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Everything posted by LadyWYT
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Welcome to the forums! I agree with @Vexxvididu--this is a good indication that there's a problem with your modlist. Sometimes the project can remain on the helve hammer's anvil for a moment before dropping as a completed project, but if the project is sitting there for several seconds that indicates that your computer is struggling to keep up with whatever the game is demanding. How many mods do you have? Very large modlists often cause problems, as more mods not only increases the demand of system resources, but also introduces more potential for mod conflicts. The first thing to check is make sure that all your mods are up to date for the current game version, or otherwise known to work correctly in the case of older mods. Checking all mods that alter smithing is a good idea too--the comments sections on the mod pages should give you an idea if other users are experiencing similar issues. Outside of that though, I think what's likely going on is there are just too many mods installed. The best option in that case is to just cut down on the number of mods that you're using, but you could also try investing in a server to take some of the workload off your computer while playing(though it's not a guarantee of clearing up the problem).
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In my experience the support team typically responds within 24-48 hours, though it can take longer than that to resolve the ticket. It depends a lot on what the issue is. The most common issues are usually pretty easy to sort out.
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Unless something changed in 1.21.6(and to my knowledge it didn't), this isn't correct. The crop growth times will scale with the month length, but the harvest will not. The server I play on is still on 1.21.5, with month length set to 20 days. The crops still had the same yield per tile despite the longer month length, so the solution for my friend and I was to build larger farms.
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You could always try it and see if it works, but I wouldn't recommend buying a new computer just to try. If you're buying a new computer just to use as a server machine then it's probably better to get something a little beefier. Honestly, I'd recommend cutting down the modlist to something simpler. I'm not aware of any of the listed mods causing issues, aside from Rivers, so that would be a prime one to cut. A lot of those mods though add a lot of new items or entities, which can eat system resources fairly quickly. Picking a couple of creature and flora mods and keeping the modlist vanilla+ otherwise should hopefully clear up the performance issues. Alternatively, if the hitching and glitching only happens with the sailboat specifically, you could just keep playing as-is if you're not running into other issues, and just be extra careful when using the sailboat.
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I did forget about that mention, so yeah, the bone arrowheads would be a solution there. The fire clay is still going to be a big problem though. It's primarily used for iron and steelworking, yes, but fire clay is also needed for baking pies and producing glass in large quantities. Many players already aren't keen on playing igneous spawns due to the lack of certain resources, so I still maintain it's probably not a good idea to make that type of map even more unattractive.
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Well, I'm hooped- no Tobias, world edge cut him off!
LadyWYT replied to Angie P's topic in Discussion
Hmmm...in that case I would add a little extra wiggle room at the world border next time. There's a similar principle when designing art for a print job--you want to leave a little bleed space around the edge of the design to account for any irregularities during the printing. Without the bleed, the image is likely to end up with slivers of white near the edges after printing, and not look as good. That's probably what happened here; the distance calculations likely don't account for the full boundaries of the story structures, making it easy to cut part of the structure off if the world boundary is right at maximum possible distance for the furthest structure. -
All this really accomplishes is making worlds dominated by igneous rock even less desirable to play. Like I said, flint is a critical resource for making fire clay, and unless the player gets lucky with a bauxite biome or black coal/anthracite deposits nearby, they're going to have to go find sediment rocks if they want to use iron. I'll also note that if flint doesn't spawn in igneous rocks, that's also locking the player out of the bow and arrow in the early game. Spears might do more damage at this stage, yes, but spears don't stack and some players prefer having the extra inventory space. While I don't think it's bad for the player to need to do some significant traveling to find certain resources(like chromite or borax), I don't think it's a good idea to force the player to travel thousands of blocks to find a basic resource like flint if they spawned in the wrong rock type.
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Of course! Vintage Story and Hytale are very different games. Vintage Story is more focused on realism, with a gritty medieval steampunk-horror story backdrop. Hytale, from what I've seen, is more focused on standard fantasy tropes and more similar to Minecraft than Vintage Story. I'm fairly certain that Minecraft has many more players than 125,000 online at any given time, and yet Vintage Story has done just fine in spite of that. I don't think there's anything to worry about here. Development has been fine so far and Vintage Story is quite a stable game despite being in an alpha state; I don't see any reason why VS development would suddenly crater with Hytale's release. Why not just buy both games and enjoy them? Valheim is very different from Vintage Story--fantasy Vikings and highly focused on combat rather than building or survival, which makes sense given the whole premise is to earn your way to Valhalla. Valheim is fun, but it's not focused on realism at all, and it definitely has a few areas it struggles in, most notably the singleplayer. Valheim can be played singleplayer, but many mechanics, like sailing and raids specifically, feel like they were tuned specifically with multiplayer in mind. In contrast, Vintage Story can easily be played singleplayer or multiplayer, without feeling either experience feeling outright inferior to the other. Keeping in mind these are MMOs, which are exclusively multiplayer and not the same kind of game as either Vintage Story, Minecraft, or Hytale. I'll also note that while WoW is a major player in the MMO market, it's not the only game that exists in that market either. Final Fantasy XIV, Elder Scrolls Online, EvE Online, and even Runescape are in the same category and still doing all right, to my knowledge, and I'm sure there are other titles as well especially when you account for Asian games. I'll also note that MMOs don't exactly support mods, while games like Valheim, Minecraft, Vintage Story, and Hytale are much friendlier when it comes to mods and supporting modding communities. Vintage Story in particular is built to support mods from the very start, and as I understand it Hytale is being designed in a similar fashion. Do keep in mind that Hytale has a lot of baggage to overcome still, even after release. So far, the Hytale devs seem to be doing a good job of fixing the mistakes and actually making the game into what was promised, but it still remains to be seen whether or not they'll be able to fully deliver. I do hope Hytale succeeds, as many people are looking forward to it and it's some much-needed competition for the block game genre. As for Vintage Story...it will be fine, and Hytale's release certainly won't kill it anymore than Minecraft did. The game is still growing and getting very high quality updates, and like I said before, Vintage Story has a very different focus than either Hytale or Minecraft. The best breakdown I've heard on it: Minecraft for low fantasy, Hytale for high fantasy, and Vintage Story for dark fantasy/realism. Modding VS into a Hytale experience is probably possible, but why do that when you could just go play Hytale instead? Or play Project Glint, when it releases, since PG is being developed by Anego Studios(different dev team than VS) and meant to offer a similar experience? Overall...just play whichever game you prefer to play. There's plenty of room for both titles to exist, and it's perfectly fine to enjoy them both as well.
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lag Severe Lag in Long-Term Modded Singleplayer World
LadyWYT replied to _Vlad_'s topic in Discussion
In addition to what @Foe Hammer already noted, I recommend checking your modlist and making sure that everything is up to date for the current game version, or otherwise known to be working correctly in the case of older mods. Oftentimes if a mod has issues there will be comments noting the issue on the mod's page, but that's not always the case either. If you aren't sure if a mod is working correctly, it's best to try it out on a test world and see what happens. It's also possible that a mod could have a memory leak, incompatibility with another mod, or some other lurking issue. The more mods there are, the more likely there are to be issues. I'm not sure how much time "a long time" is, but if it's a world that has spanned multiple mod changes or game updates, it might just be time to start fresh. Most VS mods can be safely removed without breaking things, but it's never a guarantee that nothing will break either. Likewise, vanilla worlds can usually be retained from update to update without issue, but it's not unheard of for very old worlds to start having issues either.- 5 replies
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Flint is actually pretty bad for arrows, since flint arrows are the only ones to have a penalty to damage(as far as I know). The main advantage to using them is that they're very cheap and easy to make pretty much anywhere. In addition to crafting stone tools in areas dominated by sediment rock, flint is also a crucial resource later in the game since it's necessary to make fire clay. It's also worth noting that flint deposits already spawn in all sediment rocks. While the player can extract the flint with their bare hands, doing so relies on the deposit being exposed. Unexposed deposits will require the player to have a pickaxe. It's a neat idea, but as I noted above, flint deposits already spawn in sediment rock. To add more types of flint that do the exact same thing is just redundant; better to save a bit of disk space by just sticking to the general flint type. I'll also note that if the player needs a pickaxe to obtain it, it's pretty much useless since metal will outclass stone easily, though I'm not entirely sure how the player is intended to use it anyway if it's not able to be knapped.
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Welcome to the forums! I'm guessing that temporal storms might be the culprit here, as they are a bit notorious for dumping monsters on the players sometimes. However, erratic monster spawns during temporal storms is somewhat intended behavior as well--they are supernatural disasters, after all. The best remedy to sneaky mobs in general though is just developing better situational awareness, in addition to adding footstep audio to the game. I think in many cases, the hostile mob isn't spawning right on the player, as much as it is spawning somewhere nearby and going unnoticed.
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If you have weaker hardware I honestly wouldn't worry too much about mods, unless you're intending to host a server on a separate machine. A couple of lightweight mods you might enjoy though: Better Firepit: https://mods.vintagestory.at/betterfirepit HUD Clock: https://mods.vintagestory.at/simplehudclockpatch I am quite certain that both are still working properly, but I do recommend testing them anyway on a fresh world before adding them to a world already in progress. Testing them first will also allow you to decide whether or not you like them enough to keep them installed. To my knowledge, the eidolon fight only resets after an in-game week or so, though I could be mistaken. If there was a long delay between your first attempt and your second that's most likely what happened.
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Welcome to the forums! I would backup your worlds in a separate folder and then do a complete reinstall of the game, just in case a file got corrupted somehow. After you verify vanilla is working properly, then you can start adding your mods back in one by one, testing as you go to see which one is causing problems. Another thing to check is make sure that whatever mods you are running are updated for the current game version, or otherwise known to work correctly. Older mods will sometimes work on newer game versions, but not always, so it's generally best to test them first if you're unsure. It's also worth noting that the more mods you have making changes to the same areas of gameplay, the more likely you are to run into compatibility issues.
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I'm not sure there's any concrete documentation, but if you have a game account then you have a forum account and vice versa, I believe. Gotcha. In that case you're out of luck, unless something changes. Honestly, I wouldn't worry about it; ignoring your account won't hurt anything.
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Right, but did you ask them for a refund, or just to delete your account? Like the above users already noted, your game account is tied to your forum account, so I don't think it's possible to delete one without also deleting the other. I'm also guessing that Anego Studios isn't keen on deleting accounts without also issuing refunds, as that can very easily lead to all sorts of trouble, especially if the user requesting account deletion ends up changing their mind later.
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Welcome to the forums(and the game)! Given what you've described here, I agree that it's most likely the server struggling a bit and causing some odd behavior as a result. Playing on the same computer that you're running the server on will also add to the workload. In this case, you might want to either cut down on the mods a bit, or look into running the server on a separate machine.
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If you're trying to delete your account, you'll be wanting to contact Anego support and requesting a refund.
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In this case, you might just turn down the distance scaling for story structures when you generate a new world. You can find the setting to do so under the World Generation tab. I think turning it down to 50% might make the RA easily reachable within a day's travel on foot. The minimum gear requirement is tier 2 for the RA, but that doesn't mean you can't do it with less. Depends on your skill level. There's also no harm in just waiting until you have iron or steel either. As a general rule, whenever I start getting bored with one task in the game, I switch to something else. Tired of smithing? Time to go mining, or hunting, or exploring, or whatever feels most fun to do at the time. Even if I don't actually need the resources I'll still go hunting or foraging or whatever just to have a change of pace, as those are activities I greatly enjoy. Also like @HalfAxd said, sometimes I just set that world aside and start over fresh, picking a different class, starting climate, or installing some mods to freshen up the gameplay. And of course, sometimes I just don't feel like playing Vintage Story and go play a different game for a while instead. It's not a bad thing at all to just take a break when you start to feel burnout and come back later with a fresh mind.
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Varied food and cooking suggestions: Mixed nutrition, nuts and more!
LadyWYT replied to Monkeylord's topic in Suggestions
I would actually say the opposite: berry bushes are what should require some work in order to cultivate them at base. Fruit trees are fine right now, since they take some effort and quite a lot of time to get going. But like you said, fruit trees are easily outclassed by berry bushes simply because it's easy to scour the countryside of bushes and relocate them to your base in the time it takes to get a small orchard vernalized. Wildcraft has a pretty good system for handling berry bushes, in my opinion. Breaking bushes will actually break the bush and drop sticks; to grow berry bushes the player needs to take a cutting and plant it. The cuttings will dry out, so the player needs to plant them somewhat quickly(within a few hours) or else they won't be viable. Likewise, the player also needs to make sure they're planting cuttings at the appropriate time, since if it's too cold(or even too hot, maybe) the cutting will die. Depending on the berry species, some bushes can self-propagate via vines or suckers. Basically, the player should need to put effort in for both fruit trees and berry bushes if they want to be harvesting things in the safety of home. -
I'm too lazy to officially bug report this
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
It's a known issue. -
Pedantic realism improvement; Replace bones with horn in recurve bow recipe.
LadyWYT replied to Susiko's topic in Suggestions
Welcome to the forums(and the game)! No need to apologize, it's a pretty good idea! The main flaw I see is that it should require horns that are big enough to make such a thing, or at least, multiple pairs of smaller horns to ensure there's enough material to be working with. In that case though, the game really ought to have more horn-bearing creatures(like cows) before such a change is implemented; otherwise, the recurve bow is likely to feel underwhelming for how difficult it would be to obtain. -
Welcome to the forums(and the game)! Don't forget to take advantage of hunting and foraging as well to help supplement your farms. The output of farm tiles is the same regardless of month length. However, the yields are still quite high. As for getting the seeds to plant a huge farm, it's just a matter of picking all the wild crops that you can find. Assuming you're not playing Homo Sapiens or with lore turned off, you can also find seeds in cracked vessels or buy them from agriculture traders.
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The stability of a given area is static, so unstable areas will remain unstable and stable areas stable. The instability caused by rifts, however, is temporary, and will disappear when the rift closes. Settling in unstable areas is a common mistake. If at least part of your home is stable though, it should be fine--just make sure that your most highly active areas(like a smithing area) are in the stable part and your less active areas(like farms) are in the unstable part. If your entire home is unstable, then you'll want to move to a different area entirely, though you could remain in the unstable area if you really wish and simply treat it as an additional challenge(meaning you'll be limited in how much time you can spend at home). If the stability mechanics are a bit much to handle, you can also turn them off either in the options available at world creation, or via the appropriate console commands after world creation. If the latter, you will need to reload the world for the changes to take effect. La stabilité d'une zone donnée est statique : les zones instables restent instables et les zones stables restent stables. L'instabilité causée par les failles est cependant temporaire et disparaît lorsque la faille se referme. S'installer dans des zones instables est une erreur courante. Cependant, si au moins une partie de votre maison est stable, tout devrait bien se passer. Veillez simplement à ce que vos zones les plus actives (comme l'atelier de forge) se trouvent dans la partie stable et que vos zones moins actives (comme les champs) soient situées dans la partie instable. Si toute votre maison est instable, il est préférable de déménager complètement. Vous pouvez toutefois rester dans la zone instable si vous le souhaitez vraiment, en considérant cela comme un défi supplémentaire (ce qui signifie que vous serez limité quant au temps que vous pourrez passer chez vous). Si les mécanismes de stabilité vous semblent trop complexes, vous pouvez les désactiver soit dans les options disponibles lors de la création du monde, soit via les commandes de console appropriées après la création du monde. Dans ce dernier cas, vous devrez recharger le monde pour que les modifications prennent effet.
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What's likely happened is your brother has lost most, if not all, of his temporal stability(health will drain at 0% stability). That can happen a couple of different ways--lingering too long in an unstable chunk, or standing too close to an active rift. The easiest way to restore temporal stability is to spend some time in a stable area, though sacrificing a temporal gear and a bit of health will restore a bit of stability instantly(you'll need a knife to do this). It's also possible to restore stability by killing monsters--the stronger the monster the more stability that is restored. To check temporal stability, look at the gear in the middle of the item bar. Mousing over it will give you an exact reading, but as a general rule if it is colored teal your stability is fine. If the gear looks grey, you're at low stability. The gear will spin clockwise in stable areas(unless at 100%) and counterclockwise in unstable areas; if the gear is not moving the area is either neutral or you are at 100% stability. Il est probable que votre frère ait perdu la majeure partie, voire la totalité, de sa stabilité temporelle (sa santé diminuera si sa stabilité est à 0 %). Cela peut se produire de différentes manières : en restant trop longtemps dans une zone instable ou en se tenant trop près d'une faille active. Le moyen le plus simple de restaurer la stabilité temporelle est de passer du temps dans une zone stable, bien que sacrifier un engrenage temporel et un peu de santé permette de restaurer instantanément une partie de la stabilité (vous aurez besoin d'un couteau pour cela). Il est également possible de restaurer la stabilité en tuant des monstres : plus le monstre est puissant, plus la stabilité restaurée est importante. Pour vérifier la stabilité temporelle, regardez l'icône d'engrenage au milieu de la barre d'objets. Survoler l'icône avec la souris affichera la valeur exacte, mais en règle générale, si elle est de couleur turquoise, votre stabilité est bonne. Si l'engrenage est gris, votre stabilité est faible. L'engrenage tourne dans le sens des aiguilles d'une montre dans les zones stables (sauf si la stabilité est de 100 %) et dans le sens inverse dans les zones instables ; si l'engrenage est immobile, la zone est neutre ou votre stabilité est de 100 %. Traduit par Google.
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Varied food and cooking suggestions: Mixed nutrition, nuts and more!
LadyWYT replied to Monkeylord's topic in Suggestions
It's the kinds of things I do expect to be added to the game at some point, but most likely as a small part of a larger update. As it currently stands, food and cooking is one of the more fleshed out gameplay loops, with plenty of variety available. I think the main reason for this bushmeat decision is to help push players to make better choices about what they spend their time hunting, as well as push them to acquire livestock. Bushmeat is good in the early game because food is food and it does keep a while when cooked, but it falls off rather quickly once the player is able to properly cook. Don't get me wrong; it's fun to use in meals with Expanded Foods, but I think if it were a meal ingredient in the base game it would be too easy for players to survive exclusively off subpar prey. I do agree with adding eggs and mushrooms to pies, but I'm not completely sold on multi-nutrient pies. Yes, it's a thing in real life, but I think the idea in gameplay is that the player needs to vary their ingredients from time to time in order to keep their nutrition levels up. Having a food option that covers three different nutrient groups as well as keeps for a while and stacks conveniently is likely going to mean that many players opt to make nothing but a single type of pie and ignore everything else. I don't think the split nutrients would be a good change, as I think it's better to keep things simple when it comes to the nutrition type of raw ingredients. I do, however, like the drying requirement idea, as that could easily be applied to fruit and meat as well. A good preservation method for the early game, as well as very handy if you don't have access to salt for some reason. I do agree with this, excluding the mixed nutrition part. It would be nice to have a few more sources of plant protein to make the vegetarian playthroughs more interesting, but having multi-nutrient raw ingredients is just overcomplicating things. In this case, I think perhaps the easiest fix is to require fruit tree fruit to be prepared before using it in a meal, and perhaps up the satiety value of the raw fruit a bit as well. After all, while it makes sense to eat a raw apple as-is, when was the last time you heard of someone shoving whole apples into a pie/cookpot? The raw whole fruit could keep for a long time in most cases and serve as a handy snack as well as be the type of fruit suitable for juicing. To use the fruit in a meal though, the player would need to prepare it with a knife first, yielding more servings of raw fruit that have a bit less satiety than the whole fruit and spoil quite fast, but allows such fruit to create much more food than berries can.