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LadyWYT

Vintarian
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  1. LadyWYT's post in Can't fillet fish was marked as the answer   
    Welcome to the game and forums! Is this issue happening in the vanilla game, or are you playing with mods? In vanilla, filleting fish works the same way as harvesting a carcass, save for the fact that you're placing the fish down yourself and the fillets are automatically deposited into your inventory rather than retrieved from a loot window.
  2. LadyWYT's post in Two questions about mods was marked as the answer   
    It can lead to animals being everywhere, or some animals feeling too common/too rare/out of place due to how many different options there are. However, there is a fix for this via the Biomes mod; it will limit creatures(or natural ones, at least, not fantasy) to specific world regions, so that only the animals that match the particular region you're in will spawn(North America in North American regions, Asia in Asia, etc.)
    The other main drawback here though is that adding a lot of creatures can impact your performance. Depending on what kind of hardware you have, you may or may not need to trim the list.
    Generally speaking, your personal modlist is separate from server modlists, and you won't need to disable your singleplayer mods in order to play on servers, and vice versa. That being said, sometimes issues do rear their ugly heads and you may find yourself needing to disable a mod or two in order to play multiplayer(such as disabling all clientside mods before playing on TOPS).
    The worst issue I've run into lately regarding multiplayer is that if you have a newer version of a mod than the server has, the server won't let you join until you remove your copy of the mod from your Mods folder.
  3. LadyWYT's post in Inconsistent hilly terrain generation was marked as the answer   
    Welcome to the forums!
    This looks pretty normal to me. Terrain generation can get a little strange. If you're looking for fewer mountains and hills though, you'll want to turn down the upheaval rate. You may try tinkering with the Landform Scale setting, as that's supposed to determine how big things like mountains, hills, and lakes can be. Otherwise, you'll need to install a mod that overhauls the terrain generation, most likely.
     
    Sometimes changes can be a little subtle, but if you aren't seeing any differences at all despite drastically changing the settings, you may want to backup the worlds you care about in a separate folder before reinstalling the game. 
  4. LadyWYT's post in Does time pass when no one is on a server bought through the vintage story website? was marked as the answer   
    Welcome to the forums!
    It depends on the server settings. I don't know which setting it is, but there is one to prevent time from passing while no players are online. Do keep in mind though that one player playing more often than the rest, or players playing at staggered times, can pass the time rather quickly, so perishables may still spoil and harvest windows be missed if there are players who don't play as often.
  5. LadyWYT's post in What does disabling Temporal Stability remove? was marked as the answer   
    Welcome to the game and forums! There's currently no way to achieve the results you're after in the vanilla game, since disabling temporal stability will disable it for the entire world, not just portions of it. There is, however, at least one mod that should be useful to achieving the result you're after: https://mods.vintagestory.at/show/mod/49887
    For what it's worth, most game settings, including temporal stability, can be changed after world creation, either by using a console command or simply clicking the pencil icon next to the world name and opening the Customize tab.
    Mods are a different matter, as some require a new world in order for them to take effect, and some cannot be uninstalled without breaking a world. Most, however, can be installed/uninstalled at will mid-playthrough, and the one I linked above seems to be one such mod. It's still a good idea to make a backup of your world before making big changes though, since things can go wrong.
  6. LadyWYT's post in Why water dissapears? was marked as the answer   
    Did you turn on the "prevent liquid source transport by buckets" rule at any point? Or are you playing Wilderness Survival/Homo Sapiens difficulties? Both of those difficulties have the rule enabled by default. In any case, when the rule is enabled, you won't be able to place water sources with buckets; the bucket will instead empty itself on the ground like you've described.
    The only other thing I can think of is that if you are playing with mods, you may have a mod producing unintended behavior.
  7. LadyWYT's post in Fruitpress, why isn't it crafting? was marked as the answer   
    Were you using some kind of modded wood for the planks before? There could have potentially been a soft mod incompatibility there, I suppose.
    The more likely cause, I think, is that you encountered the pesky little crafting bug that sometimes renders things uncraftable--you'll see the item flash in the output slot before disappearing, and won't be able to actually craft said item. The fix, in my experience, is just reloading the world. Did you perhaps exit the world and take a break from playing when you ran into the problem, and started a new session later?
  8. LadyWYT's post in Body temperature still dropping while in a room (solved, it was a mod) was marked as the answer   
    Knowing the room dimensions would help tremendously, as well as whether or not you've done any chiselwork in the area. Screenshots would also help, since pictures sometimes explain things better than words alone.
    It may also be useful to provide your game version and modlist; the latter especially, since mods can easily cause troublesome little issues.
  9. 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. 😔
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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. 
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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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