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LadyWYT's post in Beehive refrigerator? was marked as the answer
I know that I had an issue with a planter causing the beehive kiln to fail to fire. But in that cause, looking at the kiln door alerted me to the issue, and I was playing with mods so it could have easily been a mod issue.
It shouldn't need to be. And 60+ hours should be more than enough time for the bricks to fire. Unfortunately I'm not really sure what to do here, aside from check any mods that are in use and report the issue on Github. 😔
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LadyWYT's post in I knock one cobble slate block out and..... was marked as the answer
You don't even need the fire. As long as the space qualifies as some sort of room, you won't get colder while inside and will slowly warm up, regardless of whether or not there's a heat source nearby. Though building a fire does mean you'll warm up faster.
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LadyWYT's post in Is there a way to recycle copper arrowheads and spear heads? was marked as the answer
There's nothing in the vanilla game that allows recycling them, to my knowledge. The feature would need to be added via mod.
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LadyWYT's post in Best practices for mod description info & other advice? was marked as the answer
A lot of it should be common knowledge, however, that doesn't necessarily mean that the player will be aware of it. I think as a general rule, instructions for installing/uninstalling tend to only be included if there are special steps the player needs to be aware of in order to avoid breaking things, especially if the mod can't be uninstalled mid-playthrough.
It's not a bad idea to include instructions though, even if it's as simple as "click the appropriate checkbox in the modlist to enable/disable".
Work-in-progress labels are generally reserved for mods that are available on the download but otherwise very clearly not finished. Once the mod is considered stable and has achieved the general initial vision, the WIP label is typically removed and the mod may or may not receive new content later as the author sees fit.
Adding new content, fixing bugs, adding translating, or otherwise ensuring that the mod works on a newer game version are all reasons that a mod might be updated.
This part is entirely optional. The only time that it's not is if the mod requires other mods as dependencies.
It depends on who you're trying to contact. Many, but not all, hang out on the Discord. The direct message feature on the forums is also an option, but not everyone checks the forums either. Leaving a comment on the mod page is another way. In many cases the mod page will list the mod author's preferred method of contact.
If you used AI-generated assets, or otherwise used AI to assist with the mod's development(more than just a superficial use, that is), it's probably a good idea to put a polite disclaimer in the mod's description. Of course, it's not necessary to do so, but it is a courtesy to those who want to avoid such content.
Overall, writing a good mod description is basically just making sure that the player has access to all the pertinent information about the mod, so they can make an informed choice on whether or not they want to use it. Including relevant screenshots alongside a general summary is a good way to explain basic functions and show the player how things look in the game.
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LadyWYT's post in Trying to start a multiplayer server, where do I start? was marked as the answer
I think the best place to start is figure out what kind of roleplaying server you want to run. Is it PvE, or PvP? What is the setting and associated lore, and expectations that go with that lore? Is it intended to be a casual roleplaying experience, or a serious one? Does the roleplaying require voice chat? Are there specific roleplaying events intended to take place, or is more of a free-for-all?
Answering these questions will not only help you determine how to set up the server and decide which mods you'll need to enhance the experience, but will also inform prospective players about what experience they can expect. Some players might prefer a high fantasy setting, while others might prefer real world survival, while still others might prefer the vanilla game's lore. Some players are okay with voice chat, and some are not; likewise, many servers like to use Discord as a notice board, but not every player is willing to use Discord.
As far as casual versus serious roleplaying experience, I would note it's quite important to make your expectations clear up front, and be diligent about enforcing rules to support the intended experience. A casual RP server is great for players who just want to hang out and have fun messing around, however, casual RP tends not to support complex or long-lived story arcs, and tends to be a turn-off for players preferring a more serious experience. Likewise, a serious RP server will often have more complex stories/lore and higher quality RP, but it comes at the cost of stricter rules in order to ensure such quality. It's not that casual RPers and serious RPers can never mix, but more that each player type tends to have very different goals, and trying to cater to both usually ends up frustrating for all involved.
It's also a good idea to list the general operating time/location of the server, since that can make a difference regarding player schedules and connections.
The Multiplayer section of the forums sees many server advertisements. I assume the VS Discord has a channel for server advertisement as well, though I'm not sure.
Players are somewhat unpredictable and you can't really force anyone to play on the server. That being said, making your expectations clear up front and curating an enjoyable experience will tend to not only attract players, but get them to stay as well. Server events can also help keep players active, though the base server experience must be decent for these to really do any good.
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LadyWYT's post in Teasure hunter not spawning was marked as the answer
Welcome to the game and forums!
Make sure you search the area around the marked location; map markers only indicate the approximate location of the structure rather than the exact location. The structure itself should still be somewhere near the marker though--I think within a 25-50 block radius at most?
If you've found the structure but there's no one inside, then it sounds like you've encountered a bug. It's not often that it happens, but occasionally a trader outpost will spawn without the trader inside. I'm not sure what causes this, but I do believe it's a known issue.
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LadyWYT's post in Foolish new person questions was marked as the answer
Welcome to the game and forums!
Currently, no. Animals will eventually respawn in an area, and the respawn rate tends to be faster in warmer months. The closest you can get to "extinction" in an area is overfishing a body of water, but even then the fish population will eventually be replenished.
It's not quite that simple, but almost. The material you build the room out of does matter. Dirt and stone are what is needed for a cellar, with an air-tight door and no windows. Stone is slightly better than dirt. If you use other materials in the construction, such as wood, the spoilage rate will be higher.
Bear pelts are mainly decorative, but the hides are useful for things that require really big hides, such as the crude bellows or the hides needed for sturdy leather later in the game. The armor itself is somewhat of a vanity piece, but it does provide a warmth bonus(other armors do not) and is a decent early game armor compared to other options.
Each nutrition bar provides an extra 2.5 hitpoints when full, so you'll want to keep all the bars as full as possible in order to take advantage of the full health boost. An empty bar isn't a big deal, but it can be a problem depending on your game settings, since on harder difficulties the monsters hit harder and the player has less health, so those extra hitpoints can be pretty important to survival.
As far as "health problems" caused by nutrition deficit...currently that's not a thing, but that may or may not change in the future. A status effect system is planned, as far as I'm aware, so when such a system is added it may introduce penalties for running a deficit on certain nutrition for a while, or other similar setbacks.
Winter in Vintage Story depends on what band of climate you're in and the local chunk climate, which will match the general climate of the latitude but can vary by a few degrees. Altitude is also a factor, since the higher up you are the colder it will be.
The default starting climate is temperate, which has a pretty even balance of seasons. Warmer climates will still experience winter, but may not get cold enough for ice and snow and may not have the days shortened as much. The tropics will be hot all year long. Do note that how long it takes to get from one climate to another depends heavily on what the polar-equator distance is set to. The default, I think, is 100k blocks, so you will need to travel for several days in order to reach warmer regions of the world. Picking "patchwork" climate instead of "realistic" will result in Minecraft-style biomes.
I will note though, that as long as you put a little effort into storing food in a cellar prior to winter's arrival, winter shouldn't be an issue. A few shelves full of sealed crocks of meaty stew should be plenty, along with a couple of storage containers of grain and vegetables from your farms.
It's not currently a thing in the vanilla game, no. The closest you get is salting meats and pickling vegetables for long-term storage. For storing fruit long-term, you'll want to turn it into jam or alcohol. Baking pies also works, although pies don't have as long of shelf life. Honey never spoils and counts as fruit nutrition, so that can be an option as well.
If you want to go the modded route though, there's a handful of mods that adds more long-term food prep options, the most popular of which is Expanded Foods.
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LadyWYT's post in Why won't my crucible heat properly? was marked as the answer
Welcome to the forums!
It's due to how much copper you have in the crucible, and it's a LOT. The more material you try to smelt at once, the longer it will take to both get it up to temperature and actually smelt it. This also applies to other items cooked in the firepit. The temperature no longer resets when a new item starts cooking, but the trade-off is that the stack will heat up in proportion to its size.
When a crucible reaches smelting temperature, it still needs time to actually smelt. Once the progress arrow fills completely, the crucible of molten metal will appear in the output slot and be ready for pouring into molds.
Make sure that you keep the firepit fueled properly during the smelting process. If it runs out of fuel the smelting process will continue as long as the material itself is at the appropriate temperature, however, after a few moments the material will begin to cool. If it drops below the smelting temperature then any progress made will be quickly lost, and you'll need to bring the material back up to temperature and start the process again. Also make sure that you're using fuel that will burn hot enough to smelt the material; it's not enough to simply bring the crucible to temperature and then switch to a cheaper fuel.
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LadyWYT's post in How to work an Iron Bloom? was marked as the answer
Welcome to the game and forums!
You'll need a bellows first, since that will allow you to heat the iron up enough to allow you to work it for a decent time. Technically you can work it without bellows if you have a really good fuel source(like coke), but it can be difficult. After you've brought the bloom up to a workable temperature, it's just a matter of splitting off the slag(that's the black bits) and shaping the ingot from the actual iron before splitting off any remaining extra voxels.
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LadyWYT's post in Glass light was marked as the answer
To my knowledge, no. You might be able to place an oil lamp inside the block(although to my knowledge, that isn't possible), but chiseling that much material from the block is going to mean it will no longer qualify as an insulating block when it comes to room calculations.
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LadyWYT's post in Why did I get a lower aqua vitae distilling ratio? was marked as the answer
Welcome to the forums!
I'd recommend checking the condenser to make sure it has water in it. If it's run dry, the alcohol will continue to be boiled away, without actually producing anything for the effort.
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LadyWYT's post in Does the angle of the wind affect the windmill? was marked as the answer
Wind direction is currently static, so there's no angles to consider. Windmills do produce turbulence though, so if you have multiple windmills and place them too close to each other they can lose efficiency that way. That's not a factor here though.
Helve hammers require a lot of power in order to function, and pulverizers require a fair amount as well. Your windmill should be big enough to power either one though, assuming there's a decent wind. I'm guessing what's likely happened is that you're trying to use your windmill to power both at once, and a single basic windmill doesn't produce enough power for that. I'd recommend either implementing toggle switches so you're only ever running the machine you need at the time, or building separate windmills to power each machine.
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LadyWYT's post in Interesting Hole was marked as the answer
Welcome to the forums!
If you have lightning fires enabled, it could have been a peat deposit that burned from a lightning strike. However, it seems a little small to be a peat deposit. Assuming it's a singleplayer world, and no mod interference, the only other thing I can think of, outside of goofy generation, is a meteor crater.
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LadyWYT's post in Can player grown pine trees have resin? was marked as the answer
@Diff is correct in that resin only spawns on world-generated trees, and not trees planted by the player. However, some mods allow players to tap trees for resin.
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LadyWYT's post in Trouble identifying mod - Reverse Nightvision was marked as the answer
Welcome to the forums!
My best guess, at a glance, is that it's the shader mod having some goofy interference with another mod, or perhaps not playing nicely with the player's hardware or settings. You could try removing that mod and see if that clears up the issue.
If it's a fresh client then there shouldn't have been any older mods in the folder that could interfere. That being said, do check the modlist to make sure everything is updated correctly for 1.22, just in case there's an outdated mod in the list. Otherwise, the only way to figure out which mod is causing the issue is to disable them all, make sure vanilla works correctly, and then re-enable them one by one and test as you do so until you encounter the problem again.
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LadyWYT's post in Will a room be discounted as a room if it's too big? was marked as the answer
For a space to qualify as a room, it needs to be no bigger than 14x14x14 and sealed off with appropriate doors, windows, and insulating blocks. https://wiki.vintagestory.at/Room
Exceeding those dimensions, chiseling away too much of the structure, or using crude doors will render a room invalid. Likewise, using fences and gates to cover windows instead of glass might look nice and keep creatures out, but those won't count as insulating blocks.
/debug rooms hi should be the correct command for checking whether or not a space qualifies as a room.
Since you mentioned there was no chiselwork involved, I'd recommend making sure the room dimensions aren't exceeding the 14x14x14 limit and otherwise make sure that you have proper doors and windows. If you used slabs in the construction, make sure that the slabs are flush to the interior; if they are flush to the exterior then they won't count as insulating blocks for that space.
I'm guessing the problem is just that your rooms are too big to qualify as insulated spaces. Splitting the big rooms into smaller rooms should solve the problem. Or build a fireplace and light a cozy fire as needed.
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LadyWYT's post in what plants/resources respawn over time? was marked as the answer
Welcome to the game and forums!
These don't respawn.
These don't respawn either.
Wild crops(turnips, carrots, spelt, etc.) don't grow back once harvested--you'll need to plant the seeds in farmland in order to get more, or other purchase seeds from traders or find them in ruins.
Cattails and tule will grow back periodically as long as their roots are left intact. If you dig up the roots for food or otherwise destroy them, they won't grow back.
Resin will respawn periodically, as long as the resin tree is left intact.
Mushrooms will respawn periodically in the same general area that you found them, provided the appropriate conditions are met. Generally, all that's needed is a good rainfall, but some can take a while to respawn. Mushroom varieties that grow on trees will need trees to grow on.
Ore does not respawn. However, if you find nuggets on the ground, that means there's a deposit of that ore lurking beneath the surface. Some ores are technically renewable since they are sold by traders, but this is generally not the primary method you'll want to rely on for obtaining ore.
Shrubs don't respawn once destroyed. Neither do berry bushes. Berry bushes, however, can be cultivated now by taking a cutting from an existing bush and planting it elsewhere.
Well it really depends on who you're playing with and the rules the group has agreed to abide by. If you're all playing a cooperative game, resources shouldn't be much of an issue aside from making sure you collect enough to keep the entire group supplied. If you're splitting into different groups or otherwise intending to run off and do your own thing, then it can start to become a problem rather quickly, since resources are more likely to be hoarded by individual players(especially those with more time to play).
I think any way you cut it, you'll probably want to set some ground rules at the start to make sure everyone knows what the general expected behavior is, and what the consequences are for breaking those rules. That is, if you don't want someone hoarding all the cattails from spawn or otherwise picking it clean just because that's the most convenient action, you might want a rule that requires players to leave certain resources in an area alone(don't dig up all the cattails to eat/transplant).
If you start playing on a server that's already been operating for a month though...honestly it doesn't seem to be an uncommon trend for the spawn area to get picked clean rather quickly. At least, it seems to be a common complaint about multiplayer. If this turns out to be the case, it's probably a good idea to see if the other players can help you get started, or if someone with admin privileges can teleport you to an area that's still fresh and set your spawn there.
It's also worth noting that there are mods that alter resources and enable some to respawn, or otherwise make some easier to obtain(like stick crafting), so if the server is modded it's possible that some of the above information doesn't apply.
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LadyWYT's post in A Few Random Questions was marked as the answer
To my knowledge, only the cooking slot qualifies as a heating slot. The output slot doesn't count as being in the fire, so if it sits there long enough the item will cool down.
It can probably be done via a mod, though I'm not sure how one would accomplish such, or if there's a mod that already modifies the player marker.
I don't think there's a way to disable brick-throwing, unless you make a mod for it, but trying to set down rocks and bricks is definitely a little clunky at the moment. The best work-around I've found is to set down a single brick/rock to start the pile first, and then use the shortcuts to pile the rest on. The hiccups, in my experience, seem to be caused by trying to use the keyboard shortcuts to pile everything on at once.
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LadyWYT's post in Teleporting with elks? was marked as the answer
Maybe if you were sitting on the elk, but I would be a little surprised if it worked. Base return teleporters, to my knowledge, are meant to be single-use items that teleport the user back to their spawn point. I would highly recommend testing this in creative first before trying this in your survival world.
Translocators should be fine though, if a little awkward due to space. For me personally, I don't really trust translocators enough to try digging them out and bringing my elk through them, as it seems like it would be a very easy way to have an accident.
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LadyWYT's post in Referral link purpose? was marked as the answer
There's a link in your profile that you may have copied and pasted somewhere and then forgotten about. In which case, it's possible that it got picked up by the Google algorithm or something, which tosses a random new player your way every now and then. Or there's some weird website glitch. I'm not entirely sure what causes it to happen, this is just my best guess.
Currently, the links do nothing. Referrals are potentially to earn commission, I think, probably as a reward for those who want to be really ambitious about recruiting players to the game, but whether it actually becomes a thing or not I'm not sure. In the grand scheme of things...I would hope not. As nice as it would be to get money for it, I think that people should only buy the game if it's something they're actually interested in. I don't think it's a good idea to encourage players to pressure others into the game just so they can get a cut of the profit, so to speak.
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LadyWYT's post in Is there a way to light a whole stack of torches at once? was marked as the answer
You should be able to stick them in a firepit and light them all fairly quickly in that fashion. Just make sure to put them into the cooking slot and not the fuel slot.
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LadyWYT's post in Clay - What's Happening? was marked as the answer
Welcome to the forums!
Not really, other than maybe mods. I see you're playing with Watersheds, which adds blue clay to its streams, so you might check stream beds when you run across them.
Otherwise, clay just depends on the local climate conditions. It tends not to spawn in areas that are too cold or too dry, though there are exceptions.
Red Clay: This is the most common variety, and can be found in both lowlands and higher elevations such as hills. It spawns in areas with enough rainfall, and is also the only clay type, I believe, that can spawn in the arctic regions.
Blue Clay: Also fairly common and spawns in areas with sufficient rainfall, but only spawns in the lowlands, typically near water.
Fire Clay: This clay variety only spawns in bauxite deserts(it could be bauxite biomes in general though, not sure) or occasionally underneath black coal and anthracite deposits.
Blue clay is an uncommon drop from panning, and if you're playing with lore content enabled you can sometimes find clay in cracked vessels or purchase it from traders.
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LadyWYT's post in Does creative mode boost mechanical power/torque? was marked as the answer
To my knowledge, creative mode doesn't make a difference. Water wheels are, however, affected by the number of rapids blocks that are turning them, and creative mode will allow you to build the most ideal setup since you get to choose where to place the rapids for maximum effect. I'm guessing that's probably what's happening here.
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LadyWYT's post in Drifter spawns in house was marked as the answer
Do the spawns go back to what they were before when you remove the mod? It sounds like the mod has some issues and is causing unintended consequences. One thing to check in that regard is to make sure it's been updated appropriately for your game version.
When mods change the spawn rules(and it seems the one you installed does), then it's a little tough to say exactly what the new rules are.
For the vanilla game, the room just needs to be well-lit(typically with lanterns or chandeliers), and cluttering it with decoration and pelt rugs can help cut down on spawns, at least in my experience. Make sure there aren't rifts nearby that enemies could be spawning from, and also make sure that the enemies can't find their way in via open doors and whatnot.
If rifts are disabled that will help cut down on spawns, but if the interior still qualifies as an enclosed "cave" type space then it can still spawn monsters if the light level is low enough. Unfortunately, there's not a way around this outside of using mods, at least to my knowledge. The good news is there seems to be a good handful of mods that try to tackle the issue in different ways, so if the one you have installed now isn't producing satisfactory results there's a few others to try.
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LadyWYT's post in Bell peppers? was marked as the answer
Welcome to the forums!
They technically exist in the game files, but cannot be cultivated or otherwise obtained outside of the creative menu. I think the reason for that is the plants were meant as an experiment for crops that could have more than one harvest per planting, but it was quite buggy when implemented so the devs disabled it until that kind of feature can be properly polished.
There are, however, mods that add bell peppers, if you're open to modding your game.