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Byrnorthil

Vintarian
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Everything posted by Byrnorthil

  1. WYT beat me to the teleporter lol. In the many hours between then and now it's totally fine to increase the item despawn timer so you don't have to feel stressed about having to get to your stuff on time. And just FYI there is a Questions board with a nice solution integration for any future help you seek out: https://www.vintagestory.at/forums/forum/6-questions/
  2. Port forwarding is not necessary for LAN connections. You say you pinged the IP, are you meaning from within Vintage Story or from your OS's network util? Might be worth independently verifying that Vintage Story is getting your local IP right: (presuming you're using windows) go to command prompt and enter ipconfig; you should see a local IP address like 192.168.x.x. If that address doesn't match with the one Vintage story is showing, try connecting to that one instead.
  3. I did some messing around and the best I can discern is that these setting were probably entirely retired some time ago and the wiki is simply outdated. Keep in mind that all the worldconfigcreate command does is add a line of text to your config file; the game's acknowledgement that it was done successfully doesn't mean anything if the game code doesn't recognize that line of text as a legitimate setting. You could do something like this: /worldconfigcreate string asdf "ligma balls" and the game would let you do it just fine, but the new asdf setting you just created would have no impact on the game.
  4. A friend and I spent quite a while trying to get a baby goat into a reed basket trap to no success, despite having baited it with a turnip (which I happen to know goats like from a previous save), and despite the wiki saying goats can be caught in reed basket traps. Well, reading through the wiki page again I noticed something like 80% of the crate trap page was copied directly from the basket trap page and is probably completely inaccurate and/or outdated despite the banner saying "last verified for 1.21.5". Looking through the page history it looks like someone took a crack at updating the page in November and never got around to finishing the job. The handbook says crate traps can catch "larger animals", but adult chickens and rabbits can already be caught in basket traps. So, I can only presume baby goats, pigs, sheep etc. can only be caught in crate traps? Which means domesticating those is pretty difficult before bronze tier.
  5. It does not, currently bugged https://github.com/anegostudios/VintageStory-Issues/issues/9218
  6. To confirm: you've taken the worldname.vcdbs file from the VintagestoryData/Saves directory and moved it into the Saves folder of your local installation (next to your other worldname.vcdbs files)? As far as I understand that's what you'd need to do to import the world. Plus ensure that the mods are correct but I'd assume you've already done that. If this is what you've done and it's not working then more troubleshooting is in order. If you have the full VintagestoryData folder then there should be no reason why you'd need to hold back your friends; you can set things up on your side entirely independently. You might however ask your admin if they'd be able to pick a new world name to leave the old save intact (pretty trivial, requires a single line change in a config) in case your group decides they want to give the old world a tour :). Though that may not be feasible for storage space or another reason.
  7. If you have a lantern then you don't need to keep a torch on you at all, since I presume you can craft torch holders at this point. Have torch holders in places where you need to start fires, pick em up when you need, and put em right back when you're done. Left-hand lighting wouldn't be bad if it's worth the dev time but it's also not necessary since you can always just press X to swap hands. Lanterns definitely shouldn't light though because their whole deal is being closed off.
  8. I'm not really sure why you'd carry a torch with you past the first few days unless you simply can't get a better light? The moment I get oil lamps I replace the torch as my carry light precisely because they're immune to water. As DemonCyborg suggested I keep torches placed on walls as static installments at home, and always have one next to my firepits and one next to my forges. It is a little annoying to deal with them before you have torch holders, but once you have those they honestly couldn't be simpler. I don't even know... skill issue? You really don't need your hotbar full of much of anything while you're home, and the game has tool racks, armor stands, and similar to allow you to easily offload your stuff when it's not in use. The only hotbar slots I keep filled at all times is slot #1 for a weapon, so that in case an enemy spawns in front of my face I can kill it, and a slot for food. If you're having inventory management problems I'd highly suggest asking yourself "What do I need to have on me for what I'm about to do?" If that's forging, it means food, tongs, a hammer, the ingots or blooms to work, fuel, and a torch (if you don't already have one parked at the forge). That's literally all you need to have in your hotbar; anything else is unnecessary. If you're going caving, you'll need food, a weapon, pick, prospecting pick, light source, poultices, and rope ladders and/or blocks. That's significantly more to keep track of, but it's not your entire hotbar and you still have some flex slots to use on whatever else you think you might want, or to swap with your inventory.
  9. When looking through help menu entries for random stuff I happened to notice an interesting descriptor for ore chunks: Sure enough, if you place nuggets on the ground and smack them with a hammer they will get crushed in the same fashion as the grid recipe. And it immediately hit me: this could be a great solution for the common pain point of panning for a pickaxe+hammer kinda sucking. I don't think panning should be rendered entirely unnecessary, as it's a very good way for new players to accidentally acquire needed flint and quartz chunks, but I have to agree that needing to pan for 30+ nuggets (very common if you only find one copper deposit) is awfully boring. So, what if you only needed to pan for the first 20 to make the pickaxe? My suggestion is simple: expand the existing ground-storage crushing mechanic to include using igneous rocks as a substitute for a hammer, but make it consume the rock, take longer, and/or crush 1-2 chunks at a time rather than 4. This way, players would only have to pan for 5-15 nuggets instead of 25-35, which should hopefully go by fast enough that it doesn't start to drag on. All told the process doesn't even need to be significantly faster than panning, it would just be way more interesting than holding left-click+right-click for half an hour, since it involves two resource gathering phases (mining the copper & gathering the stones) and also more naturally ties in to the existing mining system.
  10. Sticks are mostly an early-game resource and you should really only need huge quantities once, to fire enough bricks to make a beehive kiln. Once you have boards you can sub those in for ladders, and once you have a beehive kiln you no longer need them for ceramics. No one else has mentioned yet: if you don't have shears yet, you can use an axe on the shrubs instead to still clear them out at a reasonable speed.
  11. I just manually updated my dedicated self-hosted server (Linux arm64) to 1.22.2, and when I relaunched my savefile seems to have gone missing. When I rebooted it the server said effectively "existing savefile not found, creating a new one" and sure enough when I tried to connect with my client I was no longer whitelisted and it was a brand new world. I will note that because it's the ARM version I was not able to use the default installer and had to manually copy ARM files over and run the server myself like so: dotnet ./VintagestoryServer.dll --dataPath /var/vintagestory/data/ --port=25565 My group had only played for 2 hours a couple nights ago, so it's not a huge loss if my data really is gone, but I'd like to know which of these is most likely and how I can avoid it in the future: I somehow accidentally deleted my world data during the migration process. I don't find this particularly likely since I set the datapath as /var/vintagestory/data/ which is completely separate from the server installation (/home/$USER/server/). DISCOVERED: My save somehow ended up in ~/.config/VintagestoryData/. I have no idea why but it seems to be intact. Savefiles from different minor versions are incompatible and the game will just override your existing save when you switch versions. The server failed to write to the data directory when I shut it down and failed to warn me about this. Edit: I'm not counting this out entirely, but I did some testing and it seems to be writing to the directory just fine right now, so if this was the culprit then it seems to have solved itself. Something else I haven't thought of. Ultimately it is on me for not making a backup and like I said it's not a huge loss either way, but I'd really like to automate any fix I end up having to do with a script and if anyone's had similar troubles I'd appreciate the insight.
  12. Forgive me for misunderstanding, it seemed to me that your main point was about late-joining multiplayer games being unsatisfying. The game's progression doesn't abruptly end at steel though; there is still so much to do. Have you crafted yourself full sets of steel chain and plate? Have you bred generation ten livestock? Made cheese? Do you have a full set of sturdy bags? Have you assembled all the Jonas devices? Have you completed the story? Vintage Story's large number of parallel progression paths is honestly one of the things I like most about it. Unlike a fully linear progression ala Terraria, it's largely up to you what you care most about and what you want to divert the majority of your effort towards. I've read a review saying they forgot all about metalworking and built massive farms and domesticated high-level livestock on stone tools. Is that the most efficient way? Definitely not, but presuming they found or made a saw to get boards they honestly weren't gimping themselves much if at all.
  13. There is an existing claims system which is even used in singleplayer by traders. Perhaps your idea could be integrated into that.
  14. Forgive me if this is a bit blunt, but if you're looking to play through progression perhaps you shouldn't be joining a multiplayer game and accepting free stuff? Personally, I really don't see how you could get what you want in this situation without effectively making a completely different game. You could make this complaint about Minecraft, Terraria, Valheim, Core Keeper, and all the other games of their ilk. I'd even argue you could say the same about WoW-styled MMOs, where playing an expansion day 1 is a completely different experience than playing it a year later, when your randoms have already solved all the fights and everyone has good gear. These games are all (to lesser or greater degrees) built on collective progression much more so than individual progression, and if you join a group of players that's already beaten the game, well, there's no game left to beat. I do however understand that not everyone has the friends, the time, the money, or even the desire to set up a fresh server to play with a dedicated group. So, may I offer a suggestion as a compromise: just don't accept free stuff from other players! Strike out on your own and make your own way far enough from existing settlements to your liking. From what I can tell Vintage Story doesn't have an analog to the /wilderness command I'd often see on Minecraft servers back in the day, so depending on the size of the server you might have a significant trek ahead of you... maybe that's something server providers or Vintage Story itself could look into adding.
  15. We have saltwater We have a distiller Why not put the saltwater in the distiller? This could give the player access to fresh water if, say, they spawned on a remote island. But more importantly, it would give an alternate path to obtain small amounts of salt for players who can't find a salt dome and perhaps just want to make some cheese. They would still have to find halite if they wanted potash though.
  16. Let me start off by clarifying: I haven't done any of the story yet (I am waiting for my friend group to play to do that) and I have no idea how my suggestion would impact any of that. With that being said: For all the flashy and spooky effects instability gives you, the actual consequences are more or less a complete joke. I decided to be insanely greedy and commit to the mining trip I'd just started even though I'd just received a "temporal storm approaching" message. I also continued to be even more greedy picking up every single piece of ore I saw (a lot). Needless to say the storm hit while I was underground at <25% stability and I thought I was well and truly screwed. But I decided I was gonna try and escape anyway, so I boxed myself in and dug a hole straight up to the surface Minecraft style, taking damage the whole time. And I realized I'd be in way more danger if I was starving instead of unstable. I had the most basic reed-horsetail healing items possible and I was still able to outheal the damage with zero effort, and all the mobs that spawned near me were too slow to have a chance of catching me as I ran home. In the end I don't even think I used up my healing supply and was none the worse for wear when I returned home. I feel like if the player is careless and/or greedy enough to let themselves hit zero stability they should be in very real danger of dying and should need very heads-up plays to survive. Honestly I don't see the point of taking damage from a temporal gear when the damage you're preventing by doing so isn't that much to begin with. There's a few ways I could see going about this. The most obvious would simply be to increase the damage taken, but you could also apply more debuffs to the player, reduce their healing or stop it completely, or spawn shivers in addition to the bowtorns (which would be capable of outrunning a fleeing player). Anything to make low stability an actual threat instead of an annoyance that messes with your screen.
  17. On filtering for craftable items: Might I add the suggestion that such a filter also exclude items which aren't craftable by your current class. Pretty annoying to see 30 clothing results only do-able by the tailor.
  18. I've been using immersive mouse mode for most of my playthrough as I find it very nice not to have my controls locked up while I'm in inventories. However, sometimes I will open a chest, turn around to grab items from another chest, forget to close that chest, then shift-click only to have the items go right back where they started. While this is definitely a skill issue, I still think it would be a great idea to prevent shift-clicking from putting items into a chest you can't currently see, as I struggle to think of a situation where you'd want to do that.
  19. I played in my 1.21 world for something like 40 hours seeing only the occasional goat near my spawn (blue clay valley between some mountains). I never saw any animals spawn right near my base and had to travel a significant distance to get my chickens. I migrate to 1.22, walk home, and there are no less than five sows and two rams with a lamb each, and one of the sows spawned inside my animal pen I'd made for my one goat kid. Is this something that can just happen, or is it an oddity related to the migration?
  20. When differently spoiled items stack the game takes the average (this is also what Don't Starve does), which isn't realistic at all but as far as I can see it's a necessary compromise to make stacking work. I do however think that the way the game currently implements the logic of deciding whether or not it will stack is unhelpful and unintuitive and I've posted a change request here if you'd like to give it some publicity.
  21. The wiki refers to fat as "one of the most common drops" and as mentioned the in-game progression guide also refers to it as "cheap"... Did it used to be more common? It just feels like everything is expecting fat to be 2 or 3 times as abundant as it has been for me.
  22. I've just made a windmill, autohammer, & pulverizer (in hindsight that one was a mistake and I could've just made a quern instead...), and I'm realizing that this all takes a ton of fat which I don't have. I didn't bother doing much hunting or any domestication during the early game because I could feed myself just fine on crops & berries, and the in-game progression guide refers to oil lamps and lamellar armor as "cheap" and "early-game", so the 5 or so fat I did acquire went into those. And now I'm regretting having made them... Which was my mistake: crafting that gear, or being a vegetarian? If I'd bothered to fence in some hogs a few hours in would I be fine?
  23. When picking berries on a long mining trip, I noticed that I wasn't getting any more berries from picking. Each of my inventory slots was taken but i had partial slots filled with the currants I was trying to pick, so I honestly thought it was a bug and resigned myself to tossing an item to leave a slot open. I was surprised when the new berries ended up in the open slot rather than stacking with my existing berries, and so I discovered the game's tendency to avoid stacking items with different enough spoilage levels. I actually like this mechanic quite a bit, but it has proved to be very annoying multiple times and so I propose a solution: add an option for it! A few, actually. I'd like to see three (maybe four) different behaviors available to choose from: 1. Always keep separate: Exactly what we have now, could be nice to enable in situations where you know you're about to consume items which are about to spoil. 2. Always stack: Pretty self-explanatory, would simply disable the mechanic and always prioritize compactness. 3a. Stack when inventory full (new default): Keep separate, unless no slot is available, in which case the new item would be stacked. 3b. BONUS OPTION: Aggressively stack when inventory full: Same as above, except the check is run whenever any item tries to be added, and existing stacks in the inventory can be merged to make room. Example: you have two stacks of five currants in inventory, and game tries to add a stick to inventory and fails. Game notices that item addition was blocked, merges the currants into a single stack of ten, and adds the stick to the newly opened slot. Would be significantly more difficult to implement and isn't necessary at all but I thought I'd throw the suggestion in.
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