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Cetasaya

Vintarian
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Stone Age Settler

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  1. oh also, get the Mouse Keyboard Clicker Holder program for.holding down the 'W' key for auto sailing. tiny and simple program that just tells windows youre holding down the key when youre actually playing balatro or PTCGP on your phone. get ready to check back every couple of minutes to navigate past islands and dig canals. dont EVER auto run or walk cause you will fall into a pit or die to a bear. raft and sailboat only. also get in the habit of turning your chunk gen to max and sitting still for a couple of minutes to fill out your map every once in a while to be able to plot a better path so you dont get your sailboat stuck in a massive bay instead of the open ocean and have to dig a massive canal or turn around.
  2. okay. theres a LOT to read here from everyone but heres my advice. expect to make multiple bases (even abandoning them most of the time) or become a nomad. LOOOOOOONG distance travel is and will be an expectation. the village is pretty much the 'best' place to set up permanently. if youre playing vintage story and dont wanna travel well thats fine but frankly youre gonna miss out on a LOT of things. you can load the elk into the sailboat. make backups of your save often. do not. i repeat DO NOT mess with ANY of the default world gen settings until you know exactly what youre doing OR youre emotionally prepared to restart after finding out the hard way that your world generated in a really bad way. the greatest hits include; 1. no oceans. 2. really big oceans (done this) 3. no mountains 4. really really tall and spiky mountains EVERYWHERE (done this too it S U C K S) 5. spawning 28292020843902029 blocks away from ebony wood or bamboo or most fruit trees. 6. getting ganked by drifers on night one 7. wanting realistic months, setting them to 30 days, and proceeding to learn the hard way this also proportiantly extends crop growth time (hey what do ya know i did this too) 8. not being able to sleep through temporal storms (NEVER EVER disable sleeping through temporal storms, they lose relevance in both progression and challenge as soon as you get gamboise armor and then they become an extremely massive annoyance. frankly you wouldbt be losing much of you disabled them entirely but they can be handy for temporal gear farming IF you have a drifter killing pit far far underground and away from any caverns) 9. watching as your seraph gets yeeted off the side of a mountain due to the dirt blocks' cave in physics (my current save has this and even though its extremely annoying i consider cave ins to be part of the core experience, since support beams are vanilla, but my god are they borderline being perma disabled forever) 10. not being able to farm undeground (this is ALWAYS enabled wjy would you ever have this not a thing) 11. NOT changing tree growth from the dog@ss default to at least something resembling sanity (i just checked and for the latest 1.20 update its on x1 by default now but it used to be x4 SLOWER) 12. having a massive respawn radius. may not matter cause frankly before you can farm temporal gears you probably aint got nothing worth chasing down anyway. also; save backups. once you do learn how world gen works and you find your perfect settings create a dummy world and immediately name it TEMPLATE and back it up. world gen settings are NOT saved so youll have to change them ALL every single time you start a new world! theres an option to copy/paste the world gen settings. copy TEMPLATE's then paste it on a new seed when ready. your world will be different but will have the same geberation parameters.
  3. Youre awesome! Thank you so much! I saw the AutoMap mod awhile ago but was away from my PC thanks for reminding me.
  4. Shields take up your offhand. And that means no lantern. And considering that most enemy encounters take place in the dark.... That sacrifice is far too much. Plus you need to be crouching to truly take advantage of them. Absolutely not. Thats how you get flanked and cornered. Do NOT turtle up in VS. Its a BAD time. No armor not even steel plate can save you from getting surrounded cause you cant attack, heal, or bail when youre getting hit stunned to death. Doesnt matter what your defenses are. So any situation that a shield could help you you shouldnt need it in the first place. So youre just a blind, sitting duck and you can still get ganked and flanked if youre taking on more than one enemy at once. IMO shields in VS are bad. Really bad. We need a shield equipment slot, a lantern equipment slot, or have them MASSIVELY buffed in order to make them viable. Anything that takes away your lantern had better be borderline essential cause running around blind will kill you FAR more often and reliably than any enemy will. You dont need reflexes to elden ring strafe. Just keep moving around the enemy if you got the room and theyll never hit you, simple as that. They literally just stop tracking you while swiping their grubby little claws. No need for ANY armor if they cant even hit you. Armor is really for only their ranged rock throws and the Archive boss. If you aint got the room then time out backjumps for their telegraphed strikes between slapping them with a falx or start slapping them with spears and arrows.
  5. Thats a REALLY good idea. A seasoned hunter would totally be able to pick out a broken arrow from the bush better than any other class.
  6. Yeah its a 2 hit melee which is why i said none can hurt you much without a melee attack. No enemy has a powerful ranged attack and neutralising melee attacks is trivial when you elden ring strafe around them. And gameson armor is so overpowered compared to what you gotta do to get it compared to even copper armor it's ridiculous. So much so I rarely bother with metal armor until i get to steel. Now if youre caught fighting in cramped spaces or more than one double headed drifter then its gonna be a bad time. But arrows arent gonna help you in either case anyway so its a wash.
  7. Everytime Drifters spawn somewhere in an underground cave or whatever I have to either hear them constantly moan and groan or turn off Settings>Sound>Effects Sound Level which kills so many other sounds along with the drifters. Also, why are drifter moans under 'Effects' and not 'Entities'? And there are no tooltips explaining what is an Effect, Entity, Ambient, ect. sound either. I suggest we just get rid of those vague, nebulous categories and have sliders for each specific sound (or close to it, maybe we dont need 200+ sliders lol). One for each drifters, bells, waves, storms, rain, wind, thunder, pig squeals, rooster crows, ect., ect., ect.
  8. I mark the map like crazy. Traders, Bases, that Prospector Recorder Mod, Teleporters, Ect. And I noticed that if you put down a pickaxe mark and color it copper (reddish orange) it automatically changes the name to copper. Handy. I would like to have a Custom Marker section (not a tab, less clicks equals better UI design) added to the right side of the Waypoint box on the map. It would be a simple, small list that we could organise how we want of our own custom Map Markers that we can just click on without having to type in 'Treasure Trader' or 'Iron' everytime we need to. Click on the Custom Marker you made earlier, the game automatically backs onto the map, with your custom Mark loaded ready to place. And more map marker symbols would never hurt either. Simple shapes like triangles/squares, specific tree/fruit/crop/horsetail/resin symbols, specific animal symbols, windmill, farm, ranch, pier, bed ect. And a function to link symbols with a bold easily visible line as well. Mostly for teleporters. The line connecting them would be invisible until you clicked on one of the symbols. And a symbol/name searcher. Punch in "copper" and any symbol and its coordinates that contains "copper" in its name will be listed out and displayed ready for you to click on one and center the map on it. Same for the symbol or color. Search for a colorless trader symbol and a list off all trader symbols youve made will be displayed ready for you to rapidly cycle through them. Search for ruins symbols colored red and get ONLY ruin symbols colored red.
  9. Oh okay. Yeah rng can screw ya if youre really unlucky.
  10. I think the arrows are TOO durable and op. And the reason why spears are more durable is cause theyre made of a thicker shaft. I know they both use sticks but im glad we dont have to carry around Thin Sticks, Medium Sticks, and Thicc Sticks lol. In valheim your arrows NEVER come back. Theyre easier and cheaper to craft but theyre also very inaccurate as well. Right now vintage story just doesnt have all that many enemies and none that can really hurt you without a melee attack with even flax gambeson armor. Hell even the one boss we got is trivial with even that low level of armor and some poultices. You can just get in there and wail with a copper falx and strafe their slow and telegraphed af swipes even against the most powerful drifters before hour 10 and just dominate.
  11. oh nice. wonder if that was an intentional design choice? like a secret little skip for the clever and determined players.
  12. There are a myriad of really good reasons why the Resonance Archives and almost certantly any future lore structures are/will be protected from edits by the player. But I propose a lore reason or a crafted device to allow the player to deactivate the strutures' protection AFTER they complete it. Same glue mechanic for the ruined items and fruniture of course. Being able to claim and restore the dungeon would be a fantastic reward and frankly by far the best one imo. I personally like to keep it as close to original as possible, but reclaiming the Resonance Archives and reviving it sounds fun to the right sort of person. Heck make it a server hub and have a whole bunch of players running around it like a busy city or something thatd be kinda sick imo. The dungeon is a gorgeous work of art and even though I personally wouldn't like living there (music is a downer in a good, immersive way), some people might. Besides I would like to mine out the collapsed rock blocking the library to skip the respawning boss whenever I wanna return to admire the ART that is that final room, and take some of the really really beautiful pillar/tapestry/floor blocks home so I can easily copy and reiterate on it with my own chiseling, and using some of the unique lights and other unique items/decorations like the globes, astrolabes, ect. But for now, I will be reposting a command method for anyone to be able to search up and find and to be able to edit the Resoinance Archive themselves in a single player game because finding these commands was a pain. (Big thanks to the wiki and user u/risbo53x on reddit for posting the information) I of course suggest that you lick the entire place clean top to bottom BEFORE you go breaking stuff because you would be missing out on a fine dungeon delving experience. This will of course also allow you to fix anything thats blocking you or somehow preventing you from completing this dungeon in a potentially very old and precious world as well. 1. You may or may not have land claiming on, so be sure to turn it on with typing /worldconfigallowLandClaiming true 2. Quit and reload world. 3. type /land adminfreehere. I always do this at the bottom of the enterance shaft cause frankly its often gummed up by normal soil and stone blocks for some reason and theyre clearly not meant to be there lol. This command should delete all the structure's edit protection. 4. Quit and reload world. 5. You should be now able to edit the structure fully as if you built it all yourself. If not, im stumped as its always worked that way for me... You may still find some corners and sections still protected (I havent had that happen, but the possibility has been mentioned), so rerun the command while standing inside of the protected space. Search term keywords; Vintage Story Resonance Archives Protected Edit Build Destroy Base Mine Dig Land Claim Permission Command
  13. its takes a LOOOONG time to dip below 10% stability for me wherever i mine. maybe ive just never encountered an especially unstable area/chunk but ive mined in a bunch of spots i can mine out 20+ stacks (filling my inventory) of casserite ore long before any baddies spawn the problem becomes getting back to the ladder after mining out a literal maze chasing all the ore veims before the stability dips below the threshold lol but i think its wild that youre down there long enough for this to be a problem. i guess unstable areas are really that much worse. in that case i would suggest not mining there and finding another spot
  14. I see where youre coming from, but i disagree. Note: This is an extremely long post.
  15. We got the chisel to add in other block into whichever one we're chiseling. But the blocks' textures are out of our control and must be worked around or overpowered with color choice. So I propose a series of paint items craftable with the dyes already in the game, a thickener/base/catalyst (whatever its called im not a chemist lol), and some glass for the bottle and a paintbrush craftable with either fibers or animal fur, a metal band, and a stick. Primary hand holds the brush, which has premade and editable shapes and points just like the chisel. You hold the colored paint you want to use in the offhand to dip the brush in it before (of course) painting penises all over your friends' walls. And the already in game item parchment can be set on a table to create pixel art with the paints you can hang on the walls or in item frames or whatever. Tha parchment can hold a few layers of paint after each layer is allowed to dry, and the parchment can be cleaned or washed before the ink dries to start over.
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