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LadyWYT's post in is it possible to get class clothing without making a new character? was marked as the answer
Some of the items you can find in ruins, I think. I know I've found pieces of hunter garb as a blackguard. Otherwise, you're probably out of luck unless you either create a new world, or pop into creative mode for a moment and spawn the items back in.
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LadyWYT's post in Cant make large gear sections was marked as the answer
I would make some tools with more durability left in them, and try again. If one is too used up, you won't be able to craft the item.
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LadyWYT's post in I can't bear it anymore. How to keep agressive animals out? was marked as the answer
Depending on how well-established/attached to that particular spot you are, you may also want to consider moving elsewhere if you don't want to deal with predators. Unless something has changed, they're tied to specific spawn points, which means that even if you kill them off, they'll eventually respawn. On the other hand, if you need a good source of meat, fat, hide, and bones, and are good at killing them...it could also be a prime spot to settle in. 😁
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LadyWYT's post in How big are veins? was marked as the answer
It varies. The typical surface copper deposit will probably be about 10-15 blocks diameter. Other surface metals will be similar; it's quartz and coal veins that get huge.
If you want to mine out the entire vein though, the node search function of the prospecting pick will be your best friend. It won't tell you where, exactly, the last bits of ore are, but it will certainly help you determine when you've found all there is to find in that area. It's also important to keep in mind that ores in Vintage Story spawn in large flat disks(for the most part) that follow the terrain pattern of the area. So you'll need to take changes in elevation into account and possibly dig a block or two higher/lower in order to mine the entire vein.
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LadyWYT's post in Finding lore was marked as the answer
Right now? Resonance Archive. Let's just say it has a large collection of lore, some of which can only be found there and others that can be found in multiple places. Talking to the traders is also a good way to get some lore tidbits, although what they have to say right now is a bit limited.
Otherwise, as @Thorfinn mentioned, panning is a decent way to get some of the lore books, although I do believe it's panning bony soil specifically. The books are still a rare drop, however, you can find bony soil in most of the surface ruins. Lore books and tapestries can also be found in the ruins themselves(some tapestries can only be acquired via ruins), and sometimes certain traders will sell them as well(artisan traders for tapestry pieces, for example). In regards to monsters dropping any kind of lore thing...to my knowledge, I don't believe any of them currently do, aside from the bells--I think they have a chance to drop a scroll, although I might be thinking of the tuning cylinders for the resonators.
There's also the flavor text that accompanies the classes and many other items in the game, often clothing, accessories, weapons, and certain pieces of armor. You don't need to actually acquire the items in order to read the text in this case; you can just browse the handbook for items that fit into those categories and see if the item page has any sort of special description to go with it.
Outside of the game, the Story portion of the forums is a good place to browse for fan theories, stories, and other discussion related to the game's lore, as well as ask questions about the lore itself. There are also a couple of short stories on the Vintage Story website, that I don't think are actually in the game at this time.
https://www.vintagestory.at/stories/storyexcerpt-themorning.html/
https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/
I think that covers most of it. I'm not really sure there's an easy way to find all the lore in one convenient spot, although that's one of Vintage Story's strength--it makes you find the pieces and put them together to form your own conclusion of what happened. 😁
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LadyWYT's post in How close do I need for things to keep growing/burning/cooking ect. was marked as the answer
Welcome to the forums! It's a bit of a tricky question to answer, but I believe for the most part all that's needed is for the chunk to be loaded. However, if you leave a particular chunk for a while and come back sometime later(such as coming home after an extended exploration trip), I think how the game handles it is that it updates everything to whatever state it should be in based on how much time has passed. So crops will grow, animals will give birth, food will rot, fires extinguish, etc. The only issues I've run into is that the distiller seems to continue using fuel but will stop distilling liquid if you stray too far from them(more than a few chunks), and sleeping will fast-forward the burn time for fires without doing the same for anything the fire is cooking(ie, the fire burns through all the fuel, but whatever it happened to be cooking will still be in the same state). The exceptions are pit kilns, refractories, coke ovens, and charcoal pits--those all take the time skips into account.
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LadyWYT's post in Turning cloth back to linen? was marked as the answer
The teal gear? That's your temporal stability. If it falls too low(I think around 25-30% remaining), nasty monsters will start to appear as you're essentially losing your grip on reality and crossing over to a different dimension. If the gear ever drains completely, you'll start losing health until you either recover some stability or die(which should recover a little stability, I think).
If you're in a stable area, the gear will spin clockwise and start regaining any stability that's been lost. If you're in an unstable area, the gear will spin counter-clockwise and begin to turn from teal to gray as you lose stability. If the gear isn't moving at all, then you're either in a neutral area, or at full stability already. These rules also only apply to the world's surface; underground is always unstable, and will become more unstable the deeper underground you go. The one exception to the underground rule, I'm pretty sure, is the Resonance Archive.
Aside from returning to a stable area to recover your temporal stability, there are a couple of other ways to restore it. If you have a temporal gear, you can hold it in your off-hand slot and activate it with a knife(or it could be the other way around, I don't recall) to sacrifice a bit of your health in return for some restored stability. Killing Nightmare Drifters will also restore some stability, although this is probably the option of last resort in most cases due to how tough they are(they also don't spawn except during temporal storms, the deepest parts of the world, or when you're at 0 stability).
Edit: As far as reducing the rate at which you lose stability, I'm not sure if there's an option for that in the world settings. If there isn't, you might take a look at the XSkills mod. It has some perks you can acquire for reducing the rate you lose stability and increasing your recovery rate.
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LadyWYT's post in Can player idle animations be disabled or player model hidden? was marked as the answer
I think this mod might cover what you're after: Restore Old Animations https://mods.vintagestory.at/show/mod/12339
If that doesn't work, this one might: No Hands https://mods.vintagestory.at/nohandsfp
Hope it helps! 😁
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LadyWYT's post in So I wanna record something... but ingame was marked as the answer
Not a mod, but a built-in recording system! https://wiki.vintagestory.at/index.php/Adjustable_FPS_Video_Recording
I've never used it, so I can't really help any further than that. However, that link should be able to at least get you started.
The only other convenient option I can think of is that if you play on Windows, I believe Windows has an option to record your screen. However, I would recommend Vintage Story's recording system rather than Windows recording; Windows is fairly basic and you're likely to get a better result with Vintage Story's system.
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LadyWYT's post in Drifter Spawn Parameters? was marked as the answer
Hello, and welcome to the forums! This mod may achieve what you're looking for: https://mods.vintagestory.at/show/mod/5603 It's a bit old, but judging from the comments it should still work in 1.19. And it should stop all the monsters from spawning, not just the drifters, while leaving wildlife and ruins alone.
Otherwise, if you're going completely unmodded, the only way to disable monster spawns completely is to pick the Homo Sapiens game mode. However, picking this game mode will remove all lore content, which includes ruins, traders, and anything else that's not part of a real world survival experience.
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LadyWYT's post in Tips for dealing with temporal storms for beginners? was marked as the answer
Thorfinn covered most of it, although I think the "best" approach depends somewhat on your chosen class and preferred playstyle. I play Blackguard mostly, which is strong in close quarters combat but weak at range. A Hunter, however, will want to stay out of melee and pick targets off at range, and wearing heavy armor will interfere with that kind of combat.
Personally, I don't really worry about going out during the storms until I have iron weapons and armor(bronze at minimum). Flax fiber is more easily farmed from flax plants, rusty gears are easy enough to acquire via ruin loot or selling things to traders. Temporal gears I really only need a handful of, and these will occasionally drop from lower tier drifters, which don't pose as great of risk. The main prize of temporal storms, in my opinion, is the Jonas parts that can(but don't always) drop from the double-headed drifters. Jonas parts can't be crafted, but are necessary for crafting the late game steampunk gizmos.
If you're really intent on tackling temporal storms with early game equipment, I would build a small watchtower that drifters cannot climb into or spawn in, and then use that as a vantage point to pick off the drifters at range. Spears will do more damage than arrows at this stage of the game, but will have a shorter range and do not stack, so if you're going this route make sure that you have plenty of spears to throw. On the other hand, if you don't mind some really cheesy strategy--build a small covered box(maybe like 5x5 and 2 blocks tall), and chisel out some holes that are big enough for you to poke a spear through, but not big enough to allow a drifter to crawl through. Make sure you have plenty of spears, knives, and healing items, then hide in the box during the storm and poke away when the drifters come after you! There are better ways to build killboxes than this, but you get the idea.
If you're fighting them melee, you can hit them and then step back out of range right before they swing to dodge the hit. You are correct though, that it is very tough--if you get the timing of your movement even a little bit wrong, the consequences can be dire with good gear, or fatal with early game equipment. Of course, I really don't recommend tackling them melee in the early game, lol, at least without a killbox or other major advantage. They take around 4-5 hits to kill with a good weapon; with a flint/copper spear it's going to take even longer.
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LadyWYT's post in Will animal carcasses despawn if in unloaded chunks? was marked as the answer
Sorry, I should have clarified--they should spawn where they originally spawned as long as there's not a whole carcass in the area. 😁 A bony carcass is fine though. The spawn points for wildlife are fixed points in the game, so the creatures will eventually respawn at those points if killed. You can sometimes exploit this by exiting and reloading the world to prompt more animals to spawn after a hunting expedition.
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LadyWYT's post in How Long is the Blackguard Shirt? was marked as the answer
On the in-game model, the shirt seems to be a loose-fitting tunic style that comes down to the knees and is possibly split on the sides on the lower half.
I think it's a deliberate style choice. The utility of the design is likely for better freedom of movement(possibly for riding horseback), although in that case you typically see the split in the front/back, and not so much the sides.
I think it really depends on what your character's personality is and how you want to depict them. Overall, from the in-game appearance of the Blackguard attire, I get the impression that Blackguards have either been through worse than other survivor classes(which is very possible, given their profession), or that they don't really care about personal appearance and thus look more ragged as a result. Perhaps it's a combination of both.
In any case, if your character is of a similar mindset, perhaps they too look a bit rough around the edges. Or perhaps they're a neat freak and prefer to keep the shirt tucked in at the waist. They could be incredibly vain and have an embroidered shirt in good condition. It's also possible that perhaps they prefer a neat appearance, but have been through a lot of dangerous situations of late and haven't been able to properly maintain their attire. The options you pick for presentation tell the character's story.
One thing I will note though is that if the character is wearing chainmail or similar armor, you'll want to leave the shirt untucked similar to what's portrayed in the game. Reason being that you'll want to keep the armor from chafing or catching on other articles of clothing.
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LadyWYT's post in Fruit tree issues was marked as the answer
If the trees are in newly created chunks I don't think they'll have any fruit until the next year. It's a little odd that trees in existing chunks aren't producing fruit though. Do you have any mods that could be affecting them? The only other thing I can think of to try is to check the settings and start a new world/play a different existing world to see if it's an issue there.
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LadyWYT's post in Henbox tooltip? was marked as the answer
That's odd. I could've sworn it was a vanilla thing, but I wonder if it's something added by the XSkills(or other) mods. I say XSkills, because that's one of the main mods that I play with, and I try to keep a short list of vanilla+ type mods. One world I left it out and I recall not being able to see the percentage of completion on bloomeries anymore. At the same time, it really seems data like that should be a vanilla feature, so I'm not sure. It could just be a bug, but it's the first thing I would check, if you've run mods like XSkills before and aren't using them now.
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LadyWYT's post in About titanium was marked as the answer
Like @ifoz said, currently the only use for titanium is powdering it for the construction of the highest-tier refractory bricks. What other uses it may have remains to be seen. If you want more use for it in the meantime, you'll need to find a mod for that.
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LadyWYT's post in 3rd person view, character moving straight while camera panning 360? was marked as the answer
https://wiki.vintagestory.at/index.php/Cinematic_Camera
This is probably what you're looking for. I've not messed with it so I can't really give more direction than that, unfortunately.
Adding on to that though, you might also find this page useful for recording tips as well: https://wiki.vintagestory.at/index.php/Adjustable_FPS_Video_Recording
If nothing else, if you've got a friend to help, you could have them play the cameraman while you walk around, or vice versa. 😁
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LadyWYT's post in Helve Hammer Stopped Working was marked as the answer
Currently, helve hammers can forge either plates or ingots, but not the more complex items(such as sawblades). They're meant to help mitigate the more tedious things to forge rather than automate the process entirely. 😀
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LadyWYT's post in How long does it takes to respawn was marked as the answer
It kinda depends. Sometimes you can play for hours without seeing more creatures spawn(at least, where you would expect them to spawn). Sometimes you can kill a couple and there's four more to replace them a few minutes later. I'm of the same general mindset as @TamTroll, in that I tend to forgo hunting certain animals that are near my base, and instead go hunting abroad where I don't really care if the local population gets temporarily wiped out.
One trick you can also try, at least in a singleplayer world, is exiting the world and re-entering. That should reset all the spawns and give you more animals to find.
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LadyWYT's post in What are the configs and mods that can make your base/farms/animals safe? was marked as the answer
This mod should help with the drifter issue by making them only spawn underground. https://mods.vintagestory.at/show/mod/9700
There are other similar mods if you search "drifter" in the database as well, should this one not work or not quite be the solution you're looking for.
https://mods.vintagestory.at/show/mod/6181
This mod may solve the issue of hares eating crops that aren't fenced in. It's for version 1.18, but to my knowledge nothing regarding hares really changed in 1.19 so it should still work.
Turning the wildlife settings to "neutral" in the world config options should make bears and wolves(and other hostile wildlife) have a more peaceful disposition toward the player. I think they will still hunt prey animals though, and will likely still fight back should you attack them first. I'm not 100% certain though, as I play with hostile wildlife.
If setting them to neutral isn't quite enough, there are mods to prevent them from spawning, as well as mods that tweak them in other ways. Shopping around with the keywords "wolf", "bear", or "hostile" seemed to pull up some of the best results, though the mods also seemed to be for older versions. Which, older mods can be used on newer versions, but it's also a bigger dice roll on whether or not it will work properly.
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LadyWYT's post in Pick up a bed? was marked as the answer
Just target the bed, press and hold left-click until it breaks. It will drop as an item that you can pick up and place elsewhere. 😀 The only exceptions are beds that are in claimed spaces(like the trader beds--you won't be able to swipe those), and the beds that are decorative clutter in the ruins(you'll need to repair these with glue before breaking them in order to get a decorative item--they don't work like normal beds).
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LadyWYT's post in Maximized Borderless shows Win-10 bar at bottom? was marked as the answer
https://us.etrade.com/e/t/user/login?TARGET=https%3A%2F%2Fus.etrade.com%2Fetx%2Fhw%2Fwelcomecenter%253FsubSeq%253DY
Does it look like this? Maximized Borderless only removes the white border from the box the game runs in if you have it windowed. If you run a two monitor setup and want to click off the game screen for a moment without the game minimizing, but don't want to see the Windows taskbar either, try Fullscreen + Always On Top. That should keep the game running fullscreen on one monitor without minimizing if you click on the other screen for a moment, without the taskbar getting in the way of the game screen.
Now if you do that and the Windows taskbar still insists on including itself in the game screen, I would check your settings on Windows taskbar to make sure there's not something there causing an issue.
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LadyWYT's post in Severe framerate stutter after hardware upgrade was marked as the answer
Okay, I think I've completely solved the issue now.
The majority of the issue was caused by a missing chipset update for the BIOS, which caused the mouse movement to drop the fps(I presume because it was putting unneeded loads on the CPU). Updating the chipset solved this part of the issue, but there was still some subtle jitter leftover.
After much poking around with the settings, the rest of the solution was dropping the Max FPS from 75 down to around 30. The frames run jitter-free now!