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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! I only agree since there are teleporters in the game to support such. Currently, the player can't exactly craft their own outside of mods, but I think it would be a good(but expensive!) late game tech option for some future update. For now, the player can find and repair broken translocators around the world to serve as a teleport points. As for the videogame concept of fast travel? I get that it's a feature that exists entirely for player convenience, but I don't think it really fits in games like Vintage Story that are meant to be slow-paced. To cite Skyrim as an example here, fast travel is very convenient for completing quests and skipping the walk to High Hrothgar, however, if the player fast travels everywhere then the world ends up feeling very small as a result and the adventures had within in it aren't as interesting since, well, the player isn't actually out in the world dealing with other travelers or getting distracted by points of interest. As @Vratislav already noted, the game is still early in development and some features, like caves, will feel barebones because, well, they are. Jonas tech and caves both, I think, might need another story chapter or two before they receive a full update, since there's lore tied to those things that may need to be established a little more first. The first procedural dungeon has been added in 1.22, which should help flesh out the world a little more. They're still supposed to be pretty rare finds, but are more interesting to explore than the typical ruin. Rivers didn't make it to 1.22, but it sounds like the devs have made good progress in that area so we might see them in 1.23. For some natural finds, I'd like to see something more like the hot springs, in that it's a rare natural feature that's not necessarily incredibly useful, but very neat to see. Something like Devil's Tower, Niagara Falls, the Matterhorn, etc. Some extinct flora and fauna would be cool as well, like dodo birds and the Hawaiian 'o'o bird(honestly not sure how to spell the name), since they hadn't gone extinct yet in the medieval times.
  2. Welcome to the forums! This is probably why it gets used a lot. Easy to use, can generate a nice image in minutes, and skips the artist fee. For the mod my friend and I made, I drew the cover art but we have an AI image in the description. Eventually it'll get replaced once I get around to drawing up new art, but for now it's being used as a funny placeholder(because AI doesn't understand how candles work). Pretty much why it's not always a good idea to opt for the most convenient route. It's kind of like getting a coffee mug from the bigbox store versus buying one from a pottery studio. The store mug will be much cheaper and good for everyday use, but it's probably not one you're going to care much about. The studio mug will be more expensive, but will come with intention behind the design--that is, it will have little quirks that show the artist's thought process, and there won't be another exactly like it.
  3. I don't know about calendars, since we already have changing seasons to indicate the passage of time on that front, and the paper calendars as we know them today weren't really a thing in the medieval period. Clocks I would like to see though, especially as some sort of unique craftable for the Clockmaker class. I would say perhaps a large grandfather clock version(3x1), a small basic clock(1x1), and a pocketwatch cosmetic that the player can wear. I'm not sure that they need to be end game items really; mid-game should be fine since the player should have access to brass and quartz at that point. A "temporal clock" item that's craftable by all classes would also be rather nice. The main idea behind a temporal clock is being able to tell when the last temporal occurred versus when the next one is due to arrive. It's probably also the kind of thing that would require temporal gears and a couple of Jonas parts to create, and temporal gears to fuel. As for why it's craftable by all classes? It could be a clockmaker exclusive, but it's the kind of utility that every class should have access to, I think, especially given how other class-exclusive items tend to work(that is, mildly useful but easily skipped).
  4. The traits can be handy. Hunter is ideal for players who prefer ranged combat, or like the extra food early in the good. Malefactor is good for players that want to avoid unwanted attention or want to forage more from wild crops or get more rusty gears from ruins. Blackguard is ideal for melee. Clockmaker and Tailor are in kind of weird spots for singleplayer. Overall, I think what it boils down to for singleplayer is what kind of character does one want to play. Each class has its own background, which results in different interactions with NPCs. While those interactions are a little barebones right now I do expect them to become more numerous and refined as the game progresses.
  5. This is a thing in 1.22. I'm not sure what the threshold is, but for hunger damage and tiny falls the character vocals are rather muted. I like the idea that the player could use emotes to potentially scare away wildlife, but I don't think it should be a tactic that works on monsters since, well, they aren't normal creatures. If monsters were attracted to player-made sounds that might be different, since that is a thing in the "Ghosts" short story, but I'm not sure how well it would actually work in practice in the game. It's a neat idea, but not a thing that should be in the game, in my opinion. Players should just pick the vocals they prefer to listen to. If those vocals have unique game effects and aren't just sound, then players are going to feel pressured to pick the "best" option for the class they intend to play, which might not be something they find pleasant to listen to. Sure, they could just adjust things via mods, but I don't think that's ideal in this situation.
  6. 'Tis why @Teh Pizza Lady made a mod to fix it. It will still take quite a lot of fuel to get a large stack of items to temperature, but those items should cool off at a much slower rate as a tradeoff.
  7. First off, welcome to the forums! I actually don't think that reasoning is too far-fetched at all. Quoting from the homepage: Obviously some things will get adjusted for videogame balance, but the goal does seem to be simulating a realistic natural world and processes.
  8. I'd like these options as well, though I wouldn't want to see Valheim-style raids. I do appreciate what Valheim was going for, but I just don't find the implementation very fun in singleplayer for that game.
  9. Hydrate or Diedrate does a pretty good job of such a concept. I do agree that a thirst mechanic would fit in VS, however, I disagree that it's a mechanic that should be made vanilla. Given its similarity to the hunger mechanic, it seems like it would probably be more micromanagement than what many players might want to deal with, and it doesn't seem like the kind of mechanic that should just be toggled on/off either. The other problem is story locations: some of them aren't designed with a thirst mechanic in mind. It's quite easy to spend a handful of days in a few of them, and the player will likely go through beverages faster than is comfortable for completing/exploring the locations, and probably won't want to lug around lots of liquid containers or otherwise drink what's essentially wastewater. Thus I'm more inclined to leave such a mechanic to the modded realm. I mean if the player is desperate, they'll probably eat it even if it's a little gross. Otherwise, I think "player logic" might be an advantage here. Some players don't like to waste resources, and will eat food that is starting to spoil because hey, food is food and might as well use it(especially if the player doesn't want to bother with compost). Thus there could be some sort of adjustable chance of poisoning depending on how spoiled the food was when the player ate it. Unspoiled food is obviously fine. Food that's slightly spoiled is probably fine too, but the player could get really unlucky and acquire a very mild food poisoning status effect for a few in-game hours. Food that's spoiled enough to look off, but not spoiled enough to be covered in mold might still be okay to eat, but there's a decent chance the player is going to get a case of food poisoning for the next in-game day as a result. Obviously rotten food could always poison the player for a couple of in-game days, since, well, the player had multiple clues by that point that the food wasn't fit to eat.
  10. Welcome to the forums! Which game version are you playing? The most recent version of 1.22 is 1.22.0-rc2, and traders should be spawning. A couple versions prior though, traders were not spawning in their outposts due to the ongoing trader appearance overhaul. If you're playing on one of those older versions, or the world was created in one of those older versions, that may be why you're not seeing them. As for the berry bushes, they should be spawning with the same parameters as previous versions. However, their appearance has been changed to look more realistic to the plants in question, and less like boxy bushes. Thus they can be hard to notice sometimes, especially since the berries are smaller and don't completely cover the bush when ripe.
  11. Friction is a real concern when designing machinery, especially if the parts are wooden. If those parts heat up too much, they should logically catch fire. From a game balance standpoint, I think this change is meant to prompt the player to think a little more carefully when it comes to designing machinery, and cut down on the "Frankenmill" designs that exploit game mechanics to make stuff like the helve hammer operate at warp speed. The Create mod for Minecraft had similar concepts, I think, as did some other tech mods. Basically, if the machinery or wiring was under too much stress, parts would grind to a halt, break, or the wiring might burn up if the voltage was too high, etc. Berry bushes weren't very realistic before, given that the player could easily break bushes and plunk them back down at base for large yields of fruit with little effort. While there are certainly different opinions on what the most realistic change should have been, it's not entirely unrealistic to need to propagate new bushes via cuttings and fertilize the plants annually to keep them healthy and producing. From the gameplay standpoint, this should give players more chances to have their own berry patches in multiplayer, as under the old system it was a common occurrence for all bushes within a reasonable distance of spawn to get transplanted elsewhere. In singleplayer, it tips the balance of the game pacing to the player needing to rely more on hunting and foraging their first in-game year while they get themselves established. Realistically, fat needs to be rendered or it will spoil, so for a game that wants to lean heavily into realistic natural processes this sort of change makes sense. I will note that the fat renders rather fast, and only one stick of firewood is needed to render a full pot of fat(which is currently 6, and could stand to be more in my opinion). I think @Zane Mordien is pretty spot-on. I wouldn't call VS a game that grinds for the sake of grinding, since the grind does have meaning aside from just making the player play longer. However, I do think that it's intended to be slow-paced game, in that it's one the player completes over the course of several play sessions rather than a single weekend of play. Now that being said, the devs are quite good about providing a variety of options for players to use to tailor the game to their own liking, which includes making things easier or harder as needed. Likewise, the players themselves are also quite good at making mods to tailor the game further. If you're having trouble finding a way to adjust certain things in the game it also doesn't hurt to ask around the community to see if anyone knows of a fix. I also want to note too that when major changes to mechanics roll out, it's not unusual for things to get a little uncomfortable for a while since old strategies become obsolete and it takes players time to figure out new ones. In the event something proves to be undertuned/overtuned, it typically gets adjusted sooner or later.
  12. And here I thought it was going to be about actual beehives. In any case, oof, I didn't know it was possible to explode one of these, but good to know!
  13. I don't know if it was a bug or just something that hadn't been polished yet, but in any case it's supposed to have been changed in 1.22. Prior to 1.22, the armor would reach 0 durability and stop providing protection, but wouldn't actually break so the player could still repair it. To be fair, I haven't tested it, but all I expect it to really change is the player will want to make repairs a more regular occurrence rather than wait until the absolute last minute.
  14. It's limited to weapons and tools only right now. Maybe at some future time we'll be able to temper armor as well. I will note though that armor is supposed to break when it reaches zero durability now, so it's a good idea to keep one's better equipment in good condition. There's also the option to buy linen and gambeson from traders. Clothing merchants will sell the gambeson and linen, I think, while Commodities and Survival Goods can sell linen but not gambeson. There may or may not be balance changes to come on that front, though my guess is that it's not likely to change right now. The best solution I've found is to plant much bigger fields, which is easier to do now that the wild grains spawn in larger clumps. In my current world I have around a stack and a half planted, which is probably still a little on the low side but should be more than enough for a complete small windmill and a little extra leftover for other things.
  15. It's not a setting I would play with myself, but...I like it. Definitely not something that should be on by default except for Wilderness Survival, maybe, but as an optional difficulty? Sure, why not. It gives an option for players to allow mobs to be more destructive, in a way that's reasonable, without needing to mess with the block placement/chisel system. Also helps that I'm reading all that with this note in place. One possible way to cheese this is by just making sure all the glass is chiseled, however, that could potentially be accounted for by making all glass-type chiseled blocks act as glass and fall out of place, perhaps. Blocks that qualify as stone or wood could remain as-is, which still allows players the option of chiseling fancy windows if they so choose.
  16. It's an interesting idea and I could see it being a thing, but it also seems the kind of thing that fits under the tool durability umbrella already(or should, if it doesn't). I'm curious as to which armor you're using and what you're trying to fight. Early game armors like leather and copper are tier 1, for the most part, and their main benefit is that most of them are fairly easy and cheap to craft, in addition to helping keep you alive. The drawback though is that while they're relatively cheap, they aren't very durable, and getting attacked by higher tier enemies(tier 2 like wolves, bears, and tougher monsters) will shred the armor even faster. Gambeson or bronze lamellar is better, since at tier 2 it will hold up much better in a fight, but it will still struggle a bit against corrupt/nightmare tier monsters. Iron can counter most threats quite well; it'll still take some damage from nightmare level enemies, but can still take quite a lot of punishment before it needs repair(and when it does repairs will be fairly easy to make given that iron deposits are quite large).
  17. I do think it would be a nice touch that some player-planted trees could turn into old growth trees if the player decides to play that world for 25-50 in-game years or so. That being said...I'm not sure that most players would play a world for that long, so I doubt that kind of detail is going to get added anytime soon.
  18. There shouldn't be--the first quench, as far as I'm aware, is supposed to be free, and items that have never been quenched shouldn't have anything listed in the tooltip. In that case, if it broke, then it's probably a bug, or potential mod interference if you're using mods(probably not the case here though). One other possibility, though it's a bit of a longshot--did you dunk the item in water after forging before trying to heat it back up later? I forget sometimes and dunk my items to cool them off like I did in prior versions, and in many cases the item is hot enough for the dunk to count as a quench. So that may have been what happened--an accidental quenching followed by a really unlucky roll on the chance to break. I think the first quench, at least for power, applies a 10% breakage chance, which is quite low but not zero.
  19. Maybe the sewing kit could make clothing degrade twice as slowly? That way it's a more desirable item to actually have.
  20. I'd be okay with this. Definitely videogamey, but it would be a nice quality of life feature for players who want to rearrange their base. It could also be pretty cool in multiplayer, since then players could decide to set up plant nurseries and sell the mature bushes to other players. Rather than a shovel or needing to take up a backpack slot, I think I would just let them stack in the regular inventory, but need a few days to re-establish themselves at the new spot before they can start to produce crops again. And by "re-establish" I don't mean they downgrade the soil or anything, just that they get a few days' time out so that players aren't constantly carting bushes around.
  21. It's under "Small water wheel". You'll need a hammer, one axle, and two small iron 4-way hubs. The hammer goes on top of the axle, and the hubs on either side. After that, it's a matter of placing the resulting water wheel part down next to the rapids you wish to build on, and then following the crafting prompts it gives you after. Fair warning--you'll need a lot of beams, boards, and resin, as well as several bronze or better nails.
  22. Maybe next rc? There's still a couple of nasty little bugs lingering in the current.
  23. I'd at least like to see an option to search by mod author, and not just by keywords/mod titles. Yes, you can just click on the mod author's name while looking at a mod and go to a page to see all their other mods, but here's the thing. Oftentimes I can remember who made the mod, but not necessarily the mod's name, which can make searching the database a little tedious when I'm trying to look something up to answer a question on the forums or whatever. Now to be fair, such a feature could exist already and I've just not been able to figure it out, but to my knowledge it's not really a thing at this time.
  24. I know that these do sort of already exist in the game, at least for oak trees. But I do agree, it would be nice to see some other variants on old growth forests as well.
  25. Bowtorn + any other monster/reasonably sized opponent ought to hurt a bit if the corpse falls on you. That, and they really ought to stop rocketing up ladders when dead.
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