Flexbyte
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> The moment I get oil lamps I replace the torch as my carry light precisely because they're immune to water. I have a silver lined lantern. But it can't light fires. Even if it could, it's in my left hand and the game doesn't have UI to light a fire with your left hand item either. Perhaps that would be the solution actually: allow left-hand fire lighting, and allow lanterns to also light it
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Actually probably just having a second hotbar that you can easily swap between (e.g pressing the x button to swap between them) would solve a lot of this. Maybe some toolbelt item or so that gives this...
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But that still requires having a free slot in the hotbar, right? Which is almost impossible to have, if you don't actively have lots of tools there (which I do), anything that gets picked up fills it automatically. There's no way to get a free slot there without having to open the inventory and drag something
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I think the UI to light a fire is not well optimized and it's putting me off from things. Latest example is that fat now needs rendering to not have an expiration time, so now you need to light a fire to render fat after every trip where you hunted some animal. It makes sense if in early game lighting a fire requires some work and inconvenience, but it would be much nicer if it were more easy and automatic relatively soon in the game (note that currently I'm in late game and lighting a fire is still the same as before) Also, I'm talking here about firepits, ovens, forges and so on that you have set up in your camp and already used before. That making a fire in the wilderness takes a bit more work is understandable of course, but I'm talking about convenience in your camp/home/... Here are the problems, and some of these are purely UI problems 1) Lighting a fire requires opening inventory, dragging torch from inventory to hotbar, then lighting fire with it, then dragging the torch back to inventory. This is my NUMBER ONE complaint. You can't keep the torch in your hotbar because it can randomly un-light when you're in water and scroll through it Possible solutions to 1: -allow lighting a fire without torch in hotbar, e.g. have a "light this fire" button in the fire dialog when you open the fire dialog -have an upgraded version of tinderbox: does not go out in lakes, and does not have a limited use count (or a much higher one) than the early-game tinderbox. HOWEVER I prefer the other solution much more, even this upgraded tinderbox would still have the problem of actually taking up precious space in your hotbar 2) Using fire requires managing how much fuel you put in it, and remembering to remove the fuel when you are gone. This is fun in early game, but when you need fire a lot this repeated inventory management gets annoying Possible solutions to 2: -make the fire not consume fuel when not in use, which means: you are not nearby and there's nothing being cooked/heated/... in it: so when you step away form the fire and it has no items, it goes out after a while but the fuel stays (and will not get consumed; the fire is not doing useful work nor heating your body). Next time you are back, you can light it again without having to drag more fuel into it, since there still is some. You no longer have to remember to take OUT the 64 peat when not in use 3) More drastic ideas to improve fire: -simply have the file be lit when you're nearby and using it. The only requirement is you put enough fuel in it (and refill it every now and then, but at least you can refill it with a few 64 stacks on one go to be good for several days, rather than have to manage adding 1 or 2 pieces to it every time) and have done the ritual of lighting it with a tinderbox once. Obviously this is not realistic, but if your fires and ovens and so on could just be things that you put the item you actually want to heat up in and they work, without losing more fuel than needed and without annoying UI actions like dragging torches around, it'd be so much more fun. -have a specialized separate inventory spot for torch/tinderbox/...: don't require dragging it to hotbar at all, just have some spot that doesn't take up space in inventory nor hotbar where your highest-tech fire-lighting device can be, and have a certain hotkey or button in the fire dialog that uses it on a fire
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I will definitely miss the quern rotating around the ζͩ᷀ᷗη᷇ᷚᷜψ᷐ᷦᷓφ᷊᷄᷅μ᷈ᷛᷞωᷔᷧᷕ-axis while another image of the same quern stood frozen
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In my v1.21 survival world, the pole to pole distance is 50k tiles. I created a 50k-tile long stone path full of tunnels, stairs and almost fully covered in fast stone paths all the way from the starting coordinate 0,0 to the location at 0,50000 (ignoring the vertical height coordinate), where this 0,50000 location is my overwintering base (it's summer there when it's winter at spawn) It would suck to have to recreate all this for a v1.22 world! But I also really want the rapids and new fishes
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Awesome! Question: how will loading a save from a v1.21 world work in here? I'm mainly interested in: will it be possible to use waterwheels in a v1.21 world (can you make or have rivers in already-explored sectors), will there be the new sweet water fishes in existing lakes, and are there ways to reset some world sectors by choosing coordinates, while keeping others intact?
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> Fixed: Boars and sows not consistently being aggressive to players when piglets are around Does the word 'not' apply to what was fixed, or how it is after the fix, in other words are they more or less aggressive after the fix? I noticed boars were more aggressive in v1.21 than I remember them being when I played the game last year
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Does the FOV setting itself change anything at all? Maybe it's something related to windowed mode vs fullscreen, I mean, maybe one of those modes makes the game think you have the wrong resolution or so, did you try different modes like that? I don't have the issue in Archlinux with Nvidia graphics drivers, so at least it's possible to render ok, not sure what Ubuntu might be doing different, something related to the window manager / desktop seems likely, or the graphics drivers
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I'd like to make sulferic acid with 6L water, 6 salpeter, 12 powdered sulfur I'm trying to follow this recipe for sturdy leather, that's why I'm trying to do that: https://old.reddit.com/r/VintageStory/comments/1h4r7qc/a_short_guide_to_sturdy_leather/ If I try to put the 6L water in the pot with 2 jugs (each jug can hold 3L of water), it stops at 5.98L. I tried many things to add more to this 5.98L but it really stops at that. As seen in the screenshot, it's possible to put the remaining 20 ml in a different slot, but then it's not possible to have 12 powdered sulfur, it maxes out at 6 per slot... 5.98L is such a weird number to have as the cap, does the pot really have a maximum of 5.98L and not 6L per slot? Or is this a bug? (I'm using v1.20.3) If it should indeed to possible to follow the recipe, what's the way to properly fill the pot to 6L of water in a single slot? EDIT: seems to be a bug, with a 1L bowl it's possible to end up with 6L. Annoying though since jugs with their 3L would seem perfect to add up to 6L
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I now discovered that the steel making process doesn't continue at all when the back stack is completely burnt up, despite the front one still burning, so made a side-tunnel to the back stack to reach it. So the reaching-the-back-stack question is answered, unless someone has a more convenient way, or a good build suggestion overall for how to operate this optimally. But the question how to fill it up to 16 high without spilling remains: the wiki and youtube tutorials say to build blocks next to the coal to prevent it from spilling. But how can you ever actually reach that stack without having at least one gap open? And coal does spill out of that gap. Why bother with any side-blocks at all then? It doesn't look like 4 gaps causes more spillage than 1...
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Here's the back side of my cementation furnace. When trying to refill coal: first of all, I can't reach the back of the stack of the two no matter what angle I try to aim the camera, so I can only add pieces of coal to the front one. Second issue: when filling the front stack to more than 11 pieces of coal or so, sometimes one randomly falls of the stack, and then there's a burning piece of coal in the wrong spot and it also seems to be non-recoverable. Is there some better way to add coal to _both_ of those stacks, and without spilling any? There are always pieces of brick, or pieces of sides of the coal to contain it from spilling in that direction, in the way...
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I can handle wolves mostly in the meantime, using a tin bronze spear and tailored gambeson armor (helmet/body/legs). A single wolve is no problem at all with this. A pack of 3 is hard unless I manage to do them 1 by 1. I never tried a shield (my left hand is already reserved for lantern). Of course I play a modified homo sapiens game, the shield might be useful against the story enemies
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I seem to only have "curious" moose in my world. They walk up to me, then walk away, then walk up to me again, repeatedly, but without attacking. Well, until I'm digging something and they inadvertedly walk right into my shovel
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Final update: the slow crops matured on 6 august, over 3.5 months after being planted. But I got all the flax I need now for a long while
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Hey, the tooltip in the attached screenshot shows: "Nugget (native silver). 20 pieces smelt into 1x Silver Ingot. 5 Units of silver" That's 4 different types of units in 1 tooltip: "nuggets", "pieces", "ingots" and "units" It's somewhat hard to interpret how many ingots can be gotten from these 30 nuggets. Is it 1.5 ingots (because it's 30 nuggets), or 7.5 ingots (because it's 3*50=150 units). Are 'pieces' and 'units' in the tooltip the same thing or not? Or pieces and nuggets? It's hard to interpret because ingots are made from pieces, but the nugget is units Thanks!
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An update: in the meantime, the fastest flax crops have matured and I harvested them The 1/9 flax crops also have started to grow, some are already at 3/9 by now. So they're not bugged (forever at 1/9) after all, but there is just a huge variability in the growth speed. So the farming is working after all, what I thought would be very orderly crop rotation has become a rather messy mix of multiple types of crop per field now though due to the high variability in which things mature I do still think that this huge difference is not normal, it may be due to the "planted in morning when it was cold" issue mentioned above. It would be useful if the game would show more info in the crop tooltip that explains this (since it's now showing the exact same thing involving growth speed percentage and nutrients in both the fast and slow crop's tooltips), and perhaps do more checks of temperature of the block to not have a single morning affect the growth rate for such a long time!
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If you let your hunger go to 0, then eat one grain, that keeps you going for quite a long time after that (15 minutes or more irl time). The satiety bar has a half block of green on the right side that stays there without going down for that long while On the other hand, if you eat say a whole bunch of berries to go over 50% satiety, satiety starts going down very fast So a single stack of 10 grains of which you eat only 1 each time you hear the "aw" sound from being hungry, can make you last as long as 100s of berries eaten while keeping satiety full Is this a bug or intended? It's in any case unrealistic you could survive for days on just a few grains In addition, flax grains, and only flax grains, seem to have some bug where if you eat a single one after your satiety was 0, you don't get hunger anymore forever (until you close and restart the game)
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Ok now it's truly getting ridiculous, it's 1st of june and there is STILL lake ice hanging around. Meanwhile, I already know that in just 2 months, in august, the game already gives trees autumn colors instead of waiting for september or october when autumn should actually begin I have nothing against the game providing long winters for those who like it, but at least mark that clearly as a cold region and cold world settings, not as the default "temperate" settings of the game in a 47 latitude region
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If I would only wear upper body leather armor giving 60% / 0.6 protection If I now add legs to this that also give 60% / 0.6 protection What differs between the two situations? Do the legs add another 60% protection on top of the body leather armor protection? What happens if you would have legs with 70% and body armor of 60%: how to the numbers combine?
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Now the ones next to it reached stage 4 / 9, and those non-growing ones are still at 1 / 9 The tooltip of these non-growing ones has always been saying 88% growth speed, 75% moisture and 50% of the appropriate nutrition and no issues listed, so this really could be a bug. EDIT: also, I use the default month length of 9 days, and I'm playing homo sapiens mode but with various tweaked settings (like 50K equator distance, allow the coordinates, etc...). And latest version 1.19 indeed (not 1.20). I have no mods installed.
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Hey, I have crops growing for around 6 days already. Some are at growth stage 3/9 already, others are staying at 1/9 I started growing this on May 1st, now it's May 7th, in temperate climate (around 47 degrees latitude). All these crops were planted on the same day. All these crops have always been showing the same stats: same moisture of 75%, same growth speed of 88%, and sufficient nutrients (K here. In fact the ones at state 3/9 have a bit less K because they used it!) There is no message whatsoever about any problem in the tooltip, but I have the feeling something is wrong, if they're still at 1/9 after 6 days. What could be going on here? Will these crops ever grow on time (before the 7-month long winter starts again)? What explains the speed difference with crops right next to them with same moisture and nutrients?
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I did some tests now in a new test world, quickly made a straw hat and let a bear attack me, and I'm super happy to see that the straw hat remained at 100% after the attack! But I really wonder what made the bamboo hat in the other save lose 10% that fast then EDIT: never mind, maybe there is some delay in the reporting of these clothes numbers! The tattered boots that my character started with in the test world, went from 34% to 22% all of a sudden! So something is definitely making clothes use up all their percentages waaaaay faster than the promised 6 months! This rate of clothes degradation would require _hundreds_ of flax pieces per day to fix them up! Is this realistic at all? EDIT2: yep it's clear now, enemy attacks will damage a random piece of clothing of you with each attack, which means if you're hunting and get hit your clothes are useless in just a few days! 16 flax for one repair is really expensive for a early player, and hunting means you'll have to do multiple such repairs each time! There isn't that much flax in the world, and making fur clothes from scratch is a big thing. Should those really made that useless after just a few days already? Isn't that a bit too harsh?
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But the wiki also says: "Clothes don't take damage from enemy attacks, unlike armor. " If the wiki is wrong: does that mean that getting hit by an enemy 10 times already fully destroys your clothes (given the hat was 90% after being new, I think I got a single hit from a pork)? Because man, that makes hunting REALLY expensive!
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Wiki says at https://wiki.vintagestory.at/index.php/Clothes#Damage_and_repair: "Clothes slowly degrade while being worn,[3] decreasing their condition by 100% after 54 days, or 6 months (with default world settings)" And also: "Clothes don't take damage from enemy attacks, unlike armor. " My world settings regarding this are indeed default: 9 days per month. My playthrough so far was from 1 May in-game until 1 November. I made a bamboo hat somewhere in June or Juli (in the in-game time of course), but it has been at 0% for a long time. If clothes take 6 months to degrate, that should not be possible and it should only be 0% in december I also made a new bamboo hat after a new trek to the south, and less than 1 day later it's at 90%. So that's 10% lost in less than a day, while I would expect that it loses max 2% or so in a day to last 54 days Why are my clothes degrading much faster than 6 months? How is it possible to keep up with flax to repair clothes if they degrede in mere days? I'm going to start making fur clothing now (it's winter and I started to get somewhat decent at hunting foxes and rabbits for furs), but I wouldn't want to see these degrade in just a few days too. I didn't start farming flax yet and will have to wait til winter is over. Thanks! P.S. this game is truly awesome, I just hope that things aren't degrading much faster than promised EDIT: added that wiki also says "Clothes don't take damage from enemy attacks, unlike armor. "