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Everything posted by LadyWYT
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Just on the outside looking in here, but I mean...there were echoes of the aftermath on the mod database, where someone else reuploaded Freedom Units and the moderators had to step in because some people were hating on the uploader in the comments. I think that's the main problem...some weren't leaving it at just disagreement/reporting rule violations of one guy, and instead taking things to the extreme. Precisely.
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Brass? Or bronze? I'm assuming you meant bronze, but just in case: brass will require zinc(sphalerite) and not tin. Unless you started over on a new world, the settings changes will only take effect in freshly generated chunks. As @PineReseen already noted, the typical way to find tin is to use the Density Search mode on the prospecting pick to find a good spot to dig, and then dig a shaft down using the Node Search mode every 12 blocks or so to see what ores are actually there, if any. If you are using ladders in the shaft, you can safely dig straight down, since it's not possible to fall off a ladder in VS unless you actually move your character off the ladder block. Do keep in mind though that you only tin bronze specifically for completing the treasure hunter's quest. Black bronze can be created with copper and few nuggets of gold and silver, which can be easily found by panning bony soil and are useful for getting tools/weapons if resources are tight otherwise. If tin is being hard to find, bismuth bronze is also an option, which you can get by smelting copper, zinc, and bismuth. Tin, bismuth, and zinc are also fairly common ores to find, so it can be worth digging at Poor/Very Poor readings if that's all you've got to work with. It's also fairly easy to find bismuth and zinc if tin is scarce, and vice-versa. Trading is also an option for acquiring tin, zinc, or bismuth ores. Commodities traders often have those ores for sale, so if you have a few gears lying around or otherwise want to do some wheeling and dealing, trading can be a good workaround.
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Welcome to the forums and the game! If you didn't receive your game key email, you'll want to open up a ticket with the support team to resolve the issue. You can do so here: https://www.vintagestory.at/support/
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It's not been tweaked, to my knowledge. That being said, if you want to eat that last bite of pie before picking the full slices back up, you can do so with this mod: https://mods.vintagestory.at/expandedstomach Otherwise, yeah, it would be really nice if the game placed priority on keeping the full slices over the half-eaten slice, so that this kind of thing doesn't happen.
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It's been a while since I planted one, but like @KahvozeinsFang I recall getting some pretty big ones when I did plant. I'll see if I can toy around with it again if I get a chance, but I would chalk it up to bad luck.
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Welcome to the forums! Personally, I would lean more towards herbalism/medicinal uses, poisons, and perhaps some limited uses for jewelry making, agriculture, or some appropriate medieval industry(Dye making?) Better explosives I wouldn't mind either, but firearms I think would be harder to balance, as well as fit into the more rustic tone of the game. It's not that firearms didn't exist in the Middle Ages, mind you, just that the firearms that were available were rather weak and clumsy compared to what most players probably think of/expect when it comes to that sort of thing. I don't know how well they're working on the current game versions, but I recall seeing at least a couple floating around. https://mods.vintagestory.at/lavoisier https://mods.vintagestory.at/alchemistry https://mods.vintagestory.at/chemistrylib
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After the uproar about the berry bush rework? Madness! That said, I do like the idea though. It's perhaps not the most realistic thing ever, but it's a realistic enough way to allow players to have some control which trees grow really big, rather than leaving it up to chance.
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Probably because I was mainly responding to you, but wanted to weigh in on the original idea as well out of respect for what the thread is about? I mean the Suggestions section is for that: suggesting ideas and then proceeding to discuss those ideas, both the positives and the negatives. I will also note that while I do tinker around with mods and mod creation, I'm not really a mod maker. If I'm aware of a mod that provides the kind of features someone seems to be looking for, then I'll usually drop the links so they can have a chance to get what they want. But I mean...if I'm going to go to the effort to actually make a mod myself, then it's going to be for an idea I care enough about to actually put that kind of work in. The OP also mentioned the following earlier: It's a fine statement and all, but this logic is also easily turned around the other way. If it's not an important feature to me and I don't otherwise see potential positives outweighing potential negatives...why would I support that change? When it comes to suggestions and mods specifically, what tends to grind gears the wrong way is players demanding specific features, that don't necessarily fit the devs' vision/general style of the game, be added to the game so that they can play the game exactly how they want without needing to use mods. The thing is, everyone has different preferences and not everyone is going to want to play the game in that fashion. Toggles in the settings can handle some preferences, but there are limits to how many different playstyles can be accounted for and the settings menus shouldn't become too cluttered either lest they become too confusing. The feature could, of course, be modded out, but it's really not fair at all to expect everyone else to mod out the specific player's demanded feature when that player wasn't willing to use an already existing mod to add said feature to their game to begin with. Just to make sure I'm absolutely clear--the above is not what is happening in this thread. It has, however, happened in suggestion threads before, and the situation tends to sour rather quickly when it happens. The handbook pre-filling seems a better solution to me, since it handles the shape-specific recipes easily and would definitely save some clicks, especially since it's not uncommon to forget a recipe or need to look up other information about certain items. But on further thought, why not add the ctrl-click or a shift-click shortcut as well? I don't think the two are mutually exclusive. I think it could pair nicely with an update that offers more accessibility features in general, like subtitles, auto-jump(like the Step-Up mod), and simplified clayforming/knapping(like Knapster).
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Looking at the original post, it's a neat idea, but not one that I see being particularly useful myself. Most recipes require things to be placed in the grid rather precisely, so simply using a shortcut to put stuff into the grid automatically isn't really going to save any clicks since the stuff will still have to be repositioned depending on what one wants to craft. A better solution, I think, would be to let players look up recipes in the handbook and then click said recipe to place all the required ingredients into the appropriate places in the crafting grid, provided that the player is already holding all the necessary ingredients. Though I would also argue that this particular idea is better suited to the modded realm anyway given that the devs seem to be wanting to move away from the crafting grid system when possible. As far as existing mods that implement this kind of function, unfortunately I'm not currently away of any that add this specific feature.
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I think the main idea behind the special giant trees that occur at world generation is that they're supposed to be old-growth trees that have been there for hundreds of years, and not your average tree that's only been there for a couple decades. That being said, I wouldn't mind seeing an option for trees to mature into old-growth after around a decade or so in-game, or perhaps special rare tree seed variants that will take much longer to grow than the typical tree but will grow into an old-growth tree when they do finally mature.
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Welcome to the forums! For account-related issues like this, you'll want to open a ticket with the support team. https://www.vintagestory.at/support/ They'll have the information needed to address the problem.
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Something's not adding up here. Except with mods, players can choose to opt-in to the system if they want, and leave vanilla as-is for everyone else. A major overhaul like you've proposed is a huge change, and not one that should have a toggle in the menu that players can use to turn it on/off at will. Sure, you can argue that no one has to use the skill system at all and can just ignore it, but the reality is that players who do that are going to be significantly less powerful than those who actually use the system. And to be fair, not wanting to use mods to achieve something is fine, but that doesn't mean that the entire game needs to change to suit the tastes of those specific players. Except we already have this kind of progression. Pick the class for the background and related bonuses, and then add on top of that by acquiring different equipment throughout the game. Want to be good at climbing? Make some rope ladders! Want to be better at mining? Time to invest in an iron/steel pickaxe, and quench it to improve the power or durability! Want to be better at ranged combat? Invest in a more powerful bow or create more powerful spears, and then practice shooting. Want to survive longer or hit harder in melee combat? Consider investing in heavier iron/steel armor, as well as quench an iron/steel falx for a power boost and then sharpen it for extra damage on top of that. For any kind of skill system like that to actually work, you'd have to either be locking effects like the above behind an arbitrary skill gate that the player has to grind to unlock, or otherwise adding new features on top of what already exists. The former runs into the problem @Teh Pizza Lady mentioned, among other issues, in that the player is going to have to start over and go through that same arbitrary grind each time they start a new world(singleplayer or otherwise). The latter runs into the issue of pretty much every single system in the game having to be drastically reworked in order to balance all the new features that are added, but even then, those benefits are still ultimately getting locked behind a skill grind. I'll also note that if one is just after a point-buy system for class building, XSkills is the main mod that covers that kind of thing, but there is also this mod: https://mods.vintagestory.at/sonitodynamictraits
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I would say that VS is more a singleplayer game first, with the multiplayer option currently balanced around playing cooperatively with a small group of friends. One other thing I forgot to note earlier: when it comes to multiplayer, having players strongly specialize into different things really only works best on servers where players are playing in cooperative groups. It doesn't really work very well in scenarios where players want to be operating as mostly independent entities from one another. The other drawback such a system poses too is players getting forced into roles they don't want to play anyway, because what they want to play is already covered by someone else. In a PvP situation, players might be discouraged from picking crafting skills since combat skills are more valuable, or forced to be the team craftsman because the team wants the best equipment but no one wants to play that role. In a cooperative PvE situation, someone might want to play as a blacksmith, only to be told they have to play miner instead because there's already more smiths than needed but no one else wants to mine. And of course in the situation where everyone is operating independently...players will be likely to pressure other players into doing specific tasks because they have the traits for it; ie, "drop what you're doing and come process my livestock since you have the skills for that". I will note that kind of thing already seems to happen somewhat with the current class system, however, the current class traits also aren't so great that classes can't operate independently or otherwise have to perform specific functions in multiplayer. Hunters can go mining, Blackguards can tackle things at range, and Tailors can go out and forage just fine. Nothing is really lost by acting outside the class's comfort zone.
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So much this. To rehash what I've already said elsewhere: everyone has different preferences, and while the vanilla options offer great customization out of the box sometimes a player just wants a little more, that isn't supported by the main game. Mods are a great way to season one's game to individual taste, without changing the core experience for everyone else. It's kind of like burger condiments; most people will be happy with ketchup and mustard, but some want mayo, or hotsauce, or want tomatoes but no onions or pickles, or they want a specific brand of condiment...you get the idea. This as well, though I would also note that it's not unheard of for the mod database to be used as a testbed for the practical application of ideas, some of which may end up being included in the vanilla game if the devs like it enough and it fits their vision. The Suggestions area of the forums is useful for theorycrafting, but having an actual mod where the concept can be fully tested is exceedingly useful for figuring out exactly what works and what doesn't, as well as getting an idea of how popular the concept actually is. That kind of testing is also quite useful, since sometimes an idea can sound very fun on paper but prove to be much less so in practice. Basically, if a mod fits with the style of the main game and proves to be very popular, then it's probably a prime candidate for potential addition to the game later.
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Welcome to the forums! To my knowledge, a new world won't be required. Unless the devs say otherwise, worlds created in stable versions should upgrade to new stable versions just fine, though players will want to make backups just in case. The main drawback is that when playing older worlds, players may need to explore new chunks in order to find some of the new goodies. If you want to go ahead and start a new world now, the current rc should be stable enough that it will upgrade to a stable release later. Though I will note that if you're intending to play with mods, you might want to wait until a stable release. Mods are more likely to break and require fresh worlds(though it's not a guarantee), and I think many mod authors are waiting for a stable game version before updating their mods.
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There's already an additional mode on the scythe--one that removes the grass entirely, rather than just cutting it but leaving the roots so it can grow back later. This is an unfortunate circumstance, but in this case I would recommend just using the other mode on the scythe to remove the grass entirely from the area you want to plant your pumpkins in, before planting said pumpkins. Though if you plant the pumpkins in your farms, I'm not sure that's an option. I think in this case, it might be better to set an area aside as a dedicated pumpkin patch, and only till the tiles where you intend to plant pumpkins. Given that pumpkins use the P nutrient, which is provided by bonemeal, the nutrients on those tiles can easily be replenished with fertilizer. Now that I think about it, I'm going to start doing this with my pumpkin patches. What I would rather see is a glass/leaf clearing mode added to the falx so that it can be used to cut through brush or cut hay for a bed while traveling. It would be a little rough on the weapon, for sure, but it would be so useful for exploring and help the falx stand out from other similar weapons, in the event more traditional swords are added to the game.
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The good news is that a crowbar tool has been added to the game in 1.22 in order to make beam removal much easier.
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The thing about mods is they allow players customize the game to their own specific liking without changing the game for absolutely everything else. While I appreciate a mod like XSkills exists, I wouldn't want to see a skill system like you've suggested added to the game, as in my opinion that's a grind that doesn't really sound fun for the kind of game Vintage Story is. As I noted before, systems like those might work fine for singleplayer but in multiplayer they make it very easy for players who don't play as often to fall behind the power curve, and when that happens those players tend to start losing interest in playing. One of the strengths of Vintage Story is also that progression is tied directly to player knowledge and skill--the player doesn't need to grind out arbitrary skill points just to be really good at specific things in the game. Ironically, the system you've described is pretty much exactly how XSkills works already, as @Emeal already noted. This kind of system might work fine in Ultima Online but Vintage Story is an entirely different game. Personally, I also think that if XSkills "lacks synergy" with the rest of the game, then the last thing that should be done is overhaul Vintage Story entirely to accommodate what's essentially the exact same kind of system but from a different game. And this is why many people pick Commoner and/or turn off class-exclusive recipes for singleplayer--they want to be able to do everything on one character and don't want to work around drawbacks and whatnot. I think that's perfectly fine. What's not really fine is as I said before--locking things behind certain levels in skills. Yes, every character might be able to work the base level in each skill, however, there'd need to be a way to either turn off the system entirely or otherwise uncap it so that players can level up all the skills and thus get all the perks. Normally this is also where I would say mods would be a good solution, however, I don't think that's the case here since one of the main arguments for implementing this "skill system" seems to be so that players don't have to use mods to get that experience. I thought about that, but...that's literally what we have now, and doesn't solve the other problems that a skill system like this poses. I will also note that despite being "blank slates", Commoners still have specific lore tied to them. It's just that unlike other classes, the Commoner is basically the "everyman" and could be anything from a farmer, sailor, or other sort of generic laborer. What they aren't is skilled craftsmen, criminals, or professional soldiers. Likewise, the main appeal of the class is that they're a straightforward experience--they have no bonuses for players to take advantage of but they also have no weaknesses that the player needs to account for either. I'll also note that the player can already switch classes via console command in the game. It's not something that can really be done outside of console command, given that classes are specific people with specific histories, and some of that history is referenced directly by certain NPCs. It would be quite the narrative break to pick Commoner at first and get the standard experience, and then switch to Clockmaker after completing part of the story and then get referred to as a very close personal associate of certain other characters. Or start as a Malefactor, who are supposed to have heavy consciences due to past crimes, only to have all that up and vanish like it never existed and instead play like the character has been a professional Tailor their entire life. I do want to note that Tailor is one of the stronger combat classes. They have a bonus to armor durability, as well as better gambeson armor when class-exclusive recipes are enabled. They also have no penalties to damage so they will be good in either melee or ranged combat--the only other class that can say this is Commoner. The only combat penalty the Tailor suffers is that -2.5 HP debuff, which can be countered with nutrition and just being a little more careful. The worst class for combat, in my opinion, is Malefactor. They have the same health penalty, on top of doing less melee damage and having less range to work with when it comes to ranged combat. They have a stealth bonus, yes, but I'm not sure that bonus works on monsters, and stealth isn't really useful either when you're trying to confront and kill a target. All that being said, combat isn't everything for singleplayer or multiplayer, and aside from specific scenarios, the player is going to be spending most of the game doing things that have nothing to do with combat. As for how many people choose to play Tailor, I don't know. It has its fans(I like it myself, when I'm not playing Blackguard), but isn't as popular as the other classes since it's primarily a "challenge class" at the moment.
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I like them both. What did you use for the inking, out of curiosity? If you're looking to delve further into ink drawing, I highly recommend buying a set of illustration pens--the various tip sizes will help draw details, shadows, and different line weights with ease. Microns are my favorite for this kind of drawing, but they are on the pricier side.
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Welcome to the forums and the game! Or a world with nothing but igneous rocks like granite and andesite for miles. Though I will note that one may want to hold on to worlds like these and play them at a later date, when they feel up to that kind of challenge. I actually don't advise this, at least not until one has tried the vanilla game on the Standard default first. The reason I say this is that the Standard difficulty is the general intended vision of the game. Wilderness Survival is harder than what most new players will probably enjoy, and Homo Sapiens is just Wilderness Survival with none of the lore. Exploration difficulty is a good option if Standard proves a little too difficult to be fun, but also lacks some of the challenges so it may or may not be satisfying for long term play. In any case, many things about the game can be tweaked in the settings to alter the experience, and most of those settings can be changed via console command after world creation. If the settings don't cover it, there's usually a mod that will. My main point though is to give the game a try on the default settings first, so you have a good idea of what you'd like to adjust and how. I don't want to delve into great detail, as part of the fun of the game is figuring things out for yourself and most don't really want to read a huge wall of text. That being said, if you would like a step-by-step guide, someone wrote one here: A couple things I do want to note though when it comes to world settings--if you find yourself struggling with monsters, you can set a grace period in the settings at world creation to give yourself some time to prepare before needing to deal with them. Rifts will still spawn if enabled but won't produce monsters. Likewise, temporal storms and stability mechanics aren't everyone's cup of tea; while both are enabled by default in Standard difficulty, they can be turned off at any time via console command if you decide you don't like them. A side note on temporal stability: if the teal gear on your hotbar is spinning clockwise, or is not spinning but otherwise at 100%, you're in a stable area, which is a good thing. If it's spinning counterclockwise, the area is unstable and you won't want to linger in that area too long as monsters will start to spawn and you'll take damage if it drops too low(around the 25% mark). That doesn't mean you can't explore unstable areas, just that you'll want to be careful when you do. Returning to a stable area will restore lost stability. The most recent test version(1.22.0-rc7) should be stable enough to upgrade to newer versions without needing to start a new world, at least for vanilla games and not modded ones. That being said, do keep in mind that it's still an unstable release, so you're more likely to encounter small glitches, bugs, and strange game behavior. Normally I would recommend sticking to stable releases while learning to play, but in this case, 1.22 is implementing some pretty big changes to core gameplay loops, so I would recommend going ahead and sticking to the latest 1.22 release in this case.
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I mean it would be really nice if this were the case, but y'know...people gonna people sometimes. If there aren't any specific real world religious references(that is, artifacts and terms that are religion-specific) and it's just a framework for players to implement their own stuff using vanilla items or other modded assets, I think it's probably fine.
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Welcome to the forums! In addition to checking any mods used, as @Ewil already noted, I would also test a fresh world to see if the issue still occurs. Keep in mind that 1.22 is still unstable and worlds created in the pre versions aren't suitable to be upgraded. If the world was created in an rc version, it should upgrade just fine, but since the release is unstable there may or may not be lurking issues.
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Welcome to the forums! I think it's a cool idea for RP servers, and I seem to recall seeing a mod or two that implements this concept. But I also think it's an idea that probably works better as a standalone mod, and not for something like Age of Confession. The reason I say that is that Age of Confession implements stuff from real world religions, which is just asking for trouble as it's just way too easy for the lines to get blurred and roleplaying events to be mistaken for malicious intent or malicious intent to be excused as roleplaying. It also seems like it could very easily cross the line into violating Vintage Story's TOS, since it opens the door for players to more easily start fights over real world religion: https://mods.vintagestory.at/terms
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No no, this is rather accurate. We tend to be our own worst critics. Case in point--in one of my college painting classes, we had to paint a still life. The professor didn't like that I used a really bright monochromatic color scheme(which I liked), but loved that I didn't just paint the items in question...I painted the drawings hanging on the wall in the background too. Later on the assignment was to paint a model(girl in a hat, and overalls, sitting in a chair), and I absolutely hated my painting because the proportions were goofy. The professor absolutely loved it though. That's not to say that every piece of art is good, mind you, more that it really just depends on what perspective you examine it from.