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Everything posted by LadyWYT
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https://mods.vintagestory.at/woodfortifications Otherwise, I agree, it would be nice to have palisades as an option for building.
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In all fairness, reading the bug reports is its own brand of entertaining.
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You don't need to stand still to bandage; you can still apply bandages while walking or even running around. What you don't want to do is jump, fall, or otherwise get launched off your feet, as this will reset the bandaging timer unless you were almost done applying the current bandage.
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Technically the character never swings with the BG blade, but stabs with it. Joke's aside, a fair point about DPS though. Kind of. The recurve bow is more accurate and does a tad bit more damage than the longbow, but also has lower durability and requires slightly better materials in the crafting(leather instead of pelt). Not that leather is difficult to come by, or that lower durability is really that much of a drawback, but anyway...
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Game Mode Suggestion (Not Sure if This Has Been Suggested Before)
LadyWYT replied to mycroftcanadans's topic in Suggestions
You're thinking of Homo Sapiens. Wilderness Survival puts the difficulty on steroids by disabling the map, giving the player a smaller health pool, making creatures do more damage, enabling cave-ins, etc. Normally, you'd respawn somewhere within a 4-5000 block radius of world spawn if you die, but if you've only got the one life, that's not going to be a factor. You could probably shrink the time between temporal storms as well, if you really want to lean into horrific difficulty. Otherwise, I wasn't being terribly serious in my initial post, other than mentioning a particular brand of hardcore settings. In all seriousness, I don't see a mode like this getting added to the game, outside of mods. -
Game Mode Suggestion (Not Sure if This Has Been Suggested Before)
LadyWYT replied to mycroftcanadans's topic in Suggestions
Sounds like you're looking for @Thorfinn mode. I recommend setting the difficulty to Wilderness Survival and limiting yourself to one life only. The game is still able to be completed, but the threats will feel far more dangerous than they might normally. Good luck! -
It's getting there. I don't know if you saw the patch notes for 1.21, but healing's been changed rather significantly. Bandage application and the resulting healing is no longer instant, and can be interrupted under certain circumstances. Doesn't exactly prevent a player from using bandages to mitigate negatives from going hungry or falling too far, but it might at least make them think twice before doing something that will result in unnecessary damage.
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I've never played that game, so I can't say that I understand the reference, but to speak from my experience with modded Skyrim... I did actually mod my Skyrim install to have this level of difficulty regarding diseases and injuries. While I do enjoy it, I would be lying if I said it wasn't incredibly frustrating to deal with, especially in the early game. Having the challenge of dealing with injuries sounds fun, in theory, until you get mauled by a bear and have to spend the next several days in game doing nothing but resting in bed. Granted, one learns to be very careful rather quickly, but given how easily accidents happen...not something I would recommend for baseline game.
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Now this I can 100% get behind, since I'm really not a fan of the falx design. I can appreciate that it's different, and it's a weapon specialized for battling the unnatural, but it's just not the same as the classic European sword style. There is some precedent for more weapon types, given the ruined weapons you can collect, but I'm not sure that we'll ever see proper functional versions added to the game. Typically, I just find a weapon mod I like and use that to solve the issue.
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Eh, I'd somewhat disagree. Any class can craft a sword, but it makes sense that only Blackguards will have the knowledge required to craft Blackguard equipment, given that said equipment is specialized(statwise it's better than its iron counterparts). Likewise, something like the recurve bow one could argue requires a Hunter's expertise, since it technically requires more sophisticated composite construction that simpler bows like the longbow do not(and this is where the case could be made for the crude bow/arrows to be available for all classes). Sewing kits are a little harder to argue, but making high quality thread and needles for that kind of fancy clothing and repair efficiency probably also requires specialized knowledge that the Tailor would have. I think though, that if you're going to take away the class-exclusive recipes and make them available to everyone to craft, then you'd need to change the traits accordingly. Either remove all the crafting traits, or change them to boost their respective classes further in an appropriate fashion. The former isn't great, because it's taking away some class flavor without anything in return. The latter, however, is risky, given you could end up making some classes too strong of pick, or otherwise have Commoner overshadowed by everything else. As it stands currently, the classes are fairly balanced, and the class-exclusive recipe issue is easily solved by just setting that rule to "false" in the world config. The only exception to the rule is the tuning spear's locust taming ability--you will need to be a Clockmaker to tame locusts since the ability is tied to the class itself, and not just the item.
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Yes and no. Bleed mechanic: https://mods.vintagestory.at/bloodystory Disease: https://mods.vintagestory.at/show/mod/11954 I have tried both. The bleeding mechanic felt too punishing in combat and required much more micromanagement than normal, so while it might be "realistic" it wasn't fun. For diseases, it was a neat idea in theory, but I found that if one is playing the game even remotely competently at all...disease will never be an issue. The only disease that proved to be an actual problem was the common cold(which was overtuned), as there was essentially no way to avoid catching it, one could catch it constantly, and there was no real way to heal it quickly either. I agree that the idea is well-outlined, and it would make a good mod. I don't think it's a good idea for the base game though, as it would make pretty much every aspect more punishing, especially for new players. I also see some logic issues in the mod itself, like the stomach ulcers, in that...the player needs to eat to survive, and if they take damage every time they eat, how exactly are they supposed to recover? Likewise, malnutrition is already covered in the game, in that if you don't eat a balanced diet you will miss some health bonuses. Additionally, the game already punishes starving by killing the player. Another issue is while treatments for the conditions have been listed, ingredients for those treatments aren't always available. Getting your adventures cut short because you have to find medicine, or getting penalties that you can't fix in the early game simply because you got unlucky isn't exactly fun. Some of the ideas I could see getting added to the game, like broken bones, if a temporary trait system is ever actually added(it's been floated by the devs a time or two). In that case, it could be a penalty that has a clear cause(too much fall damage, suffering a hit from a large creature), with a clear solution(splints, rest), as well as being a relatively uncommon occurrence so it doesn't impede gameplay too much. In other words, it's fine to have challenges, but the challenges shouldn't be so difficult that the player has to spend most of their time micro-managing everything to deal with penalties instead of just playing the game.
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Welcome to the forums! Rift activity is a bit random; it can change multiple times in a single day, or go for several days without changing at all. I'm not sure that you can change the rift activity itself, but you can turn the rifts off by using the command /worldconfig temporalRifts off Otherwise, if you keep the rifts enabled, I would just keep an eye on the activity, as it should eventually change and you've probably just gotten an unlucky run of a lot of Medium activity. However, if it still doesn't change, then I would consider submitting a bug report.
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This is the way. As @Fyrnos noted, most of Vintage Story's gameplay loops require some downtime, so it's a good idea to plan ahead when possible and complete certain things ahead of time(like starting a charcoal pit before you actually need charcoal in quantity), or otherwise find something else to work on while waiting for certain steps to complete. That being said, you could try checking the database for mods that speed or simplify the gameplay loops you find a little too tedious, or try making your own mod if you can't find what you're looking for. Vintage Story was built with modding in mind, so it's fairly easy to jump right in even if you don't have a lot of coding experience.
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Welcome to the forums! You should be able to turn off the chat appearing whenever there's a new message by ticking the Autoshow Chat option off in the Interface tab of Settings. If it's General Chat specifically that's giving you grief, you could also try this mod: https://mods.vintagestory.at/nogenchat Damage and healing data goes into its own tab...I forget what it's called, but it's the one in the middle, and if you need that data you would need to be able to view that tab. Likewise, the Info tab displays all of the readouts when you're using the prospecting pick to find ore, so that's important information to have as well. As for the General tab...that one is especially important if you are playing with lore and temporal mechanics enabled, as that is the tab that displays temporal storm warnings. If you disable that tab entirely, or otherwise keep it from appearing when there's a new message, you'll miss the warning entirely unless you have a mod like Salty's Temporal Symphony installed. Aside from that, General is also used for console commands and related information regarding the commands, so if you're needing to use commands at all you'll want access to the General tab.
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Is there a mod to make wind speed change less frequently?
LadyWYT replied to Echo Weaver's topic in Questions
I don't know about a mod, but you can change various things about the weather by using a command: https://wiki.vintagestory.at/List_of_server_commands/weather Looks like you can also toggle the pattern changes off. In any case, I'd wager that whenever you actually need to use your power train, just set the wind pattern to something sufficiently strong and let it rip. -
Just for the record, there actually are a couple of weather events that your character will react to. Very strong winds in a snowstorm or a dry environment like a desert will cause your character to shield their face with an arm if they are facing into the wind. In a hailstorm, you will also take damage if the hail is large enough.
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In the case of XSkills, while it is a nice mod in terms of character progression, it also somewhat turns the gameplay into more of an MMO due to how ridiculously good certain talents are. Me and a friend have played with it a time or two on our server, and the other drawback we've found, aside from certain talents overshadowing others, is that it makes it rather easy for players who don't play as much as others to fall behind. It's still a fun mod, but it does change the flavor of the game significantly. For the vanilla game itself, class choice shouldn't be more complicated other than...how do you prefer to play? A Hunter might get a penalty to mining, but it doesn't mean that you can't send a hunter out to go collect ore--at worst you might miss getting a couple pieces of ore and that's it. Likewise, if a Hunter isn't available to go harvest animals, there's nothing preventing a different class from doing the job instead. They might need to hunt a few extra creatures, but they're capable.
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One thing I did forget to mention in my initial post--evil spiders did get added to the game, after a fashion, in the form of locusts. If it looked like a copy/paste of a creeper, sure. Otherwise, I think there could possibly be an enemy that has a similar attack pattern, since we have blasting powder and bombs in the game. Would I really want or expect to see something like that in the game though? Eh...not really.
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The first chapter of the story was introduced in 1.18. Drifters were the first nighttime monster added to the game, and were added in 2017. That Tyron bit is from 2016, which suggests that he was considering more stereotypical fantasy elements like skeletal/necromantic monsters as a possibility. However, the game design ended up going in a different direction, with fewer fantasy stereotypes and a larger focus on realism with steampunk and Lovecraftian/eldritch horror elements sprinkled in. There's quite a lot of lore to uncover in the game, and while none of it yet goes into specific detail about the monsters and other supernatural phenomena, I will also note that pretty much none of it refers to magic, necromancy, undead, or other traditional staples of fantasy. There are, however, several references to real world historical elements, as well as a lot of steampunk technological elements and references. The monsters themselves are referred to in passing, but it's not explicitly stated where they came from, or exactly what they are, although there are some strong implications... Yes and no. It's implied that the traders might be derivative of the Hanseatic League, but it's not for certain. For the most part, they are just the more adventurous of the human survivors, seeking their fortune by braving the wilderness and facilitating trade between the few settlements in existence. As for the settlements...there might be a proper city or two out there, but I wouldn't expect anything very large or grand. Most of humanity was wiped out in a past calamity, and the remnants that remain are mostly gathered into small villages that are very few and far between(only one settlement currently implemented).
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Nope. I tend to have the opposite problem, if anything. I bring too much food and end up ditching some in order to free up inventory space. I also keep a pretty good eye on my supplies in general, so if I do notice that I'm running low then I either head back home to retrieve more or hunt/forage for some. I don't usually bring crocks or cookpots with me at since pies are more stackable, so I will bring plenty of pie and get a lot more food out of the inventory space compared to relying on crocks, cookpots, and bowls. Not that I've noticed. Blackguards do require more food, that much is true, but it doesn't really feel like that much more than the other classes. Crank up the base hunger rate though to 125% or more, and then hunger starts to be a bit more of a concern. It's probably just another case of, when I go out on extended expeditions in the winter, I'm going to be carrying pie slices for efficient use of space, and save the crocked foods for home use.
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Is it though? I play Blackguard mainly, and food is almost always the least of my worries. Farms produce a ton of food, as do livestock, and hunting isn't that tough. Meals like pie can stack quite nicely, so carrying enough food to keep yourself fed isn't really an issue either. Mind you, I'm not against hot beverages potentially warding off the increased hunger drain from being cold, and I know some players struggle securing a food supply since there are posts about it every now and then. But it's also baffling to me how food supply is an issue outside of the very start of the game.
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Experience with using AI to generate texture packs?
LadyWYT replied to Thorfinn's topic in Discussion
It again depends on intent. If it's personal use or you're just making memes or whatnot to share, there's no issue with it. The issues arise when one tries to monetize the product. Even if you're up front about the image being computer-generated, it's still theft(or at the very least, in poor taste) if the source material for the generation wasn't public domain or otherwise something you had permission to use for that purpose. I would also note that logic doesn't apply strictly to AI-generated content either--it's more just a difference between making something for your own personal use, and something commercialized. Of course, even if it's an image generated for personal use, one should still be honest about how the image was created. Feeding a prompt into a computer and getting it to spit out an image is very different than putting in the work yourself to create an image. If you created the work yourself, there's a human element there that's easily understood by other people, and it's also possible to answer question about various design choices(such as "why are the curtains blue"), because choices were actually made in the design. You can't answer those questions if the computer did all the work for you, because it was the computer making the choices based on the given input. Ironically, this is a topic covered in the lore of Vintage Story. Similar logic applies to human-created content too, and that's where I would say again...it depends on the intent. The waters get really muddy in that regard too, and I'd also say that's where the art world has some problems in where to draw the line between as being inspired by other works, and being a copycat. Honestly, I don't think it's possible to put a stop to all copy-cats, especially since it's possible, in some ways, to copy the work of someone else and still change enough about it to make it your own. In that case, it comes down to which content the customers prefer to support, and honing your own talent and ideas to keep standing out from the crowd. Personally, I don't really have an issue with people selling computer-generated content, as long as they're open about it being computer-generated and they had permission to use the source materials in creation of said content. A museum is a public space, and plenty of art hangs in museums for public display. That doesn't mean it's acceptable to take those exact images without permission and starting using them for profit. And just because someone walks in front of their window naked doesn't mean it's okay to photograph them. And of course, just because something is legal, doesn't mean that it's right, or not in poor taste. Pretty much, hence why(in my opinion) it's ideal to have an actual human making the decisions regarding the final product. A human will understand the full context of what qualities are most desired for the intended audience, and what imperfections are acceptable versus which aren't. While a computer can produce a decent product depending on the algorithms and information fed into it, it can't produce anything truly great because there's nuances to being human that it can't comprehend. Pretty much. A great rule of thumb to use on the matter is if it would feel scummy if someone did it to you and your content, you shouldn't be doing it to them. That goes for traditional artistry as well as AI generation. -
Experience with using AI to generate texture packs?
LadyWYT replied to Thorfinn's topic in Discussion
If everything can be automated, what purpose do people serve anymore and why should one care about their fate? That's the scariest part. -
Honestly you could say the same for Chapter 2 as well. How long or short a chapter ends up being depends heavily on a player's skill at the game and puzzle-solving, as well as how the player approaches the story content in general. If you focus purely on completing the objectives and don't care about loot or poking around looking at the lore and location details, the chapters are going to end up pretty short as a result.
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It could, but it would be a pretty significant tone shift, as well as offer inconsistency in the storytelling itself. The NPCs could just react appropriately to whatever kit the player had equipped at the time, but it's going to get a little odd when you're a Clockmaker one moment and a Hunter the next, and I would argue that the player's relation to the story and world-building becomes...inconsequential...as a result. As for the story's tone...without spoiling too much, the player is a specific individual, with specific traits, that is a specific relic of the Old World. While one could argue that the present day offers a chance to turn over a new leaf, those are not qualities that are simply going to change on a whim.
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