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Everything posted by Rainbow Fresh
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The general steps are Backup your world Update your game Update your mods Play the game That said, with world-gen changing mods like Tera Pretty and Rivers it's always a gamble and you'd do best to check the respective mods for any instructions/warnings on how to update. Worst case scenario you need to generate a new world and copy over your progress in creative/worldedit, but in most common scenarios it either works well enough or just creates funky terrain edges when you reach the end of the 1.21 generated terrain and enter new 1.22 generation.
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If I'm not mistaken a Vintage Story savefile is just one big, watered down SQLite database. So you'd need an SQLite client and open the database file, then snoop around the data to try and find something about the player entity's position data.
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As someone whose current in-game diet consist of spelt porridge with boiled onion - all day, every day, because those are the P and N crops I grow next to Flax as K - Having some sort of incentive to juggle around varying crops of carying effectiveness would be nice. Because sure, I could just go and plant something else; but these two are the easiest/fastest to grow so I don't have to babysit my farm when out on an adventure for, like, 10 days and I get nothing other than imaginary culinary variety for it. That said, the proposed solution doesn't sound any better. As was already mentione and discussed before, relying on RNG to bring the player to do something is never a good fit. It was already mentioned how the nature of randomizing effects per player per world would lead to confusion, tedium and frustration while on the other hand just even moreso spearheading the one min-max recipe at the end of a long trial-and-error run - but I want to point out that there is another aspect to it: Unavailability. The current food system has 5 nutrition categories. While fruit might be the most underdeveloped as it's 90% berry bushes which only exist in a certain climate, all other categories have variety suited for different parts of the world. Multiple versions of grain and veggies that can grow in a variety of hotter and colder climates. Protein from animals or fish is obtainable in basically all livable parts of the world. As are animal options that can produce dairy. If we now randomize effects, it can easily happen that the player finally finds the optimal buff recipe just to realize it requires ingredients they can literally not produce in their home area. What do you do then? Move your entire existence built up over 100+ hours? Hope a convenient translocator network takes you to "free, easy farmland" where you can spend a year overharvesting so you have 3 years worth of ingredients? That doesn't sound like a good solution to incentivise experimenting more with different recipes. Not to mention the current implementation of cooking doesn't even allow this as there are technically only, like, 5 recipes - the name is just generated from the used ingredients. At the end it's all stew, soup, porridge or variety of pie. If we wanted to forcibly make the player choose different foods, a wear-off effect might be a better approach. Eat the same food over and over again and it just becomes less and less effective; following the same logic of "Bushmeat gives less nutrition to emulate it being very, very unpalatable" the character would just "grow tired of eating the same dish 10 times in a row". However, I don't see this helping either cause then people just rotate two dishes over and over again. Make the cooldown harder and it becomes unreasonably unfavorable for beginner players that don't have access to reliable variety yet; which brings up the discussion of "survival vs. comfort". VS is a wilderness survival experience. If your very survival against starvation banks you eating any available food, would you really rather die than eat the same vegetable mash 10 times in a row? And if we say "Oh well, just apply it to established players" - how would one measure that. How do we define a clear line that separates the "eat anything starving survivalist" from the "well established homeowner" who wouldn't want to eat like a pleb anymore? So yeah, not really a solid approach either.
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Just throwing this in as OP stated they tried disabling all their mods: As the thrown error states that the player entity's position contains NaN it could be that the savefile is now "corrupt", as in the faulty location is saved to disk and hence crashing on startup. In which case it might be necessary to manually fix the issue in the savefile's DB.
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Go to single player, and click on the pen icon on your savefile. That menu tells you the world's seed and also lets you quickly generate a new world on the same settings/seed with a single press of a button. Or, depending on why you'd want/need to know the seed to generate the "same world", it also allows you to simply edit the difficulty settings (not world generation settings though).
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Well, the simplest answer would probably be "They are called story locations for a reason". Or in other words, your reason you would want to go there is because you want to learn more about the story of this world. Find out what clusterfuck has gone down to lead to all this. Or maybe you are just interested in seeing some actual content in the world, that isn't just the same trees in the same plains, the same rocks filling the ground and the same couple cobblestones littering the world in the same "ruins". But instead actually big, cool, fleshed out locations with lots of detail in love put into it. Or you just want the shitton of loot you'd otherwise have to work long and hard for. Mind you, I'm not saying any of these reasons are rock-solid, kill-all-doubt reasons for why you must, absolutely, under any circumstances go there and do that. Far from it. If you don't feel like its worth it, maybe it's not. Nothing and noone in this game's story content is keeping you from anything; Homo Sapiens mode exists, after all.
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Increase the amount of support beams gained per log
Rainbow Fresh replied to qualicabyss's topic in Suggestions
I too would love it to get more beams even if solely for the reason that I am currently in need of several stacks for a build which is eating my trees like they're sticks with leaves. However, I am also not sure if there is too much gained in the long run by just making beams cheaper. Going off of your "it's just decoration" statement, you'll find most decoration in the game to be expensive. Want fancy ashlar bricks? Better start painfully mining solid rocks in the most inefficient way possible. Want fancy paintings? Better start bothering every trader in a 5000 block radius. Want fancy clutter? Well... You know how to get that. So having beams, a completely optional decorative build component, be inefficiently expensive kinda falls in-line with that. Furthermore, wood itself is a cheap enough resource. You may need some investment to get started, but if you plant... Is that Pine wood? Or Kapok? Either way, both trees are usually big enough. If you plant atleast 10 saplings of each near your base you'll have plenty of wood to go around. More than you would need for most any other wooden endeavor so you'd then just be sitting on stacks of logs with nothing to do (except turn into firewood I guess). And on an additional note, in a perfect world beams aren't just decoration. If you were to play with cave-ins enabled, and the cave-in mechanic was any more stable and fleshed out, you'd need beams to support your mining adventures lest you get crushed into a fine mist. Meaning gathering wood to turn into beams to be able to mine ores is, in some combination of difficulty settings out there, and intended step of progression.- 1 reply
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I get that mentality. Why waste single bullet when you can spend beating the boss in melee for 10 minutes for free. So I used flint knifes, spears and axes even when I was equipped with a (modded) tin bronze long sword (mostly for aesthetics, because did I use it? No, thing would just break eventually!). Why spend those precious ores you have worked so hard to get, smelt and smith for something that just break in a couple days anyway, when can just pick up 3 flints along the road and craft three knifes with that to last you over? I have, however, since come to realize how really, really nice the durability increase is on any tool, if not the higher stats to boot. Used to take me three and then some flint axes to chop down one giant ass oak tree. Now a tin bronze axe shreds it barely breaking a sweat. My copper spears (which, granted, I just keep finding in ruins otherwise I'd use swords) last a fair while longer (and deal somewhat more damage) than the flint ones. And the knife? Haven'T had to replace my tin bronze knife once in all the time since I made it. Very convenient to just have at a ready without worrying about when to start gathering material for a new knife, and frees up the inventory slot for constantly carrying around flint.
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Not so much a suggestion than your opening statement of how you don't like VS's trading, so you installed a mod that lets you kidnap traders for your personal human vernding machines at home. That is how trading work in Minecraft for every player over the age of probably 8 who has played the game more than once. Can't say if their "Trader rebalance" is finally a thing or not, but back when I last played it there was still one specifically overpowered item you could only get by being really, really lucky - or finding a single villager. Steal that villager in a boat, bring him home. Let him go through 20 years worth of unemployment history by constantly breaking his workstation and placing it back down to reset his trades (as they are locked per villager once interacted with once). Reroll until he sells a Mending Enchantment Book (the thing that makes all your gear never break). Trade. Feed him to a zombie on hard difficulty, cure him back, repeat 5 times, book now costs probably only 1 emerald (Gear equivalent). Done. Repeat as seen fit for every other max level enchantment in the game, aswell as all other resources other villager types can trade. Turns even the most "you start in an empty void with nothing but a single block to stand on" challenges into normal gameply as you can, between traders and randomly spawning wandering traders (more akin in function to what VS's traders currently are), obtain about 90% of all renewable resources in the entire game through them. No necessarily directly, but through chains of unlocking one item through another.
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I have marked every single trader I have ever come across in my world with a waypoint on the map naming their profession. For specifically artisan and luxuries traders I am also writing the date of their next restock into the waypoint title. Because I still have 1 poor potential diamond, one poor potential emerald and 2 poor potential peridots at home which are virtually useless aside from selling them, and those two are the (seemingly rare) trader types potentially buying them. If I had the materials to make a book or some other mod for journal keeping installed, I would write down more details. Or if there just was an actually good, performant, realistic mapping mod that allows free-style writing on the map aswell. Every little detail I have at home I don't need to remember, because most things the traders buy are predictable; a random assortment of tools from various metals, clothing and food. As I had screenshotted above there are plenty traders everywhere so if I ever have the need to buy or sell something specific that isn't rare luxuries, I can go on a single 5000 block trip around about 10 traders. I am also playing with Combat Overhaul's "Quivers and Sheats" mod, meaning I always run around with a knife sheath with gear pouch giving me a free inventory slot to always have all my gears on me should I randomly come across a new trader and see a fancy painting or halite. For this specific playstyle that doesn't see trading a primary part of progression I think the current system is good enough. It could be cooler, for sure, but it works well right now. You can cut some corners with traders selling you stuff, you can surely optimize capitalist tendencies as Maelstrom pointed out but ultimately these traders do not break balance because they are not OP or exploitable and they do not allow you to obtain 90% of all progression items. I also play with better ruins which, as I mentioned, adds a few more "story" locations for which these traders give you quests. The required quest item I also write down in the waypoint's name.
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It appears I may have mixed some thing into a single statement, but I have atleast found the mention of an official interview with the devs wherein Minecraft-style trading behavior was put as a no-go. Try seeing it that way: You go on an adventure 5000 blocks out. You come across a luxuries trader; the first one you found in your world. At home you have 1 rough diamond or two you are sitting on because you they sound valuable (they are diamonds, after all) but utterly useless outside of the small handbook note that Luxuries and Artisan traders buy them. The trader currently, however, doesn't buy (your potential of) diamond. You check to see he changes inventory stock in 3 days. You plop down a marker for the trader with the date, and move along on your journey. Eventually you come home, do your thing, the 3+ days pass - maybe 30 days pass, who knows. You pack for another expedition in the direction of the trader and deliberately make stop to check if he now has better deals. Alternatively, you maybe wander around with your money always on you on expeditions, so you randomly stumble across a... furniture trader, see "Ooh, fancy painting I have not yet obtained" and buy it. To me, that does sound like a better experience (better as in "makes sense, immersive and balanced", not purely "convenient") than having 20 traders of every type buried in a hole at home that you occasionally check on for trades as if you were feeding your chickens. And even chickens need sunlight. And yes, the current trader system is not deliberately designed for fun and enganging "I roleplay as a trader myself" type of gameplay, as constantly running around thousands of blocks between traders to check their Maybe Inventory is not a great time. But I have played Elite Dangerous before, so I am used to trading being tediously boring and I have also survived about 2 in-game years without the need for trading at all. Could have looked for lime on traders when I was desperately lacking it? Maybe. Did I just run around exploring and find Borax instead? Yes. The game is very much intended to be modded and their being a million mods for everything is a great part in what makes Vintage Story fun, no matter your playstyle. What I was hinting at here is the fact that this kind of behavior of "traders suck, so I'll immediately install a mod that makes them work like in Minecraft" is the reason why so many heated debates exist around here whose primary argument is "This isn't Minecraft, this feature would make it like Minecraft". Minecraft is a nice game, I have played it for over a decade. And I can safely say that Elytra and Villager trading are the two worst balanced aspects of that game. Because no matter how boring or bad trader in VS might be right now, atleast they don't replace 95% of the entire game. So I'd very much rather run 25000 blocks for 6-10 gears instead of building a trading hub at home, buy the best Steel armor through repeated exploitative trading, then complain there is not much content to the game.
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That doesn't even require a mod, there is a whole other game for that. Cause that's just a notable part of what makes Minecraft's trading to unbalanced. I may be the proud inventor of a compact, Minecart-automated villager trading hall over there but I am also the first one to openly admit that villager trading killed the concept of progression in that game entirely. In Vintage story, you don't have control over other people's life. You may find a trader out somewhere, it may be the type of trader who could sell/buy the goods you want and they may or may not actually have that in stock. It fits into the theme of the world, it makes sense and it isn't exploitable because you cannot control it. You cannot reroll a trader in an endless cycle of re-employment to get the trades you want, you cannot forcibly feed him to the monster to then act as hero in shining armor to scam every last cent out of them and you cannot conveniently relocate all traders you ever need right to your doorstep. Of all the things that could be improved or changed about the current trader system, the ability to control them is one thing that should never become a thing. If we approach this topic from an angle of "trading is to be freshly invented for the game and you get to design it" - then sure, there could be more and different things to it. I would certainly agree with suggestions made in the past that it would be very neat to have actual dynamics in a living world. Those trader carts? Better be moving. Some sort of rudamentery trade network with bigger hubs and traders moving inbetween. Some sort of persistence where positive trading boosts the economy so that more traders travel an area and or have better wares. Of course I am aware that the devs are clearly against building your own society as they said there will be no proper settlement building, which limits the degree to which traders can be fleshed out without being too overbearing as a mechanic, but having some sort of life in this world would certainly be nice.
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A bit, yeah. Granted those are in 1.21 territory so I can't say if 1.22 adjusted this already, but there is on basically everywhere And I constantly find more coming back at night.
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Nope. Back in 1.21 I used a mod that culls 3/4 of their useless circle-trading inventory so they only buy and sell stuff actually relevant to their job and only things the player can reasonably obtain without trading (following the logic of "If I can buy it from another trader, so can you. I ain't Amazon"). I just like seeing some life in the world, with Better Ruins they have a few more quests/locations and I can occasionally stumble upon a good deal on my travels to either lighten my inventory or my purse.
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I do like the current traders. Less common might be nice, if there was some way in turn to specifically locate X type of trader (took me to the second year to find an artisan/luxuries trader to buy my diamonds). But their new houses are much cooler and much more believably immersive compared to the same copy-pasta human in the same copy-pasta cart 100 blocks over.
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So, uh... Why would the devs need to spend alot of time and effort into an obscure mechanic like this when you can just Backup the world (just in case) Update the game Play on the new version on the same world That's how it works most of the times, and the times it doesn't you can still put in the effort to fix what didn't translate by itself if you want to keep your forever world.
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Blueberry bush turning red mid august
Rainbow Fresh replied to AutumnCreature22344's topic in Questions
They are covered in the plant-blood of their rapidly falling comrades in mourning of the coming Winter Wars - so you better prepare while you still can. -
Welcome to the game and forums. Yeah, crafting is rather wonky right now. Don't know when it broke, if it's a 1.22 special or I just didn't notice it much on 1.21? But the client desyncs from the server quite often, leading to crafting being broken potentially until you relog/restart. Best case scenario you get ghost crafting like you described, where the client thinks something is crafted just for the server to disagree - which results in the "crafted" items vanishing (cause they never truly existed) when interacted with and the ingredients returning to the crafting grid when prompted, worst case you can't craft anything in the first place because the recipe glitches out and no output items is displayed. The latter is, to my knowledge, only fixable by rejoining the world. There is a mod that tries to alleviate the pain, though I cannot personally say how well it works as it, so far, did not seem to do anything on my already heavily modded game. https://mods.vintagestory.at/show/mod/53186
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You see, you say this - but then also this. Stone age/nomadic roleplayers, ok; but the game shouldn't introduce a whole mechanic with all its balancing challenges and such for a very specific sub-set of players. Geared towards new players though? It takes all of 90 seconds if your spawn isn't completely barren to craft your first stone/flint spear. That means it takes all of 90 seconds to make the mechanic obsolete for beginner players as just throwing a spear to then potentially even wound/slow down the animal for an easier follow-up kill is in any way, form and shape superior to running- excuse me, hiking after them. I can also attest from personal experience that, given temperate climate start and average world gen luck, you can easily make it to late fall of your first year without hunting lest you push for leather which a beginner player won't cause they don't know what to push for. By that time surely you have a simple bow and some few arrows ripped out of bowtorns. And speaking of "running vs hiking" and aformentioned balancing challenges: If most animals that need proper hunting (aka. anything that isn't a chicken) run away from the player at the speed of sound to begin with, if you don't run but just casually stroll after them it might take a fair while for you to catch up. Which begs the question: How long will an animal be exhausted for? Make it too short, and hiking won't work. Make it too long and animals will naturally present them as free meat because just everyday existence with the occasional "walking for player crops, get spooked by player" will "chase" them often enough for them to be exhausted. Getting this right is very finicky business which wouldn't be needed at all. EDIT: And of course, lets not forget the second balancing question; does this affect only prey, or also predator? Imaging running in a circle long enough an a brown bear becoming literally a free kill. Sound kinda overpowered, no matter how realistic or not it might be. Make predators unaffected and the beginner player will complain that it'S stupid and nonsensical that the one animal they WANT to get away from never gets tired.
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I could potentially see merit in running an animal into exhaustion as alternative to capture wild animals for domestication. Seeing as my personal experience with using the one trap that's in the game makes me think running the animal into the ground for a day to guaranteed just... capture it manually would have been a better time than sitting next to a box, waiting for a the baby goat's trap food cooldown to wear off, and occasionally chase it back towards the trap. For hunting purposes though, I, too, still do not see the point. If persistence hunting exists simultaneously to normal hunting with a bow... why bother wasting a day when you can spend 5 arrows? As mentioned before, persistence hunting by itself is rather questionable; if it takes a day you'd spend more energy chasing the animal down than it provides you. Which *could* work, from a balancing perspective, in the early game being like a passive reward of meat for players that keep chasing an animal down while living off of berries and mushrooms along the way exploring in the pre-bow days - but it would still be rather tedious and empower the already existing complaints about hunting. Early players need to run after the animals while chugging spears anyway, this would just replace the spear chugging with more running. On the other hand, if it takes significantly shorter to exhaust an animal it could become too easy to hunt. Especially since I can already see someone exploiting their water AI by just physically sitting at the shore, spook the animal into the water again where it loses "aggro" and swims back to shore in an endless cycle. And, of course, as mentioned above if persistence hunting simply exists besides normal hunting, why would anyone choose more work over shooting a couple arrows?
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I'll preface this by saying that I am playing with a fair share of mods, so part of the problem will quite likely be DIY branded. Which in turn means, I am very happy to install another mod, if possible, should that be the solution. Now every now and then when scrolling through crafting recipes, especially for clothing, some of them have many versions. Some of which are alternative recipes for "fewer large and more plentiful smaller pelts", some of which are just... randomly the same recipe but with overall fewer resources needed. Now I am playing with class-based recipes off (I'm just one single player after all) so it could just be that tailors have the magical ability to craft more out of thin air. I am also playing with a fair share of mods so it could be one or another has patched recipes (in a non-optimal way?) to account for modded content now being part of these recipes. But the problem is, I can't tell. I can't tell where a recipe comes from, if it is vanilla, if it is modded. Which would help me in deciding which recipe is the one I "accept" as the correct one to craft X item. Is there a way/mod that allows this?
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If you haven't even tried to update yet, what makes you think you would need to fix anything, manually, trying to mess with the database of the save? Just make a backup, update the game, update all your mods. Make sure none of the mods you use have any specific instructions/incompatibility notes for updating. Then just play. The game is very robust when it comes to updating a world.
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YOU HAVE TO TELL ME THESE THINGS ARE HAPPENING VS
Rainbow Fresh replied to catcrazies's topic in Discussion
I am 99% certain you did, especially if the noticed the culprit being there and then disappearing. The first temporal storm, on default settings, is around 10-20-ish days in? You got an exact time when first joining the world. You will also get a further notification when it's about to hit. Also, even a strong temporal storm (which the first one cannot be iirc?) doesn't immediately drain your stability. Standing in a rift for about 30 seconds though does. -
Gotta side with LadyWYT here. There is a reason cold regions - and seeing as you are mentioning all the temperature limitations for certain spawns all the way down to basically 0° we're talking truly cold, probably forever-snow regions - aren't the prime hotspots for living. Even with modern technology we haven't metropolized the arctic like all of the warmer climates. So cold climated just being hard-mode is very much in-line. Hell, I can recommed The Long Dark as a game built around that very concept alone. And I don't see any reason to butcher cold regions just to make them more playable, when the only reason you would have to play with/in them would be your own choosing to begin with. It's a challenge, for sure; but one you can beat if you try. As for some individual points of yours: And it's easier to burn something to warm up anywhere than it is to cool down in warmer areas. I would know, for I live in a country that, for the most part, doesn't know what an AC is. Also, with the way things currently are you literally just need to build a 1x1x2 enclosed space to count as "indoors" and will always be warm inside. So if anything, more indepth heating mechanics are required. That, albeit a completely different topic, is true - but the lack of hot climate content is known and will certainly be rectified later down the development pipeline. Vintage Story is half about exploration to begin with. Missing resources can be found by traveling, even if that traveling requires getting to warmer climate to find things that are, indeed, tied to warmer climates. If you are looking for a perma-frost-only challenge run then maybe you want to look into a mod or two to make it truly possible? But that isn't the intended experience of the game and therefor the game doesn't need to adjust for it specifically.
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Are you playing as Blackguard? That class eats, what, 30% more? Did you keep holding something in your offhand? Like the stick/grunting stick with which you caught the worms? Using the forbidden hand gives you another 20% extra hunger. Were you hurt from e.g. fall damage? Healing chuggs a ton of satiety. Are you sprinting everywhere? Sprinting also drains hunger faster. Tl;dr it's not an illness/a disease, there are no such things in the game yet. It's just that everything is centered around food and alot of things need alot of food to encourage beginner players to think more carefully about what, and how, they do in order to not starve. Later down the line, however, once you start farming properly food will be a non-issue.