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Kolyenka

Vintarian
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Posts posted by Kolyenka

  1. This has been happening for a while now (since the big update) but I only just thought to report it. Playing on a LAN with one other person, and sometimes one of us turns invisible to the other, i.e., I won't appear on my sister's screen even though she's looking straight at me. I can see myself fine though (in both 1st and 3rd person). The affected person disconnecting and reconnecting fixes it, although it inevitably happens again a few hours later.

  2. We dug out a cellar that was 5x5 and 2 tall with all surfaces being claystone rock and then I remembered I wanted to do a wood floor, so I dug out the floor all the way and added ebony slabs. The food spoilage rate got worse with every slab I put down (until it was at like .45 for nongrain/nonvegetable, which is worse than if I just had a storage vessel sitting outside). I took all the slabs back out replaced them with granite cobblestone and it went mostly back to normal, although now it's still not quite as good as it was before I did anything.

    No idea why the mere presence of ebony slabs in a cellar should change it that drastically, but it definitely seemed like a bug.

  3. I'm not sure how to fix your problem but re: mobile light sources, if you have, say 10 torches in a row and your mobile light source limit is set to 9, then one of the torches just won't show any flames or provide any light. i'm not totally sure how it works re: base lighting--I usually have the limit at around 7 but also tend to have a lot more torches, especially in caverns or empty rooms, and those won't spawn mobs as long as theyre lit up. afaik, the mobile light source limit affects the light sources around you, within view. so if you have two separate  rooms and 10 torches in each, the second room should remain lit up and nonspawnable even if your torch limit is 10. it's confusing (at least to me), but i really wouldn't worry about it. maybe just try turning the mobile light sources down to around 7 and seeing if that helps (if it's not already set at 7, that is)

    also, two questions:

    1) have you tried starting a new world or playing an old world since this happened ? does the lag occur in those worlds as well ?

    2) is there any chance your graphics driver updated without your knowledge ? that's happened to me, and it caused a ton of problems in all my games until i downloaded an earlier driver.

  4. Currently playing in a tropical area that has a bunch of storms all the time. I love the noise and the mood of it but the constant flashes of lightning (which I seem to be getting even if I'm inside) are a major migraine trigger for me, and I imagine they don't do any favors for people with epilepsy either. I'd really appreciate a toggle that just turns lightning flashes off (but that doesn't remove the storms, because I really love those).

    • Like 4
  5. There are some nights that I don't get a single drifter spawning, and some nights where there's TONS. I'm not sure of the mechanics of it, but I'd give it another few days before getting worried.

    Temporal mechanics don't affect normal drifter spawn rates--disabling temporal storms gets rid of an event where a bunch of drifters spawn out in the open, and temporal stability affects how stable certain places in the world are (spending a long time in the less stable ones depletes your temporal stability and will eventually enter the Rust World). Neither will affect how many drifters spawn in the world outside of temporal storms.

  6. 6 hours ago, Heiress said:

    Another greenhouse on the server does fine, so its probably relating to something, I've heard chunk borders can cause problems with this, (its on but not crossing a border)

    Perhaps it could have something to do with that?

    how do you check chunk borders? i know how to do that in minecraft just fine, but i never figured it out for vintage story

  7. I've had the same problem in my LAN multiplayer. the greenhouse effect comes and goes, and mostly it goes. However, my singleplayer survival has completely consistent greenhouse effect. The builds are different sizes and designs but I doubt that's the issue. As far as I know, the fact that it's multiplayer is what's causing the inconsistency, as opposed to your builds. I don't know how to fix it--we've just been planting crops that would likely be safe without the greenhouse effect, and using it more as an anti-rabbit building than an actual greenhouse.


  8. can't figure out how to embed the video, sorry ! :(

    https://youtu.be/004q05kP8SQ

    I've been working on this castle for the last 30 or so hours of this playthrough, and it's finally starting to come together, although I anticipate spending all winter adding details. And making lanterns (sorry for all the drifters).

    Any thoughts on where those tapestries and crystals should go ? I haven't been able to figure out a good place.

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    • Like 1
  9. I'd like to add, an option where you can click instead of hold the mouse button (for things like tree chopping). holding the mouse button down for a long time really does a number on my hands, and it doesn't add anything to the game.

    • Like 1
  10. I have a variety of thoughts on how the dyeing process currently works in-game--my biggest confusion was finding that copper is not an in-game mordant, and (as far as I can tell ?) the mordants that you can use all seem to require a pulverizer.

    For background, I dye textiles pretty often IRL and have some knowledge in that area. And I think the real life system of dyeing is a lot easier and less complicated than the in-game system is, and so in this case it would be very cool to go for realism.

    So here's my suggestions:

    1) Take the pulverizers out of dyemaking. The current mordants (alum and cassiterite especially) do not need to be a powder. I'm honestly not sure about chromite--I've only seen it in powder form IRL. However, I don't think chromite is even a necessary part of dyemaking in-game.

    2) Add copper and iron as mordants. These are fairly common mordants in both historic and modern dyeing, and quite easy to use.

    3) Add a metal dyepot method, where the player makes a mold for a dyepot (could just look like a cooking pot), fills it with molten copper, tin, or iron, and then cooks the textiles and dyestuff together in the pot. No additional mordant needed.

    The player would always need more dyestuff, but not more mordant. More dye colors would be available as the player progresses through the eras (more on that in a second), and it would be a simple process. Take your metal dyepot, put it on a fire (on the lowest temperature you can get, ideally), add the dyestuff and the textile, cook it for a few minutes, and you're done!

    4) Mordants affect dye colors !!! In real life, I mean. And they should in-game, too. An easy way to implement this would be to change the tint, tone, or shade of the color (essentially, it would modify, darken, or brighten it). This way, you could stick with the current dye materials, but a whole new range of colors would be added simply by using one metal dyepot or another.

    • A copper dyepot makes the dye more green, so blue turns into blue-green, yellow turns green, etc. Some shades aren't affected by the green (pink, for instead, only ever turns out pink when I use copper mordant). This would make the copper dyepot somewhat unpredictable and wouldn't allow for some colors (yellow, for example), so players would have incentive to keep progressing.
    • A tin dyepot brightens the dye, unlocking bright yellows, brilliant reds, emerald greens, etc
    • An iron dyepot saddens the dye, unlocking darker shades such as navy blue, maroon, dark gray, deep brown, olive green, etc

    5) I was pleased that woad doesn't require mordant, but I'd love to see walnuts added as another dye material, one which also doesn't require a mordant. Walnut hulls (the green part around the shell) make a fantastic dark brown or black dye.

    Dyes which don't require mordants could still be cooked in dyepots, but type of metal simply wouldn't affect it.

    6) No more dyestuff soaking. I cook all my dyestuff to get a liquid dye, which I then put in a dyepot with textiles. Soaking dyestuff takes a long time, and often doesn't extract all of the color.

    The only exception I can think of in the list of dye materials in-game is woad, which does require soaking. If indigo is added in-game, it should have a similar treatment. The way woad dye is made and used in game is very nearly perfect--I only think it should require the barrel to be sealed for a week before you get dye out of it. And then the player just combines the dye and the cloth in their crafting grid, no heat or cooking necessary.

    It would mean that there are two different methods to dye textiles with (metal dyepots + cooking the dye and textile, vs. soaking plants in a barrel for a week + adding textile to it), but there's relatively few plants that can be used with the second method, so overall metal dyepots would be the default.

    And as I said, this would add an element of progression to dyeing, as certain metals only become available in large quantities later in game. The current dye system requires barrels (so, copper age, but you only have one color you can really do), and then pulverizers (late game). No real progression between the two, IMO.

    Please let me know what you think !

    • Like 9
  11. You will need to all have separate accounts, though. I used my sister's account for a week or so, trying to figure out if I wanted to buy the game or not. We were unable to do a LAN co-op from the same account (which we'd figured would be the case, but I just thought I'd throw that out there.)

  12. I have tried playing on non-LAN servers, but my computer lagged and the screen kept flickering black constantly (as opposed to... occasionally, when I play solo or on LAN), so I haven't been able to really participate in those bigger servers, although it sounds fun. However my sister and I have a LAN MP together. I probably do 60% singleplayer, 40% multiplayer. Ideally I'd play entirely in multiplayer servers, but... computer/internet issues. And my sister and I have divergent ideas of what constitutes a fun multiplayer game (I enjoy individual bases and trades and the occasional co-operative agreement, and she prefers just having one big base and sharing resources and responsibilities).

    I use a few mods sometimes. I always heavily change the default settings (I like cold mountainous worlds with few trees and dangerous predators). I also bump tool speed up to the highest setting, and tool durability to 200%. And then, usually, map, minimap, and co-ordinates off.

  13. I almost always do blackguard, though I've tried all of them. For me, it makes combat easier. And I don't like combat, but I feel it's important enough in the game that I don't want to disable it completely by setting all mobs to passive or anything. I like the idea of the hunter class, but I always end up doing melee combat because the arrows are extremely frustrating in their buggy-ness (or at least they were the last time I used them, which admittedly was a while ago now).

    Honestly, while I don't mind the class system as it is now, I think it could be improved. Changing character appearance based on class (not just the clothes, but something like body type or height or extra limbs--something not customizable) would probably encourage people to branch out a little more.

    Edit: I will say, however, that the penalties aren't actually that bad. Having to eat a little more isn't really a noticeable problem. The cracked vessels dropping less doesn't really mean anything, since it's all randomized anyway, so even with my blackguard sometimes I find 17 brown coal and sometimes I find 2 brown coal. It doesn't affect it in a way that you can really quantify (with the exception of tool vessels, because sometimes they don't drop anything as a blackguard. But like, chances are I was gonna find one flint knife anyway, so I don't really mind).

     

    • Like 1
  14. Built this tower that kind of got away from me in the little local survival multiplayer my sister (@allstreets) and I have. You can also kind of see our house and smithy in the background, as well as the very tips of a few greenhouses. Really inordinately pleased with this one, even though the little porch makes it look pretty awkward. Might just remove it ? Not sure yet.

    (Sorry about the screenshot popup in most of them, I'm an idiot.)

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    • Like 4
  15. I've never been able to (though I havent tried since the last major update, so maybe the tweaks added it ? But I doubt it). As far as I know, you can't. Besides maybe going into creative mode and either placing a block on top of them and removing it, or else digging out the blocks below so its body drops and then covering it again. I don't know if either of those would work either though, as I haven't tried them and they're just best guesses.

    • Like 1
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