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LadyWYT's post in 1.22 rc2 How do you craft the water wheel? was marked as the answer
It's under "Small water wheel". You'll need a hammer, one axle, and two small iron 4-way hubs. The hammer goes on top of the axle, and the hubs on either side. After that, it's a matter of placing the resulting water wheel part down next to the rapids you wish to build on, and then following the crafting prompts it gives you after. Fair warning--you'll need a lot of beams, boards, and resin, as well as several bronze or better nails.
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LadyWYT's post in I banned myself from my Singelplayer World... was marked as the answer
Welcome to the game and forums!
Navigate to your VintagestoryData folder--this is where your game saves and mods and everything is stored. There will be a folder labeled Playerdata within. Open that folder and look for the playersbanned.json file. All you have to do from there, I think, is open that file, remove your name from the list, and you should be able to rejoin your world.
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LadyWYT's post in Got 8 oiled hides from 2 raw hides, is this a bug? was marked as the answer
Welcome to the forums and game! Which version are you playing on? It's a known bug for 1.22.0-rc1.
https://github.com/anegostudios/VintageStory-Issues/issues/8571
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LadyWYT's post in World Spawn was marked as the answer
Try reducing the respawn radius from world spawn. By default, I believe it's 50 blocks.
/worldconfig spawnRadius 0 might fix it.
You might also trying standing exactly where you want the spawn point to be and use the command /serverconfig setspawnhere That may work as well.
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LadyWYT's post in Une fois achetée ou dois-je télécharger le jeu ? was marked as the answer
Welcome to the forums and the game! Yes, you will need to download the game after purchase. You can find the downloads by clicking the Client Area tab at the top of the page.
Translated via Google.
Bienvenue sur le forum et dans le jeu ! Oui, vous devrez télécharger le jeu après l'achat. Vous trouverez les fichiers de téléchargement en cliquant sur l'onglet « Espace client » en haut de la page.
Traduit via Google.
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LadyWYT's post in Do weapons left on the ground despawn? How quickly? was marked as the answer
Maybe. It depends, I think, on whether or not the chunk was loaded. Otherwise, fired projectiles have the same expiration timer as dropped items, to my knowledge.
Personally, I wouldn't really expect them to be there, since generally I assume that things that have been sitting like that for a while have despawned. However, it doesn't hurt to check. Worst case scenario, you can always "find" it in the bushes or behind a tree.
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LadyWYT's post in How do I prevent mobs spawning inside a building? (CREATIVE) was marked as the answer
Welcome to the forums! You could try a mod like this one and see if that solves the issue: https://mods.vintagestory.at/naturalspawns
There's also mods to adjust what light level that monsters can spawn at, and a mod or two to stop monsters from spawning on the surface entirely(outside of temporal storms), though I'm not sure how well the latter works regarding the story.
The pure vanilla solution is to turn rifts off, and temporal storms as well potentially, since conventional spawn rules are ignored during temporal storms. That should cut down on most of the spawns, at least.
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LadyWYT's post in Is there a command to make bigger "Rooms"? was marked as the answer
I don't think there's a command for it, but you could probably make a mod that changes the maximum room/greenhouse size, if such a mod doesn't already exist. Or you can probably alter the game files directly to accomplish the same thing, although I don't really recommend doing that since that can be tougher to fix if things break, as well as be easily overwritten when updating the game.
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LadyWYT's post in Haven't played since 1.21.0, Will my world still work? was marked as the answer
It shouldn't break, as long as it's vanilla. If it's modded, especially heavily modded, then it becomes a lot more iffy. I'd still make a backup of the world though, just in case something does go wrong.
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LadyWYT's post in Шаткий транслокатор не работает was marked as the answer
Welcome to the forums! Posting underneath a spoiler tag to avoid spoiling the story for those who haven't reached that point:
Добро пожаловать на форум! Публикую сообщение под тегом «спойлер», чтобы не испортить сюжет тем, кто ещё не дошёл до этого момента:
Apologies for any translation errors--I used Google to translate.
Приношу извинения за возможные ошибки перевода — я использовал Google Переводчик.
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LadyWYT's post in Rotating Wooden Table was marked as the answer
Welcome to the forums! There is currently no way to rotate tables, to my knowledge.
The wrench is useful for rotating machinery-related blocks and chiseled blocks, but otherwise limited in which blocks it can rotate. The blocks it can rotate should be listed on the wrench's tooltip text, and outside of that the blocks that can be rotated should have an interface prompt showing they can be rotated via wrench and the appropriate key/click combination to do so, provided such interface prompts are enabled in the settings.
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LadyWYT's post in Where to find food? was marked as the answer
Right, but you need more than 3-4 berry bushes to keep you alive. That many bushes will, on average, give a player 12-16 berries, which is enough for one day and that's about it.
This is true for most foods in Vintage Story. Plants take time to grow, as does livestock. Wild animals often respawn relatively quickly though, which is one reason hunting is more reliable. Like @MKMoose said, you'll want to scout a fairly wide area if you're relying on hunting and foraging for your food. Also keep in mind that most food has a shelf life--you don't want to collect more than you can eat in a couple of days unless you have some way to preserve it.
Clay is usually difficult to spot until you learn what it looks like. If the sides are visible there is a noticeable difference in color between the clay and surrounding dirt; viewed from the top it's a little harder to spot as the patchy grass on top of the clay blends in to surrounding grass, but there will be bits of clay color peeking through. Red clay is the more common find, occurring wherever there's enough rainfall. Blue clay tends to be found around sea level, often by bodies of water, and like red clay also requires enough rainfall to form deposits. Fire clay is the rarest variety, spawning only in bauxite or sometimes underneath black coal/anthracite veins.
If you're having trouble finding a deposit, you might try your luck with cracked vessels. Sometimes those contain small amounts of clay.
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LadyWYT's post in Is there any difference in silver solder vs lead solder? was marked as the answer
No lead poisoning. The only difference currently is the materials used to create the solder. If the player doesn't have tin to spare, or lacks a source of tin entirely, they can opt for silver solder instead if they have a bit of silver lying around.
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LadyWYT's post in How do I change my spawnpoint? was marked as the answer
Welcome to the forums!
The normal method is to use a temporal gear--do note these have limited respawns, so you may need to refresh the spawnpoint once in a while, depending on how often you die. You should also be able to use the command /serverconfig setspawnhere to permanently set the world spawn at your location. Or you could opt for a mod that changes spawn via bed, similar to the other block game. https://mods.vintagestory.at/simplebedspawn
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LadyWYT's post in I'm on the search for a mod or something that a friend of mine has his server was marked as the answer
Welcome to the forums(and the game)! My first thought is that it's probably XSkills, but it's hard to say for sure. The easiest way to figure it out is, as @Zane Mordien said, go into the mods folder for that particular server and see what's there. @RationallyParanoid also has a good point in that it might not be a mod that's causing it, but rather a choice of class.
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LadyWYT's post in Starter Building Blocks was marked as the answer
Welcome to the forums! Really depends on what you'd like to build with. Cobblestone can be created by surrounding a piece of clay with eight stones of the same type. Wattle can be created using a knife and sticks, and you can make various colors of daub from grass, dirt, sand, and clay to smear on the wattle for a rougher or smoother look, depending on how much daub you smear on. An axe can be used in conjunction with logs and sticks to create rough-hewn fences and gates, and you can use an axe on logs to get quarter-log blocks(which are nice for a log cabin look).
A regular pickaxe will let you mine raw stone blocks, though you'll want to be careful when placing them as they can't really be picked back up afterwards(not the case for refined stone). If you have access to a hammer and chisel, you can also polish stone blocks, break them down into slabs, and break them down further into bricks. Surrounding one brick with eight regular stones of the same type will yield a drystone block. A hammer and chisel also lets you craft a quern, which you will need for more advanced blocks like ashlar and plaster, as well as grants you access to the chiseling system in general. A saw will allow you to saw logs into planks, which you can turn into building blocks as well.
If you need a window, quartz glass can be crafted using clear quartz and sticks.
Roof tiles can be made from clay, and thatch roofing can be created from thatch or haybales.
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LadyWYT's post in I am having some issues in multiplayer was marked as the answer
The issue seems to be related to brown bowls and meals. I see that Culinary Artillery and Expanded Foods are both installed; neither mod has a stable release for 1.21, to my knowledge, so that would be my first guess as to the culprit. Other mods that affect bowls though could also be at fault, or there could be some strange interactions going on between mods.
The easiest way to pinpoint exactly which mod is the problem is to disable all the mods, verify that vanilla works properly, and then re-enable the mods one by one, testing them as you go. It's tedious work, but it will be quite obvious which mod is the problem when the problem reappears.
You might also consider checking to make sure that you're using the appropriate mod versions for your game version, as well as update your client and modlist for 1.21.6, given that the most recent stable versions will contain more bugfixes and whatnot. If using older mods, you'll want to make sure that they're working properly on newer game versions before adding them to worlds you intend to play.
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LadyWYT's post in Crop Seeds was marked as the answer
I would still check mod versions, just in case, as well as disable the mods and test a new world to make sure that vanilla is working as it should. You may also want to check mod configs, as the default config could have been modified for the server.
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LadyWYT's post in I used 16 Honeycomb instead of 25 in the fruit press was marked as the answer
I don't think you can combine wet mash with wet mash, but you can always try it and see if it works. However, you should be able to just throw more honeycomb into the wet mash in order to get a big enough mass to squeeze.
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LadyWYT's post in Is there any kind of free camera for portrait-taking? was marked as the answer
Pressing F5 once will switch the view to third-person. Pressing F5 again will switch it to "free camera" third-person, in which you can rotate the camera entirely around your character without your character moving in the process. Pressing F5 once more will return you to first person view.
If you're wanting a more cinematic camera angle than having your character right in the middle of the screen, you might try one of these mods, but you may or may not get the results you're looking for. You will probably want to make backups of your world/test these out on a test world first, since I'm not sure how well any of them actually work.
https://mods.vintagestory.at/truethirdperson
https://mods.vintagestory.at/cinematiccamera
https://mods.vintagestory.at/immersivetpscamera
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LadyWYT's post in Removing Drifters by Deleting 'Lore' Folder in Entities was marked as the answer
Welcome to the forums! You might want to try out a mod like this one instead: https://mods.vintagestory.at/show/mod/18888
As @Vexxvididu already said, deleting the monster folder will probably stop them from spawning in the game, but can also very easily cause unintended game behavior as well.
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LadyWYT's post in How to change dry stone orientation? was marked as the answer
To my knowledge, it's not possible to change the orientation of the block texture with blocks such as dry stone.
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LadyWYT's post in crashing after taming an equus horse was marked as the answer
Welcome to the game and forums!
The answer is...maybe. It looks like you're using the test release of Jaunt, which is more likely to contain issues. I'd recommend trying out the stable version of the mod(make a backup of your world first!) and see if that helps. You'll probably also want to report the issue to the mod author as well, though you may also want to create a test world and test just Jaunt and Equus to see if the issue still occurs in case the problem is actually with a different mod(probably not the case, but doesn't hurt to make sure).
Otherwise...you may want to play a different world for a while and wait for the Jaunt issue to be resolved.
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LadyWYT's post in How do you get chickens to show generations? was marked as the answer
There isn't, to my knowledge. The only other thing I can think of, outside of a potential bug, is that if you're using mods, there could be mod interference of some sort going on.
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LadyWYT's post in What exactly do tiers mean? was marked as the answer
This is probably one of the better breakdowns on weapon/armor tiers: https://wiki.vintagestory.at/Armor
Basically, the weapon tier needs to match the armor tier in order to be fully effective. A low tier attack against high tier armor is much less effective, if not mitigated entirely. A low tier armor will still provide some protection against a high tier attack, but more damage will be inflicted and the armor will lose durability much faster.
When it comes to fighting monsters/wildlife, I don't think they really have armor, so weapon tier doesn't matter quite as much. However, a higher tier weapon will be much better at killing stronger opponents simply because it does more damage than low tier weapons.
When mods are involved, that's when vanilla rules tend to stop applying, especially in the case of mods like Combat Overhaul which changes quite a lot about vanilla systems. In this case, I'd recommend providing a modlist so that other users know exactly what's being dealt with here.
This is definitely a mod change, as the vanilla Malefactor "Nervous" trait only gives a -15% penalty to melee damage. Based on what you've described here, I would expect the new trait to make a tier 1 piercing weapon cont as a tier 0 piercing weapon when wielded by a Malefactor.