy to counter both of those problems by just building bigger farms. Food isn't really a big issue, as a general rule. If you have your food supply locked down, the rest of the game is pretty straight-forward. That being said, you could try cranking up the hunger and spoilage rates; you'll need more food that way, and the food you have won't last nearly as long. I think there's at least one mod floating around out there that will let you adjust day length, though I don't recall the name and I'm not sure it's up to date. Keep in mind too that sleeping helps pass the time if you want the years to go by faster. Likewise, shorter days mean that time will pass more quickly, which results in faster years as well, but also shorter, less meaningful seasons. Depending on what you're doing, by default you don't really need to eat more than a couple times a day. Eating a full meal from a bowl in one sitting will give a saturation bonus, so you won't get hungry again for a while. If you're away from home doing a lot of work, pies are a better option since they're very filling and easily stackable. For a day's work away from home, a pie or two(depends on filling) should be plenty to keep you going on default settings. Now if you're packing supplies for spending several days away from your base, that's different. In that case, inventory management is part of the challenge of planning such a trip, and if you don't want to sacrifice extra slots for food, you'll need to plan on hunting, foraging, or some other method of resupplying. You'd need a mod for this. Technically one exists...but it's not yet released. No, but you can change the hunger rate and the food spoilage rates to be faster or slower. As I mentioned earlier, you could try increasing the hunger rate, so that players need to eat a bit more than they'd need to on default. Keep in mind that doing that also means players will be needing to eat more often as well. Nutrition will decay slowly over time. If you aren't eating a balanced diet, it's easier to notice, since you won't be replenishing certain areas of nutrition at all. Current nutrition is also cut in half when you die. Possibly...but as it currently stands, there is not, to my knowledge. At least not yet...I would keep an eye on the database. As I said before, you'd need a mod to accomplish what you're asking for the hunger, and there's not yet any available that really cover that territory. I will also note that if you are going to be modding a multiplayer server, the hosting needs to support mods, which means third-party hosting since the official servers don't support mods currently.
  17. By "private" I mean unofficial server, essentially; it can still be open to the public, but isn't sanctioned as an official server. In the case of Vintage Story, it'd be the kind you'd set up for playing with friends, or that a YouTuber might set up for their viewing community, instead of something like TOPS where it's run by the game studio/parent company.
  18. "Monsters" is the general catch-all term, since that's what they are. "Mechanicals" narrows it down to entities like locusts and bells, that don't seem to be some sort of composite creature. At least, that's how I generally look at it.
  19. As I've always understood it...it's kind of both? The ESRB ratings exist for a reason, and there's a reason you have to enter your birth date or whatever to access the pages of games like Skyrim on Steam. As for online community content such as public servers and the like...those aren't rated, and if the server is run by a private individual/group(that is, not an official game server) then it's up to the server owner to manage their own community. And this is where everything I said above can be thrown out the window. When it comes to government involvement, it hinges less on what the law actually says and the intentions behind it, and more on who is enforcing/interpreting said law. If the people in charge are unscrupulous, they will have no qualms about twisting the law and abusing their authority to get what they want.
  20. Right, but I generally plant warm-weather crops like carrots, flax, or onions after the spring turnip harvest so I get a full summer harvest, and then plant turnips in the fall for that last vegetable crop...that I really don't need, but like to have anyway.
  21. Assuming medium or better soil, September is fine for planting cold crops since the growing season will last until the end of October. Turnips only take 9 days to mature by default, so you can get away with planting those late September and still expect a harvest. As for rye...you'll need to plant that at the very start of September or the very end of August if you're going to get a full harvest from it, since it takes considerably longer to grow than turnips. Keep in mind too that you can use greenhouses to extend the growing season by a few days, so if you aren't sure that you'll have enough time for the crops to mature, you might consider planting them in a greenhouse to buy yourself a bit of extra time. You do need to be careful though, as greenhouses can stunt plant growth with too much heat, and won't fully protect plants from harsh winter weather.
  22. There's not a clear answer as it really depends on your base's microclimate. For temperate zones though, I would say that you can safely plant cold-hardy crops at the tail end of March/first of April, and planting other crops mid-late April. My general strategy is keeping an eye on the nighttime temperature and planting the appropriate seeds once it reaches the minimum temperature needed for the seed to survive. I say nighttime temperature, because the daytime temperature can get decently warm in early March, but will cool off too much at night and damage whatever's been planted.
  23. Welcome to the forums! Songs will usually play all the way through once they start. However, if you stray too far from natural light, venture too close to a rift, or a temporal storm starts, whatever music is playing will quickly fade out and be replaced with the appropriate ambience. In any case, I think the current system is mostly fine, however, I do agree that there should be an exception for certain underground spaces like cellars. Essentially, if the space qualifies as a cellar or insulated room, you shouldn't hear the normal underground ambience and should either silence, the continuation of the current music, or different ambience that still indicates you're underground but not in danger. That would resolve the issue of going into your cellar to get ingredients for a delicious stew and being met with the creepy cave ambience.
  24. Welcome to the forums! I don't know if you can force client-side mods to download, but you could just package them all up into one folder, send that folder to the users, and have the users copy/paste everything in that folder into the proper location. They aren't having to go mod-hunting that way.
  25. The general rule of thumb I use for temperate climate is plant turnips and rye in early spring or late summer/early fall, and plant everything else late spring/mid-summer. Turnips and rye are cold-hardy, so while they won't grow if the temperature is freezing they can tolerate some cold before they get damaged or die. Everything else you pretty much need to plant after the danger of frost has passed.
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