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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Love that word, just rolls off the tongue! I also find it makes me laugh, like a made up word. What was even better was I had a friend who played one, brilliant stuff hearing her discuss her euphonium with me giggling in the corner.
  2. I purposely avoided watching other people go through it, and avoided a walkthrough guide, so all that is helpful. I think I am over a (in game) week since, maybe not, we'll see. If they are back then at least I'll have a much better idea of what is needed this time round. Plus, I presume the Library door remains open, so perhaps I can backtrack directly to them. Either way, thanks.
  3. You can eat while you are asleep, which seems a bit like an oversight, but it can stop you starving as you wake up.
  4. If it worked before with the mods, then I see no issue going back to the version that the mods worked with. I know players still on their 1.20 world because they don't want to lose mods that haven't been updated. If you installed a load of mods that hadn't been updated to 1.21 I'm not saying they won't work but it's going to be a toss up as to whether they error (or cause slow down/stuttering) or are fine. If vanilla runs fine without error, and removing the mods is as simple as deselecting them rather than physically deleting them - unless you have manually added the mod in specific folder locations rather than use the 1-click-install method, then it really does point to the mods. You can make a backup of your world if you are worried about testing without mods, but in the end running a modded world with the mods disabled tends to leave "broken blocks" in your game rather than your game failing outright. That's a generalisation as I don't know the mods, their versions, or their configurations, that you are using. Edit: One of the main reasons to test with a no modded vanilla (hell, you could just create a new test world without mods for this, rather than hit your current world) is to make sure that the stuttering is directly related to the game having issues with mods, rather than something on your OS (just for example sake, your virus checker gets really annoyed at programs updating data in the user/AppData folder, and VS regularly updates the save file in that folder). I am no expert in debugging VS, btw. I have tech skills, and I'm a C# Dev (the platform VS runs on) so you might find posting this in the support section - https://www.vintagestory.at/forums/forum/15-vintarian-support/ - or checking out the modding section to see if mods are supported or being updated for a specific version - https://www.vintagestory.at/forums/forum/17-mod-releases/ - may result in people with more knowledge than I seeing your issue.
  5. This was the first time running the Archives, I've got 100s of hours in the game but in 1.20.x I just couldn't find a Treasure Hunter trader. That's much less of a hassle in 1.21. I didn't look at a walkthrough, and found myself taking ages to work out what to do and where - I must have been on my 4th (in game) day in the archives by the time I got to the boss. I fought them and won, although I wasn't properly prepared for it and it left me with very little health and food. I needed to get out of there quickly, and did. However, despite popping by and grabbing the glider schematic, I didn't have time to grab books and/or display case items, and I made my way home. I don't seem to have the item the Treasure Hunter wanted, which I imagine the boss dropped but I never picked up down to not seeing it and/or full inventory, and a desire to get out of there before I die of starvation. My question is, have I borked it? Or will the item still be on the ground when I go back, it's been several in game days so I doubt it's not despawned. If I have borked it, what to do? Reset the boss? Reset the whole Archives? Drop to creative and spawn in the required item. The Archives aren't that far from my base (a day's ship travel) and I do intend to go back for books and the like, but what to do about the McGuffin I need?
  6. Not sure what other choice you have. If the game with mods was working before (I presume it was), and update happened which broke things, it's likely going to be the mods that are causing it. The devs will be testing the vanilla branch solidly, they won't be testing for all the possible mod combinations. That's up to the mod authors. Now I have a mod, it's a very simple one, built for 1.20, it works in 1.21 without change (and I presume <1.20 too, but never tested), but I still need to test it against a new build then go into the mod database and update the mod to show it is compatible with the latest version. The "modding echosystem" seems really tight in VS, but modders need to keep their mods active/up to date otherwise you can end up in situations similar to yours. Of course this could be something different but from the limited log snippets you have pasted, I'd be looking at the mods. If you know what version ran well for you with your mod configuration (was it a 1.21.x or 1.20.x), then one solution could be running that. Go to the client area and install a previous version that was working for you.. https://account.vintagestory.at/downloads (there is a Show all versions trigger below the main download link).
  7. I'm going to be honest with you, I would take from that the same that you would. I've never heard of "petcookie" or "petnest-small-black". Looking through the mod database that seems to tie up with https://mods.vintagestory.at/wolftaming, in which case it relies on the PetAI to be installed, and PetAI is currently only officially working on 1.20.x (not the newer 1.21). As for the previous log snippet, it looks much worse with it warning you about it not being able to load in (or configure) the base classes. That is a pretty major red flag to me, simply because that is core to how the game works. Ultimately, if you are suffering issues, the first thing to do is remove all the mods and see if vanilla still has those issues. Slowly re-add one by one in order to see which one is causing the issue. You can do this in a brute force manner, or base what you re-add on the log files.
  8. Bowtorns are nobody's favourite*, but once you learn their cues they are much easier to deal with. They will always make a noise about a second before firing, giving you a enough time to skip behind cover (could be a tree, hell could just be two placed bits of dirt). There is a cooldown between their "throws", so they can't rapid fire you either. What I would say is that without armour, even the basic wood armour, bowtorns do take a fair chunk off your health with each hit. I wear linen and the damage negation is very noticeable. Linen is possibly too much of a stretch early game, but the basic stuff is easy to craft with resources all around you. I'll leave this link here: https://wiki.vintagestory.at/Armor The bowtorns are pretty weak close range. They have their spear range weapon and a sort of "tongue lash" that is close, close in on them and they will turn and run and won't use its ranged attack. They are also pretty weak physically, weaker than basic drifters. Taking less hits to down. Trust me, I do feel your pain, in 1.20 they were worse; spawning more, hitting harder and more frequently, and I know that people saying "well, it used to be worse" is no comfort for your death. Bowtorns can't be completely neutralised (other than turning them off) but can be significantly mitigated. (* .. heh, I'm sure there's some that like them!) Edited to add: This is all in context of surface drifters, the ones you'd find wandering about a forest in the daytime. The ones that turn up during the temporal storms or deep underground can be considerably tougher.
  9. When you say never seen that warning, what warning? The title of the thread? If so, then like you, I've never encountered it. The stuttering does suggest something is going on. The obvious question would be do you use mods and is it possible that's the conflict? If you are on Windows, check your <boot drive>/users/<your username>/AppData/Roaming/VintagestoryData/Logs. In there you should find a selection of logs related to both client and server, with some granularity. These files seem to be refreshed each time you start a new session, so if you see any errors you know they are related directly to the session that is (or last was) active. Aside from that, I'll chuck in this link.. https://wiki.vintagestory.at/Framerate_and_Performance ..which you may or may not find useful, but as you mention stuttering, it seems a fairly obvious first place to look.
  10. Height and speed, you can outrun every mob, and the only way they can climb is if you provide them a route to do so (stairs, ladders, or terrain). I appreciate that, in the early game, the mobs can seem unsurmountable at first but after a while you'll find that not to be the case. If that is still not suitable then I really suggest you play either Creative or Homo Sapien mode, both of which are chosen as you create your world for the first time. Creative is, as you'd expect, but Homo Sapien removes all lore and temporal storms, I presume it removes the Eldritch monsters too. The more you play the game, the more you find it's pretty easy to co-exist with the mobs, both the surreal and supernatural as well as more traditional things like bears and wolves. Ultimately you want that to be challenging at the beginning because you will naturally get better at the game, it just feels "rage quit" at the start because you're not used to how VS plays.
  11. It's one of the first things the player chooses, so what is your choice? For me, high alto-flute, because I like it to be as inoffensive and minimal as possible.
  12. "Fixed: Flat fog from weather no longer reduces deep cave visibility"
  13. Apropos to nothing, but since 1.21.1 release I've been experiencing quite a lot of crashes. I should say that before now, I've had maybe the odd one, but recently it's been at least one a session, sometimes two or three. The game in general is very stable for me, so well done devs. I decided to let it slide, thinking if there is an issue, I won't be the only person to suffer it so it should get patched. It was only after my 6th crash over two days (unheard of in the 100s of hours I've got in the game, up till then) that I decided to investigate. First thing was to remove the mods, I don't have a lot, mostly just chisel and better ruins, some extra icons and my own for making sticks. Problem remained, so the next step was to reinstall the game. I'd only updated it, so no harm doing a clean one. Got the client exe, uninstalled, reinstalled, and tried it (without mods enabled) and it crashed. Now, getting a little more concerned I decided to check what was the main trigger. That seemed to be opening chests/storage. Not always but about 80% of the time. I decided to go looking at the files, and in my (I'm on windows) AppData/Roaming/VintageStory folder, there was a ModConfig one. Inside that were several .json files, one of them called sortablestorage.json - I don't have sortable storage in my mod list, and the file dated back to Feb of this year, pretty much when I first installed the game. I don't even remember installing a mod for sortablestorage, especially that early on in my experience as for my first ~100 hours I used no mods, but I'll not lie and say it's something I'd like to see in vanilla. Either way, removing the sortablestorage.json file fixed my crashes. I could re-enable my mods and it was completely fine. So it seems that a file dated from February, had sat in my AppData for months, that I had no recollection putting there, acting benignly all through 1.20 and its revisions, and even into 1.21.0, not causing any (observable) issue. Then 1.21.1 drops and the game crashed repeatedly. Weird. Although I'm happy it's fixed, and I'm not suggesting anyone else is in a similar situation, but just goes to show you how these sorts of crashes manifest. Edit: I literally just suffered another crash, same style as before, although this was just after I used a "storage item" (it was the fire, which had a crucible on it). For me the game just freezes, there is no crash output, not popup, just windows saying it the program had stopped responding. Not sure exactly why this is happening, I thought I'd fixed it, but for some reason it remains. I should say, VS is pretty good in terms of saving your progress, so a crash is not a run ending event, and I have noticed it crashing less since I removed that superfluous .json file. Could it be something in my install? Perhaps, I'll just wait and see if any 1.21.x updates resolve it.
  14. If I was going to name the creepiest mob, it'd be the shiver, or bizarrely the bell. The shiver's reason is easy: the way it looks, the way it sounds, and the way it moves. I don't have any issue with the locusts, and I don't have any particular arachnophobia (although I wouldn't pick up a spider - and I'm in a country that doesn't have any venomous ones). Other than their swarming mechanism, and the numbers that can appear in, they seem fairly easy to kill, especially with a decent spear. The bell is creepy for another reason, it's actually closer to Lovecraftian horror than other mobs, imo, his shtick was all about the horror of the mundane. A "possessed" bell, calling out your presence, coupled with that sound, it's more a surrealist fear than an actual phobia.
  15. Perhaps this is just me, but I don't find them terrifying or am I discouraged from battling the hordes. It's just a bit dull, and quite easy, and for one of the core mechanisms for the game it seems a shame that people either don't engage or don't even enable them.
  16. Ah, right, it's the first time I've seen it, and I've been playing since 1.20 release. You are right, it didn't last long, just a few in game hours. I realised after I posted it someone would say, "but they drop Jonas parts already", and yes they do. I was just thinking of a drop that differs from the "day to day" spawns. You say people will have no counter to mobs that are able to change the states of doors (either opening or breaking them), but they would, it's height. A technique used by new and veteran players from the first day to the last. I do take on board that people might not want that, but just like the ability to enable sleeping through storms (or even just turning them off completely) the aggressive nature should be a config check box option. I'm thinking of under utilised mechanics, not mechanics intended to punish the player when they want a peaceful life. As I say, not really sure with the portals. I think they are sort of underutilised as any experienced player tends to just ignore/avoid them. They become an annoyance, more than anything. Sure, you can make the rift ward, and one of these days I might, although I'm not sure just how good they will turn out to be. The crafting requirements do rely on the RNG drop of Jonas parts though.
  17. There's some great ideas in this thread, heh.. also some not so great.. , but my comment is about an option not listed in the OP - the temporal storm and portals. The storms happen regularly and seem to fall into one of 2 categories. Early game, you just hide in a hole, with a torch. You don't have the armour or weapons to deal with it. Mid/Late game, you now hide in your fancy chiselled house, with lanterns giving you that light and although you are now equipped to 'have a go', nothing spawns near due to light level. I'm not sure what we could do with the storms, but they are ever present and at the moment they seem more a passing annoyance. Creatures can't break down doors, and if there is light and a smallish room you are safe. Sure you could try going out there and farming some but their AI doesn't really suit that (imo). I know that quite a lot of people turn the storms off. Demonstrating, in terms of risk/reward, it's not worth the gamble for them, and that seems a shame, I think that an "improved storm" or a "reason to engage with the storm" would possibly change that. Perhaps amend the AI to be more aggressive, perhaps allow them to either open or break down doors, or perhaps provide specific loot (jonas parts?) that is exclusive to mobs spawned during the storm. As for the portals, I quite like them, but they are pretty benign, you don't know when or if things will spawn from them. I have added them into this as I think there is something that can be done to make them more engaging, but I have to say I'm not sure what in particular. If we are talking "underutilised mechanics", then the storms and portals have to be in there, as they are a constant throughout any playthrough and have so much possibility, yet at present some people will turn them off because there is "no need" for them. Edited to add: In 1.21,I spotted a Rift Activity of Apocalyptic. Never seen that before, not sure if it's new or not. It did seem "quite busy" with the portals.
  18. Yes, totally. This was one I meant to add but forgot to. Especially useful if you have auto-pickup enabled. It's really come in clutch when deep mining and I keep picking up the stones rather than the ore.
  19. Sure, I take the point you are making. Although it's odd to use a very deep lore biblical entity as the name for your player and then not expect people to draw conclusions.
  20. Turn it on, TURN IT ON! I play with full cave-ins, and it's fun. Sure it's bloody annoying, but underground the mining instability is resolved by support beams. As for the surface instability, it's actually got its benefits as much as its pitfalls. For example, want to close up a cave that keeps spawning mobs? Fill that puppy full of earth, a couple of block removals it can be done in seconds. Annoyed by animals running away from you? Well you can trap them because they'll trigger land slips too. As for the performance, I've not noticed any serious drain or FPS drops. I'm on a mid PC and play with mid settings, so make of that what you will. I will say if you do decide to go with full cave ins, including dirt, then it pays to have some rammed/packed earth in your inventory (it will not be effected by gravity) or a set of ladders, both of these things are easily crafted even at spawn, and will save you a lot of effort should you get stuck down a hole.
  21. Thanks for that, I might use it even though I don't suffer sensory issues with the flicker. Personally I just think it looks very amateurish. That's no shade at the dev(s), they've done a great job all over the board so it's harsh to damn them for this one thing, but I would really really like them to differentiate between levels based on something else.
  22. Yeah, so it definitely stopped existing. Did I see the wolf cub eating it? No. However the wolf cub's weight was decreasing until I put meat in its enclosure and that weight started increasing. The pen that it was finally corralled into was right next to the house and I was spending a lot of time in that chunk, and as you would expect I was regularly checking to see if the meat was gone. I never timed it, but it seems to disappear fairly quickly. Not sure of the official despawn timer for something dropped on the ground when that chunk is always active, so can't give you an idea if it despawned or not. I should point out it was redmeat I was using. Not because I wasn't sure of a predator would eat bushmeat or not, just happened to be the meat I had at hand.
  23. ngl, I had one of the biggest downers I've had playing this game when I used glue to "fix" an item and it remained broken but could now be picked up. Maybe it's just me but I expect a repair to actually repair it. Don't get me wrong, I love the ambience of ruins, especially the underground ones, I also really like the environmental story telling, and I can totally see why a few broken and dusty bookshelves would look cottage core when placed in your base, but I've yet to find an aged bookshelf that isn't f**ked. They may be out there, I've never seen them.
  24. If you want to get all intellectual and theological, Seraphs simply cannot be hurt. When you say canon, it's not canon within the religious context. That said, as not just an atheist, but an anti-theist, I don't at all consider the "player" I play as, as having any religious affiliation in any way. That said, it was my fault for brining up the subject. My bad. I should keep clear of that mythological nonsense.
  25. Yes. Couple of things about the straw bale. One is that they count as a full block which allows you to use them to seal a cellar. Most people, once they get a saw, will use a trapdoor/hatch to close off the cellar, but at early game you are some distance from that saw. The straw bale is ideal for this, for the reasons you mention. But wait, bales are more interesting than that. If you play with full cave-ins enabled, a straw bale is one of the blocks that are not effected by gravity. So like Rammed Earth, you can place them half way up walls should you want, and they won't fall to the ground.
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