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LadyWYT

Vintarian
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  1. LadyWYT's post in Flint takes super long to get up to temperature to make Calcined Flint was marked as the answer   
    Welcome to the forums!
    1.22 changed the firepits so that the item temperature no longer resets when a new item starts cooking, but it takes longer to heat up stacks of items as a result. As for calcinating flint, if I'm recalling correctly the temperature needs to be 1000 C for it to calcinate, so you'll want to pop some coal/charcoal in there as fuel to get it hot enough to actually cook.
    As for Better Firepits, I'm not sure if that mod is still working correctly on 1.22, but I don't think that's the issue here.
  2. LadyWYT's post in Can worlds be recovered by other players? was marked as the answer   
    To my knowledge, no. The world file exists on the host computer only. If the drive containing that file died, then you're probably out of luck unless you have the tools and knowledge to recover data from a broken drive(assuming the data is even recoverable). While it is possible to make world backups, the backups are stored on the same drive as your other worlds, so unless you moved those files to a different drive yourself...
    I would say either be patient and try to salvage the data from the broken drive first, if you're really attached to that particular world. Otherwise, it's likely easier to just start over fresh. A fresh start means new scenery and the chance to improve your skills from previous worlds.
  3. LadyWYT's post in Pelts & oil lamps worth making? was marked as the answer   
    Being a vegetarian was the mistake, or more precisely: not hunting more. You don't necessarily have to eat the meat that you hunt, as it can be composted, but hunting is the primary source of fat. Killing wolves, foxes, and raccoons is relatively easy and typically yields at least one piece of fat(though foxes and raccoons don't always drop fat), and pigs are a great source of redmeat for meals and fat.
     
    Hogs are handy to have, as they produce big litters and mature relatively quickly, but do keep in mind that livestock does require some time and effort to really get going. Hunting will be your primary source of meat, fat, and hides in the early game, even if you manage to pen wild hogs on day one.
     
    To my knowledge, no, the drop rate hasn't changed. As I said above, the main issue seems to be that you haven't placed much priority on hunting. Most players will hunt fairly often, especially in the early game, if for no other reason than to acquire hides and fat.
    As to the question of whether oil lamps and pelts are worth making...yes, but it also depends on your playstyle preference. Pelts make good winter clothing, which you won't need in warmer climates. Huge pelts can make crude bellows, which you don't necessarily need either if you have access to leather. Pelts can make good decor too, but decor isn't critical to survival. Oil lamps don't provide enough light to stop spawns, but they are cheap to make and will provide enough light to see what's in the area, and dealing with visible threats is much easier than trying to deal with threats obscured by darkness.
  4. LadyWYT's post in World migration 1.21 to 1.22 when stable was marked as the answer   
    I think it was 1.21 that saw some changes to the world gen, and the devs went to some lengths to ensure that chunks would blend smoothly for players upgrading older worlds. That's not to say that something couldn't go wrong, mind you, just that precautions have been taken so the chunks should blend smoothly, assuming the world is vanilla or not otherwise using mods to alter terrain generation. If those kinds of mods are used, then it becomes a lot more dicey.
     
    It really depends on the mods. Generally it's best to wait for mods to update before trying to update a modded world, but there's no guarantee they will be updated either. Older mods sometimes work fine on newer game versions, but it depends on what content the mod adds and what content was changed in the update. Depending on what content the mod adds, they can usually be safely removed mid-playthrough, with only ? blocks left over that can be deleted by breaking those blocks(creative usually works best for this). However, not all mods can be removed mid-playthrough, and removing even the "safe" mods typically isn't the best idea as that can create problems. Some mods will also have special instructions for updating them, so it's best to check the mod pages carefully.
    Overall, the best advice I can give is to make sure you backup your world before updating, just in case something goes wrong. Make sure to test mods for older game versions on a special test world before adding them to your main world, in order to make sure those mods are working correctly. Also make sure to read each mod page carefully to see if there are any special instructions for how to update the mod and older worlds using that mod.
  5. LadyWYT's post in World Compatibility Question was marked as the answer   
    Welcome to the forums!
    To my knowledge, a new world won't be required. Unless the devs say otherwise, worlds created in stable versions should upgrade to new stable versions just fine, though players will want to make backups just in case. The main drawback is that when playing older worlds, players may need to explore new chunks in order to find some of the new goodies.
     
    If you want to go ahead and start a new world now, the current rc should be stable enough that it will upgrade to a stable release later. Though I will note that if you're intending to play with mods, you might want to wait until a stable release. Mods are more likely to break and require fresh worlds(though it's not a guarantee), and I think many mod authors are waiting for a stable game version before updating their mods.
  6. LadyWYT's post in [Spoiler] Story Location Question was marked as the answer   
    Completing the area has no effect, aside from removing a certain airborne hazard.
    If the haze effect is governed by Vintage Story's equivalent of command blocks, you might be able to locate where those blocks are in spectator mode(/gm 3) and then switch to creative to mess with them(/gm 2). Creative mode will bypass block protections and let you modify story locations, however, keep in mind that tampering with said locations could have unintended consequences. The blocks that govern certain location events are usually located underneath the important structure pieces, but messing with or deleting those blocks could easily break things.
    If the haze effect is baked into the code and not governed by a command block, then you'll need to mod the effect out of the game. I'm guessing this is the more likely case.
  7. LadyWYT's post in Climate Banding’s Effects on Region Humidity Question was marked as the answer   
    I believe the climate bands really only apply to the general annual temperatures for that latitude, and not the rainfall. It's possible to have warmer or colder chunks mixed in--for example, the temperate bands can have pockets of cooler/warmer climates. Elevation also affects climate--the higher you go, the colder it gets. 
    Rainfall determines whether a particular region is likely to be lush plains/forest or a desert. In the temperate bands, the areas with high rainfall will have better soil quality, and tend to support more forest, while the areas with less rainfall will be deserts or regions with low soil fertility. In the tropical climate bands, high rainfall tends to result in jungles, while low rainfall produces deserts and savannahs.
  8. LadyWYT's post in New player looking for tips regarding: Bronze Acquisition was marked as the answer   
    The percentile readings can be low, but the main thing to watch is the general reading description: Very Poor, Poor, etc. Typically it's best to dig at Decent or better, but if what you're looking for is rare or the best lead you have is Poor/Very Poor then it doesn't hurt to try digging at one of those readings.
    When it comes to bronze, you can also buy tin, bismuth, and zinc from Commodities traders, if you happen to be a few ore short of what you need. Panning bony soil can also yield gold/silver nuggets that can be turned into a black bronze tool or two.
  9. LadyWYT's post in Will 1.22 mess up my current world? was marked as the answer   
    Generally, it's best to wait until a stable release before trying to update old worlds, but even with stable releases it's a good idea to make a world backup anyway in case something goes wrong.
     
    This is also an option. You could also try updating an older world to see what happens, but make sure you back up the world first, as there is more likelihood of things going wrong on unstable game versions.
     
    Chunks that have already been generated won't contain new blocks like the new berry bushes. You'll need to either head to new areas of the world map to discover the new stuff, regenerate old chunks via command, or start a new world.
  10. LadyWYT's post in CHICKEN QUESTION (also sheep/muskox) was marked as the answer   
    According to the wiki, chickens need to eat at least 3 portions of feed before they can mate. My general strategy though is to just feed them once a day while they are filling the nest and then once every 2-3 days while they are incubating the eggs.
     
    Bighorn sheep are typically found up in the hills and mountains, typically in regions that a little cool and on the dry side, and not heavily forested. Mouflons(added in 1.22) spawn in the warmer lowlands, but not in dense forest.
    Musk ox spawn in the arctic, so you will have some long walks and a lot of work ahead of you if you want to domesticate these. Or I mean...just use the creative menu to spawn a pair in and pretend you purchased them from a trader.
  11. LadyWYT's post in Do you think version 1.22 will be ready before April 1st? was marked as the answer   
    Welcome to the forums!
    I think development has been progressing quite well, but I don't expect 1.22 stable to be ready by the first of April. There are still several bugs to swat and some of the content still needs to be polished, like procedural dungeons and berry bushes, if those features are going to be fully added in the stable release.
  12. LadyWYT's post in How long is a week, and does it vary with the setting for length of a month? was marked as the answer   
    An in-game week is seven days. An in-game month will vary, and is nine in-game days by default. The processing time for steel will always take about an in-game week, to my knowledge, and does not scale with the month length.
  13. LadyWYT's post in Experimental to Full Release World was marked as the answer   
    Welcome to the forums!
    From the rc1 news post:
    Basically, if the world was created in a 1.22-rc version, it's probably fine to keep playing until stable. If a world was created in a 1.22-pre version, it's likely to have issues upgrading and not recommended for continued play. Worlds created in prior stable versions shouldn't be upgraded to 1.22 until the stable version releases, though more adventurous players can still give it a try provided they make a backup of the world first.
  14. LadyWYT's post in Question about online play was marked as the answer   
    I think the answer to most of the questions is...it depends on the server. Some will use mods, some will not. Anego servers don't support mods at the moment, so servers purchased from Anego Studios will always be vanilla. Server etiquette will depend heavily on what kind of players inhabit the server and how well the server ruleset is actually enforced; as a general rule servers that encourage PvP will have a lot more griefing/aggravating behavior due to the nature of PvP gameplay itself.
    For servers in general? Not really. Each server will have its own set of rules on how players are expected to behave, and some will be more strict than others.
    As I understand it though, larger servers tend to have more problems with the spawn area getting picked clean, and while they may have plans in place to help new players out(like admin teleporting them to a fresh area) you may have better luck with a smaller server.
    Probably depends heavily on what kind of players play on the server and the general server rules. If land claims are allowed, other players(outside of admins) shouldn't be able to mess with your stuff as long as it's in a claimed area, to my knowledge.
    As to whether players settle close together or further apart...depends. Those looking for a more cooperative game will be inclined to settle closer together, if not share a base, while others may prefer to have their own space. Roleplaying servers may have special rules in place over who can settle where.
    This I'm not sure, but most should have the settings listed alongside the rules on Discord or a server advertisement or something.
     
    It's another case of it depends on the server in question. Some prefer to handle it as a group activity. Some probably don't care. Some reset the story locations periodically so that everyone can have a chance to do the content.
     
    Depends on the server, but unfortunately most seem to rely heavily on Discord for communication and information about the server.
     
    You don't have to disable your mods before joining a server, to my knowledge, unless you're trying to join a server hosted by Anego, in which case you may need to disable the mods yourself. Otherwise, I don't think it's necessary, but it's something I would recommend, since having mods enabled clientside can sometimes cause strange issues when playing on modded servers(had it happen a time or two).
    As a general rule though, the required mods will be downloaded and enabled automatically when you connect to the server. Generally, the mods installed on the server will be posted somewhere, either in the server advertisement or on Discord.
    Not really, but don't forget that if you can't find a server that strikes your fancy, starting your own is always an option. Personally, when it comes to multiplayer games, I prefer to play with people I'm already friends with, or at least familiar enough with to have an idea of their general personality. It cuts down on a lot of issues that tend to be common when dealing with the general public.
  15. LadyWYT's post in Need tips on exploring was marked as the answer   
    Welcome to the forums and the game!
    You're not really doing anything wrong, but I will note that terrain and biomes in Vintage Story work in a more realistic fashion. That is, biomes are determined by the latitude and local rainfall. The default start is the temperate zone, so going north will take you to taiga and polar regions, while heading south will take you to the warmer tropical regions around the equator. Areas without much rain will be deserts and gravel plains, while areas with more rainfall are more likely to have forests and lush plains. By default the polar-equator distance is 100k blocks, meaning you'll need to travel around 10-20k blocks or so before you really start to see much of a change in the climate.
    I will note though that you can always change certain settings at world gen to get different experiences. The option to change the starting climate can be found under the "Player spawn and death" settings tab. Under the "World generation" tab, you can change the polar-equator to be bigger or smaller, as well as change the global temperature and rainfall to get hotter/colder or drier/wetter worlds. Changing the "Climate distribution" option to "Patchwork" instead of "Realistic" will result in a more Minecraft-style world, where cold and hot biome types spawn in random patterns and no longer follow latitude rules.
  16. LadyWYT's post in I am not sure if this is a bug or intended so I am asking here (tree craft) was marked as the answer   
    Sounds like a bug to me. I think the tree grafts are mainly meant for creating mixed-variety fruit trees, but the concept should work the same for the single variety trees.
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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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