-
Posts
3805 -
Joined
-
Last visited
-
Days Won
176
Community Answers
-
LadyWYT's post in What music does Sedna play ? was marked as the answer
Welcome to the forums! This is what you're looking for:
This is the actual guy behind that track in Vintage Story as well; it might be one of the only music pieces currently that wasn't made by Lo-Phi.
-
LadyWYT's post in Chalk stone questions was marked as the answer
Are you using a watering can specifically, or just a bucket? To my knowledge, you need to use the watering can on them, as other vessels won't work.
Should be as simple as placing anything else on the ground: shift + right-click.
-
LadyWYT's post in error with seaweed.json was marked as the answer
Welcome to the forums! My first question is...are you using mods, or is this happening in the vanilla game? And if vanilla, then which version?
-
LadyWYT's post in Whats up with the worldgen was marked as the answer
First off, welcome to the forums!
Rivers are not currently a thing in Vintage Story, unless you are using mods. There are oceans, but how common they are depends heavily on world settings. By default, large bodies of water aren't common at all, but you will find an ocean eventually if you explore enough. For a better chance at finding oceans though, it's best to reduce Landcover to something like 80%; doing so ensures a world that is still primarily land-based, but has several seas/oceans to explore.
As for rock types...it varies by seed. Generally, most worlds will have a selection of key resources near spawn, but require you to explore for others. Sometimes you get a spawn that has everything you need right by spawn, but that's fairly rare. And sometimes the spawn is lacking in resources so the deck is stacked against you. If you're not impressed with the spawn of a world, best to create different worlds until you find one that's fun for you. Aside from that, the idea is to just roll with the punches and make the best of what the map has to offer.
-
LadyWYT's post in Predict minimum winter temperature/when is the coldest? was marked as the answer
Welcome to the forums! Typically January is the coldest month, at least in my experience. If you're wanting to settle somewhere warm enough for crops to grow year-round, the easiest way to accomplish that(without starting a new world) is to trek south until you find redwood or bald cypress. While not tropical areas, the areas should still be warm enough to grow crops year-round, especially if you have greenhouses.
-
LadyWYT's post in Force-Spawn Lazaret? was marked as the answer
Judging from the map, it looks like it has spawned. I recommend checking out the nearby ravine.
-
LadyWYT's post in Firepit Temps Reset was marked as the answer
Nope, that's just how firepits work in general. Once it's done cooking an item, the temperature will reset for the next item when it starts cooking.
It's also why this mod is so popular: https://mods.vintagestory.at/betterfirepit
-
LadyWYT's post in Do torch holders prevent torches from burning out in rain? was marked as the answer
Welcome to Vintage Story!
Torch holders keep torches placed within them from being extinguished, whether it be by rain, wind, or simple burn time. They're a better option than oil lamps since they offer better light, but are easily outclassed by lanterns(cheaper and more light).
-
LadyWYT's post in (Story Spoilers) Can't find vault? was marked as the answer
Welcome to the forums! The vault should be on your right, if you're looking at the eidolon. If you visited Tobias prior to 1.21 though, you may need to regenerate the location in order for the vault to actually be there.
-
LadyWYT's post in Whats the green glowing particles when I swim in water? was marked as the answer
The little greenish blue particles are phytoplankton; you'll find them in areas that are sufficiently warm.
-
LadyWYT's post in Where do i find other trees? was marked as the answer
Like @williams_482 noted, those trees are further to the south on default starts. Redwood you shouldn't have to travel far for, as it's in the warm climate band and easy enough to find with a day or two of traveling south. You can also buy redwood seeds from agriculture merchants, if you'd like to skip the travel. Also found in the warm climate are bald cypress trees, which are found in swampy areas specifically.
Ebony is in the tropical zone, which will take several days of traveling south to reach. It tends to be found in drier areas, much like acacia, and the two look similar but ebony trees are much bigger. Purpleheart is only found in the jungles, same as kapok, but unlike kapok is quite rare. They don't drop very many seeds at all, so if you want to replant it make sure to shear all the leaves first. Kapok and acacia seeds can both be purchased from agriculture traders as well, but ebony and purpleheart you will need to physically find.
Larch trees you can find in colder climates; the best place to look for them is on top of mountains or climates of the far north.
-
LadyWYT's post in I can't pet my hares :( was marked as the answer
Welcome to Vintage Story! To my knowledge, hares cannot be domesticated(currently), so they aren't affected by generation.
For a pet hare, you might try one of these mods, although bear in mind they are outdated so they may or may not function correctly. I would test them first before using them on a more permanent world.
Cuniculture: https://mods.vintagestory.at/show/mod/22231
Cuniculture - Rabbit/Hare Farming: https://mods.vintagestory.at/cuniculture
Pet Hare: https://mods.vintagestory.at/harepet
-
LadyWYT's post in crops and grass in winter was marked as the answer
Yeah, can confirm that wild crops will mature, and keep cycling through growth stages after--I've seen mature crops revert to seedlings before my very eyes too(right before harvest, doh!). It is, however, a very slow process, if you're after seeds best to just pick all the crops in the patch instead of waiting on them to mature.
As others have noted, crops don't grow unless it's above 0 C; otherwise they are dormant. If the weather gets too cold, the crops will take cold damage and eventually die. I will note that only applies to cultivated crops--wild crops are unaffected.
For grass, the grass plant itself won't grow back in winter if harvested. New grass will spawn on fallow farmland though, and grass will grow on bare dirt blocks, so that's likely what's happening here. And as @Professor Dragon noted, the scythe has two different modes for cutting grass: the harvest mode will harvest the grass but leave the plant intact so it can grow back later, while the cut mode will destroy the base plant so the grass won't grow back.
-
LadyWYT's post in Is this Chromite hit worth digging for? was marked as the answer
I've never seen higher than Decent for Chromite. I would say dig a little deeper on the current shaft(like, close to the mantle deep), dig a few branches around just to make sure you didn't miss anything, and then look for another prospecting point if you still find no chromite vein in that shaft. Chances are that if you went through all the above and found nothing, then the ore didn't actually spawn.
Chromite is also one of those minerals that's rare enough, that I'd say it's worth checking the Poor/Very Poor readings too, if you've got no other Decent reading spots to search.
-
LadyWYT's post in Is the new Ch. 2 Redux 1.21.0 release recommended for starting a new "permanent" world that can withstand future updates? was marked as the answer
Absolutely.
1.21 has a stable release now, which should be fine for starting a new world without major issues. It should also be fine to update existing worlds to 1.21, but you might want to make a backup just in case. For updating a pre-existing world to 1.21, @Professor Dragon gave a great rundown on how to do so here:
If you created a world in a pre-release or release candidate of 1.21, that world is most likely no longer viable, and you should start a new world on the stable 1.21 release. You could always try playing one of these worlds anyway, but keep in mind that it's likely there have been major changes/bug fixes since the unstable releases. Starting a new world on a stable release will ensure that everything has the best chance of generating and working properly.
-
LadyWYT's post in Monsters only in Ruins and story structures was marked as the answer
There are mods to reduce spawns in general, or make monsters spawn only underground, but I'm not sure that there is one to limit monsters to story structures and ruins only. If fighting monsters is the issue, you might have better luck either using a mod to reduce spawns, or setting creatures to "neutral" so that they'll only attack you if you attack them first.
-
LadyWYT's post in why can't i seal any barrels? was marked as the answer
Welcome to the forums! Are you using any mods? Sometimes mods can interfere with standard gameplay processes, either by causing code to function improperly or by making changes to the processes that you may not have been aware of(like adding extra steps to make it harder). If running mods, try disabling them and testing the vanilla game on a fresh world to make sure everything functions properly, and then add mods back one by one, testing as you go, to figure out which is causing the problem. You could also double-check mod descriptions to make sure they aren't making vanilla processes more complex.
I would also check your game version. If you are playing a release candidate, those are unstable and usually contain several bugs. If you aren't playing a stable version of the game, it's likely you've encountered one of those bugs, in which case you'll want to head to the bugtracker on github to report it: https://github.com/anegostudios/VintageStory-Issues/issues
-
LadyWYT's post in Post world generation game setting change. was marked as the answer
To my knowledge, story locations are generated at the world's creation. When a new story update drops, the new content is automatically added to old worlds, as long as lore content was enabled. I'm not sure that the game will prompt you to let it place missing story locations though for a world that was created with lore content disabled, hence why I figure you would have to place the locations manually.
Ruins and traders don't quite operate the same, to my knowledge, so I would expect those to just generate in unexplored chunks if you switch the lore content on.
In any case, you can always try it, and see what happens, but I would make a backup of your world first in case of unwanted results. The easiest way to tell if the story locations have generated automatically, aside from a prompt telling you it needs to remap certain areas of the world, is finding a treasure hunter trader and completing a short quest. The quest reward is a map to the first major location, and if the map doesn't give you a marker, then the story locations haven't spawned and you would need to either place them manually, or start a new world.
By starting a new world with lore content enabled though, you would need to go through the steps of progression again, but you could also rest assured that everything generated as it should, where it should.
EDIT: I tested this myself just now, creating a Homo Sapiens world, enabling lore content via /worldconfig loreContent true, reloading the world, and teleporting to a few of the story locations to make sure they spawned. The game doesn't prompt you to remap areas at all--it looks like it will just generate the structures automatically.
I would still make a backup of your world, just in case, but otherwise it looks like you should be able to enable lore content in your current world without issues! 😁
-
LadyWYT's post in Mechanics that affect long term (forever) worlds was marked as the answer
Welcome to the forums! As others here have already noted, there is a limit to how long temporal storms can last(4.8 game hours) and how strong they can be(light, medium, or heavy). Heavy is the strongest a storm can be, and generally means that more monsters will spawn in addition to having the most distorted visuals and audio. How long the storm lasts is random, but it's never going to last longer than 4.8 in-game hours, unless you either changed something via mods, or encountered a bug.
As for the interval between temporal storms...it also varies. By default, the interval is 10-20 days, which means that on default settings you can expect to encounter a temporal storm every 1-2 months in-game.
It depends...keep in mind that Vintage Story is very early in development; of a planned eight story chapters(the game being considered "finished" when all eight are fully implemented) there are currently only two implemented. Things could change. The developers take old worlds into consideration when they release updates(only the stable versions--never play a cherished world on an unstable testing candidate!), so as a general rule old worlds will remain playable in new versions of the game without issue. Sometimes the game needs to do some remapping, but it only takes a few minutes and you will be prompted to do so the first time you load that world in the new version. The game also adds story locations to old worlds, so you don't need to worry about missing story content as it releases.
All that being said...it's also possible that a future update could potentially require creation of a new world, for some reason. If you are playing with mods, creating a new world for a new version is almost a given, although not always. It depends a lot on what is added in the new version, and whether or not the mods update/still function if old.
-
LadyWYT's post in The drunk effect isn't working. was marked as the answer
Are you playing with Hydrate or Diedrate? This mod disables the drunk effect by default, but you can re-enable the effect in the mod's config.
-
LadyWYT's post in Where to find elks for taming? (rc.3) was marked as the answer
I would try checking in colder regions, either high altitude plateaus or somewhere between the temperate zone and the arctic. The few times I've seen wild elk in the game, they've always been in one of those colder taiga regions.
-
LadyWYT's post in Clothing missing, am i a dumb dumb? was marked as the answer
It's a bug: https://github.com/anegostudios/VintageStory-Issues/issues/6533
-
LadyWYT's post in Is it possible to force client-side mods on my server? was marked as the answer
Welcome to the forums! I don't know if you can force client-side mods to download, but you could just package them all up into one folder, send that folder to the users, and have the users copy/paste everything in that folder into the proper location. They aren't having to go mod-hunting that way.
-
LadyWYT's post in How to make Dave appear in the Rust World horizon? was marked as the answer
I think your view distance needs to be 300 or better for Dave to appear. Also keep in mind that he does move around, so he won't always be in the same place, and if there's mountains, forest, or other terrain nearby it may be very difficult to spot him even with an appropriate view distance.
-
LadyWYT's post in Are Bugs That Glow Important? was marked as the answer
Oh, that's no bug. That's a will o' the wisp, from Primitive Survival. To my knowledge they don't do anything except look pretty/mysterious; you can't catch them for display and they will despawn after a while. They're just a neat bit of ambience.