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Everything posted by Maethius
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You know, those suckers are annoying but, for me, they are a welcome addition to the game. One thing that I do wish that would be updated would be a more unique loot table for them. Because they create and loose spines at you (which I wish I could harvest, but I totally get why you can't make a bowtorn farm!) I think it would be a good idea to add the ability to randomly collect a spine from the bowtorn that can be used to make a "bowtorn arrow", combining the spine, an arrowhead, and feathers. The advantage would be an arrow that delivers 20% higher accuracy and damage compared to its counterpart (not 20% overall, but a "tin-bronze bowtorn arrow" would deliver a 20% improvement over a standard tin-bronze arrow). Bowtorn Sinew could likewise be added to a bow to improve accuracy and range. Considering how long it would take to randomly collect enough spines and sinew to improve your archery game, I think that a substantial improvement would be worth the price.
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So we all know by now (in our frustration) that we can amass steel bits and do nothing with them. They can't be smelted, they can't be bloomed, and they can't be smithed. BUT!!! What if we could sorta smith them? Here's what I was thinking. If you can heat steel enough to smith it, perhaps you could heat a pile of 20 bits into a "bloom" and reshape them into an ingot. OR... ... make rivets out of them! Or nails, and have an option to smith strips separately, then combine 4 strip with 10 nails to produce 1 "nails and strips." Either that or just make it so we can bloom steel, or place piles of 20 bits in place of 1 iron ingot in the refractory furnace. There's gotta be a balanced way to re-use the hardest to obtain material in the game! Currently I have a pile of 100 steel bits in my smithy, and that's enough (in ingots) to finish my suit of steel chain mail armor... that's a real shame to just throw away.
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I believe this issue raises its ugly head with primarily with mods (BetterRuins, at least!) but I think I have run into some vanilla ruins that are partially underwater inside. I know I've run into sunken ruins in a lake many times. My question is, is there a way to drain an area of water? As far as I can tell, the nearest answer is to destroy every block to the walls and fill in an entire area with sand or another solid block, which removes the water and then opens up the space once the temporary block is removed. While this works with some locations, it isn't helpful if you are attempting to un-submerge a basement with water 3+ blocks deep. It also won't work with chiseled walls and the like, and it forces you to destroy every decorative block in the area. Is there a system in the works to remove water in any quantities?
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Well, I finally dug up about 8 stacks of titanium ore, tossed it in my steel-capped pulverizer... and it kicked out a stack of 24 titanium ore chunks and the rest of the or vanished into thin air. I was at my base the whole time... I know people have had disappearances of product when they are distant (I never have. Last week I dropped a dozen stacks of bauxite, went walkabout, came back and they were all crushed). Any notion what is going on?
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Thanks for the replies. I was just playing to see if I noticed any differences far from my base. All mobs seem to spawn and function correctly far away (like 6000 blocks) from foxes to swimming bunnies to surface drifters in caves. I haven't been back to my ilmenite cave yet, since my first steel is at about 93% and I want a steel pickaxe to make the trip worth it! The odd thing about my spinny gear is that it was just fine in the same chunk closer to the surface, but I know it can get bad further down (learned that lesson in my iron mine). Oh, I found the titanium ore! It was only about 30 blocks from the surface, and there's a lot of it!
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One thing that threw me upon entering the age of steel was Ilmenite. I could see it was used in refractory bricks, and less than 100 blocks from my base were two caves that prospected as having "More Ilmenite than Boeing." Okay, that's a little tongue in cheek; the highest quantity you can find in the game. When looking for ilmenite, though, you won't find it as an ore; you find titanium. Thing is, this is the opposite of how it works in the real world; you look for ilmenite ore and then you refine it to extract titanium oxide and refine that to produce titanium for alloys. What's the difference? First, without the need to dig into wikis, the refractory brick ingredient should be titanium, sourced through ilmenite. But more importantly to the game's mechanics, you shouldn't require steel to acquire the ore; you are not breaking titanium to acquire ilmenite, you are breaking stone to obtain the ore; you would then require steel to pound/process THAT to get titanium, which would be used in refractory bricks. Since titanium currently isn't used in the game to make weapons and armor (which would be amazing but would require an amazing blast furnace and lathe as well!) it could be used as a late-game replacement for the quern; a machine with grinding plates using titanium oxide that could turn ANYTHING in the game into a powder. Diamonds could be used in a similar fashion. Just a thought or two.
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These happened after 1.20.4 dropped, but I'm pretty sure I recall them I can recall happened before then: 1) Insta-dark! I've read someone else running into this, where you descend into a cave and suddenly it becomes so dark you can't see your own light sources around you. Happened to me today, but in a cave I had been searching for ilmenite in for some time. It didn't happen my first two forays into the cave, even when I hit bedrock. This last time it was so dark I would set a torch and it didn't even really matter... and it was a little before noon in the world above. Along with this one... 2) Temporal meter going nuts! Now, I've been in this cave before... and it is 50 blocks from my base. It reads has having Ultra High ilmenite (meaning I haven't find a damn thing) but every time I've been in there the reading has been pretty much neutral. I know the deeper you go the faster your gear declines, but it just seems like something was making it spin much faster than prior explores of the same cave today. 3) Negative surface contacts, cap'n! I really noticed this a few days ago but thought it was a calm night, so no monsters. Then I started paying attention; I do a lot of my smithing at night, and I'm used to popping the door open to put the smack down on some drifters to get a drop or two. This time I was watching the temporal activity: medium, heavy, apocalyptic... NOTHING. No monsters spawning at all... bears, wolves, boars, bunnies... sure... but not a single monster. This has gone on for almost two in game weeks at this point. Happy exploring! (Oh, and if anyone knows how to actually LOCATE ilmenite, that would be great... apparently my base is built on top of a mountain of it!)
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I found one, too! I think its supposed to randomly become something else.
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I love building castles and estates (well, I have a lot to learn about mansion construction), but in VS something is always missing that was commonplace when I built them in MC... they feel cold and dark. I've tried to simulate large, warm fireplaces with torches and oil lamps, but using camp fires is no good because... well... they burn out so fast and consume huge amounts of fuel. I thought this could be an excellent solution: the Hearth Block. On one hand, I wanted something that was more aesthetic than functional, but on the other hand, VS is also all about function. This block would strike a balance between the two: Aesthetics: The Hearth Block would add a feeling of warmth to a build with animating flames and particles. It could be made to fill larger spaces for larger builds; adjacent Hearth Blocks could blend together just like fences and roof blocks. Function: It would seriously bump up both warmth for larger spaces but also provide light like a lantern or chandelier. I would suggest the Hearth uses a single log for fuel (any kind) with a prolonged burn time; say, up to 8 hours. I know that there are different burn times for different logs, but as an aesthetic aspect, the use of fuel should be prolonged. Chained Hearths would require the player to drop additional logs at a time (3 hearths require dropping a stack of 3 logs), and the burn time will remain 8 hours regardless of how many Hearths are linked. What do you think?
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One things I've always found odd about resource games like Vintage Story is that there are resource carrying rules that can seem arbitrary. I can understand some limitations: - You can't stack shovels because each can have variations of durability - You can't stack temporal gears due to lore reasons But there are some limits that don't really make mechanical sense in the game. Especially in lieu of The Journey update, there are other limits that I found to be very restrictive when gathering the loot from locations 25,000 blocks away: - Why can I carry 64 cubic meters of granite in one slot but... - only 16 oak logs? Or only... - 32 pieces of firewood? - only 8 empty bowls or... - only 8 oil lamps, as opposed to 30+ torches? Now, with much longer journeys and so much more to discover, (and with the Better Ruins mod, some INCREDIBLE ruins to fix up!) It would certainly be handy to raise the stack limits to 64 across the board where possible. After all, encumbrance logic really is out the window on games like VS, even if the survival experience is more highly honed.
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I made a world to have oceans... well, specifically to have a greater probability of larger water bodies. This has created some issues in the 1.20+ updates and the elk (which, as an aside, I think we should be able to name, because my elk has become a welcome friend who I apologize to frequently to injuring him). To sum up the actual play experience and a potential fix: The elk runs, what? 5 or 6 times faster than the player? 10 times? Feels like it! I have to wait for the world to generate as I rocket across it. BUT the elk seems to swim at 50% to 25% of player speed. In a world with large water bodies, I have, no exaggeration, spent 4 in game HOURS paddling my way toward the Lazeret... and that was the first of THREE large water bodies. I cheated. I hated to do it, I really did... but I decided to swim across, get accurate coordinates, then return to my elk and teleport us across. THREE TIMES. My idea for a solution to this issue was either to build an outboard motor for my elk or... perhaps there should be a raft that is large enough for the player and an elk? A large raft would be very similar to the normal raft with a few exceptions for balance: 1) it would obviously require much more material to build 2) like the sailboat, it is too big to place in your inventory, so it is stuck in whatever water body you build it, and 3) it has the speed limitation of being only as fast as the player can ordinarily swim. Just a thought I wanted to get an opinion on!
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New elk question! Summoning my elk (as in /TP Elk?)
Maethius replied to Maethius's topic in Discussion
Gotta reply to my own message here with my solution, which may be tied to a bug: I decided to teleport to my elk first and then see if I could teleport it back to my camp. In so doing I discovered that, for some reason, the point on the map that showed my elk's location was incorrect... by about 5 kilometers! I don't know why it showed my elk near the center of my mapped territory, but I searched everywhere for it including going spectator and looking underground in case of some kind of placement glitch. NO ELK! Then I decided to go back to the logical place; near a trader on the shores of the ocean I had to swim across. (Side note: something MUST be done about having to swim the Atlantic on an animal that swims at half the player's speed! It took me 2 in game hours to make that crossing without the elk, and I saw no other way around the massive body of water!) It was another 5,000 blocks, so I teleported there, too. Surprise!!! ... SOME of my elk was there... his beautiful antlers were lying on the sand near the trader's wagon. I blew my flute and he immediately called out, "Where the hell were you?! Damn, man! There were wolves and stuff! ... (can't take that seraph anywhere...)" He came trotting out of from behind the wagon, looking like a doe. All of my stuff was intact, at least. For the final part of my experiment, I hopped into the saddle, crossed my fingers, and teleported to my camp across the ocean. (I was NOT going to risk swimming literally more than 1,000 blocks on my elk at half speed with a machine that had recovered from a crash that took almost a week to sort out!) *POOF!!!* I can tell the community, for those who have not attempted it, that you CAN teleport while riding your elk, and everything will be okay! Just make darned sure you know the height of your destination and add a block! -
Situation in a nutshell; got my elk and was headed to the first distant lore location after the Resonance Archives. We've had a great time seeing if we can crash the game by speeding through the undergrowth and leaping over ravines. Well... we did! Game kept crashing repeatedly. Sent in a ticket. Eventually I had to do a clean install and then download and install fresh, up to date mods. The game works again! YAY! One problem... Each time I tried to get the game to work it would load up and immediately crash... except each crash seemed to take around 1 in game hour. I couldn't move or anything, but each attempt clearly pushed the clock later and later. By the time I got it all working again I looked around... NO ELK. I played my flute and... NO ELK. I checked my map... ... Uh-oh. So, somehow, between crashes, my elk wandered from my last save/crash point to a location I camped in some 10,000 blocks back toward home! I don't think his hearing is that good. Does anyone know if there is a code to summon your elk from, say, 10 kilometers away?
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Well, I finally got everything I need! Got my saddle, got my bridle, got my medallion, got my saddlebags, got my lantern, got my bedroll, got my bone flute... (okay, I didn't bring any cooking pots, but I did bring a stack of cooked meat)... Bought my elk! Just one problem... I can't attach anything to any part of the elk. NOTHING. He walks around, stately and strong, his mighty antlers reaching out to the sky! And he ignores me. I try to place the medallion on his forehead. Nothing. Shift-Right Click, isn't it? In the little target box right between the eyes? Yeah, no... he doesn't care. Saddle? Nope! I DID manage to mount him on accident... WITHOUT the saddle! It was still in my hands. He didn't seem to mind... or mind me. No bridle, either. Nothing will place on my elk. Any ideas how I can convince this majestic beast the I shilled out 100 gears for him after spending weeks upgrading my gear for this moment? Thanks! +++ Edit: okay, despite the videos I watched, I figured out is was CTRL + right clicking to place gear! Huzzah! Not that anything else in the game used CTRL, that I know of, but okay! I finally can ride my decked out elk! ... who seems to walk much slower than I do in full armor with a chest on my back. Where's the gas pedal?
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Elk question: Can you ride an elk through a translocator?
Maethius replied to Maethius's topic in Discussion
In this case the Translocator appeared on the surface in a small tower near my base; about 200 blocks away! I suppose my poor elk would have to manage the stairs, though... -
Elk question: Can you ride an elk through a translocator?
Maethius replied to Maethius's topic in Discussion
Very cool! Thank you for the info! Honestly, I've never tried to take another living thing through a translocator before. I can't recall seeing any videos on it, either! -
Kind of in the title. I'm finally about to buy my first elk and was wondering if the poor thing than teleport. I have a translocator near my base that would cut 5k blocks off of my journey... it would be great if I could pack up my elk and jump through it for a real head start!
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It seems there are so many actions in the game that are similar but are conducted in different ways. I am a newer player and am attempting beekeeping for the first time and find it confusing when I am attempting to squeeze honey into a bowl but eat it instead. Pause the game, look up the instructions again, right click... eat. /sneak-click... eat. /run-click... eat. Why not use the same action to fill a bowl with honey as you would fill a crock with stew? One thing about VS over... the other voxel games... there is much more complexity (which I love!) but it also makes click-errors much more costly. What am I doing wrong?! I'm killing honeycombs... and winter is coming! (EDIT) Okay, I figured it out... Honey from comb to bowl = SNEAK + R-Click but... Honey from bowl to bucket = R-Click Why not make BOTH actions simply R-Click?
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Last night I found a small ruin and within it was a ruined boar spear (8.5 damage when thrown!), ruined steel scale armor (60 durability left on it), a ruined weapon (generic military fork), and a ruined double-bladed axe (hits for a stupid amount of damage and will probably break after a few whacks). I am all for repairing a ruined weapon or armor and return it to full or partial use! Why not require the player to heat the proper ingot to white hot and then combine the two items using a logical amount of hammer and anvil durability? There were also the usual things like a metal barrel, ruined globe, and a few other metal bits to find. I think it would also be a good mechanic to add if these items could be chiseled down into their respective blooms and recycled. Again, the player must use the correct chisel (copper, bronze, iron, or steel) and the act would use up appropriate durability. This would add functionality, not just aesthetics, to found scrap items.
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It just happened to me again! I have died at least 3 times over the past week while the game was paused and I was viewing the open handbook. It became such a problem that I changed the game over to "keep inventory" mode, or I shut the entire game down if I have to leave my PC for any length of time. Sure, that's great that I get to teleport home, but the food I've gathered has half rotted away while the game was "paused." Any clue how to make pause actually stick?! -edit- Okay, I figured out one part of what's going on. Despite all the posts I've seen about the single player game being paused while reading the survival guide, one thing was left out... it doesn't do it automatically! There is a button labeled "Pause Game" on the top of the manual, and no matter the state of the button, pressed or not pressed, the game resumes playing if you are looking at the manual. You have to open the manual up and click that button again... usually twice, once to un-pause it (because it really isn't paused in the first place) and then to re-pause it. Now I need to ask is there a way to make THAT stick?
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Hello! At first the mod seemed to work great! But now I can't seem to carry an item (in this case a crate loaded with boards) on my back. I can carry it in my arms, though.
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Yes, I know, read the instructions first! That said, if you accidentally fill the forge with charcoal first, it seems you lose it all. I did this and had to break the forge to empty it... and lost the charcoal. Re-read the instructions. Placed the ingots first (this isn't very intuitive since the ingots end up on TOP of the charcoal anyway, and this is not how the earth kiln works... you pile items logically from the bottom up). Then I attempted to light it with a torch by crouching... and removed my ingots. Can't place them back on, or empty the forge... break the forge, lose a second set of charcoal. Why not use the same mechanic as the campfire with the forge? Build one, right click, add charcoal to the fuel slot, add your ingots to the top slot, and POOF! It lights up exactly the same. Seems like two totally different mechanics for exactly the same result. Still loving the game, but things like that take a touch of the fun out of it when you are just starting off and learning new mechanics.
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Just started happening to me, too! I checked the base time and it says: Base Time speed 60 set, 1 day = 8.2 real minutes. Last night 1 day = 40 realm minutes! Now the torches are burning like the end of the world and the sun is streaking across the sky! I'm betting the game will be unplayable in this mode... I'll never make enough progress to survive winter! The time defaults were set to normal on world creation except 1 month = 30 days.
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Is there a way to roll back to 1.18? Upgrading to 1.19.1 has apparently destroyed my installation. I attempted to open an old world and it hung up on the loading screen at "... one more gaze." I shut it down and attempted to make a new world and it hung in the same place. I then shut it down again and turned off all mods and attempted to make a brand new world and it crashed immediately to my desktop. I have a sinking feeling about this. Edit: 1/21/2024 Managed to create a new world by shutting off all mods and launching in Repair Mode. Couldn't load any of my prior worlds but without any mods... wouldn't work. Tried creating a new world one mod at a time... hung up but apparently didn't freeze because it kept saying: It pauses. One last gaze... Then all goes quiet... The waters recede... It sighs... It then repeats itself. Edit-edit: It appears the issue is an incompatibility with the BetterRuins mod. Turning on just that mod causes the system to hang again.