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LadyWYT's post in Time Switch Key was marked as the answer
Welcome to the forums! This ability is only available for a certain portion of chapter two of the main story--you'll know it when you're there, as it will come with a prompt in the chat and a clock icon will appear on your hotbar to indicate that the ability can be used.
Spoilers for the ability:
I will also note that it's easier to scroll over the icon on your hotbar and right-click to use it, instead of hitting the Y key, though you could also rebind it to something else. The other important thing to remember is that it does have a short cooldown on use, so you will need to time its use somewhat carefully.
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LadyWYT's post in Coil Rope issue was marked as the answer
The symbol has something to do with the "mode" that the rope is in. I forget what the modes are, but it seems the player is intended to be able to adjust the length of the rope when leading a creature, or something to that effect. I've not toyed with the rope very much, as the last time I tried had some...interesting...results when trying to retrieve my lost ram. The ropes definitely need a bit more work before they're fully functional, haha.
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LadyWYT's post in Taming Elk or Acquiring Through Shop/Trader NPC was marked as the answer
It's currently only available via the treasure hunter(after completing the Resonance Archives), or spawning one in via creative.
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LadyWYT's post in Vanilla Custom Villagers, Lore, Quests, and Maps?" was marked as the answer
I've not tried to do it in the game, but I have poked around in the .json files for uh, reasons, shall we say. Most of what governs the villager behavior seems to be in those files. Likewise, I also went hunting for the tapestry data, and while some of it is in the .json files, the actual lore entries seem to be contained somewhere else in the game's code. So based on that, I assume that creating custom villagers and other lore content will require the creation of a mod, at least for now. Whether that changes in the future, and how it might change(if at all), I do not know.
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LadyWYT's post in Is shift+mouse buttons baked in? (Fixed) was marked as the answer
To place items such as tools on the ground, you'll need to hit Ctrl+Shift+rightclick. For items like bowls, crocks, and cookpots, it's Shift+rightclick. For blocks, it's just rightclick. A bit convoluted, but I presume those controls are wired that way in order to help keep players from accidentally placing items that they mean to be using, onto the ground.
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LadyWYT's post in Fix missing textures with the 1.20 update was marked as the answer
Hmmmm, if it's not a mod issue, then it's probably a bug with the story structure, unfortunately. Those are supposed to be iron bar gratings covering the openings, which are primarily cosmetic. You should hopefully still be able to enter the structure and complete the mission there.
Edit: In case you need a hint on how to get inside...
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LadyWYT's post in Screenshot Mode for Vintage Story? was marked as the answer
https://wiki.vintagestory.at/Cinematic_Camera
That link might help you figure out the camera controls, though the tool appears to be geared more towards recording videos instead of taking screenshots. For a screenshot, the easiest way to get one by yourself is to hit F5 a couple of times to get to the version of third-person view that does not lock the camera behind your character, adjust the angle however you wish, and hit F12 to take the screenshot after hiding the UI with F4.
An alternate method is if you have a friend that plays Vintage Story, allow your friend to join your world and have them play cameraman.
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LadyWYT's post in Are there other surface deposits? was marked as the answer
Sulfur and obsidian technically count, as you can find bits on the surface and proper ore down under those bits. You can also find silver bits on the surface, as well as gold, though I've only ever found silver.
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LadyWYT's post in How do I make rifts appear in my world? was marked as the answer
/worldconfig temporalRifts on
That should enable the rift mechanic in your world. Also, welcome to the forums!
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LadyWYT's post in Lore Location Question (possible spoiler) was marked as the answer
Ah, that would be why it's not on the wiki: there's no location like that in the vanilla game. Are you playing with mods? As I recall, I think there was a quest like that added by the Better Ruins mod, though I never completed it. I think the trader in question was a luxuries merchant as well, though I'm not entirely sure. In any case, if you've got the map, you can probably just head to the location and see what's there.
Unfortunately I can't offer further information than that regarding the location. 😕 But I do recall Better Ruins being a high quality mod. So if you enjoy exploring, you shouldn't be disappointed.
Nah, if it's your world, you get to decide what rules you play by. 😁 I've used creative a few times in my own worlds to test things, as well as fix mistakes. As for the vanilla story, I think it is technically possible to do the chapters out of order, but it's highly unlikely to happen due to how the script is designed and locations are placed.
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LadyWYT's post in HEEELPPP!!!! was marked as the answer
/gm 3 will place you into spectator mode. That will allow you to just fly through the blocks to an open space.
/gm 1 will place you back into survival mode. 😁
I'd also go report this over on the bug tracker: https://github.com/anegostudios/VintageStory-Issues/issues
I've been suspicious that there's been a bug allowing enemies to knock players through walls, and this seems to confirm that suspicion.
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LadyWYT's post in Mystery block was marked as the answer
Given the label I'd say it's one of the components of dungeon/ruin generation that bugged out.
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LadyWYT's post in Problem with item from 3rd. location was marked as the answer
Sounds like a glitch to me.
But now I know what happens if you try to go an alternate route! 🤣
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LadyWYT's post in Aged firewood was marked as the answer
It's just firewood with a different appearance. Burns the same as regular firewood. Not especially useful, unless you just really need firewood right at that moment for some odd reason, or want it for decoration.
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LadyWYT's post in What efficient ways to calcinate flints ? was marked as the answer
Welcome to the forums! Unfortunately I don't think there's currently a way to quickly mass-produce calcined flint. However, one piece of calcined flint equals eight pieces of fire clay, so you don't need a ton of it until you start thinking about steel or mass production of pottery.
What I usually do is pre-heat the firepit with peat or firewood, and then throw a bunch of coal/charcoal on there to cook the flint while I do other things around my base. By the time I'm done tinkering, the flint is ready to be ground up and turned into fire clay.
An alternate method of getting fire clay, I believe, is to look under black coal/anthracite deposits--it spawns naturally there. I believe you can also buy it from some of the traders, though that does require rusty gears that you may want to save for other things.
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LadyWYT's post in Limestone was marked as the answer
Not really...it's mostly just a lot of traveling until you find white rocks. You do need to look in biomes that have sedimentary rock though, not igneous. If the rock type is granite, andesite, or some other kind of hard rock you'll need to keep moving, as limestone won't spawn here.
One thing I have noticed though is that limestone likes to spawn with bauxite, and both like to spawn with slate on occasion. So if you see rock layers that are orange, chocolate, and white, there's your limestone.
It's probably just bad luck; Vintage Story be like that sometimes. I'm assuming that you're after limestone for leatherworking? If that's the case you don't actually need limestone itself, although it is nice to have. Borax is more efficient at tanning, and also needed later on for blacksmithing work. Chalk and marble can both be ground into lime as well, I believe, although marble is quite rare so you'll probably want to save that for building. Seashells can also be ground into lime(two per shell); despite this being a tedious method, it's still useful if you're not having luck finding a source of lime otherwise.
Last but not least, if you have some spare rusty gears, you can visit a survival goods trader and potentially purchase lime, provided there is some for sale. I think commodities traders might sell it too, but I'm not 100% sure. Sometimes you can also find limestone rocks in ruins loot, but the chances of that are very slim, so you're better off with either haggling with traders or searching for one of the other options above.
Also welcome to the forums! 😁
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LadyWYT's post in No antlers? was marked as the answer
So I think I figured it out. It wasn't a mod messing anything up, as I backed up my saves and started over with a fresh install. It seems the antler/horn mechanics have changed just a bit sometime between now and 1.19's first release, probably to make them more of a trophy item than things you can get several chests full of from wiping out the local wildlife. Come springtime in game I was able to pick up a set of shed moose antlers, so I now have a nice home decoration! In regards to horns, I'm assuming it's like @Grummsh noted earlier--a much rarer drop from hunting, and I assume that probably applies to antlers as well.
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LadyWYT's post in When can we expect 1.20.0 stable release? was marked as the answer
I've been playing the current 1.20 iteration and not run into any major hiccups or glitches, barring one time I had the world crash in a certain area(which worked fine after reloading the world, no further issues). So I would say it plays fine, but of course it's always best to wait for the stable release if you're intending to play on older worlds, or otherwise intend to sink a lot of time into a new world.
As for when it'll release...as @Thorfinn already said: when it's ready. Given that the current version is a release candidate, that generally means that all the major pieces are in place, and the only things left are bug fixes and minor tweaks. In the case of 1.20, there are a few minor bits that still need polishing on the new lore stuff, but most everything that is supposed to be there is there. My guess would be we might see a stable release sometime after New Year's.
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LadyWYT's post in Brick Polychromy was marked as the answer
Welcome to the forums!
For pottery/brick colors, I believe it may take certain types as clay, as well as firing in a beehive kiln. Pit kilns are limited in the colors they can produce. As for patterned bricks...no clue. I've only just started scratching the surface on new building materials. I suppose it's possible a few things could be creative mode only, but I'm more inclined to suspect that perhaps not all recipes have been implemented in this build yet. The release candidate contains most all the content that it's supposed to have, but there's still a few things to be properly finished before it launches.
Wish I had a better answer. 😕 I'll have to pay closer attention the next time I'm playing.
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LadyWYT's post in Can this be fixed? was marked as the answer
Plus 1.20 is right around the corner, which would be an ideal time to start over fresh. Although for future reference, I do believe there is an option to copy existing world settings--that includes the seed as well as all the other adjustments you made when you first created the original. Useful if you find a world that you really like and want to keep around in some form or another. 😁
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LadyWYT's post in How can i generate a more compact adventure? was marked as the answer
First off, welcome to the forums!
As Thorfinn said, you can always tune things like water/land distribution, terrain roughness, forest coverage, and more under the world settings. For more diverse biomes in a fashion similar to what Minecraft has, you'll want to go to "Climate Distribution" and chance that from "Realistic" to "Patchwork". That should make it so that biomes are randomly distributed and potentially save you the legwork of needing to travel tens of thousands of blocks before the climate changes. As far as I'm aware though(never played Patchwork so can only guess), the seasonal changes will still apply in temperate/colder biomes, so it might be a little jarring to see or cut back on the survival challenges.
The main lore content is found via talking to a Treasure Hunter trader. He'll give you a task, and reward you with a map to the first major story location. It's quite a trek, but some of the goodies you can find there are other bits of lore about various things. As for other lore content...the more minor pieces are kinda scattered around in various places. Some of it you can find by talking to the traders about various things. Some of the traders sell things that provide insight(Artisan traders and tapestries); some items have flavor text that provides insight into what once was, or what might have happened. Panning bony soil is a good way to acquire lore books and other valuables.
As for caves, it's not unusual for them to be empty. Sometimes you'll get lucky and find some exposed ore, or some long-forgotten ruins that may or may not hold anything of interest. Surface ruins sometimes have basements that have extra supplies, sometimes a lore fragment or two.
In regards to world settings though, there's not really much you can modify here to make finding the lore easier, aside from perhaps smoothing out terrain to make traveling easier, and removing a lot of the survival challenges so you're not as likely to die while out and about. You could go the modded route with Better Ruins in order to have more interesting things to explore while still being "lore friendly", but it's not quite the same thing as the vanilla game. I will note though that the next update is right around the corner, and will be featuring a mount and a proper boat in order to make traveling around easier, as well as the second story chapter.
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LadyWYT's post in Is there any reason to keep spider webs? was marked as the answer
Aside from decoration, don't they slow down entities that move through them? Or am I thinking of the other block game?
You can also use them to prank friends that haven't been online in a while.
Otherwise I don't think they serve much function.
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LadyWYT's post in Not sure why this happens was marked as the answer
Hello, and welcome to the forums!
Hmmmm, try checking to see if you're running in Windowed or Fullscreen mode. You might try Fullscreen + Always On Top; my guess is that while you're playing the mouse might not be locked to the primary screen, and you might be moving the cursor off-screen for some clicks without realizing. Setting the mode to "Always On Top" will keeping the game maximized even if this happens. If that is the case, there's probably a better way to fix it, though I'm not sure exactly how.
The other thing you might check is the Windows taskbar settings, assuming you're playing on a Windows machine. That's if the game minimizes when you click the specific part of the screen where the Windows taskbar would otherwise be. I think I had an issue with that once, and the most I recall is playing around with the taskbar settings until I got it fixed.
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LadyWYT's post in Why is the moon so big? was marked as the answer
I'm pretty sure this is a feature and not a bug; I believe it's called a "supermoon". Basically, it's the point that the moon is closest to the earth, so it will look bigger than normal. It's a thing in real life, although the effect isn't quite as dramatic as it is in the game.
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LadyWYT's post in I cannot knap an axe head was marked as the answer
Welcome! Are you playing on 1.19(the current, stable release), or the 1.20 pre-release? If you're playing on the pre-release, it's possible you've found a bug, as pre-releases aren't stable and often have a lot of rough issues to sort out before they're properly ready for launch.
If you're playing on 1.19--first I would make sure that you have at least one empty space in your inventory(which is probably only the hotbar when first starting). If there isn't space for you to pick up the newly created axe head, it will just fall to the ground after creation, and should be visible nearby. Now if that's not the case, I would move any world files you care about to a separate folder, and reinstall Vintage Story entirely. Start a new world(no mods!), and try again; it should work. It doesn't happen very often, but sometimes things get messed up in the code, and the fastest way to fix it is usually backing up any of the game files you care about and starting over with a fresh installation.