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Everything posted by LadyWYT
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Clicking quote will quote the entire comment, but you can also just highlight the part you want to quote specifically and click the green "Quote Selection" button that appears. One other thing worth noting when it comes to hunger rate and keeping your stamina bar full--preparing meals in a cookpot or pies in an oven will keep you full for much longer than eating raw/basic cooked food, especially if it's a meaty dish.
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Would love to live out the fantasy of being a medieval Floridaman by having gators in the water, in warmer climates of course. That being said, I think it's okay for cattails to be easy to gather; there's already several ways for players to die early on, veterans and newbies alike. If anything, I'd be more inclined to add snakes for that kind of challenge instead. Let a snakebite serve as a temporary debuff to the player, that they can either treat with rudimentary medicine or simply wait a couple of days for it to wear off(which makes it easier to die to other things if you opt for this route). I'd be okay with this, though I would take it one step further: if the player feeds the predator enough pieces of meat, the predator learns to associate food with the player and actively begins hunting the player, looking for a handout. That way you can still use the strategy to save yourself in a pinch, but you can't rely on it alone to keep you safe from predators indefinitely.
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Welcome to the forums! As @idiomcritter has already noted, farming schedule really depends on what kind of climate you chose to settle in, as well as what kind of seeds you're wanting to plant and in what kind of soil. As a general rule, for the default temperate start, April is the earliest time to plant most crops without worrying about frost damage, assuming no greenhouse. The latest time you can plant crops and still get a harvest hinges more heavily on how much time the crop needs to reach maturity versus soil quality and whether or not it's planted in a greenhouse. Without a greenhouse, the latest I tend to plant is early September--most crops should be harvestable by mid-late October, though some might suffer some frost damage. By the end of October/early November the weather has generally become too cold outside of a greenhouse for any crops lingering to reach maturity.
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Anybody else finding the Temporal Storms too difficult?
LadyWYT replied to Mourning Wood's topic in Discussion
The storms feel mostly fine with iron gear; at least, I've not really had too much trouble on the standard difficulty. Iron soaks up most of the damage, and good footwork and reflex is still warranted for tier 4 enemies. I do still need to go inside where it's safe a time or two, depending on the enemies the storm throws at me, in order to strip my armor off and heal though. If I have iron gear though, I also generally have some bandages and alcohol on hand to make healing a cinch. Steel gear is even better, of course, but I do still find myself needing to pop back inside at least once in order to heal. I would say that the rift ward has more value now, given that an active rift in your base during a storm can mean stronger monsters that won't just disappear as soon as the storm is over. After playing through chapter 2, I think the terminus teleporter will become even more valuable as more story chapters are added. Granted, one can just reset their spawn with a temporal gear, but you don't always want to carry gears on you. I think 1.21 is rumored to be an update to Jonas tech options, so I'm guessing there will probably be even more uses for Jonas parts and temporal gears soon enough. As for Jonas parts...I feel like the drop rates for them during temporal storms got nerfed, given I used to get a Jonas part most every storm and now I seem to never see them. That being said, it could just be really bad luck on my part, and I'm also not sure that buffing the drop rate for storms is the right answer given there are other places to acquire the parts that are "safer". Or at least, more predictable. Some major story locations have several as loot, which encourages the player to explore those locations thoroughly. Likewise, Jonas parts can drop from locust nests, bells, sawblade locusts, and other nasty things found underground, which gives players a good reason to delve into the deep regions of the world. What would be nice though, perhaps as a future option, is being able to trade in parts that you don't want/need, for parts that you DO need, rather than relying on RNG to acquire what you're after. There's an NPC in chapter 2 that would believably be able to offer that kind of service, and that's probably also an opportune time to make higher level tech more accessible to the player before they get further into the story, if they haven't already managed to acquire the tech. -
If it helps, those particular things aren't able to climb over fences, despite being good climbers.
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Options to edit hair after Character Customization.
LadyWYT replied to Your_Fellow_Fern's topic in Suggestions
There's already a system in place for it, or rather, being worked on, at least regarding changing your hairstyle after character creation. It's not yet working, to my knowledge, but the groundwork is clearly in place for it to eventually be an option. Spoilers ahead for chapter two: As for natural hair growth: https://mods.vintagestory.at/show/mod/9016 -
I believe you need to wait for them to fully mature before they can be bred.
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Really wishing Elk could be raised like sheep and pigs
LadyWYT replied to Novabella's topic in Suggestions
Welcome to the forums! If I had to guess, it's probably a case of just getting a working mount system in place first, and then adding more mounts/domestication of mounts in later. Likewise, I'm guessing that gating the elk behind the Resonance Archive's completion is meant to avoid trivializing the first story chapter. It's quite a trek, though very manageable, and once you have the elk you appreciate it a lot more. I like the idea, but I don't think it works for a full nomad playstyle. Livestock in Vintage Story actively requires settling down in a spot for a very long time, given how long it takes to breed and raise the animals. Likewise, most livestock requires a few generations' worth of breeding before they start behaving like domesticated animals--ie, losing fear of the player. Having the elk be able to be domesticated and used as a mount without the need for purchase from the trader would be nice, since it would offer an option of acquisition that both does not require gears, and that works in the Homo Sapiens game mode(where there are no traders). Technically, it's an early-game thing, but 3/4 of the story has yet to be finished. I would also note that depending on the playstyle one chooses, and the rules they impose on themselves with that playstyle, it may not be possible to acquire or utilize everything that the game normally has to offer, and the "normal" strategies may no longer be the most effective either. -
Well now I have to go test it to see if it works. I know there's a bug where as long as you don't touch any movement keys while falling, you won't take any fall damage. Not sure if that one's been fixed yet or not, but I've been avoiding using it so I don't get in the habit and go splat when it does get fixed.
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I'd argue the opposite--the water physics in the other block game are very much NOT more realistic, nor are they much better than Vintage Story's. In Minecraft it's much easier to fill large areas with water, and you can avoid all fall damage by simply landing in a centimeter's worth of water(that you can also place yourself via a bucket if timed correctly). In contrast, Vintage Story doesn't let you get away with those sorts of antics(mostly), and while it takes a bit more effort to fill in a large area with water, I can't really think of that many times that I've wanted/needed to do such.
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What latitude did you settle at? In my temperate playthrough there's only a couple of eclipses in the spring and fall. Not sure if the eclipse numbers would be the same for other climate regions.
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The game doesn't take moon phase into account; the only thing that matters(currently) is whether or not the moon is positioned over the sun.
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The drystone fence model is uneven at the top for aesthetic purpose. For a smoother pillar design, I would recommend chiseling down the block of your choice into the desired shape, in order to ensure that it's flush with the ceiling.
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Too Many Spawns of the New Ranged Hostile Mob
LadyWYT replied to Gwendal Steven's topic in Discussion
One thing I've begun to notice about the bowtorn...while they're very good at spotting you and locking you in their sights...they're terrible at judging whether they can actually hit you or not. I've been happily running through the meadows many times only to hear a bowtorn screech before firing a shot that never hit me, because there were several feet of stone and soil between me and the bowtorn. So evidently, if they're in a cave close enough to surface to spot you, but no actual opening to the surface, they'll fire anyway. -
I think there was a tweak that was intended to make the transition to midnight lighting a bit smoother. Otherwise, I think it's one of those areas of the game that's still being refined and will probably go through more adjustments before it operates smoothly. I've also a sneaking hunch that some of the abrupt lighting changes may be tied to the player's current latitude and the current time of year, since both of those qualities do affect the amount of daylight you have to work with.
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Welcome to the forums! Already achievable, it just takes a bit of extra chisel work from time to time. Personally, I like the non-uniform blocks, as it gives a more interesting look than having the blocks be entirely uniform like Minecraft's. Not that the Minecraft stone blocks are bad...but they're not nearly as interesting, especially when used to cover a large area.
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Lovely, interesting or just plain bizarre landscapes
LadyWYT replied to Maelstrom's topic in Videos, Art or Screenshots
Wasn't there some remark from him a while back about potentially trying Vintage Story, but wanting to wait until it's closer to being finished? -
I don't know that enemies have armor, so much as it is more a case of higher tier enemies being resistant to lower tier attacks. Same general principle as player armor, just a simpler implementation, however, I've not this theory either to see how well it holds true. Generally speaking though, higher tier weapons are also going to be the ones with the highest damage output, so players should also be fine ignoring the tier and going off the raw numbers if they so wish.
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Pretty much this. Hitboxes on larger creatures are a bit dicey, even on a good day, when it comes to harvesting the carcass. For bowtorn, the general hitbox for looting seems to be on their lower half, near the um...loincloth.
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Too Many Spawns of the New Ranged Hostile Mob
LadyWYT replied to Gwendal Steven's topic in Discussion
This, ever so much this! The addition of the new monsters means that a shift in combat tactics is required if one wants to remain alive, since the old drifter-only tactics either no longer work, or are much less effective than they once were. And perhaps the foremost factor in staying alive is avoiding situations where the odds are not in your favor, whenever possible. I'd also note that not every fight is winnable either, and sometimes your best option when getting overwhelmed is to retreat. In the event you get pinned down in your base, you may consider stocking extra healing items or including extra doors and passageways in your design to allow multiple escape routes should you need to run. If it's multiplayer, you also have the option of calling for help, assuming that other players are online and willing to come to your rescue. Singleplayer doesn't have that option, but you can switch your gamemode to creative temporarily if you need to fix a problem(like scuffed spawns). -
It's currently only available via the treasure hunter(after completing the Resonance Archives), or spawning one in via creative.
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https://mods.vintagestory.at/show/mod/463 Tadaa!
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Tagging on to this, I'll also note that the prompt to update VS should only appear when a new stable version releases. I think the one exception is if you downloaded an unstable version to play with, then it will always prompt you whenever there is a new version available, stable or not.
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It would be a popular tool if added, hence why I say it may be subject to change in the future. They've added other things, like blocks to cue specific music in designated areas, after all.
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mad cow help Lore part 2 content help : ( spoilers )
LadyWYT replied to Voldemort's topic in Discussion
I don't know that 1.21 would be a new lore chapter. My guess is that 1.21 will be more similar to what 1.19 was--a LOT of bug fixes and other various content added to help flesh out the world and gameplay loops(perhaps adding a loop or two). I don't expect to see chapter 3 appear until 1.22, at the earliest.- 8 replies
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