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LadyWYT

Vintarian
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  1. LadyWYT's post in Missing texture directly in player view. was marked as the answer   
    It's definitely a mod issue. Looking at the logs might yield some useful information on which one could be the culprit, but the first step is to disable them and test on a vanilla world to see if the issue persists. Hopefully it doesn't, but I'm guessing it might, since I had similar issues once when messing with mods and had to reinstall the game entirely in order to fix it.
    Once you've confirmed vanilla to be working as intended, then you can add mods back in one by one, testing as you go until you encounter the issue again. That should help you pinpoint which mod is causing the problem. The other to check when it comes to mods, is making sure they're all up-to-date for the current game version, or in the case of older mods, known to be working properly on the current game version. 
    Given that it's wintertime, you might check to see if you have any mods that change the frost overlay, but that doesn't rule out a seemingly unrelated mod causing weird texture issues.
  2. LadyWYT's post in What are you doing when you spawn on an island? was marked as the answer   
    Welcome to the forums!
    I'm guessing you messed with the world generation settings in order to get this. I wouldn't trash the world, but I would start over on a new save file, with something closer to standard world generation, as that will make it easier to learn gameplay basics(you'll have an easier time actually finding resources you need to progress). Once you've got more of the basics down, then then you could come back to this world for a more challenging playthrough.
    That's not to say you can't play this one as your first world, but...an island that small is going to be incredibly restricting, and if the only land out there is tiny islands like this, it's going to be much more difficult to secure critical progression resources. Even more so if you don't even have cattails, as those are needed to make rope, which is used for the raft(the first water vehicle). You can use vines to make rope as well, but I'm guessing there likely aren't enough vines for that here(and vines don't regrow like cattails).
  3. LadyWYT's post in So I got the Translocator Schematic from Tobias was marked as the answer   
    Welcome to the forums! The first thing I would check is inventory space--if you didn't have the space to hold it, it most likely got dropped to the floor. You might try clearing some inventory space and checking around his home to make sure that it didn't get dropped.
    If you still can't find it, it's possible that it might be a bug, in which case you should report it over on the Github bug tracker. Do note that if you are using mods, you will want to disable them and try to replicate the bug in vanilla(you can use console commands and admin blade to speedrun chapter 2, no need to complete chapter 1 first). If the bug can't be replicated in vanilla, then it's likely an issue that's being caused by a mod.
    The item itself doesn't appear to be available in creative, which is probably an oversight and worth a report. The good news is that you can spawn the rickety translocator via creative, so while you may not be able to craft it for that world, you can still access the tech itself(can also wait until you've made all the craftable parts before deleting them and spawning in the translocator).
  4. LadyWYT's post in Animals not breeding/going into traps was marked as the answer   
    I don't recall. It was called "Compatibility Patch" or something to that effect. I'm not even sure it's on the database anymore, to be honest. If it is, I don't recommend using it, since it doesn't actually fix the issues that Wildcraft has on the current game version. Hence why I say it makes things "work"; that is, the code might compile and it might not spit out so many errors to the server console, but you'll still encounter issues like animals not eating from troughs or getting attracted by trap bait.
    I would either wait for Wildcraft to receive a proper update, or start a new world. You could also try to continue as-is, and try to find a workaround via some use of creative mode or something. 
  5. LadyWYT's post in What to do with my main world? Old, large. was marked as the answer   
    This would be my vote, given the trader rework that is coming and whatnot. However, this also depends partly on how attached you are to the structures in your current world. I won't say it's easy to let go of a world you have so much history in, however, I would only worry about copying over structures if they are things you just can't live without. Otherwise, a new world offers a fresh slate to start anew, with plenty of space and resources to make even more memories, and screenshots can help preserve the memory of the old.
  6. LadyWYT's post in Smelting in winter? was marked as the answer   
    Welcome to the forums!
    Smelting doesn't require a room; you just need to make sure that nothing can put out the fire under the crucible. And as @Vexxvididu already noted, the fuel you're using needs to burn hot enough, for long enough, in order to smelt the ore. It is possible to "coast" on coals, but if the temperature of the ore drops you'll lose your smelt progress and have to start over. Another thing to keep in mind that in regards to alloys, you need the proper ratio of ores in order to achieve a smeltable product; if there's no viable output the ore won't smelt. Also, the more ore you try to smelt at once, the longer it will take to smelt, so the ore can be hot enough to start smelting but you may not see any progress on the meter for several seconds, as it takes a fair amount of time to smelt large quantities of ore.
    In any case, charcoal is sufficient for smelting copper and zinc, so the first things to check are ore quantity and ore ratio. Given that you said the meter still reads as "cold" despite the fire burning at maximum charcoal temperature, I would suspect that you have the wrong ratio for the alloy you're attempting to smelt(brass).
  7. LadyWYT's post in Chunk corruption: This was not the homecoming I was hoping for . . . was marked as the answer   
    Honestly, with it being a very old world, I would submit it to the issue tracker. 
    If you can manage to repair the chunks even a little at a time(it sounds like you've managed to do this?), an alternate solution is to repair only the chunks you care most about, save the builds as blueprints(or however this happens via worldedit), and then import the builds into a brand new world. For items, make a list of the important stuff on paper, and then use creative to give it all back.
    Unfortunately, it's not a solution that preserves the world, but worst case scenario, it should allow you to at least preserve the builds.
  8. LadyWYT's post in Cassiterite near me but cant find a 'decent' or higher?! was marked as the answer   
    Welcome to the forums! You basically have two options here, the first of which is just doing a LOT more prospecting. From the looks of the map here, you've done a lot of prospecting in a few chunks very close to home, but little more. I would suggest doing more general searches, in a 1000 block radius(more or less) from your base. Once you pick up another trace of cassiterite, then you'll want to do more localized density searches in that area to see where the best dig spot is.
    The second option is to just dig at the best reading you've already found, and see if there's any ore. Poor and Very Poor readings aren't ideal for digging, but that doesn't mean that the ore in question failed to spawn, just that it's not too likely to have spawned there. Cassiterite is a common ore, so it's generally not too hard to find, even at less than ideal readings.
  9. LadyWYT's post in This is my first time playing this game. I Know very little about it. Should I start with mods. was marked as the answer   
    Welcome to the forums(and the game)!
    Ultimately, the choice is up to you, but since you've not even played the game yet, I highly recommend playing just vanilla for a while and just focus on figuring out the basics first. Doing this will give you a much better grasp of the game overall, as well as allow you time to figure out which parts of the base game you'd most like to change.
    Regarding vanilla options, I would recommend picking Standard or Exploration as the starting difficulty. Standard is tough, but fair, and also the intended developer experience. Exploration is less challenging, but may be the more attractive option if you find yourself struggling too much while trying to learn. Wilderness Survival and Homo Sapiens are both the hardest difficulties, and while it is possible to start learning the game on these difficulties, it's definitely not something I'd recommend for brand new players unless they really really want that kind of challenge.
    One important thing to note about vanilla options, is that most of them can be changed via console commands after creating the world(though you may need to reload the world for the changes to take effect). A couple of options you might consider tweaking, are enabling the Color-Accurate World Map under the Survival Challenges tab, as well as setting a brief grace period for monster spawns under the Player Spawn/Death tab(in this case, rifts will still appear if enabled, but won't spawn monsters until the grace timer is up). You may also wish to enable the "keep inventory" option for Death Punishment, if you find yourself dying a little too often.
  10. LadyWYT's post in Some way to make basement "stable"? was marked as the answer   
    Welcome to the forums! Unfortunately, I'm not sure that there's currently a way to adjust the stability aside from turning off the mechanic entirely. The best fix is to just move your smithing setup to a more stable area, or else be prepared to burn a lot of temporal gears and healing items to keep your stability topped off.
    If you're willing to mod, you could try one of these, though bear in mind that mods aren't guaranteed to be maintained, and may have unintended consequences. Older mods will sometimes work on a newer version, but best to make a backup of your world just in case something goes wrong.
    Temporal Amulets: https://mods.vintagestory.at/temporalamulets
    Temporal StabiliTea: https://mods.vintagestory.at/show/mod/27496
    Chunk Stability Override: https://mods.vintagestory.at/chunkstaboverride
  11. LadyWYT's post in Ladders? was marked as the answer   
    Yeah, if you just press and hold shift(or whichever key you have sneak/crouch bound to), your character should climb down the ladder without issue. If you're falling off the ladder while trying to do so, it's likely because you are pressing the backward movement key while descending(or perhaps pressing one of the side movement keys by accident) which will cause your character to move off the ladder and thus fall.
  12. LadyWYT's post in Where to find wild elk? was marked as the answer   
    You'll want to be looking in taiga areas for them, as they prefer cooler climates. So searching the cool climate zones is a good place to start. They can spawn in the temperate zones as well, though on high altitude plateaus(typically grassland or sparse forest) where it's cool enough for a suitable habitat. Those would be the prime spots to look.
    That being said, I wouldn't necessarily call them a common spawn, as I've only seen them in the wild a handful of times. It's probably easier to find them, than it is to find a baby one that you can actually capture and tame, since I'm not sure that deer can be bred like normal livestock species can be. Unless you're playing Homo Sapiens, or otherwise just really wanting to catch and raise your own, it's much easier to purchase a tamed adult elk from your local treasure hunter.
  13. LadyWYT's post in STUCK IN THE FIRST STORY BIT was marked as the answer   
    Okay, after taking a quick gander, you should be able to work your way out of this without using the console. First, make sure you're at full health, then go stand on the ledge outside the doorway. Facing the doorway, step backwards off the ledge and immediately press the forward movement key to hug the wall directly in front of you. It's a decent drop, but you should survive. Heal back up, then work your way down to the bottom of the structure carefully--the drops should be much less drastic from here. Once at the bottom, take a look around and be on your guard for monsters, as there's probably a few lurking around here. Somewhere at the bottom, there should be a ladder to climb, that will lead you to the path out. Once you find the ladder, simply climb it and work your way back to the upper levels.
    Of course, the easier, safer option is to just switch to creative(/gm 2), fly back up to wooden platform, and then switch back to survival(/gm 1).
  14. LadyWYT's post in Capturing wild elk to tame and ride? was marked as the answer   
    Yes, that is what you need to do--trap an elk calf, and then feed it enough before it grows up in order to have a partially tamed elk. From there, you can saddlebreak it to achieve full tameness.
     
    You can try searching mountaintops or other high altitude places, as those may be cool enough to spawn elk that far south. Otherwise, your best bet is making a trek north...way north...and establishing a temporary base for a year or two while conducting your search. Elk are most common in cool taiga regions, typically grasslands or sparse forest(I've not seen them in dense forest--they may still spawn there but will be difficult to see). In temperate zones, this typically means poking around on high altitude plateaus.
    Of course, finding the elk is probably the easiest part. It's acquiring an elk calf that's going to be difficult, since I'm not sure that you can actually breed deer to get babies.
  15. LadyWYT's post in Can "rainfall in a area" also affect the temperature of the area as well? was marked as the answer   
    Like @Maelstrom said, rainfall doesn't affect season length or outside temperature. What affects those is latitude and altitude.
    Body temperature, however, is a different story. If it's raining and cold enough outside and you get wet, you'll get cold a lot faster than if you were otherwise dry. 
  16. LadyWYT's post in Mad Crow not spawning was marked as the answer   
    To my knowledge, bosses will ignore players who are in creative mode.
     
    Try switching to survival mode; the Crow should show up, though it may take a minute or two depending on where exactly the Crow is at the time. Ordinarily, the creature patrols the waste and will circle the Tower once the player reaches that area and begins the climb. However, if you're in survival mode and it's been several minutes, it's also possible that the boss is bugged(this issue has cropped up a couple of times over the patches), in which case you should head over to the github bug tracker and report it.
  17. LadyWYT's post in Does the Malefactor foraging perk apply to planted crops? was marked as the answer   
    To my knowledge, it only affects crops and other things gathered in the wild, and not crops cultivated yourself.
  18. LadyWYT's post in Tamed Elk and Bears? was marked as the answer   
    I don't think predators will go after tamed elk, but it's better to be safe than sorry and try to leave your elk somewhere relatively safe when not riding him. If tragedy should strike, the good news is that elk will revert to a mortally wounded state and you will have 24 in-game hours to revive them with a bandage before they actually die. Of course if they are injured, you can also heal them immediately if you have a bandage to do so--no need to wait for the mortally wounded state! And if you fall into a cave, the easiest way to get the elk out is to dismount, climb out, and call the elk with a bone flute. The elk should teleport to you, if no pathing is found otherwise, but the bone flute also requires you to have claimed the elk with a medallion(any will do) in order to work.
  19. LadyWYT's post in How do you keep your same world through multiple updates? was marked as the answer   
    Actually, older worlds should be able to update to 1.21 just fine, assuming they were not worlds created on a release candidate. The devs have been pretty careful about doing what they can to make sure older worlds can remain viable on newer game versions.
     
    Those should survive an update, yes. 
     
    Mods are going to be the main reason a world might not be able to be updated, so for the best chances of keeping a world across multiple game versions it's best to stick to vanilla. If playing a modded world that's intended to be long term though, it's best to stick to a small list of mods that are known to be kept up to date. The more popular mods like Primitive Survival and whatnot are good choices, as these have been consistently updated(and quickly) for new game versions, and are likely to be kept up to date by others in the community should the original author/caretaker step away.
  20. LadyWYT's post in VerboseDebug was marked as the answer   
    It should be the VAO option--that's the one I've used while hunting memory leaks. Make sure you check that option every time before loading the world, as it does seem to like to turn itself off.
     
    I get it on PC with Dev mode off, so I don't think it's just a Mac thing. I don't recall if there was anything I did to enable it though...I figure it just kinda happens automatically.
  21. LadyWYT's post in Should I update my modded server? was marked as the answer   
    As a general rule, the mod versions should be up-to-date with whatever version of the game that the server is running. Older mods will still sometimes work on newer versions of the game, but it's not a guarantee. Mods made for newer game versions most likely won't work on older game versions due to changes in the game's code. You could still try it, and see what happens of course, but don't test on worlds that you care about.
  22. LadyWYT's post in How Does The Game Teach You (In Game)? was marked as the answer   
    Welcome to the forums! @Thorfinn has covered most of it, in that the handbook covers pretty much all the information you need/could want to know about various game items and systems. It has a Guide section that includes a brief summary of different progression "tiers", and the general steps of how to advance through them. The handbook is also good about cross-referencing things, so there are often links on one page that will take you to other relevant game items and concepts. It's a lot to handle at first, but reading through the Guide section and picking simple first goal from there is a good place to start.
    I will also note that there is an optional tutorial upon first creating a world, that will walk you through the process of learning basic controls and acquiring your first set of handbaskets and starter tools. It's not much, but if you haven't played the game in quite some time it could be a handy refresher.
    Overall, I would say that the general vibe of VS is that the player needs to learn to think quickly on their feet, as well as get good at planning certain activities well in advance. Death happens a lot, especially for newer players, however, I will note that the game is rarely unfair about it. Most of the time, there was something the player could have done to avoid death, so when it does occur it's important to review the circumstances and figure out how to improve in order to avoid similar situations in the future.
    As for in-game hints...there aren't any for standard gameplay, at least if you exclude the handbook. You can learn certain bits about the world through simple observation, but the handbook is still going to be the primary source of information when it comes to learning gameplay systems themselves. In-game hints apply more to the game's main story and lore--a lot of the storytelling is done via various clues hidden in location design and certain flavor texts for certain items, and the player is often left to draw their own conclusions. I will note though, that if a lore item/NPC makes a point of describing something as dangerous, you should absolutely pay attention, as those warnings do actually mean something.
  23. LadyWYT's post in tips for finding elk? was marked as the answer   
    Not really, since the traders will still sell elk. It's only important for the Homo Sapiens gamemode, where purchasing isn't an option at all. On normal gamemodes, the only advantage to capturing and taming wild elk calves is that you won't have to pay the trader for one(though you will have to go through a LOT more work).
     
    I think when it comes to creature spawns, it's kind of both. Generally, I play temperate starts, and it's not unusual to only see moose in the wintertime, or at high altitudes; same goes for brown bears. I've even seen the odd polar bear roaming around on mountaintop glaciers outside of the arctic. So I think the creature spawns are tied mostly to the year-round temperatures, as that determines the overall climate of that particular area. In the cases that current temperature might be influencing creature spawns, I think the creature spawns are still limited to what you could realistically expect to find for that climate zone, hence why you might find a moose or two in temperate regions in winter, but won't find polar bears.
    As for elk and where to find them...generally it's best to look in cooler climate regions. The arctic is too cold, and temperate is generally too warm, so the cool climate zone is overall the best place to look. For the default temperate start, you'll want to be looking in highland areas, since these areas are cold enough to count as taiga due to the elevation. Grasslands are the easiest places to spot them. If you're seeing spawns like mountain goats, ibex, and larch/pine trees, you're likely at a high enough elevation where you could expect to find elk.
    To my knowledge, it's not possible, outside of certain modded creatures, or vanilla creatures that require specific elements present(like forest floor) in order to spawn. I think the best you could hope for here is finding some elk first, and then killing them all if no babies spawned, in the hopes that a baby elk will spawn in later(you could try breeding the adults, but I'm not sure that this is possible currently).
    Honestly though, the easiest way to get a tamed elk currently is to just buy one. Raising a baby elk and then saddlebreaking it will save you the gears, but it also requires a significant investment in time and resources, even moreso if the spawn RNG isn't kind.
  24. LadyWYT's post in Chicken breed was marked as the answer   
    They will need to sit on the eggs in order to hatch chicks, yes. The hatching timer will be paused while the hen is off the nest, but once she returns the timer will resume ticking. As for whether the chickens will come when you put food in the troughs, it depends on whether or not they're hungry at the time. If they're hungry, they'll try to come eat, but may run away if they aren't very tame and you're standing too close. If the chickens aren't hungry, or aren't able to eat due to being spooked, they'll just visit the troughs once they are hungry and calm enough to eat, provided that the chunks are loaded.
  25. LadyWYT's post in Temporal Stability Mods was marked as the answer   
    This might be what you're looking for: https://mods.vintagestory.at/chunkstaboverride
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