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LadyWYT's post in Starter Building Blocks was marked as the answer
Welcome to the forums! Really depends on what you'd like to build with. Cobblestone can be created by surrounding a piece of clay with eight stones of the same type. Wattle can be created using a knife and sticks, and you can make various colors of daub from grass, dirt, sand, and clay to smear on the wattle for a rougher or smoother look, depending on how much daub you smear on. An axe can be used in conjunction with logs and sticks to create rough-hewn fences and gates, and you can use an axe on logs to get quarter-log blocks(which are nice for a log cabin look).
A regular pickaxe will let you mine raw stone blocks, though you'll want to be careful when placing them as they can't really be picked back up afterwards(not the case for refined stone). If you have access to a hammer and chisel, you can also polish stone blocks, break them down into slabs, and break them down further into bricks. Surrounding one brick with eight regular stones of the same type will yield a drystone block. A hammer and chisel also lets you craft a quern, which you will need for more advanced blocks like ashlar and plaster, as well as grants you access to the chiseling system in general. A saw will allow you to saw logs into planks, which you can turn into building blocks as well.
If you need a window, quartz glass can be crafted using clear quartz and sticks.
Roof tiles can be made from clay, and thatch roofing can be created from thatch or haybales.
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LadyWYT's post in I am having some issues in multiplayer was marked as the answer
The issue seems to be related to brown bowls and meals. I see that Culinary Artillery and Expanded Foods are both installed; neither mod has a stable release for 1.21, to my knowledge, so that would be my first guess as to the culprit. Other mods that affect bowls though could also be at fault, or there could be some strange interactions going on between mods.
The easiest way to pinpoint exactly which mod is the problem is to disable all the mods, verify that vanilla works properly, and then re-enable the mods one by one, testing them as you go. It's tedious work, but it will be quite obvious which mod is the problem when the problem reappears.
You might also consider checking to make sure that you're using the appropriate mod versions for your game version, as well as update your client and modlist for 1.21.6, given that the most recent stable versions will contain more bugfixes and whatnot. If using older mods, you'll want to make sure that they're working properly on newer game versions before adding them to worlds you intend to play.
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LadyWYT's post in Crop Seeds was marked as the answer
I would still check mod versions, just in case, as well as disable the mods and test a new world to make sure that vanilla is working as it should. You may also want to check mod configs, as the default config could have been modified for the server.
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LadyWYT's post in I used 16 Honeycomb instead of 25 in the fruit press was marked as the answer
I don't think you can combine wet mash with wet mash, but you can always try it and see if it works. However, you should be able to just throw more honeycomb into the wet mash in order to get a big enough mass to squeeze.
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LadyWYT's post in Is there any kind of free camera for portrait-taking? was marked as the answer
Pressing F5 once will switch the view to third-person. Pressing F5 again will switch it to "free camera" third-person, in which you can rotate the camera entirely around your character without your character moving in the process. Pressing F5 once more will return you to first person view.
If you're wanting a more cinematic camera angle than having your character right in the middle of the screen, you might try one of these mods, but you may or may not get the results you're looking for. You will probably want to make backups of your world/test these out on a test world first, since I'm not sure how well any of them actually work.
https://mods.vintagestory.at/truethirdperson
https://mods.vintagestory.at/cinematiccamera
https://mods.vintagestory.at/immersivetpscamera
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LadyWYT's post in Removing Drifters by Deleting 'Lore' Folder in Entities was marked as the answer
Welcome to the forums! You might want to try out a mod like this one instead: https://mods.vintagestory.at/show/mod/18888
As @Vexxvididu already said, deleting the monster folder will probably stop them from spawning in the game, but can also very easily cause unintended game behavior as well.
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LadyWYT's post in How to change dry stone orientation? was marked as the answer
To my knowledge, it's not possible to change the orientation of the block texture with blocks such as dry stone.
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LadyWYT's post in crashing after taming an equus horse was marked as the answer
Welcome to the game and forums!
The answer is...maybe. It looks like you're using the test release of Jaunt, which is more likely to contain issues. I'd recommend trying out the stable version of the mod(make a backup of your world first!) and see if that helps. You'll probably also want to report the issue to the mod author as well, though you may also want to create a test world and test just Jaunt and Equus to see if the issue still occurs in case the problem is actually with a different mod(probably not the case, but doesn't hurt to make sure).
Otherwise...you may want to play a different world for a while and wait for the Jaunt issue to be resolved.
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LadyWYT's post in How do you get chickens to show generations? was marked as the answer
There isn't, to my knowledge. The only other thing I can think of, outside of a potential bug, is that if you're using mods, there could be mod interference of some sort going on.
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LadyWYT's post in What exactly do tiers mean? was marked as the answer
This is probably one of the better breakdowns on weapon/armor tiers: https://wiki.vintagestory.at/Armor
Basically, the weapon tier needs to match the armor tier in order to be fully effective. A low tier attack against high tier armor is much less effective, if not mitigated entirely. A low tier armor will still provide some protection against a high tier attack, but more damage will be inflicted and the armor will lose durability much faster.
When it comes to fighting monsters/wildlife, I don't think they really have armor, so weapon tier doesn't matter quite as much. However, a higher tier weapon will be much better at killing stronger opponents simply because it does more damage than low tier weapons.
When mods are involved, that's when vanilla rules tend to stop applying, especially in the case of mods like Combat Overhaul which changes quite a lot about vanilla systems. In this case, I'd recommend providing a modlist so that other users know exactly what's being dealt with here.
This is definitely a mod change, as the vanilla Malefactor "Nervous" trait only gives a -15% penalty to melee damage. Based on what you've described here, I would expect the new trait to make a tier 1 piercing weapon cont as a tier 0 piercing weapon when wielded by a Malefactor.
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LadyWYT's post in Creative Mode: Where do excess items go when picked up? was marked as the answer
Welcome to the forums, and the game!
As far as I'm aware, stuff disappears when picked up in creative mode. Whatever was in your personal inventory will still exist though when you switch to creative, save for anything discarded from the hotbar.
Creative mode is...creative mode. The player can retrieve anything they need from the creative menu while in creative mode, so whatever stuff is picked up isn't really a problem. What is a problem, is dropped blocks and items lingering after getting dropped. Dropped stuff is clutter that is a real nuisance when building, and creative mode is primarily for building or otherwise freely messing around with the game.
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LadyWYT's post in Where are cattails? was marked as the answer
Welcome to the forums(and the game)!
Cattails are found near bodies of fresh water. On default settings, most water you see on the map will be fresh water; if it's a huge body of water then that's likely an ocean, which is currently a rare thing to find on the default settings.
While cattails are important, if you are starving then your first course of action is to find food. Any food, provided that it isn't poisonous. Cattail roots can be dug up and cooked as an emergency food, however, that will destroy the cattail plant in the process and if it's a spawn with few cattails then searching specifically for them as a food source isn't the best course of action. I'd recommend looking around for some berries or mushrooms, or make a spear and go hunting(or fishing, if there's a sufficiently stocked pond).
If you're not having any luck finding food to forage though, you may want to start over on a fresh world that has some better options at spawn. Most spawns tend to have several cattails nearby, as well as berry bushes or mushrooms to forage for your initial food.
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LadyWYT's post in Good time to make a forever world? was marked as the answer
Maybe rivers, but I've not heard of any major world-gen changes actually being confirmed, aside from traders getting upgraded to something more interesting than wagons.
As to whether it's a good time to start a forever world...maybe. The devs have been pretty careful to account for old worlds prior to releasing an update, so old worlds are usually able to be updated to stable versions of new updates. That being said...there's also no guarantee that a future update won't implement a massive change that requires the creation of a new world. Consider also that the more updates a world gets put through, the more risk there is of something eventually breaking due to all the changes it's been put through.
Personally, I would go ahead and start a world intended for long-term play, but at the same time don't get too attached to it at this stage of development.
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LadyWYT's post in Best Mining Techniques was marked as the answer
Welcome to the forums(and the game)!
The typical method I use for locating most ores is using the density search mode on the propick to take samples across a wide range of territory. When I find a spot that looks promising for whatever ore I'm looking for, I'll do a few more density searches in that specific area to get an idea of the best digging spot, then sink a shaft straight down with ladders and sample every 12 blocks or so with the propick's node search to see what's actually there. If I don't find any leads in the shaft itself, I'll sometimes dig a few branches outwards and take more node search samples to see if there is any ore that I missed by a hair; if no luck I return to the surface and dig somewhere else.
When it comes to picking a spot to dig, you generally want a reading that is Decent or better, but if it's a rare mineral like chromite or otherwise the only lead you have on that mineral, it doesn't hurt to check Poor or Very Poor readings as well, especially for common minerals like tin.
Do note that when it comes to tin, you really only need tin bronze to make the pickaxe for the treasure hunter's quest, and even then tin bronze picks can be purchased from other traders so making one isn't a hard requirement. Bismuth bronze and black bronze are options as well, though black bronze isn't very feasible since it's an alloy of gold, silver, and copper. Bismuth bronze is an alloy of bismuth, zinc, and copper, so if you're having trouble locating tin it's a good idea to keep an eye out for those minerals instead.
Iron can be a bit harder to track down due to the sheer size of the deposits. I want to say there's some bit in the code that's meant to keep too many iron veins from spawning near each other since each one is so massive, but I'm not 100% sure. In any case, if there's one at your dig site, it will be easy to find, as they are pretty hard to miss. I would say the more important thing to consider here is what kind of iron ore you're looking for. Hematite tends to be the easiest one to find, while magnetite is very hit or miss. I'd recommend checking hematite readings before magnetite readings, unless the rock layers are predominantly andesite, as magnetite is the only iron ore that andesite can host. Limonite I've only found once, and that was purely by accident, so I don't recommend searching for this one specifically unless you have an actual reading on it.
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LadyWYT's post in Can you carry bodies? was marked as the answer
It's not a vanilla mechanic, so my guess would be the Butchery mod, perhaps. It's definitely a mod of some sort though.
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LadyWYT's post in Glass Border was marked as the answer
Not currently. The best you can really do is pick a dark block, like basalt or slate, and chisel that in as a border. It's not the same, but it will have a similar look.
You can't combine slabs, but you can combine material type via chiseling and have two different "slabs" stacked that way instead.
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LadyWYT's post in When I die, my things are not where the death marker is, and sometimes they arent locatable at all. was marked as the answer
Welcome to the forums(and the game)!
No, it's not normal. Your stuff should be at your death point, unless there was a water stream to carry it away, and shouldn't despawn unless the timer is up or you quit the game.
If you're playing with mods, it's most likely mod interference, but if it's the vanilla game then it's more likely a bug of some kind. Are you playing singleplayer or multiplayer? I'm not sure how likely it is, but if the client/server is struggling to keep up with the game's demands that could be causing some odd behavior to occur.
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LadyWYT's post in Official server hosting coustomizeation avalibility and how much can i change the settings? was marked as the answer
Welcome to the forums! The general information about server hosting can be found here: https://www.vintagestory.at/selfhosting/
I wouldn't see why you wouldn't be able to change the settings like you can in single player. The one thing you can't do with official Anego servers is install mods; you'll need a third-party hosting service for that. To my knowledge, official Anego servers are also EU-only at the moment, though I could be wrong about that.
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LadyWYT's post in I started taking damage in the open then my fences and crops all disappeared, is this some kind of in game event? (vanilla) was marked as the answer
Welcome to the forums! Crops and fences shouldn't be disappearing. The only thing that comes to mind is that there may have been a lit pit kiln somewhere nearby that was too close to the farms, or that otherwise started a grass fire that spread to this area.
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LadyWYT's post in Sailboat Passenger Getting Bumped Out While Sailing was marked as the answer
Welcome to the forums(and the game)!
Given what you've described here, I agree that it's most likely the server struggling a bit and causing some odd behavior as a result.
Playing on the same computer that you're running the server on will also add to the workload. In this case, you might want to either cut down on the mods a bit, or look into running the server on a separate machine.
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LadyWYT's post in For some reason can't craft fanned cobblestone ? was marked as the answer
You can use any kind of sand, but the gravel type needs to match the rock type that you're trying to craft it with. For example, you're using peridotite here, which is an igneous rock, so you will need an igneous gravel type to craft this cobbelstone. Granite, andesite, or peridotite gravel should work.
Fanned cobblestone using sedimentary rocks will need sedimentary gravel, and metamorphic fanned cobblestone will likewise need metamorphic gravel.
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LadyWYT's post in Tips for the big robot in the Resonance Archives? was marked as the answer
I think it's possible to set spawn inside the Archive, though I could be mistaken. I know that I reset my spawn inside a certain other story location, in spite of the chunk protections.
I think you'll be okay, though I would have perhaps brought a shield to help block projectiles. The main thing to do is avoid getting slapped and, as ifoz noted, jump right before he does the ground slam in order to avoid getting launched. I will note though, that once the eidolon starts getting low on health he will start summoning locusts--at this point, focusing the boss is a priority, since focusing on the locusts is likely to get you killed. Only deal with the locusts if you absolutely have to.
If you haven't been to the bell workshop, then you shouldn't be able to fight the eidolon. There is at least one item there that you will need in order to fix the machines and open the library door.
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LadyWYT's post in Crashing on a server was marked as the answer
Welcome to the forums! I'm thinking this is likely your culprit. Since you mentioned it was an issue with playing on a server, I'd recommend cleaning out the mod folder for that server so your client can download a fresh copy of the modlist, and see if that fixes the issue. Otherwise, it's likely an issue with the modlist itself, and the problem mod will need to be removed until the mod itself is fixed.
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LadyWYT's post in I'm struggling to have a steady supply of food, Any Tips? was marked as the answer
Welcome to the forums(and the game)!
Make sure that you're cooking the raw ingredients into stews, soups, or pies, as those are foods that will be more filling. Bushmeat can't be cooked into meals, but is still a decent early game food source once cooked. As for cooking redmeat into stew and sealing it into crocks for the winter...yes, storing food for the winter is important, but it's just as important to ensure that you don't starve while trying to prepare yourself. Unless you're playing Blackguard, you should be able to pick off rabbits with a single flint spear, provided your aim is decent.
I would say perhaps focus a little more on hunting, and try to pen some chickens or pigs to use as livestock. Chickens can provide poultry as well as eggs, while pigs are a good source of redmeat and fat. Sheep and goats you'll want to acquire as well for dairy, but they're more difficult to catch and take longer to domesticate. Fish can't be farmed and aren't usually worth the effort of catching, but if there's a shallow pond stocked with several of them that's a protein source you shouldn't pass up if you really need the food.
One thing to check is make sure you aren't wearing armor/holding items in your offhand slot unnecessarily. Holding an item in your offhand will automatically increase your hunger rate by 20%, while wearing armor will also increase hunger rate.
If you're only in August, you still have plenty of time before winter arrives, which on the default temperate start tends to be around late October to early November. Do keep in mind that while crops won't grow during winter, it's still possible to acquire food via hunting and foraging certain mushrooms(or traveling far enough to forage in newly generated chunks). Certain traders like the agriculture trader will also sell food for a reasonable price, but that does require you to both have lore content enabled as well as rusty gears to pay for it.
I'll also note that if you're really struggling with the hunger rate, you can adjust via the command /worldconfig playerHungerSpeed 1.0, with 1.0 being the default rate(make sure that you reload the world for the change to take effect). However, I would really only recommend tweaking it if you're struggling to the point of not having fun, and that doesn't seem to be the case here.
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LadyWYT's post in How exactly does bioluminescence work? was marked as the answer
To my knowledge it's just a factor of temperature. Areas that are warm enough will have it, while colder areas won't. Temperature is a little finicky in that it does vary from block to block, though not enough that it will be inconsistent for the chunk as a whole. It's how you can have some crop tiles get damaged by the cold but have adjacent tiles of the same crop type be unaffected, I think.
As for exact calculations, that I don't know.