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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. I abandoned a playthrough recently (and thankfully I did, as the new map is just lovely!) and it was all down to one bad decision, what was that decision? Well, it was to build a base at the foot of a valley. Don't get me wrong, visually the area looked lovely, but where I built was overlooked on 3 sides by hills at least 30 blocks higher than my base. Why did I abandon it, because it became a shooting gallery for the bowtorns. Almost every time I'd step out of my house I'd be targetted by the spear chucking weirdos, even with several layers of fencing put up to block their line of sight. In the end it was a choice of flattening all the ground around me (early game, no pickaxe, so not possible) adding endless fencing and making my base feel like a prison, or moving my base. In the end, and due to 1.21.6 update, I bit the bullet and rolled a new world and abandoned it with the only positive being a lesson learned. Now, whenever I build a base, I always do it on flat open land or a hill, never in the dip of a valley. Anyone else make similarly stupid decisions that have totally trolled their base?
  2. Just a heads up, in Windows, if you want a clean install you will need to manually delete the mods in the appData. I have a feeling you already know this as you are discussing mods, so I'm guessing you understand the way, and where, they are implemented. As for the actual problem, I'll be honest I have no clue. I've got prob 100+ hours in 1.21.6 and not encountered this specific issue and there doesn't seem to be others that have reported it either, although I only did a fairly basic check on the bug tracker. You can find that here.. https://github.com/anegostudios/VintageStory-Issues/issues If you have the time, perhaps to capture video of you experiencing the problem, then submitting it to the bug tracker. While it may not be worked on immediately, you do tend to get one of the devs commenting on the submission in order to confirm if it is an actual bug or not.
  3. One other solution, that doesn't need /gm 2 creative mode, is to set a waypoint at the location you want to be at then use the teleport to waypoint /tpwp command. Place a marker on the map, call it something simple "aa" (for example) then just type, /tpwp aa and you'll be taken there. It can be a little funky with the y-axis it lands you at, as I guess it expects you to be at the surface when a waypoint is made (I guess) so you'll sometimes find yourself "han solo'ed" into the rock upon jumping to the new location. If that is the case, just repeat until you find yourself at a more suitable y-axis. The interesting thing about this command is that your last death is recorded as a waypoint called "you died here", so if you find yourself unable to get back to your loot, either through misadventure (at a really difficult place to reach) or distance (x1000s of blocks from your spawn point), and you are worried about it despawning you can use the command.. /tpwp you died here ..and you'll land right at your death location (including the correct y axis). I get that people won't like to use something like that, it does seem to defeat the whole risk/reward thing, but it's useful to know just in case.
  4. Thanks, not that I'd use it, just thought it was odd it was "missing". It wasn't missing, instead the wiki has two pages relating to command line stuff - https://wiki.vintagestory.at/List_of_server_commands and https://wiki.vintagestory.at/World_Configuration I was only looking at the former. It's not the first time I've done that when looking for something specific, so thanks for the reminder! -- In a general question to others, do people not use horde bases once they get some character progression? Just the simplest 5x5 room, with one entrance, that entrance is guarded by a pit kiln, and using some half blocks to stop the (now on fire) mobs from getting at you. A pit kiln will last longer than a fire pit but both will work. Once on fire let them burn out as the fire will happily deal with even the strongest of enemy. Design it well and you mitigate any bowtown ranged attacks (they will not use range if they are close) and the most dangerous of the stabby ones, can be speared or arrowed from safety. I will use one of these to farm for Jonas parts and temporal gears. Many people seem to look upon storms as a nuisance, whereas to me, they are an opportunity. Perhaps if people felt they had something to gain, while minimising the risk, they would be more amenable to the storm mechanic. @CastIronFabric mentioned 7 Days a few posts back, and this is similar in a way to the horde bases you construct in that game, albeit the Rust World residents respect structural integrity, whereas 7 Days mobs will chew through concrete if given the chance.
  5. The only time I've had issue with stacking it's been with food, and it's all down to their state. For example if I have berries that I collected the day before and pick fresh ones of the same type, they won't stack. This, I believe, is simply down to one set of berries being 'fresher' and thus 'different' to the other. That said, when combined in your inventory they 'restack'. However, with things that don't degrade, like the sticks you mention, I've never had an issue stacking those.
  6. It's cheaper too, 20 for 50L, whereas it's a 1-to-1 with lime and chalk. Reduces the time you need to stand by and babysit the quern..
  7. Terra Prety recommends a few tweaks to the world gen.. World Height: 384 Landform Scale: 300% Upheaval: 30% Walk Speed: Slightly Faster https://mods.vintagestory.at/terraprety Otherwise, iirc, it's just a standard Survival setup. I was unsure about the increased walk speed but the way the terrain generates, it's become pretty clutch traversing through some of the large valleys. It hasn't offset deaths to bears though! While not either, the borax deposit to the North will do for my leather making.
  8. As it's your first post, have the complimentary "welcome to the forums, and I hope you enjoy the game" message.. I remember discussing this method some time ago (1.20), although it was connected to making the room as "proper room" (ie: /debug rooms hi) while still having a power connection into it. The quern was suggested, as you rightly mention it's a solid insulating block and it provides a power throughput. I do wish there was proper insulating axel blocks, though, and there is a possibility they come as I know the devs are looking to expand the automatic/mechanical elements although by how much I could not say.
  9. Yeah, far more so than normal, and a decent 'palate cleanser' to the multitude of "where the f*ck is.... <insert resource here>" posts. The seed if you wish it is, 473342568, but I am also running Terra Prety, which I should have mentioned in the first place. I am unsure as to just how much TP alters the vanilla geology beneath the surface, or if it just deals with terrain and coastline generation.
  10. Not that I know the direction the lore storyline is to go in, but would those who dislike the storms be more amenable towards them if the game's progression led to a way to remove them? This is just a hypothetical, apropos of nothing, but what if the storyline was leading you towards banishing the Rust World in some way, or at least returning a level of temporal stability to the land? I get that people dislike storms, and while they are part of the lore they are not actually core to the story progression (at least not that I am aware of). If we were to keep the storms as is, but gave the player the opportunity to affect their presence/timing/strength/etc if you completed the storyline, would that minimise the annoyance at their existence?
  11. That's very much your opinion, and you are entitled to it of course, but It's certainly not one I would agree with. Your comparison was with 7 Days, which I can understand and I'm someone who has played that game since the pre-alpha release (that was when the terrain was still blocky), but your logic is that in VS because the danger 'comes to you' rather than 'you going to it' it's "bad game design" yet in 7DtD the horde literally 'comes to you' but that's OK? What's more that horde is destructive where in VS a temporal storm is not. It seems, just from the way you've worded it, you are not applying the same standard to both games. Surely the logic must run true for both? Albeit the character progression, emphasis on the storm/horde elements, and the interaction with the world are different. On a side note have you ever fought a 7 Days horde on the ground, baseless? I'm guessing you probably have, if only out of necessity. It's totally possible (just make sure you don't enter a vehicle!) and the reason I ask is I wonder if you have fought a temporal storm in the same way. It's surprisingly easier than many expect, if you have the space to run about in that is. The storms are engaging, literally, as you cannot avoid their existence, you can place yourself out of harms way (mostly) but you can't non engage. I am not sure if English is your native language, don't worry that isn't a criticism, just that engaging can be a bit nebulous as many will use it as a synonym for "enjoyable". Are they enjoyable? I don't want to sound a contrarian but I do find them fun, at times, at least I do not consider them a definite negative. I'm certainly not against amending them, although I think it would be a shame for them to be watered down, as they are central to the lore. There have been multiple threads already discussing this issue, but the OP decided not to bump any number of threads and instead start their own. This is not shade to the OP, but if you genuinely wanted everyone's opinion, then why start a new thread devoid of everything people have already said? If I was a moderator, I'd be tempted to merge a lot of these similar threads, rather than having many smaller ones all having related comments. I do need to push back on this, as several have made this assumption and for me it's massively over playing the situation. You absolutely can mitigate the storms, you absolutely can wait it out, and you absolutely can fight them off. Now, the caveat is that depending on your character progression some of those tactics will work better than others. I'm certainly not suggesting you jump into your first temporal storm armed only with a flint spear, and no armour, and try and fight it out toe-to-toe, but storms can be easily mitigated. Far too many people lean into the, "I will die if a storm happens, no matter what I do" meta. This is purely anecdotal, but I've got probably 1000+ hours in the game (I can't tell as there is no official hours played like in Steam, and it's something I would like to see added, it would be fairly simple to do) and throughout all that time, there have been two instances I can think of where I have had an enemy spawn upon me without me being able to respond. I don't cheese the storms, there are obvious ways to do that, but I do have a set up that minimises the risk. I don't count myself as being such a good gamer that I alone am capable of this. Have I died in storms? Oh, hell, yes, but of those deaths only a tiny slither were due to what most would consider "a dick move" by the game. The vast majority have been done to my own stupidity. This is a deeper question than you think, why struggle at anything in life? If you are only fed honey, then any other food will seem bland. It's called a reward. You "suffer" the storms to value the times in their absence. If you extend on your logic, and while I appreciate I'm being a little obtuse here, you could ask, "why should I bother waiting for crops to grow", or, "why do bears and wolves attack me". If you remove everything negative in the game you end up with creative mode. I am of a generation that grew up with brutally hard games, primarily because of the limitations those had to gatekeep behind difficulty, but in my mind I welcome things that are not easy or quick to deal with, things you need to put effort into. I'm not saying you are not similar, just explaining why storms aren't the huge negative for me, it's all opinions of course. I should say that while I've only quoted a tiny part of your much larger comment, to be clear I do agree with a fair bit of that larger comment. -- Unconnected to my replies above, I actually went looking to see if there was a command line relating to storms. Primarily to see if you could turn them off. In the wiki there is one explicit storm related command, /nexttempstorm, which will tell you the time the next storm will hit, while adding "now" at the end will trigger that storm immediately. Interestingly no actual "stop" option, although that might happen implicitly using a different command such as controlling the time/weather which will affect them.
  12. My house, located central(ish) on the image, was not my actual spawn, that was about 400 blocks to the North East, but I settled where I did because it looked nice and nothing more, little did I realise the plentiful bounties to be had! In a strip of land that's about 300 blocks wide but 1000 blocks high, I found just about every resource I will need*, at least in the short to medium term. This is probably the luckiest RNG I've had. (* bauxite and halite are probably the main resources I've yet to find, but both are not used until much later on in game).
  13. As someone who watches quite a lot of "playing blind" videos for VS, I recognise there is definitely some confusion with clay, and I think the issue manifests due to a very specific influence. Because people have played Minecraft they just assume this is the same. Its clay appears as light grey blocks in water, and just about every first time player has gone to grey blocks underwater expecting clay. It's going to be sand, of course, but the problem is their meta is so driven by another game that when they find that clay is not the same, it is somehow a slight on VS. Should VS bend to the will of Microsoft and change clay? Obviously not. However, as it does seem to be a bit of a problem for people starting their playthrough, and you obviously want to onboard people as quickly as possible as early game frustration can kill any positive vibes a player starts with, then perhaps the spawning mechanic could be altered so that there are a few blocks (not much, but enough for the player to recognise for future use) of clay are spawned near your initial spawn point. It seems that almost every playthrough I've had there has been a trader near my spawn point, and I've always assumed (I could be wrong) that this is done for onboarding as the traders are a source for the initial lore. Could the same be done for clay? I wouldn't want a spawn point to have all the riches laid out for you, but having some clay nearby your start wouldn't (imo) alter the balance of the early game. In fact, due to beds not setting a spawn point, and presumably the player dying a few times in their first attempt, it would mean more traffic around the area of your spawn and in turn increase the chance your player has of finding it. One other thing I'd do, although this is adjacent rather than specific, but I'd try and find a way for players to be aware if the info box at the top of the screen. Countless times new players look at something, it'll display what it is at the top of the screen, it'll be something the player will need, yet they will be unaware of that despite the game clearly telling them so. The amount of first time players that do not read that text is as surprising as it is frustrating to watch!
  14. Maybe I'm picking it up wrongly here, but a lot of people seem to equate the player's ability to the strength of the Rust World. In my mind, which will be subjective, the whole point is you are rag-dolled by the storms, they are not meant to be fun, they are not meant to be background noise you work around, they should (and do, regularly) place a wrench into whatever you are doing, and altering your day's itinerary. The surface portals add to that. "Why is it half inside my house, that's stupid", is a common claim, but that's the point, the Rust World does not care for your comfort, the normalities of your day-to-day life are both irrelevant and inconsequential when faced with an entire dimension of malign intent. The whole point of the world being empty and full of ruins, apart from the traders, is that people could not contend with what they had manifested and that the horrors were so great they took to living underground.
  15. Wait until you pick up a chisel...
  16. If you want a genuine answer, then it's because "you are tasty", or that they have cubs. Honestly, finding a location that seems to have lots of spawning bears or wolves can be totally beneficial. You have access to meat (not great meat, but meat none the less), pelts, bones and fat. All constituent parts of the survival game. However, early game, it can be a curse, and while you can hunt animals to clear them from a specific area, sometimes it's just easier to relocate to a better (and safer) location. I find digging tons of big pits about the place to be a bit of a "sledgehammer to crack a nut" solution. I mean... it works, but it's hardly elegant.
  17. I've been following Neurotic Goose's playthrough. They have a 10 minute discussion on the most efficient way to get stone (episode 4). NG's VS YT playlist: (currently at 6th episode)
  18. My 2¢... If you don't like Temporal Storms turn them off. Don't, however, demand the game completely changes its meta/lore simply to suit your very specific play style. The game is advertised as having them, so to complain that they exist is like complaining that there are peanuts in a Snickers bar despite there being a picture of peanuts on the wrapper. Are temporal storms good, I mean that's a question for the ages, and has been discussed to death in multiple threads, so I don't think I need to add to that. Are temporal storms literally part of the meta/lore? Yes, a core part.
  19. Not a bug report as such just now, but may end up being one depending on what people suggest in this thread. Phantom lighting. I was building a base, you can see the start of it in the background. The only light source near was a single torch inside a rammed earth building. This patch of ground was maybe 20 blocks (direct line) from that torch. Lighting is always difficult to code, it has a real habit of bleeding into the geometry, but this is clearly a rendering error as placing a dirt block "redraws" the area, killing most of the light (although a small amount is still left). Interestingly, relogging didn't resolve the issue. Temporal "glitch" .. This is the first time I've ever seen this happen, the temporal storm glitch effect is normally pretty solid. This just looks like a failure of the shaders in some form, but relogging did solve it, so not the compiled shaders if it was those that caused this. (edit: something that may or may not factor into this, is that I woke up into the storm, rather than being conscious and it arriving. Maybe nothing, but thought I'd mention it) Neither of these are game stoppers and the only one that could cause an issue is resolved by relogging. For reference, my setup is a 3050RTX*/Ryzen 5500 with my graphics setting being the "high" default values, with the rendering distance turned up a little (to 512). (* oh, I know, literally one of the worst cards in history!)
  20. That's a bit of a shame. You can't account for internet randoms though, irrespective of the platform. In general (not specific to the VS community) I've found Discord to be infinitely less toxic than somewhere like Reddit. To be fair, the VS reddit has been pretty wholesome in general, but jinkies, that's not the same for most game subreddits. Yeah, I do think this is a valid point to make. It falls down in the middle between official and unofficial fandoms, though. Take this forum, for example, it's official and I would presume fairly well moderated, whereas they would have no control over a 3rd party fan website. Discord is both official fandom (I guess the channel is considered "the official channel of Vintage Story") but unofficial in regard to the community.
  21. While enemies cannot break down doors, walls, or dirt/stone, then no temporal storm is difficult. A 2x2 room with a torch and you are safe, I would wager 100% safe but there may be a strikingly small percentage chance of something spawning on the one block you are not on, but it's got to be bloody low. You can turn storms off, and honestly at this point I think that's the best option for people who live at either end of the scale ("too easy, just an interruption" < == > "too hard, don't like them") because in reality I feel they will remain a "blunt object" for some time. The particular enemy type may change, the rate/ratio they spawn may change but ultimately I don't see storms changing in meta any time soon (although I could be wrong). I, however, like to farm the storms, for Jonas parts or gears for translocators, and in that sense I tend to have a small horde base for that task. Is it "easy" yes. I'd say the only real challenge is up and out in the open surface during a storm, and that can be mitigated quite a bit if you have the right armour/weapons/heals combined with enough space to run around in. Will we ever get truly difficult storms? I doubt it, not with the meta like it is now.
  22. It's literally 50 blocks the other direction you went. Honestly, it is.
  23. So just to clarify, you "think" you filed a bug report and apparently your bug reports are "different" for some reason, and that despite this being a very important issue for you, you can't actually point to this bug report, or link it, but you can assure us that definitely nothing has been done but we have to take your word for that because "trust me bro", yeah? Oh, and don't forget you don't have time to report bugs, yet you have over a dozen bug reports. The final cherry on the cake is that you refuse to properly document these bugs because "you have a lot of mods and you can't be f*cked to reproduce them". Deary me, you are all over the place, contradictions and assumptions and no little arrogance. What a mess of a post. Given my attitude? Give me a break. You are complaining about a problem you refuse to document properly and refuse to provide links to show the "many" bug reports you have made. Do you think you live in a vacuum? Do you think the people you watch aren't watched by others? I'm quite an avid streamer watched, which means I can categorically tell you what you have written there is lies. However your response will be nothing more but "Motte-and-Bailey", I guarantee it. We are talking two different things here, this is a core element of the game, not a missing text item or a out of scope request. This is a person who has a skill issue, nothing more. They are making a big song and dance about it, while at the same time claiming they are too busy to document the problem and are too lazy to replicate it because they run too many mods. This person does not deserve to have their position defended.
  24. I am a bit of a generic loot goblin and will collect stacks of all sorts of resources around my base, by the time I need fire clay there's normally a fair bit of flint lying around. To be fair to the OP, @fxizy, that can seem quite a complicated process for newer players but as most will probably guess I don't mind leaning into it. One other thing, I very rarely make copper only tools that can be made out of flint (or obsidian, granite.. etc). For me the trade off in terms of time finding copper, smithing it and then using that tool and because that tool is fairly low durability (~300 from memory but could be wrong) the investment doesn't pay off in comparison to just knapping some flint tools (imo of course). That means I tend to keep an eye out for flint on the ground for longer into my playthrough than most probably do.
  25. The pick up is not "inconsistent", it is actually very consistent. If you have an empty slot on your toolbar it will pick up and item from the floor, it will also pick it up if you have the same item selected in the toolbar as the item you are trying to pick up. This happens every time*. That is the very definition of consistency. (*Edit: Sorry I should say, that happens for me every time, this is purely anecdotal feedback) Once again, if you find inconsistency, document it and report it as a bug, that way it can be resolved for everyone, if it's an actual bug of course. So here's the thing, just because I have no issue with collecting items from the ground doesn't mean you don't, and if you do suffer issues with it then I see no problem for that mod, in essence it is trying to replicate the vanilla functionality (...picking one item at a time rather than, for example, picking up everything in a radius). However, you also included this line.. "Getting enough food for survival is trivial. Inventory restrictions are nothing more than a tedious waste of time." ..which would suggest a considerable dislike for vanilla functionality. I'm at pains to not gatekeep here, if you want to overhaul the game with mods to make it "less tedious" then you go ahead, but for me the very limitations of things like inventory are part of the game, it's those limitations that shape your gameplay. The game has been on the go for years, if the devs honestly felt it affected gameplay negatively, I feel they would have amended already.
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