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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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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LadyWYT's post in I'm looking for the best setup for a friend who has trouble using the mouse and keyboard. was marked as the answer
Welcome to the forums!
Paging @williams_482 for advice.
You might try mods like StepUp or Knapster to help streamline some of the gameplay, especially if there are underlying physical issues.
https://mods.vintagestory.at/stepupcontinued
https://mods.vintagestory.at/knapster
There's also a couple of mods that add controller support to the game, but I'm not sure how well either work.
https://mods.vintagestory.at/controllermovementvs
https://mods.vintagestory.at/show/mod/50127
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LadyWYT's post in Are wild elks tameable? was marked as the answer
Only the babies are. The adults currently are not tameable, nor can they be bred without mods.
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LadyWYT's post in Incredibly Frustrated... was marked as the answer
Welcome to the forums! As others here have noted, clay is one of those things that's difficult to spot, until you learn what the block looks like. It gets easy to spot consistently after that.
Red clay will spawn at higher altitudes in areas that get enough rainfall, and doesn't need to be next to water in order to spawn. Red clay is the most common clay type you'll find. Blue clay spawns around sea level, in areas that have enough rainfall, and also seems to consistently spawn next to water, so looking around bodies of water at low altitudes is a good strategy for finding this clay type. Fire clay only spawns naturally in bauxite biomes(regardless of rainfall) or under black coal/anthracite deposits; it's not likely you'll be finding this one nearby.
Aside from the naturally spawning deposits, you can also acquire clay from panning, from certain cracked vessels, or for sale from some of the traders.
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LadyWYT's post in still haven't played since 1.21.0, new updates won't break my world right? was marked as the answer
Nothing should break, but best to make a backup before updating, just in case.
I do recommend checking your machinery though, if you have crazy/complex setups. Wooden parts can now get overloaded and catch fire(I think they only smoke instead of burn at the moment) if they are under too much stress.
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LadyWYT's post in How can I fix this story structure away from the world? was marked as the answer
First off, welcome to the forums!
A new world would be advisable. You don't necessarily have to use the default world size, but the size you have listed is much too small even with the location distance cut in half. For 50% distance I would say you'd probably need at least 10,000 blocks tall by 20,000 blocks wide, though I would probably go with 15k x 30k just to be safe, if having a small world is important.
Keeping in mind those dimensions most likely won't be applicable when more story locations are added in the future.
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LadyWYT's post in World Gen Settings for Oceans and Continents? (1.22.2) was marked as the answer
Welcome to the forums!
Turning down both Landcover and Landcover Scale should produce a world with large oceans and large islands that are somewhat like a mini-continent, but I'm not sure that it's currently possible to get "real-life" style continents, if that's what you're after.
When it comes to using world gen mods though, your mileage will vary. I'd assume that turning down the above settings would still produce vast oceans and large islands/mini-continents.
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LadyWYT's post in Can't knap or clayform! was marked as the answer
Mods that affect knapping would be a prime suspect. Also make sure that your mods are updated for 1.22, or known to work correctly if it's an older mod. Otherwise, the easiest way to figure it out will be to disable all mods, ensure vanilla works as it should, and then re-enable and test mods one by one. It'll be quite obvious which one is the problem once the problem reappears.
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LadyWYT's post in placing a cheddar cheese wheel caused a critical error- how do i fix this? was marked as the answer
Does the issue still happen without any mods? If it does, time for a bug report on Github. If the issue doesn't happen in vanilla though, then it's most likely a mod causing the issue. If that's the case, you'll want to make sure that all your mods are appropriately updated for 1.22 or otherwise known to work correctly if an older mod(not likely due to changes 1.22 introduced). From there, it's just a matter of re-enabling mods and testing one by one to see when the issue reoccurs. Tedious, but effective.
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LadyWYT's post in Water wheel not working with rapid water was marked as the answer
The problem is that's a regular water source, I do believe, and not rapids. You need rapids to power the watermill. I'm not sure that rapids can spawn underground either.
In any case, the way to tell the difference between the two is that rapids will be a brighter blue and have a much louder, more energetic sound to them than regular water flow.
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LadyWYT's post in Leather Lament was marked as the answer
You need oak logs, not pine. Just swap the log types and it should work.
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LadyWYT's post in What are the uses of linseed oil? was marked as the answer
I think it's supposed to be able to be used in place of animal fat when crafting machinery.