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KahvozeinsFang

Vintarian
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Everything posted by KahvozeinsFang

  1. If the videos are uploaded to YouTube they can be translated into almost any language using AI auto dubbing. In my experience with video tutorials, I'd rather watch one with a verbal explanation, as opposed to one without, no matter how well it's made.
  2. Video tutorials were how I learned to make mods for quite a few games. It would definitely be beneficial.
  3. Ok cool. I'm just hoping that update isn't too close in style to that mod, because I've used that mod once and I definitely didn't enjoy any part of it.
  4. This happens on my machine as well, I play on an ROG Ally Z1E. I've narrowed it down to two main things that have caused it for me. The only difference is my game does not crash before, during or after a lag spike. 1. Generating more than two worlds looking for a playable seed, without restarting the game. 2. The Better Ruins Mod. While exploring new chunks, it seems to happen every time something new is generated. I will say that those lag spikes never happen if I'm playing on a dedicated server. The server can have better ruins and it still won't happen. They only ever happens in single player games. Also, when you reinstalled, did you delete the vintage story folder in your appdata/roaming directory before you installed the game again?
  5. You haven't answered the question. What you've done is flip the question and turn it into an debate about non working mods. I'm not interested in non working mods, because we all know what we do with mods that don't work, we uninstall and we move on. Same thing I would do for any mod that didn't work. Its like: "oh my car doesn't work properly, therefore cars are bad" What I'm interested in hearing about are PROPERLY working mods, and the argument some have on why they shouldn't be used. All I've ever heard is the "AI BAD" argument. So please write as many paragraphs as needed to explain that to me. I'd love to be enlightened. Yes, maybe in China where they have to disclose any use of AI. But we aren't talking about "any" use. Its mods specifically. For most regions, you are not obligated to disclose the use of AI if it is used only for "efficiency" or "background" tasks like writing code. And most mods purely are code.
  6. If I made whole mods using AI, I don't have a moral obligation to tell anyone. Especially if its free to download. Can anyone honestly tell me why a mod made by real person any better than a mod made by AI? And give me a reason beyond "AI BAD"? I've used AI to make artwork for a few mods I've put on NexusMods. I'm not an artist, no one is paying me to make said mods. I'm definitely not going to be paying an artist to make artwork for something I don't even get paid for. Sorry I didn't answer your questions one by one, but this can be a blanket answer in the form of my own question: As long as the mod works the way it should, then what does it matter how it's made?
  7. This is the mod I use. https://mods.vintagestory.at/ndlchiselpicks Its completely replaced stone quarry for me. Its just a pickaxe that, when used drops the full block. It also has a mode for gathering ashlar blocks as well. Cheap, simple and easy. Can't recommend it enough.
  8. I did think of this as soon as I posted the comment. But I got lazy and didn't want to edit it
  9. In my experience, treasure chests not very deep at all. And I've found a couple in 1.22 randomly because the aged wood is exposed on the surface. What you could do is also download that X-ray mod, start a new creative world, give yourself some maps, and do some research and testing on how far away from the X and how deep they usually are. Basically familiarize yourself with how it all works before heading back to your main world.
  10. I don't know how often you can find it but I was randomly wandering through a cave just the other day and found a massive amount of black coal. Under the coal was probably about 2000 or more fireclay. There was like three coal veins in layers about 7 blocks vertically apart, and all of them had fireclay under. I think it has to do with the amount of coal. Small veins don't seem to have fireclay, but big ones do. In my experience anyway.
  11. Why not? Its cheap and easy to make. Not like its going to affect gameplay. I always end up with too much, then it just sits taking up space in my chests.
  12. Other options are Lagless.gg, GTX gaming, shockbyte and a few others. But from my past research HostHavoc had the best value, though they didn't exactly say how much RAM was included which is kind of important if you are running 100+ mods.
  13. Yeah, I should have been asleep last night, my brain wasn't working properly I guess I was thinking it would be made used more than just an axe. Like some combo of axe, saw, chisel or hammer.
  14. No, they shouldn't be wood. If they were, you wouldn't be able to make a shovel till after you reach the copper age. Because you cannot punch trees. And seeing as how the player can dig up dirt by hand, it would be pointless to make shovels a copper age tool.
  15. They disappear because the root has been taken. It's totally natural for them to be gone forever. There is no more root. Its gone.
  16. Typically they are shy and avoid people. But if they are attacked or cornered, they can and will become aggressive. Unprovoked attacks on people are extremely rare and usually only happens if they have been infected with rabies. So as long as we don't get attacked just walking by, then yes it's a perfectly good change. But making deer attack the player just for walking by is a crazy change. Its already happened to me in game. In real life, when I was about 13 years old, I accidentally walked up on an actual full grown Buck with massive antlers. It scared the crap out of me, but he didn't attack me. It stood there for like three seconds looking at me and then ran off. He was about 10 feet away from me for those few seconds. I literally live in the Sequoia National Forest in California. We have mountain lions and bears running around. And I think I've heard of one attack in 25 years. Most wildlife would prefer to avoid rather than attack.
  17. Of course not. But, I really don't understand why people don't use land claims. Its not hard to figure out, and stops 100% of theft. It would be like leaving your car unlocked and running and then complaining when it gets stolen. Half the blame is on the owner.
  18. Good luck trying to get a thief to install the mod of his downfall. Its probably best to just review logs.
  19. It won't spawn in Claystone, Sandstone, Chert, Shale, Conglomerate, Bauxite, Chalk, or Limestone. If you are in an area with those you won't have a happy time
  20. You can always just increase chances tin spawns in world generation settings. I always do. I'm not spending hours looking for it
  21. You could put this on the GitHub issue tracker. They may try to fix it. I've had this happen to me as well. Now I mostly use crocks of food on my travels and pies for an "at home" food, because my inventory usually isn't completely full at home.
  22. I've watched a YouTube video of a guy growing 100 year old blight resistant tomato seeds that were in someone's attic since the 1930's. If they really wanted to add realism, there should be no seed drop at harvest and just make it to where a certain percentage of yield of vegetable or grain needs to be used to make more seeds. That way you'll never have more seeds than you need for the next crop cycle.
  23. Back in 1.19 or 1.20 I was able to grow some pretty big redwoods. They were at least 3/4 the size of generated ones. Did something change since then?
  24. Looks like you're going to be spending a lot of time with a watering can if you continue to play without moveable water sources.
  25. Turn off temporal storms during world creation. You can also do it after you create the world with the command: /worldconfig temporalStorms off Reload the world after you enter the command. Its the only way I know of to get rid of it completely.
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