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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I completed the Resonance Archive earlier and was thinking about this. Not so much that it would be more convenient to have an elevator for hauling loot out, but rather how both of the current story chapters have roughly the same general completion time, as well as the general outlook Vintage Story seems to have on loot. Regarding the loot factor, the game has plenty of goodies to find, some of them junk, some of them valuable, and some of them simply interesting oddities to collect. However, the player's limited inventory means that they might need to be careful what they choose to take with them if they are pressed for time, and/or that they may need to plan for another trip or two if they insist on hauling away absolutely everything(pack animals would make this easier). It's an interesting balance, in my opinion, since it places more importance on the player's choices, and makes it possible for a player to get too greedy and suffer the consequences. In contrast, many games tend to end up giving the player some gold and a treasure item or two--never more than the player can really carry--or give the player a convenient way to scour the location of anything valuable and quickly sell it all in the nearest town. As far as the completion time, I think each story chapter is probably going to end up taking the player several in-game days, on average, to complete. The Resonance Archive doesn't feel like it takes that long, partly due to the fact that it's entirely underground so it's very easy for the player to lose track of how much time has actually passed. It's also rather compact, with lots of lore to read, details to study, and secrets to find. And of course, loot to haul out, if the player is so inclined, which will end up chewing through quite a lot of time on top of whatever time the player spent exploring the location and reading all the lore involved. Chapter Two ends up feeling longer than it actually is, I think, mainly because it takes place above ground and thus allows the player a better sense of time's passing. There's also the fact that the really impressive ruins(dungeons) have only begun to be added, so there's not all that much for the player to really see while traveling. Chapter Three, when it arrives, I'm guessing will probably take a similar amount of time to complete as the first two--about an in-game week, and if it involves some travel I'm also guess that part will feel better than the travel did at Chapter Two's launch, since the game will have been more fleshed out since.
  2. Welcome to the forums! Correct. And the doors need to be solid as well; the only door that doesn't qualify as a solid door, to my knowledge, is the crude door and maybe the trapdoors that have gaps in them. Also make sure that if you used slabs for the roofing, that their face is flush to the inside of the space you intend to insulate and not the outside. If the slab is flush to the outside I don't believe it will work. If you chiseled parts of the walls you'll also need to make sure that you didn't chisel away too much material, since that can also mess up the room calculations. https://wiki.vintagestory.at/Room
  3. Possibly causing the game, or newer versions of the game at least, to not run properly on older hardware either. However, there's nothing unusual about that at all; many games that are long-lived go through the process at least once in their lives. Pretty much. Minecraft's performance has been suffering for a while now, and with the introduction of Caves & Cliffs it got especially bad. If I recall correctly, Mojang has been trying to improve the performance in recent updates, so while mods like Sodium and Optifine are still useful they perhaps aren't as critical to play as they used to be.
  4. The problem I see here is that several players already don't like temporal mechanics. While temporal mechanics could certainly use a little work, I don't think it's a good idea to add more features to them that are most likely going to be annoying and prompt yet more players to turn said mechanics off.
  5. Boosting durability and getting a mix between power and durability is a thing in my mod. I reworked the tempering mechanic so that it boosts the item's durability by 40% exclusively. Covering the item in fire clay before quenching will boost both power and durability, but neither stat will be quite as strong as picking a finishing method exclusively for one or the other. Just wanted to make sure it was clear. Thanks! I still need to work out a config, so that folks can tailor the buffs and shatter risks to their specific liking. I'll get around to it...eventually...
  6. That seems a little high to me, so I'd say you've just gotten unlucky this time around. If you want to simplify the process though, I made a mod for that! https://mods.vintagestory.at/improvedquenching It still retains some shatter risk for certain benefits, but overall it changes the system to a "one and done" process.
  7. As a story location, sure, but it's not something I'd want to be doing on the regular, essentially.
  8. Welcome to the forums! Birds are still on the roadmap, and there's likely still other animals yet to be added to further flesh out the world. There are other livestock fowls that could be considered flightless for gameplay purposes, as well as wild birds like the cassowary that are entirely flightless. However, it's important to consider that while domesticated geese and ducks might not fly very well, their wild counterparts do, in addition to migrating, so it would be just a little bit disappointing to have wild waterfowl that acts the same as domesticated. Additionally, some of the flightless bird options, like the cassowary, are found in more specific environments like the tropics or warmer regions of the world, so they're not likely to be much of an option on a standard playthrough. It also takes quite a bit of time to model, animate, texture, and code new entities, so while new creatures are always nice to have it's also resources that aren't being used to develop other aspects of the game, such as new mechanics or story content. Right, but keep in mind it's also a videogame. Arrows are meant to be fairly easy for the player to create, which means that the crafting materials also need to be fairly easy to find as well. Maybe when more bird variety is introduced, the rules on which birds drop usable feathers for fletching(or other purposes) might change(ie, you're not going to kill a songbird and get anything useful), but overall I would expect the rules to remain rather simple. It's easier to code and saves on file size to just make all decently sized birds drop a generic feather item for crafting, than it is to make several different feather variants for each bird type and then further restrict which variants can be used for which recipes.
  9. Yeah pretty much. Generally when I make suggestions I try to work within the framework of what's already in the game and what the overall direction seems to be, rather than make sweeping changes that would drastically alter what the game is. In regards to tower defense...I'm really not a fan of them, especially if the game is intended to offer the player a lot of aesthetic building choices. There's not much point in putting in the effort to make everything look nice when it's just going to get constantly destroyed, and in Vintage Story it can take a LOT of time just to collect all the materials needed for a project and then a LOT more time on top of that if chiseling is going to be involved.
  10. You can't char vegetables in the vanilla game. You can cook them into a meal via the cookpot, or bake them into a pie, but cooking the vegetables by themselves isn't an option unless you're playing with a mod like Expanded Foods. Do also note that cooking will usually take the freshness of the ingredients into account, so cooking with ingredients that are spoiling will result in a meal that isn't too tasty. I think the only exception is juice and alcohol, since there's currently no real penalty for pressing fruit that has started to spoil. Dehydrated fruit is another modded mechanic(Expanded Foods). For fruit preservation in vanilla, you will need to either cook it into a meal, cook it into jam, bake it into a pie, or turn it into alcohol. Honey never spoils and counts as fruit saturation, so if you have a lot of bees honey is also an option. Apples and pears do last a long time by themselves, but as mentioned above, dehydration is currently a modded mechanic and not a vanilla one.
  11. Welcome to the game and forums! Is there an actual block, or does the map just indicate there's a block? It's possible that the map could have just bugged out. In any case, my initial suspicion is that there may be mod installed that alter the world generation and produce strange behavior such as this. If you're not using mods though, then it's a bug that should be reported on the Github bug tracker.
  12. Welcome to the forums! It's been a while since I messed around with a tropics map, but as I recall, flax should spawn. Perhaps not as often as it does in temperate climates, but it should exist. I think it tends to show up more often in the grassland regions, or cooler chunks when they appear, but it can be difficult to spot in the tall grass, and tall grass there will be aplenty since it's the tropics.
  13. Ropes are better than they were, I think, but still far from being bug-free. I'd recommend just trapping some piglets, herding the adults into a pen, or otherwise spawning in a breeding pair or using mods to make catching animals easier.
  14. Not to my knowledge. It's just a funny piece of junk to fish up.
  15. I think the main reason for this with VS updates is simply that...the devs like to push the limits and try to outdo themselves every update when it comes to content. There's also the fact that Vintage Story is still very much a game in the alpha development cycle, maybe beta, which is rather easy to forget since many parts are quite polished compared to what a game's alpha/beta phase usually offers. That's not to say there weren't some things that could have been handled a little better, but a lot of it I just chalk up to general growing pains of a game very early in development. In my experience, the VS devs are pretty fast about fixing the major issues while still getting new content out, so I'm not particularly worried about it.
  16. Homing pigeons are a great idea, but I would also suggest a bell and resonator, or at least a similar receiving device. I think only the luxury traders have resonators now, but it would be an interesting late-game option to build some sort of receiver device to gift to a trader in order to allow a player to check their stocks remotely. In order to check stock though, the player needs to have crafted a bell. The bell can also serve as a handy warning device, as well as a way to communicate with other players and certain plot-relevant NPCs.
  17. Welcome to the forums! It's an interesting idea, and would make a fun mod for sure, but I wouldn't want to see this in the base game. Chiefly for this reason. The player character isn't exactly a blank slate for the player to do with as they will. Rather, the player character is a specific individual, with a specific history and set of skills/reputation to go with that history. Malefactors are sneaky, Blackguards are good at fighting, Hunters are good at hunting, etc. With what's been proposed, picking a class at the start preserves some of the flavor, but ultimately leads to the class choice meaning very little in terms of identity. If you see a Malefactor, you're going to be expecting them to be a sneaky type good at foraging and salvaging, not the type to actively seek out the fiercest melee combat(that's what the Blackguard is for). Likewise, picking Blackguard doesn't really mean much if you're going to build it like a Hunter or Malefactor. I will note that this kind of gameplay is already handled pretty well by the XSkills mod, for those that wish to play this way. It's a fun mod, but one that I've stopped using so much over time simply because it eventually leads to characters feeling very much the same over time.
  18. Welcome to the forums! If I'm not mistaken, the reason that old bushes were left untouched is to ensure that worlds generated prior to 1.22 wouldn't break, especially since some of the old bush behavior, like stacking, no longer exists. I'm sure the devs could have forced a block update, but it's probably easier to just let old bushes remain as legacy blocks and prevent the player from obtaining any more. That also allows players to keep playing their older worlds without massive issues. As for adding the old bush behavior to the game as a world config option? No, that's something that should be handled by mods. The game is still very much in development, things will change before the final release, and trying to keep old gameplay systems as "legacy" options leads to bloating the file size as well as creates some pretty big problems on making sure all the settings generally play nicely together. There's also the aspect of the devs are trying to fulfill their own vision for the game, and while they do make some concessions as needed to give players plenty of options to season the game to taste(like removing lore content or setting all creatures to be entirely passive), there are also some aspects they're not going to change, because there still needs to be something there to challenge the player and retain the game's general intended vision.
  19. Welcome to the forums! Echoing what others here have already said, but...windmills only work when the wind is actually blowing, and even then it needs to be a wind strong enough to run the machines at a decent speed. Windmills will also interfere with each other via turbulence if placed too close to each other, and they will also break if the sails collide with another block. Watermills, on the other hand, provide a consistent source of power, and don't take nearly as much space. The tradeoff to such benefits though is that they're a bit more expensive to build than a basic windmill, and you need to build them at very specific spots.
  20. I think in this case, an easy enough fix is to just...let monsters(the ones that can climb) climb over fences, no matter how high, but not palisades. Fences can continue to keep out wildlife. In this fashion, fences are still useful for protecting farms and general aesthetics, but if the player actually intends to protect an area from serious threats then they'll need to invest in actual fortifications to keep the bad stuff out.
  21. Welcome to the game and forums! You'll need a bellows first, since that will allow you to heat the iron up enough to allow you to work it for a decent time. Technically you can work it without bellows if you have a really good fuel source(like coke), but it can be difficult. After you've brought the bloom up to a workable temperature, it's just a matter of splitting off the slag(that's the black bits) and shaping the ingot from the actual iron before splitting off any remaining extra voxels.
  22. Welcome to the game and forums! If I recall correctly, you should receive an email with your game key and instructions to set up and log in to your account after you purchase the game. Also keep in mind that the login information for your game and forum accounts are two separate things, despite the two being linked to each other, so you'll want to make sure that you're using the correct credentials. Also make sure that you're typing the password correctly, as typos(especially with caps/num lock) aren't uncommon. Aside from that, if you've done the standard troubleshooting and still can't log in, you'll want to submit a support ticket. The support team will have the resources to take care of account-related issues. They're usually pretty fast about handling these things, but it does depend on exactly what the problem is and how busy they are at the time. You can submit a ticket here: https://www.vintagestory.at/support/
  23. The general rule of thumb that I've figured out, is that splitting off a voxel or two earlier in the process rather than waiting until the very last step is the key. I think a lot of players wait to split voxels until the very end, which is understandable since that makes it much easier to fix mistakes, but that doesn't work very well for things like the 4-way hub since it leads to more material getting used instead of less. I've also found this strategy handy for smithing other items more efficiently as well, not just the hub.
  24. I don't know that it's other labor jobs the other classes weren't willing to do, since I don't think that most people really had a choice when it comes to what was going on the in underground. They did whatever was necessary to survive, and if that meant digging tunnels or hauling garbage then that's what you did. As I understand it though, the Commoner is the "catch-all" class for any sort of professional background that would have been common in the medieval times and brings no special skills to the table, or at least, nothing special enough to make the class stand out from everyone else. So farmers, bakers, tanners, laborers, candlestick makers, common merchants, messengers, etc. all fit into this category. The other classes could pull from these backgrounds as well, but the difference is they have more specialized skills that are harder to learn, or have specific history(the Malefactor in particular) that make them what they are.
  25. Welcome to the game and forums! Ctrl + right-click should open the basket inventory while placed on the ground. However, if you've changed your keybinds, then the combination could be different. If you're using mods, it's possible that one of them could be causing the issue as well. If you're not using mods, then you may have found a bug in the vanilla game, in which case you should report it on the Github bug tracker: https://github.com/anegostudios/VintageStory-Issues/issues
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