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junawood

Very Important Vintarian
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Everything posted by junawood

  1. Hares can't spawn on farmland, so don't worry about that.
  2. So I guess those blocks should be added to the claimed area, if they aren't already. @Tyron @redram
  3. That's because the ladder was attached to that block under the ladder, and not to the slabs of the trader wagon, as ladders can't be attached to slabs.
  4. They already are. I had to turn off "waving foliage" and change some other stuff to counter that at least a little bit, but I still better stay away from bigger forests. Making them even worse could kill the game.
  5. I just wanted to add that with one of the last updates it was changed that snow now also accumulates on path blocks... Realistic and a seemingly small change, but it still adds to the negative aspects of winter. That you could at least run really fast on those roads during winter and easily see them in the snow-white scenery was something I liked and that made building those roads really worthwhile.
  6. I'm not talking about "common" or even "very common". I'm talking about areas with rain "almost all the time". When we got that update, you could take that literally. And after a while that rain sound would start eroding your brain and mess with you like a constant tinnitus sound. Add to that the darkness because of those gray clouds and almost never sunshine...o_O Whenever you got out of that area and into one with sunshine, it would feel like such a relief! It got changed a bit, but those areas are still something between uncomfortable and depressing. It's okay if the region is not that interesting anyway, and you just move on. But if the region itself is stunningly beautiful and you want to build a special base there, it really sucks. And the areas around it are also affected because the weather of course doesn't just stop at the edges. Not during winter, if you live in a "temperate" (default) or colder climate. Then the dark nights are long and looooonger. Realistic, but in the "not so much fun" way, at least for me personally, as I already really dislike the long dark winter nights and short days in real life. Nine days as default might be a bit long for new players that don't know yet what it actually means in the game, but just 3 days sounds way too short to me and like way too many season changes in a short time. But of course it's a nice option in the settings to choose the length of the months, in either direction. I don't have a problem with a rather long year with long months as that also means that I get longer spring and summer months, but winter just doesn't have enough positive aspects to counter the negative parts, and it's a huge chunk of the year if you play in temperate climate or colder, a huge chunk that also influences what you do when during the rest of the year. That definitely sounds like something that could add a positive aspect to winter, not in a really fun way, but at least in a "less problematic" way.
  7. I'm okay with the inventory size (coming up with ways to deal with that is a part of the game I like), but the rest are things I'm also a bit sceptic about, but I haven't played any 1.15 yet. In general, please don't make the game more complex, complicated and...annoying, just to make it "more realistic", without real benefit in gameplay. Yeah, this game is supposed to be not too "magical" and easy like others, and a lot of stuff kinda realistic, which is fun, but if you get too close to all the problems you have to face in real life...... Real life tends to suck in a lot of ways, and I really don't want too much of that reproduced in a game, cause... it's still a game, and I want to play it to have fun. You need some obstacles and challenges, but if there are too many rules to consider, too much to keep in mind, organize and memorize, too much stuff is out of your control and can ruin things for you, it gets annoying and stressful. Especially for casual players who don't want to "study" the game or people on multiplayer servers where time and processes don't stop when you log out. An oven for bread? Great. Crops damaged and not growing in winter? Realistic. Crops damaged or dying when it gets too cold in winter and too hot in summer and constantly checking C for the temperature and guessing how much it could change the following days and nights until you can harvest, and doing that for each type of crop or even every single plant because they have different numbers for temperature and growth time and even moisture and fertilizer for each block having an influence....... *sigh But why adding even more complexity to an already complex system to a point where it's really questionable what the benefit to gameplay is, and then countering it with a forecasting system or whatever or that even being too complicated because it's too complex...? That doesn't make much sense to me. Please just don't add unbeneficial complexity that creates problems that you then have to invest a lot of time and effort in to solve. Yes, I love playing in hot climate and building something in a beautiful jungle, and the new plants make me really excited to move back there after the update! But then I created a test world again and found a stunning area where I would have loved to build and live and already had an idea in mind that I was really excited about, and when I checked C, it was again one of those rain "almost all the time" areas that are basically ruined since we got that weather update, even with the changes later. And I really, really don't know what the benefit was to add those areas, ruined by almost constant rain and rain sound and dark clouds. And I really, really do hope that that might be changed again with an update so that we can enjoy those areas again and can build great stuff there. Or winter is kinda nice (definitely really beautiful!), but mostly has negative effects and for a lot of people ends up as something to avoid as much as possible by sleeping as much as possible, and some struggling to find something to do and finding it a bit boring, and instead of just doing whatever you feel like doing and would enjoy the most, you start planning if it wouldn't be better to do X instead and keep the other thing for another season, and then you do a lot of Y in one season, and a lot of Z an another, maybe more than you would want to do of that in a row, and it kind of gets in the way of just enjoying the game and doing the things you want to do whenever you want to do them. Yes, you can create a world with spring forever or move to a warm or hot climate to avoid winter, but it's still a bit sad that winter becomes another part of the game that makes people think of how to avoid it. Like areas with temporal instability or areas with rain almost all the time or like temporal storms, as discussed here in another thread. I think it could become a problem if we get too many aspects of the game that are more in the "how can I avoid this" category than the "this is really fun" category. Back to 1.15, a couple of days ago, Tyron posted on Discord "Storm level wind will now affect your movement - wind applies a constant force, so walking downwind is faster, walking upwind is slower.", which is another thing I'm a bit sceptic about. I turned "waving foliage" off a long time ago to make forests less horrible for fps and potentially my GPU, and because it was annoying when there was a strong wind that blew the texture out of the hitbox, so you see the texture of the leaves block in one place, but have to hit somewhere else to break it. So now I can only hear wind, but not see how strong it is or in what direction it blows. That means I'll be pushed around by an invisible force in a direction I'll only know/guess when my movement is already affected? That does not really sound like something to look forward to. Okay, that's a lot of negative stuff (and maybe too much for this thread, then: sorry), so I want to add that I really love, love, love this game (almost 1.5k hours now might be proof )! And there's so much great stuff in every update! But there are some things that make me worry a bit in what direction the game is heading. Yes, this is not my game and it might end up as a game for other people who enjoy different things than me, but as I love this game so much, I can only hope that it stays a game that I love with as many aspects of it as possible.
  8. The object disappears, but you can read the story in your journal [press J to open it].
  9. I just cut the grass whenever I have do dig up other stuff, and after a while I have way more than I need.
  10. That should work, 2 meat + 0-2 meat/poultry/egg/beans + 0-2 vegetable + 0-1 fruit/honey, so I guess it's a bug. I just tried it with 6+6 meat and 6+6 onions, and I get the text "Will create 6 servings of redmeat stew with boiled onion" above the ingredients. If there's no text, there's always something wrong, normally the recipe. But in this case, the recipe should be okay.
  11. Great that that is actually not the case. Drifters, traders, ruins, boney soil... you got some options. And some traps around your base and drifter "harvest" every morning can get you a really good amount of temporal gears after a while.
  12. Just a few thoughts: VS might be a bit more about plans and preparation than just running extreme distances without any consequences like in games where you always respawn close to where you died and then just keep going. And the planning starts when you create a world, because it makes a huge difference whether you respawn at or close to your set spawn point or up to 10000 blocks away from it, and whether you keep your inventory or your stuff just drops wherever you died. So one extreme could be losing your inventory and respawn 10000 blocks away in whatever direction, and start all over again or try to get back to your home or jump all over the world with respawns with just basic things you gather along the way. Or you keep your stuff and set your respawn point in your house and use dying as an easy and fast way to get back home whenever you don't feel like running around anymore. So people can play this game in very different ways with just these two settings, but one important point is always that, if you want to reset your spawn point, you need a temporal gear. And if you know how to get them, it can actually be something you just keep collecting while you play and have a chest or more full of them after a while. And I think, if you want the safety of being able to reset your spawn point on a long trip, a bit of work to collect some temporal gears is worth it and a nice goal in the game, something to be happy about when you achieve it. You could also use some temporal gears to repair translocators and travel far distances back and forth in seconds once you put some effort into finding and repairing them. Well, and if you want to compare it to our prehistoric ancestors...... I'm pretty sure they didn't have respawn points. They had to make sure that they survived, that they always had everything they needed wherever they were and had to choose wisely what they wanted to carry around, what they could find where (and ruins or traders with all kinds of stuff was not an option) and where to travel at what time of the year.
  13. ? Exploring during the night is the worst not only because of drifters, but also because... you simply can't see a lot. If you want to explore an area, it's better to see as much and as far as possible. Not only to find stuff because you can see it, but also to be able to find the best path to run away if you run into a wolf, or simply just to get a better idea of what the area looks like. And it's easy to build a little drifter-proof area for panning all night long, with some baskets or vessels to store stuff like gravel, sand and boney soil and what you get out of it. It can even be part of your base when you don't have a bucket yet, if you plan it carefully. Finding surface deposits by spotting the stones on the ground is normally something that happens while you run around during the day, exploring and doing other stuff. You just have to get used to what they look like (especially tin can be hard to spot in some stone types) and keep checking the stones wherever you find them along your way. Then mark the spot somehow (map and/or a hole in the ground or a certain block or formation of holes or blocks) and come back later once you got a pickaxe (from a ruin, a trader or made one yourself). There are certain things you can't get or do without metal (though some things can be found in ruins or bought from traders, as well as metal tools and metal itself), but they are not necessary for survival. To get through the first winter or more without dying or dying too often, you just need something against freezing and starving. So building a small safe and closed base/room with a fireplace and some torches and storing some fuel (firewood, sticks, peat, rotten food, etc.) is important. Repairing your clothes (grow flax for fibers and maybe buy some yarn/linen) or buying/finding better and additional clothes also helps a lot to not freeze to death. To avoid starving, you could just try to be really active during winter to hunt and find food (crops are easier to find in the snow directly or on the map), but it's best to have a good amount of food stored. So start growing crops as soon as you got some seeds and try to get some meat. How much you'll need depends on what you do and your settings, like hunger rate and how long the winter is, so it's hard to tell. Store food in vessels underground (aka cellar, but something like three vessels buried in soil can be enough), always check how long it'll still be fresh, cook things for more saturation if possible instead of eating it raw, store cooked food in crocks and seal them with fat or wax if possible and if you won't eat the food before it would spoil when unsealed. No metal needed for all of this. The next cause of "death" during winter might be boredom. ;D Okay, not really, but.... back to the first topic: Building a room around a little pond of at least a single block of water will give you the opportunity to do a lot of panning during long, dark, cold winter nights...
  14. I don't use mods, so I didn't talk about a specific one, just the option that there might be one now or in the future.
  15. Yes, you can't get rid of monsters right now, unless there is a mod for that, or make them "never hostile" while animals are still "passive" or "aggressive", and that might be a nice addition for the future. But at the moment a menu with 40 things to customize for a new world is already pretty detailed in my opinion, and not by menu but by command you can change a lot in an existing world. https://wiki.vintagestory.at/index.php?title=List_of_server_commands
  16. You can customize a world when you create it, or change it later with commands: https://wiki.vintagestory.at/index.php?title=List_of_server_commands
  17. You could choose "never hostile" for creature hostility (all creatures, not just monsters) and turn temporal stability or just temporal storms off when you create a new world (button "customize"), and exploration mode is without temporal stability anyway, unless you turn it on. "Never hostile" for creature hostility doesn't get rid of monsters, but they won't attack you, even when you attack them, and drifters spawn around you, but they are not really interested in you, so they won't cluster around you. Though the locusts can be like really annoying puppies, getting in your way and pushing you around.
  18. In my experience, the artisan trader is the best to have near your base, because he doesn't only sell beautiful pottery you can't really get anywhere else, but he's the one you want to visit regularly because he buys a lot of stuff and you can make a good amount of rusty gears very easily. Luxury and furniture traders also sell special things, so it's nice to find them if you want some of the stuff that's hard (or impossible?) to find elsewhere. Of course there is. When it looks nice, it looks nice. I mean, if you like things to look nice (and everyone has a different definition of what looks nice), then you build it that way and feel great about it. And you feel way less great when the game forces you to build a certain way. It already does if you want to make a building drifter-proof or fit the definition of a room or greenhouse for some temperature effects, and that can be a pain in the butt. So adding another layer of having to build a certain way would really suck in a game where a big part of the fun is to be able to build awesome stuff, no matter what your definition of awesome stuff is.
  19. I started a world with that seed in standard mode without any changes, and found cranberries, blueberries and spelt within the first minute and more stuff in the next 6 minutes. I guess you just need to get used to the game and spotting food again. In my experience when you start a new world at first it can feel like there's not enough food, but after a while you see it everywhere. Though the high hunger rate in standard mode definitely doesn't help, 50% like in exploration mode is way more relaxed.
  20. If you mean this: https://www.vintagestory.at/store/product/7-30-days-simple-server-hosting/ then it's this: "What happens when my server time expires? Your server will be stopped and frozen. You can still download your world for 180 days after expiration, or buy more server time to continue playing. "
  21. I guess you won the lottery! If that's your own world, you can try to switch to creative mode ( /gamemode 2 ) to fix the translocator.
  22. BTW I'm pretty sure I never had a wolf spawn in my base, and I think I'm at about 1000 hours and I don't know how many worlds. And this is also nothing I noticed. Though when I fly too fast in creative mode and the chunks are still getting created when I reach them, I can sometimes see animals spawning mid-air and falling to the ground. So... maybe it's just bad luck? Or mods interfering? Or the server or the settings or whatever?
  23. Well, it's still a game and not a realistic wildlife simulation, and in some games wolves are way...weirder. But I also prefer to play with creature hostility set to "passive" or even really relaxed with "never hostile", though the latter can be a bit weird when the creatures don't even defend themselves when you attack them. If you want to learn more about spawn conditions and other stuff, there's more info in the wiki, though I'm not sure if everything is up-to-date and of course the game is still early access and things are still changing. https://wiki.vintagestory.at/index.php?title=Wolf
  24. Choose a place where wolves most likely won't spawn (stay away from forests), where the temporal stability is high, and where it doesn't rain too much (you really don't want that sound all the time!). Wolves can jump 2 wide, but not 2 high, though they can still hit you there when you're standing too close to the edge, so a platform that's 3 blocks high, and far enough away from anything they could jump from, is a good start. Attach some ladders to the sides of the third layer to get up - the drifters can climb ladders, but they can't jump to reach them. If you're still worried that a wolf or drifter might spawn on the platform, add a 3+ high pillar or mini platform on top of your base platform, with ladders on the sides of the third layer, so that you could easily jump and climb up there and the wolf or drifter will simply fall off the platform sooner or later when he walks around. A basket with spears on that platform might be a nice addition. Then use enough (or more!) torches or other light sources to light up the whole base (if you want to reduce the amount of torches you have to make, pick them up once in a while or every morning), and make sure that torches have at least one block somewhere above them that keeps the rain away. Well, the exploration mode is great! And you can always customize the settings.
  25. That's for some reason the default in Standard Mode, but there is another one in Exploration Mode or if you customize the settings for a standard world. And yes, winters are... I dunno. I hate long dark winter days IRL and it's no different in the game. Snow can be really beautiful, and on a white map some things are more visible. And it's nice to have the goal to stock up enough food for the winter. But other than that... I started playing this game last year when it was always spring, and I loved that. Then after the update I tried the winters and... I don't know if I can get used to them, and I play to have fun, right? So now I love a new world where I started in hot climate. Others might move to a different location down south for the winter. You could also customize a world and set seasons to "off, always spring". Others enjoy winters and snowy areas. So I guess in this game a significant part is to test differents settings and solutions and find out what you personally enjoy the most.
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