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LadyWYT

Vintarian
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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. LadyWYT's post in Is there a way to move a 'blueprint' of a build between worlds? was marked as the answer   
    This mod might accomplish what you're looking for, but I would recommend testing it before you fiddle with a cherished world, and making a backup anyway if it does turn out to be suitable(you never know when something will go wrong): https://mods.vintagestory.at/fieldwright
  19. LadyWYT's post in I cant find granite at all was marked as the answer   
    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. 
  20. LadyWYT's post in I cannot put my blister steel on my iron anvil. Please help. was marked as the answer   
    Welcome to the forums!
    Are you trying to work the steel at 800C? I've not exactly tested it, but iron and steel both require fairly high temperatures in order to actually work, and simple forge heating isn't enough to get much done on iron typically, and may not be hot enough to work steel. I'd recommend using a set of bellows to heat the steel to a higher temperature and see if that doesn't solve the problem.
     
    Not sure, but this is/was a known issue for some mods--that is, they were flagged as incompatible for the game version, without actually being incompatible. That being said, mods are often the cause of strange issues. I'm not sure that's the case here, but these mods aren't the most recent version available, nor is the game, for that matter. I'd recommend updating everything to 1.22.2, since that should fix other issues that may be underlying, if not this one as well.
    If you've tried heating the steel to a higher temperature before working, as well as updating your game and mods, and are still running into the issue, then I would recommend doing as @Vexxvididu says: disable your mods and test a fresh world to make sure vanilla works correctly. Once you can verify that vanilla is working, you can re-enable mods one by one and test(again, on a fresh world) as you do so to see when the problem reappears. 
  21. LadyWYT's post in Chiseled signage guidelines? was marked as the answer   
    https://wiki.vintagestory.at/Plaque
    I think these are possible, since there's a story location that utilizes them...at least, if I recall correctly. But it may be the thing that requires a little help from creative mode to actually make, since not all building blocks can be obtained in survival.
     
    If you're chiseling letters, the sign will need to be bigger. If you're relying on writeable signs/plaques, you'll be a bit more limited on the decoration(maybe a chiseled border?). I would note though, that if we're talking medieval style signs, you don't necessarily need any writing on the sign. Literacy was more limited back then, and it wasn't unusual to have some sort of picture sign advertising what goods and services an establishment offered.
  22. LadyWYT's post in Does Vintage story, Sometimes have openings for new devs to join for work? was marked as the answer   
    Welcome to the forums! I recall Tyron mentioning in an interview some time ago that getting heavily into the modding scene is a good idea for those who are serious about wanting to join the team someday. It's not a hard requirement to be a dev, nor is it a guarantee that it'll get you a job on the Vintage Story team, but creating and maintaining mods is a great way to showcase one's talent as well as shows that they're at least somewhat passionate about the community and game they're looking to develop for.
    That being said, one doesn't need to be a dev to have an impact on the game. Bug hunting on the pre-releases and submissions of detailed bug reports on the Github can help the devs figure out what they need to fix. Modded content occasionally finds its way into the main game, typically with a few tweaks to ensure it fits the devs' vision, but there are also plenty of mods that don't fit the vision of the game at all but are still beloved by the community. The devs also pay attention to player feedback, both on the forums and Discord, so being involved in the community can offer opportunities to add constructive criticism/praise as well as help other players out with various stuff.
    It's probably also worth cautioning that enjoying something as a hobby is quite different than working on it all day for a living. Not that the devs don't enjoy their work--they clearly do!--but working on a thing as a full-time job can dull interest due to overexposure. It's why wait staff often don't eat at the restaurants they work for; the food isn't bad but does lose its appeal if one is looking at it all day, every day.
  23. LadyWYT's post in How much chiseling... is too much chiseling? was marked as the answer   
    Aside from individual preference, it depends on hardware. Stronger hardware will be able to handle more than weaker hardware. In my experience, it takes a LOT of chiselwork to start to lag a system, but it's also not an issue that I've run into since I have decent hardware. 
    I think as a general rule, if your hardware can run around 50 mods in singleplayer and handle story locations(these often have a lot of chiseling) without any lag, you're probably fine. If you go crazy with the chisel and start to notice your PC struggling, then you might consider scaling back on some of it.
  24. LadyWYT's post in Kiln keeps extinguishing was marked as the answer   
    Hmmmm...I don't see anything immediately wrong with it. Are you using the Real Smoke mod? If you are, you'll want to build proper ventilation for things like this, since if the smoke has nowhere to go it can choke out a fire. Otherwise I'm not sure. The glacier shouldn't be an issue, and neither should the clay, but I guess you could replace the clay with dirt and see if that changes anything.
  25. LadyWYT's post in Blacksmithing Cutting Tool Bugged? was marked as the answer   
    https://mods.vintagestory.at/thriftysmithing
    Given the comments on the mod page, it's a known issue with that mod. I will also note that that mod is also for version 1.19.8, and hasn't been updated for 1.22. Older mods do sometimes work on newer game versions, however, 1.22 introduced a lot of changes to the code as a whole, not just smithing, which broke a lot of mods.
    I would try disabling the mod and test a fresh vanilla world to see if the issue still persists. If vanilla works, then you can try playing on your old world without the mod to see if things work as they should--make a backup before you do this! If vanilla works but the old world is still having the issue without the mod installed, you may need to start a new world, as I'm not sure there's a way to fix the issue otherwise.
    If vanilla isn't working correctly, you may need to reinstall the game in order to get it working properly again. Make sure you backup your cherished worlds in a separate folder when doing this, just to be safe.
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