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Moa

Vintarian
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Everything posted by Moa

  1. Moa

    2FA

    It's working fine for me, using another 3rd party (non-Google) 2FA app. But I set it up manually instead of scanning the QR code. After clicking the button to set up "Google Authenticator", click the blue text that says "can't scan the QR code?". Then it'll show you the info you need to add it manually. Copy the "key". Open your auth app, and find the button to manually add a new entry. Put a descriptive name in the "Issuer" field (like "Vintage Story" or "vintagestory.at" - whatever you want), and paste the key into the "secret" field. You can fill out the account field also if you want, but I'm pretty sure it's optional. Leave advanced options as default, unless you want to change them. Click save. Should work! Just to be sure, though - before you log out, try opening a private browser window and logging into your account through that. It should ask you for the 2FA code through "Google Authenticator" and accept the code from your app. It is pretty wild that they've labeled it "Google Authenticator" when it's just a standard 2FA protocol, though. The only other companies I've seen do that are Google and Microsoft (and for both of which you can likewise actually use any 2FA app), since they're pretending other authenticators don't exist so they can push their own, but obviously VS doesn't have that motivation.
  2. there's a mod called "Sonya's Quality Fowl" that adds ducks, and whose creator is planning to add more birds in future. Last updated mid May. https://mods.vintagestory.at/fowlmod They might be a good person to ask, or if you wanted to try tinkering, I'd think it might be possible to make a relatively simple addon for it with a loon texture and sounds, if you didn't mind them acting like ducks otherwise. Although I guess one would also want to adjust how often they make noise, probably.
  3. I really wish there was an option to have rifts, but make them MUCH rarer (relative to each rift activity level). Maybe there's a mod for that though. Also I wish there was an option to have them be silent but still visible. I actually like the idea of the rifts a heck of a lot. It was just too much for me in the particular way it was done, and that darn drumming was annoying in the way that an overly-melodic ringtone/alarm can become just the worst after you have to listen to it over and over and over and-
  4. And this is part of why I turned rifts off entirely I felt constantly aggravated by them, rather than entertained. I ended up installing a mod that prevents monsters from spawning within a certain distance of me, or when I'm in a room with a light, because they were spawning in my base and/or literallly directly in front of me constantly. In retrospect, I guess I was in a low stability area, or it may have become so (?) after I dug pretty deep under my base and then blocked the stairs down off without fully filling them back up. But anyway, getting constantly harassed by them like that was just annoying and ruined the scariness of the monsters. Nothing breaks immersion for me like seeing a monster just randomly spawn two feet in front of me again. I'm having a way better time with monsters being something that only sometimes appear from out of absolutely nowhere and jumpscare me, or that accumulate down in a cave where I can go engage when I want to. I just prefer horror monsters, which you only rarely actually see, to action movie monsters that need to be mowed down constantly and lose their mystique. To each their own though, of course! But I'm very grateful for game options and mods.
  5. Did you and your fellows perhaps split up and spread out more across the map? Or is anyone traveling quickly into the distance? In that case, maybe your computer is struggling to load and keep track of a much larger area/a lot more chunks (with entities and the ever-increasing numbers of items each player has). Does turning down settings help at all? Otherwise, have you updated your graphics card or CPU drivers recently? If yes, try rolling that update back. If you have a VPN installed, try turning it off. Sometimes split tunneling features don't work properly with some games, in which case it might funnel your traffic through the VPN tunnel even if you've told it not. If you have Steam, Epic, or other game clients running in the background (visible in the system tray), you could check if they might be downloading game updates and hogging the connection. And I guess maybe double-check your firewall and make sure the VS exe's are allowed through.
  6. I found them scary af at first, but... You can have an unfathomably large quantity of rock land directly on your head, then just press jump to emerge onto the top of the pile, and be pretty much fine. They don't hit near as hard as they you'd think. I eventually started just tanking them instead of putting much effort into avoiding them, and using poultices or taking a break when needed. So they're sometimes just annoying. I also find it jarring from an immersion perspective, because the fact that some blocks can be unstable and fall makes it feel a lot weirder that other blocks (especially player-placed building materials like cobblestone or polished stone) can't. Although maybe it doesn't make sense that I feel that way, quite, since gravel and sand falling don't bother me the same way. I guess maybe it's because gravel and sand is a lot more intuitive and predictable; it always behaves the way it behaves, and there's no "repeatedly looking at certain blocks to read a percentage number" element that feels more UI than world. (It's also possible I would have less of this problem if I'd turned dirt collapse on, since then at least the stone wouldn't be weirdly more unstable than the dirt, but the one time I tried that option I instantly hated it, quit, and started over without it.) Though, sometimes the cave-ins help me find that last little bit of ore that was hiding in the ceiling =P And I like the sound effect and the dust clouds. I'm actually not sure whether or not I'll turn it on for my next world. I guess I don't feel especially strongly either way. I think it's worth trying. But it's maybe worth checking if there are some mods available that might improve things.
  7. I've been having problems with the hide sizes too. It's kinda fiddly. The worst part for me is not being able to use medium or large scraped hides for making parchment I can cut the head off a bear hide, but I can't cut a square? At least I have a lot of rabbits. That would be so nice. And it would make more sense also because right now we get the leather output in the form of some number of identical-size leather pieces, even though we never cut the hide into pieces. It's like the process of soaking in strong tannin actually dices up the prepared hide somehow. We put piranha in there. ... Actually, maybe leathermaking should require piranha, instead of cutting up with a knife. Taking the head off a bear pelt should also require piranha. Obviously only piranha can realistically cut leather. In this way, we can be motivated to make fishtanks (if/when live fish as capturable). edit: wait no, if only piranha could cut leather, we'd also need piranha to skin anything in the first place. Like, you gotta feed the animal to the fishies for just long enough for them to peel it, and then you have to bravely fish the animal out without getting eaten yourself. Or I guess one could just say that fresh hides are softer/easier to cut than even slightly older ones. Or maybe that it's only treated hides - like the sturdy leather process chromium treated ones - that require piranha.
  8. I dunno, I think it could be fun? Not for *every* hunt, but if there were an animal (or a monster) that required purposefully stocking up on food/supplies and tracking/chasing it across unknown terrain for days, in return for an exceptional reward, like TONS of food, lots of bones, and/or a unique item that serves some specific purpose, like a unique pelt (like the golden fleece =P) you can use to make better armor or clothing you can't otherwise. I'm thinking finding the animal in the first place would also be part of it, like trying to find a koalafant in Don't Starve. Make a whole quest of it, essentially. I think it would fit in pretty well, since this game is already so big on requiring pre-planning and patience for a lot of things. It would have to be more interesting than "just press w for multiple days and nights", but that's doable (and more realistic) with a tracking system. I feel like I've been doing a baby version of this just trying to hunt these gosh darn deer, anyways. Right now, my seraph is actually lost in the wilderness because I chased a deer =P If you play without the map (or with the paper atlas mod, before you make a map), it's so easy to get lost chasing animals.
  9. This doesn't avoid installing another instance of the game, but after installing another instance, you can just copy past the mod .zip files from your current instance into the new one. If you're using windows: First, make a folder like "Vintage Story Backup" somewhere, and copy both your vanilla install folder (right click on your Vintage Story shortcut, if you have one, and click Open File Location, to see where it is) and your vintagestoryData folder (either hit windows key + R, type %Appdata%, hit enter, or enable "View Hidden Files" in File Explorer and manually navigate to C:\Users\YourWindowsUsernameGoesHere\Appdata\Roaming\VintagestoryData) into it, just in case. Then download the Vintage Story installer and install to a new custom location, for example "C:\Vintage Story 2", separate from your current install. It'll automatically (annoyingly) assign %Appdata%\VintagestoryData as its data folder - shared with your current install - which you don't want. So next you make an empty folder, say "C:\Vintage Story 2 Data", wherever you want (near your new install folder is probably convenient). Then go to the Vintage Story .exe in the new "C:\Vintage Story 2" folder, right click on the .exe to see the dropdown menu, and make a shortcut. Rename the shortcut to whatever you want (you will always launch this instance of the game using this shortcut). Then right click the shortcut and select properties. In the editable "Target:" field at the top of the properties window, it should show the path to your new .exe. Leave that there, but scroll to the end of the line and add a space followed by --dataPath "C:\Vintage Story 2 Data" --modPath "C:\Vintage Story 2 Data\Mods" (You can replace "C:\Vintage Story 2 Data" with the path to whatever folder you made to be your new data folder.) Then click Apply and then OK. Then launch the game from the shortcut. It'll make you log in again. Check the mods menu in-game: if all is working, you should see only vanilla mods (VS Essentials, VS Survival, VS Creative). Exit the game. If you go to your new Vintage Story 2 Data (or whatever you named it) folder, you should see it now populated with subfolders. One of them is Mods. Open that. Now, to copy your mods, or a subset of them, into this instance of the game, you can go to your original VintagestoryData\Mods folder. Hit Windows Key + R to bring up the Run window, and type %Appdata%, then hit enter. This should open a new file explorer window with your Appdata\Roaming folder open, with the VintagestoryData folder in it. Open the VintagestoryData folder, then open the Mods folder inside that. Then use shift click or cntrl click to select the mods you want to copy, and right click and select copy from the dropdown menu. Then, back in your new C:\Vintage Story 2 Data\Mods folder, right click on blank space in the folder and select paste. If you want to keep custom mod settings the same, you can copy-paste the corresponding files from the VintagestoryData ModConfig folder to C:\Vintage Story 2 Data\ModConfig, as well. Then you should be good to go. Just make sure to launch the game using the shortcut you made, rather than directly from the .exe. It'll make you log in again every time you switch from one instance/install of the game to another, but it should keep them separate. You can make as many instances as you want, this way. If you want to install new mods from Mod DB as well, then download the mod zip file and add it to the Mods folder of whichever instance you want to install it to, rather than using the "One Click Install" button. I think the One Click Install button will just automatically put it in the default VintagestoryData folder. Mod management definitely should be easier than this, but at least most of the annoyance is in the setup, rather than on-going. There *are* some mod managers on Mod DB (just search for "mod manager"), but when I was looking for myself, they all seemed to be in early stages or haven't been updated recently enough. Fingers crossed that one will mature sooner or later though, as has happened for Minecraft. But you can try one out if you want, anyway; just make sure to back up your Vintage Story and VintagestoryData folders first.
  10. Do rooster fights not end in rooster deaths anymore, or are you planning to eat one of them? Or was it the More Animals mod that made my rooster die that one time I put it in a pen with another rooster? Anyway, I'm glad you were able to figure it out!
  11. If you have backups, did you already check other folders besides just %Appdata%/VintagestoryData/mods? It might be in another VintagestoryData folder, or there could even be something in the vanilla install location folders. In your vanilla install location, there should be a playerdata.json file. Do you have a backup copy of that? If so, you could try restoring it (after backing up the current file). I'd check Vintage Story/assets/patches (in your backup) for .json files too. Or Vintage Story/assets/entities, or Vintage Story/assets/modnamehere. I'd suggest looking at the modDB page (and/or asking the mod author) for where it saves entity data, or compatibility notes about the update. There might be a known migration thing to do described there, if you're lucky. If the mod introduced a lot of changes with the update, maybe you just need to downgrade the mod, maybe in combination with restoring backup data. Kinda depends on what the modDB says about it though. /disclaimer I am not an expert actually Edit: if you're on windows and didn't backup all the folders/files you need, check whether Windows File History might be on.
  12. Fly Agaric is one of the more famously poisonous mushrooms (though I realize this may be something mostly learned by people who are already interested in wild mushrooms.) It also looks sus because it's bright red and spotted, and in nature that kind of ostentation is often (not always) a "don't eat me I'm deadly" warning, like poisonous frogs. It's also a poisonous mushroom that appears often in games, so some players may recognize it as probably hazardous because of that, even if they can't name it. Anyway, I'm fairly sure that -hp part of the tooltip already only appears after you eat the mushroom for the first time. Either that, or I didn't realize one of my mods is adjusting this. Either way, I do really enjoy trial & error with a newly discovered mushroom, then having the tooltip available after that to help remember exactly what the hp penalty for eating it anyway is. Especially because I have a Food Preferences mod installed, and it's really funny when my seraph likes a poisonous mushroom (and I am thus motivated to keep eating it). Edit: ... If we wanted to be really evil, we should add poisonous berries. >:)
  13. I have discovered that, although I can't make a tool out of a soft rock like claystone, I can put a piece of flint or granite down as a knapping surface and use claystone to knap it. This shouldn't work, because the claystone is softer than the flint/granite/whatever. And if it does somehow work anyway, the claystone should at least be destroyed.
  14. I have successfully trapped one (1) rooster in a 1.22.2 world, so it is at least possible. But I have, subjectively, also been feeling like the traps aren't working as well. Though I think it may be the area I settled in, or my (lack of) skill positioning the traps. I second the suggestion to dig a pit, put the traps in it, and chase the chickens into the pit. I normally don't do this because it feels a bit too cheesy, but if you're at your wit's end, it's effective. Or you could build a half pen, chase them into it, and complete th fence around them. Do you have any performance mods that restrict entity ticking in distant areas? Or have that set really low in settings (I think there's an option in settings)? I'm speculating here, but in that case, maybe if you put the traps down, then move far away from the traps, maybe the chickens in that area stop moving and hence can't go to or trigger the trap?
  15. Have you found the Terrain Slabs mob, or its minecraft equivalent? https://mods.vintagestory.at/terrainslabs It makes it so you can just walk up and down hills, no jumping necessary, and everything looks smoother. Anything that can roll over a half slab should be able to roll over a hill. You could also combine it with one of the compatible worldgen mods https://mods.vintagestory.at/list/mod?sortby=lastReleased&sortdir=d&text=worldgen&side=&a=&mv=&c=m&t=. I've been loving World of Fortune (https://mods.vintagestory.at/show/mod/35113) in particular, and can confirm it works with Terrain Slabs, but there are a lot of options, probably including some that have more focus on valleys, deserts, or general smoothness.
  16. I keep trying to stack flint too; it's pretty strange that it's not possible, since it otherwise acts just like the other stones. The fact that if I shift-ctrl-click with flint begins knapping is sometimes messing up my muscle memory for when I want to knap other stones, too, so I end up accidentally stacking those instead. Edit: I mean, while stacking flint isn't possible, I would MUCH rather that shift-ctrl-click simply fail to do anything, than have it auto-convert to a different input and do a thing it doesn't normally do.
  17. I hadn't realized this was happening until it wasn't anymore this definitely explains some things, and I'm liking the hunger balance waaaay better now. I'm loving the game and the update, although I strenuously object to the fact that I apparently can't spear fish anymore. Seeing the spear hit them and do nothing feels so bad, to the point I just assumed it was a bug until it occurred to me that maybe it was removed on purpose when the new fishing mechanics were added? If that's the case, please give it back; I love spearfishing. It doesn't have to work for every kind of fish - just make some too fast or too small or too hardy for it to be practical - but if I can successfully hit a fish with my spear, the spear should do something. And it was cool and fun because it was a kind of fishing that most games don't have.
  18. The new logo is a great little artwork in its own right, and in isolation (or for another game) I like it a lot, but for this game, I very much prefer the painterly style, the more muted colors, and less distinct edges of the original. I like that it doesn't look like a typical modern or "clean" dime-a-dozen logo design. I think this atypical logo accurately represents the atypical game, and it helped draw me to try the game. There are so many bright, saturated, and/or clean game logos nowadays that the current logo actually stands out in a good way; it's eyecatching and memorable precisely because it doesn't follow the usual logo design advice. It feels non-optimized, genuine and uncorporate. It gives the impression, to me, of patience, slowing down and touching grass, and mystery. It looks down to earth. It may look 'old' by software standards, but old isn't bad. I think this may be a case where deviating from the usual advice for logos may make sense. I also really can't overstate enough how much I do not want the style of the new logo (brighter, more saturated colors, and black outlined edges) to be applied to other elements of the game UI, especially not the in-game ones (handbook, journal, inventory, map, toolbar, etc). I don't think that would mesh well at all with the in-game visuals or overall mood. I do however think that the new logo could fit in and work well after some tweaking to mute the color palette and soften the edges. But... I think the original is great already. I've grown fond of it quickly. If you wanted to make sure the current logo showed up better against any possible background (which I'm guessing may be part of the reason for the thick black edges on the new logo) you could add a background to it. Like, just put an off-white circle (or gear shape?) behind it, and put a black or dark brown border around that circle. Though I guess this might require making the actual tree/island design smaller, which would crowd the details even more than they are already. Maybe the marketing/brand logo doesn't actually need to perfectly match the desktop/icon logo, though? You could use a more detailed one when there's room for it to take up space, and a simplified/alternate one for when it needs to be tiny. I think as long as there's always the tree with a clock, a bit of land, and at least one gear, that's plenty distinct enough to be recognizable in multiple forms. If you do update the logo and/or UI, could you perhaps leave a toggle in the settings for those of us who'd like to keep the old look? Though I suppose it is moddable, in any case. Edit:lupus's design is excellent. I would have no objection to that one. I especially like that they made the clock and gears bigger, so they're more readable when small, and that they preserved not only the colors but also the twisty form of the tree.
  19. I did see a github issue titled something about being unable to add grass to pit kilns. So you're at least not alone in that respect. I don't know if it was an issue with shingles specifically though, since I just browsed past the issue title.
  20. To be clear, my hazing ritual comment was a joke. Anyway, I'm happy to report I did end up finding the clay eventually. Most often on the sides of cliffs.
  21. As a newbie playing without the minimap, I was beginning to think the clay is a myth =P Glad to hear it's not an elaborate hazing ritual (or is it?) One day I'll find it.... One day...
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