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Everything posted by LadyWYT
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Failed Login and Inability to reset password or Contact Devs.
LadyWYT replied to William Unsicker's topic in Discussion
I would double-check your information to make sure that you're using the right credentials, since forum and game accounts are different, as well as make sure that you're typing the information correctly. If you've been through the standard troubleshooting steps and had no luck, then it's time for a support ticket. Support can usually fix the ticket within a day or two, in my experience, though it may take a little longer on weekends and depends on the ticket issue and their workload. -
Trenchers and bread bowls. The bread bowl is fairly self-explanatory; you can put a serving of stew or soup in it and then just eat the whole thing, leaving the inventory slot free after. As for trenchers...those are basically just a thick slice of bread(typically stale) that serve as a plate. They soak up juices from the food and you can eat them afterward, feed to an animal, or just discard in the compost pile. Sandwiches could be a decent travel food. The player could carry loaves of bread, cured meat, and pickled vegetables and simply use a knife to slice things up and the crafting grid to make the sandwich. While other ingredients could be viable as well, I mention those specifically since it would be a great way to handle supplies for travel, especially for the really long trips.
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I'm guessing probably not, since grasshoppers probably count as entities, despite only being a pixel. Particles probably just refers to the particles that appear when breaking a block, or the ambient particles that appear in high winds or otherwise appear to help enhance/indicate fire, smoke, and falling leaves/snow. But that's just a guess.
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Am I forgetting something that makes monsters spawn immediately?
LadyWYT replied to Apothecary's topic in Discussion
That's probably as simple as deleting the sound files, or otherwise replacing that sound file with something that has no sound. A mod for that does exist, but it's out-of-date, so it may not work anymore. https://mods.vintagestory.at/show/mod/15638 I'm not sure there is one. The closest I can recall seeing was a mod that made rift activity increase the closer a temporal storm was, with the monsters only being able to spawn from those rifts during a storm, and rift activity calm down significantly for a few days after a storm. However, I can't seem to find it now, so I'm not sure if I'm just searching the wrong terms, overlooking it, or whether it's been deleted from the database. -
I'm guessing most of them probably wouldn't like Blackguards. The treasure hunters might, since Blackguards are tough enough to go delve into a dangerous ruin and live to tell the tale and share the goodies, but at the same time, that same strength means the Blackguard might just settle for considering the trader's home to be prize enough and allow them to take it by force. Given the personalities you suggested though, it could just mean that it takes a Confident trader to act completely unphased when dealing with unfamiliar Blackguards. Cautious traders might actually lock the door and refuse trade until the Blackguard in question has completed a small quest or two. Shady traders seem like they could go either way--being confident enough to assume the Blackguard might have be one of the less scrupulous ones, or being overly cautious and requiring a "favor" before they'll let their guard down.
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Welcome to the forums! Valheim uses this system, and I hate it. In my experience, all it really accomplishes is shoehorning the player into only eating the same couple of meals to get the maximum buffs for whatever it is they're doing, and if the player doesn't have easy access to whatever the best option is there are going to be complaints about getting stuck with a suboptimal option. With the current system in Vintage Story though, there are some minor differences in food, such as redmeat being more filling than other protein options and cranberries being less satisfying but spoiling at a slower rate. However, the player can vary their diet as much or as little as they want. Want to cook something unique for each day of the week? You can do that! Want to subsist on nothing but turnips and meat pies? You can do that too! Do you just absolutely love blueberry pie for some reason and want to make that a staple? You can do that and not get punished for it! Regarding bushmeat, the lower satiety value is, I believe, meant to demonstrate that the meat is tough and general unpalatable for a meal, as well as meant to push the player to be picky about what they hunt. Otherwise, you end up with players just relying on bear pits, wolves, and small animals like foxes and raccoons that are plentiful and easily caught.
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Ah yeah, that's the one!
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To ramble about some of the design process for the Expanded Stomach mod, @Teh Pizza Lady and I ended up opting for a system that allowed the player to burn off a percentage of body fat to avoid starvation damage, at the cost of taking all the avoided damage at once if they hit the limit without eating a good meal(full 1500 points) to reset the counter. This design allows the player to go a little longer between meals or burn off some excess fat quickly if needed, while still pushing the player to establish a good food supply and preserve food for the winter months. I could see a similar system working for the vanilla game, potentially, though certainly with some tweaks. Instead of draining health as soon as the player runs out of satiety, the player could be locked out of part of their health pool--say, 2 HP--if they didn't get enough to eat(requires a set minimum daily calorie intake). That doesn't sound like much, but it adds up pretty fast, and is compounded further by the player's health pool shrinking from nutrition loss. To unlock the health points, the player needs to be well fed for that day; unlocking multiple days' worth of HP will require several good meals. Going without enough food for multiple days in a row can impose negative related status effects, such as reduced movement speed, reduced work speed, and reduced attacks. Dying will remove any starvation-related status effects and halve the value of the locked HP, but comes at the cost of a "resurrection sickness" penalty to discourage players from ignoring food and relying on regular deaths to clear unwanted effects. Overall, the system allows players to go a little longer between meals as needed, while punishing those who slip into the bad habit of assuming food is entirely optional.
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There was a mod for this, but I cannot remember what it was called. I think it was for the previous game version, so it's not likely to work now. As cool as this idea would be, I'm not sure that it's actually feasible to implement. I know that Paralives seems to have a good grasp of this kind of gameplay(decorative clutter), but it's an entirely different kind of game from Vintage Story. The best option I can think of is probably to provide some shelves and other storage options that work similar to the cabinets, that the player can then build around via the chisel system and whatnot. Wrench tool could possibly be used to rotate items once they're placed.
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Probably worth noting that, at the end of the day, it's a survival game heavily based on realism and natural processes. Adding lots of NPC interactions to that really cuts down on the survival aspect. Likewise, the world in the lore is described as medieval post-apocalyptic and sparsely populated...there's really not many people to encounter, and lots of NPCs running around would make such a setting feel rather inauthentic. That's not to say there won't be more depth to NPC interactions when the player does encounter them. The devs certainly seem to be heading this route. However, I don't expect it to extend further than the player simply befriending NPCs and maybe earning some special perks or a plot in a settlement they can actually build/live in. It's not a life sim game, so adding romance doesn't really add anything other than open a can of controversy for players to fight over, which isn't ideal(plus the player characters are immortal beings so...not a good idea to run around reproducing, if it's even possible). Likewise, as @Perdido Street already noted, the devs seem to want to avoid the player exploiting NPCs as is common in Minecraft, as well as just avoid having a village seemingly over every hill(which Minecraft seems to have now).
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Or don a linen surcoat to keep yourself from baking to death in hotter climates. If I'm recalling correctly though, armor itself can be rather insulating from the cold, especially with the padding that goes underneath. Not that it's not possible to freeze to death in a suit of armor, but cold weather tends not to be as much of a concern as hot weather. Heat exhaustion/heat stroke is a rather big concern in the case of the latter, since the user's bodyheat doesn't really have anywhere to go.
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Gotcha. Yeah no, you don't need granite to actually progress. Hard rocks like granite are needed for certain things, like the quern and stone coffins, but other hard rock types will also work for those items. As for copper, yes, once you have copper bits you can stick them in a crucible for smelting and casting. When mining though, you'll get ore chunks, which will need to be smashed into smaller ore bits with a hammer before they can be smelted. Not sure. If they've played before, and were using mods, they could be getting confused with a modded item--it's a pretty common mistake to make. It's also possible that they're trying to apply Minecraft logic to Vintage Story, since a core part of Minecraft's progression is getting a stone pick to obtain metal tools.
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I have a hunch that hydration and advanced hunger mechanics are in the works, and it's worth noting that Tyron already had a rudimentary fat mechanic coded into the game but left unimplemented. That being said, to implement such things, a status effect system would be almost mandatory. The problem is that this kind of system is going to be grindy by default--even moreso with how Vintage Story is balanced(the fat mechanic mentioned above took around six days of good eating to replenish one day's worth of lost fat, if I recall correctly). The player doesn't get much of anything for free. Things like fat reserves are going to be most useful at the start of the game, when the player is actually struggling to stay fed, but given the player's past was rather harsh it's not likely they'll have fat reserves to work with. Of course, that could be handwaved since it's a videogame, but it's worth pointing out that securing a food supply is one of the most critical tasks in the game. If the player can't handle something as basic as securing a food supply, they're out of luck for most everything else. One of the major challenges of the game is also preserving enough food for the winter(assuming appropriate climate); if the hunger system is "realistic" and the player takes months to starve to death, then there's not much incentive to bother with food preservation. The player could be inflicted with debuffs as they starve, but this can also easily result in a very slow, painful death since they may become too weak to actually recover from their situation--not a very fun experience. If such effects persist through death then it can softlock the player out of playing the game and require console intervention/world reroll to fix, and if the effects don't persist through death then we're back to the player being able to ignore food preservation and supply almost entirely. I do agree that the game needs tougher healing mechanics, but I also don't think that kind of thing is a solution to the hunger problem. Tougher healing mechanics should be implemented to fix the overly simple system that currently exists, while tougher hunger mechanics should be implemented to actively make it harder for the player to secure a food supply. As it stands, it's easy to get more food than you could ever eat just by a little farming, or even exclusively hunting and foraging. I will also note that if you want more in-depth hunger mechanics, there are a couple mods that do that. Expanded Stomach adds a pretty in-depth system, but it's also fairly grindy...though that can be configured. Max's Simple Starvation is a simpler implementation of the same concept. Don't try to use both at once though, as there does seem to be some incompatibilities. I think macronutrients is a little far, really, at least for most things. I think it's fair that, if there's a muscle mechanic, to ask the player to maintain a certain level of protein intake to actually build and maintain muscle mass. Likewise, if there's a fat mechanic, it's probably fair to assign different "calories" to different foods, meaning that the player can run into issues if they decide to eat nothing but desserts/heavy meals or fail to build much fat if they eat primarily vegetarian. Sims 4 had a pretty decent system for this: the character needed to partake in specific activities to lose weight and/or build muscle, and different foods had different calories meaning that some could pack on pounds a lot faster than others. That being said...it's really tough to balance stuff like this for Vintage Story. A friend and I have been doing just that, and we've ended up tossing a good handful of ideas that sounded good on paper but weren't actually fun to play with in practice. Thirst mechanics do make the game interesting, and I think needing to find clean water to avoid getting certain sicknesses would be a decent goal. However, I'm also rather skeptical of thirst mechanics being a good addition to the game, since I think many players might find such a thing too similar to the hunger mechanics and not enjoy that much micromanagement. We'll see though.
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Is there a way to use ctrl+m macro to automatically walk?
LadyWYT replied to InternetDragon's topic in Questions
I don't know about macros, but there's a mod or two like this one that implements such a thing: https://mods.vintagestory.at/lemurfaceautowalk -
Cave-Ins but I already played alot without them
LadyWYT replied to Rainbow Fresh's topic in Questions
I recall @Thorfinn saying once that the cave-in mechanic really only matters if you're digging under affected rock layers--it doesn't account for digging from the top down. So if a player is always working methodically from top to bottom they should, in theory, be able to mine mostly as normal without needing to account for support beams. Of course, I'm not entirely sure either, since I don't play with the mechanic enabled. Doesn't hurt to make a backup of your world and try it out though. That way you can undo whatever happened if you decide it's not something you enjoy. I do know that it can make landslides a lot worse, so you may consider a mod like Sticky Dirt if you decide you enjoy the mechanic but think the landslides are a little much. -
Welcome to the game and forums! Are you playing with mods? There is no stone pickaxe in the game. The lowest-tier pickaxe is the copper pick, which you do not need granite to acquire. Copper can be found in surface deposits in any rock type except bauxite, but even bauxite spawns can be useful since they can contain fire clay deposits and bauxite is a resource that you will need later for steelmaking. Granite and other igneous spawn types are typically not liked by many players since some important minerals only spawn in sediment rocks, and if one wants igneous rock all that's necessary is to dig, as it forms the base layers of the world. Surface copper is marked by pieces of ore on the surface--mark these on your map when you find them, as they indicate an ore deposit buried just beneath. You can also pan sand and gravel for bits of copper and other things, though it's tedious, and if you are playing with lore content enabled you can also find copper items/ore in ruined vessels or purchase the ore from traders. Mining will be your primary method of obtaining though, and if surface deposits are starting to run low you can always make a prospecting pick and seek out one of the more lucrative deep deposits. Do keep in mind though that you will need a hammer for processing ore chunks into usable bits.
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Hmmmm, have you tried backing up your worlds/mod files and reinstalling the game? Doesn't hurt to reboot your computer and see if that makes a difference as well. Also when it crashes, does it generate a crash log that you could share here? Typically a crash log will tell you what's at fault for the crash, but if there's no crash log generated then the other logs files might have information that could help you narrow it down.
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Welcome to the forums! To my knowledge there's been no dramatic increase in hardware requirements. It could be a bug, but when mods are involved it's generally a mod that is the culprit. Are all of your mods updated for 1.22? Sometimes older mods do work on newer game versions, but there were a lot of changes in 1.22 that broke a lot of mods. Providing a modlist may help narrow down potential issues there. Does the issue happen when you play vanilla, or is it just occurring with mods?
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Actually, I have to disagree here. Granted, it depends partly on playstyle preference and player skill, but bronze lamellar is relatively low-effort to make and sturdy enough to hold up in the early game storms. Copper lameller would probably work too, in a pinch. In any case, those extra rusty gears can buy quite a lot at the traders, so the player doesn't necessarily have to rely on physically finding all the supplies they need. Flax fibers can be turned into better bandages. Jonas parts can be used later on, and the extra temporal gears early on mean that the player can reset their spawn a little more freely than they would otherwise be able. Old lamellar armor also makes a very good beekeeping suit, since angry bees don't always target the straw dummies.
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Oh, I dunno...Saraty has mentioned a desire for custom tapestries, and the models for some of those are about the right size for a surcoat(which often gets mislabeled as a tabard). So if mechanics for that kind of weaving are introduced then I'm not sure it's too much of a stretch to apply the same mechanic to a piece of clothing.
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Welcome to the forums and the game! I agree with @Rainbow Fresh. We don't know this guy as you know him, nor do we really know your own situation. To me it reads as a friend who perhaps just struggles with the unknown, or perhaps has very specific tastes, and is therefore reluctant to try new things. It could also be that your friend struggles to accept gifts, although if this is the case there will probably be other clues elsewhere, and not just with games. I think overall, if you really want to buy him a copy of Vintage Story and have the money to burn on it, it's fine to gift him a copy. Do be aware though that he may not enjoy the game; not everyone does and that is okay. In the event he doesn't enjoy it, he may or may not change his mind later, but the important thing is don't try to force him into it. It's also fine to take a break from games that you're suffering burnout on, though if the break starts to become an extended one you'll probably want to find alternative hangout activities for the group in order to keep the friendships strong.
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Oh you can, it's just not the best idea if you're prone to tabbing out or misclicking. I smacked one with a torch once and the gesture was less than appreciated. To my knowledge, it does not. Being near a heat source only raises one's body temperature. Unless the player is in an insulated space or far enough underground to escape the elements otherwise, they're still going to be burning those calories trying to stay warm.
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That when an NPC or item in-game is warning you something is dangerous, you should heed that warning. In Vintage Story's case, it's not just a cute plot device meant to flavor the setting. It's worth building a set of metal lamellar armor and fighting through the first temporal storms, if you can. The early storms have fewer and weaker monsters, on average, and the rusty gears will be a big advantage at this point in the game since you can use them to buy all kinds of resources from the traders. Basic lamellar armor is also great for tending the bees, if you wish to avoid the stings. Flint can be cooked in a bloomery, which is more efficient than the firepit. In keeping with this one somewhat--armor is meant to keep you alive and fighting for a longer period. It's not meant to make you utterly invincible to enemies, as many videogame armors tend to do. You'll need to allow yourself respite every now and then in order to heal, especially when fighting tough monsters. Likewise, just because you can pick a fight with something, doesn't mean that you should. The game doesn't really have "safety rails" and will happily toss you more than you can handle. Be aware of your limits and plan accordingly.
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Are there actually any problems with the server though, aside from what's reported in the log? I'm not saying it's not a problem, since it's not really ideal to have errors, but my first suspect is the Watersheds mod, since the first message in the attached image explicitly states that it may cause a harmless error while it does what it needs to do with the game. In that case, it's probably nothing to worry about.