coolAlias
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Everything posted by coolAlias
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This just happened to me for the first time the other day. I even gave myself what I thought was an adequate head start, but alas.
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It's not just vines. I've noticed it happens sporadically but somewhat reliably with recipes that involve holding left-click to populate several of the crafting grid slots (e.g. flax -> linen, vines -> rope, etc.) and shift-click the output into my inventory, then try to use that output to craft something else, usually with a chest and my inventory both open. It completely breaks the crafting grid for me and the only fix is to quit the game and reload. That said, it usually only happens after having played the game for a bit, and not every time. Not really sure what is causing it.
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You need to cook it in a firepit, not a forge.
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My Resonance Archives were on top of a crazy tall and sheer icy plateau, in addition to the normal long distance from home. If you are not averse to a bit of time-saving via command, my recommendation is to note down the coordinates of the libary and your home, then use the /tp command in creative mode to move back and forth a few times while you pack everything up you want to take.
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The falx has a chance of forcing the mob to drop a piece of loot (if it has any). Most (all?) mobs have at least a small chance of having a temporal gear. I believe you just got really lucky.
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While I don't think I'd toggle it off myself, I am all for more options, be they vanilla or modded. If the offhand hunger penalty is indeed coded in a way that makes it difficult to modify or disable via mod, then perhaps some dev time could be spent remedying that, as I know from ye olde days of Minecraft modding that there are lots of reasons and ways one might want to interact with the offhand mechanics. A vanilla toggle on top of that (so mods can still choose to inflict a hunger penalty if they really want for their own items) shouldn't take more than 15-30 minutes to implement, so while yes it would take some time, which can and does add up, it's not really a huge ask, either.
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That's what I did as well, but if the serverconfig.json being mostly ignored isn't just a me problem, then it sounds like a proper bug. Seems someone reported it on their GitHub page back in 2023 and it is still open, so I've added some further context to hopefully bring it to the devs' attention again.
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I started up a local server, deleted the initial world save in /Saves, made some changes to serverconfig.json and then ran the server again to generate a new world. However, it seems only some of the world settings actually work. For example, we started in a warm climate as specified, but there was no grace timer, ore spawn rates and most everything else ended up as the defaults rather than what I specified in the config. Some such as lung capacity, tool durability, etc. I can change in the server console no problem, but world gen affecting settings like land cover % and ore spawn rates are problematic if they are getting ignored. Has anyone had success generating a server world with custom values? If so, any idea what I've missed? "WorldConfig": { "Seed": null, "SaveFileLocation": "C:\\Users\\Brian\\AppData\\Roaming\\VintageStoryServerData\\Saves\\default.vcdbs", "WorldName": "A new world", "AllowCreativeMode": true, "PlayStyle": "surviveandbuild", "PlayStyleLangCode": "surviveandbuild-bands", "WorldType": "standard", "WorldConfiguration": { "gameMode": "survival", "startingClimate": "warm", // worked "spawnRadius": 50, "graceTimer": 10, "deathPunishment": "keep", // worked (I believe, don't recall running the console command) "droppedItemsTimer": 600, "seasons": "enabled", "playerlives": -1, "lungCapacity": 60000, "daysPerMonth": 9, "harshWinters": true, "worldClimate": "realistic", "landcover": 0.7, // did not work, world still has default 0.975 "oceanscale": 1, "globalDepositSpawnRate": 1.15, // did not work "surfaceCopperDeposits": 0.2, // did not work "surfaceTinDeposits": 0.01, // did not work etc.
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I'd really like a way to toggle an "X" overlay on each marker, like in Valheim. For example, adding an "X" to a prospecting point that has been mined out or a wild fruit tree that has already been harvested this year.
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Came here to suggest #1 after getting into brewing. It would be so much nicer to not have to separate my flour stacks into groups of 50 each time, taking care to manually move them lest they recombine into 64. #2 would be icing on the cake, for sure.
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Am I forgetting something that makes monsters spawn immediately?
coolAlias replied to Apothecary's topic in Discussion
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I think that if animals became desensitized to your presence over time (faster with feeding), rather than only over generations, it would make both herding and animal husbandry more natural feeling. Bonus points if they can still get spooked occasionally.
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What embarrassing "noob" mistakes did you make starting out?
coolAlias replied to Vexxvididu's topic in Discussion
Starving to death for like a week straight before changing the hunger settings. I now know how to feed myself. Gathering up all the nearby metal bits on the surface without realizing they indicate subsurface deposits that can be mined, so they weren't marked on the map... -
Combat is too shallow for it to be so integral to the game.
coolAlias replied to Tabulius's topic in Suggestions
@The Lerf laid out most of my complaints with the system. I also feel like combat just isn't rewarding, neither in loot nor in the gameplay itself, so I feel highly discouraged from engaging in it. And I get it, that could be the point - VS leans into the horror aspect, so of course we should be discouraged from fighting, that's fine. But if that's the case, I'd rather the enemies were a bit more dangerous and much less common. But even then, when we are forced or choose to fight, it would be really nice if combat felt better. Improved hitboxes / hit detection. Improved telegraphing of enemy attacks. Improved enemy AI. Give some weight to the attacks (both player and enemy) so it feels like an impact. Step-Up mod or something so movement in a blocky world isn't so aggravating in tense combat situations on relatively "flat" ground. I'm not asking for Dark Souls combat. I'm not asking for crazy powerups. I just want combat to be a little less clunky feeling. -
Reminds me a bit of the older Zelda games where you upgrade your bomb bag, etc. to be able to hold more. Heck, I wouldn't even mind a belt pouch or 3 where you had to choose between different types of pouches based on what you intended to gather (seeds, hunting, etc.). Still, I'd prefer the more flexible bundle system as a general solution while also keeping the more specialized containers such as the mining sack.
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No. Currently, each container we can equip has a fixed number of slots, and each slot can only hold 1 type of item up to whatever that item's stack size is. Minecraft bundles don't have a fixed number of slots. Instead, the number of slots expands as needed to fit whatever items you put in there, and the capacity is limited by the total of all stacks it holds. For example, if you had 16 rocks of the same type, a normal container could fit those in one inventory slot and still have all its other slots available for inventory, plus you could hold up to 64 of that stone type in that one slot. If you instead had 8 different types of rock each with a stack size of 2, it would require 8 slots in a normal container, but again each of those could stack up to 64 in each slot. In contrast, the proposed bundle essentially treats each item as non-stackable, even though it displays them as stacked if they do. So you could have 16 different cutting types in there, or 16 of one cutting type, or 2 fox hides, 2 bush meat, 1 rabbit hide, 1 red meat, 1 fat, 3 maple seeds, and 6 other random items. It's just a really nice way of being able to carry lots of different items when each is only in small stacks of typically 3 or less, versus the normal system where each different item type requires its own slot no matter how small the stack size is.
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Agree with most of your post. This I disagree with. Bronze in particular was very commonly used for a variety of armors in antiquity, so I don't see why we should restrict scale, lamellar, and plate to only iron and steel. Chain mail was probably iron or better only in real life, but again it's a game, so I wouldn't be bothered if it were available in bronze. Cured leather was definitely used for breastplates, too. I think cured leather would be a good form of early/cheap(non-metal) outer plate layer, which could be larger plates such as a breastplate or smaller plates such as lamellar.
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I'd rather see a feature like bundles in Minecraft. For those unfamiliar, this is essentially a pouch whose space is limited by total quantity of items held rather than the number of slots they would take. If it had a capacity of 16, for example, you could hold 16 different items each with a stack size of 1 (which would normally occupy 16 slots), or 1 item with a stack size of 16 (basically wasting a container slot if used this way). The utility of such a container would be in allowing you to carry lots of different items that tend to be gathered in small quantities rather than in bulk, so things like cuttings, the different sizes and types of animal hides, various seeds opportunistically gathered during travel, etc. Obviously, tools and other such items that cannot be stacked shouldn't fit in there.
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I'm not sure piloting a mech should be in vanilla VS, but I also can't deny it would be hilariously awesome and might be necessary to take down whatever horrors await us in future story chapters.
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When trying to fish, I've noticed the fish flee from me unless I sneak, but sneaking requires holding down the shift key. It would be really nice to be able to fish without having to constantly sneak. My suggestion is simply to have fish stop fleeing when the player has been standing still for some amount of time, e.g. a few seconds.
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You could try breaking all the top soil and replacing it. Could be the old tilled blocks didn't convert properly for some reason.
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100% agree it would be way better if we could clear some of the bits of rubble so it's not such a chore to get around. Also, a big issue for me was I didn't have a lit torch and I couldn't figure out how to light one without placing it on the ground, which I couldn't do in the archives, so the first puzzle took me far longer to solve than it ought to have. That was annoying. There were a couple usable chests at the entrance to my archives and quite a few of the clay storage containers around the various rooms, so I stashed all my stuff in those, but yes, it is very tedious deciding what to take and what to leave because the archives are often a 10,000+ block hike from home. I ended up just using commands to teleport back and forth a few times once I finished exploring everything.
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For point #2, the way repair currently works (at least for leather and gambeson) is based on percentage of max durability, so a chest piece and a helmet both at 50% remaining durability require the exact same number of repairs to get back to 100%. Changing this to a fixed amount of durability rather than a proportion of max would mean that repairing higher durability items could consume significant quantities of repair materials, which seems to be what you are going for but in my opinion would be fairly tedious especially with high durability items such as iron and steel. I suppose it would be more realistic, but I'm not so sure it would be more fun.