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Everything posted by LadyWYT
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Congrats! Now we have someone else to help charge drifters late return and missing book fees. They're always checking things out, but rarely returning.
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Yeah but my point on the view distance is that if the player can't actually see those grand mountains off in the distance, then they're going to be missing the experience. Sure, they could tell by the incline that they are climbing up a mountain, or traveling up a shallower incline to high plains or something. But if all they see at the top is pretty much the same general land features they saw at the bottom, due to not having an extremely high view distance, then what was the point? It's like going to the Grand Canyon and hanging out at the visitor's center(or a different poor vantage point); yes, the canyon itself is nearby, but if you don't have good vision of the actual scale of the size of it, it's not really going to be all that impressive. In the case of view distance, lower view distances are essentially a permanent poor vantage point, and work better with terrain scaled down to be properly appreciated with lower distances. Yes, the view distance can be turned up to 1000+ blocks, which is a more appropriate scale for grander landscape, but it requires very beefy hardware to run the game like that...and most players don't have top-of-the-line hardware. Edit: I'll also note some experience from the other block game regarding this concept as well. The Caves & Cliffs update added much grander mountains, yes, but at one point I also tried out a mod that made the landscape much more realistic, on a much grander scale. It did the job very well, but there wasn't enough view distance available to run the game smoothly enough to be playable(even with mods) and still appreciate the landscape. So I could tell that I was standing on the crest of what was probably an epic mountain range(Ozark style lumpy mountains), yet couldn't see any of it, which was very frustrating.
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Ranged is still more relevant than you think. It's useful for softening up surface enemies like bears and wolves(if not dispatching them entirely with ranged), as well as softening up monsters in temporal storms or dealing with straggling bowtorns at daybreak. There's also one major enemy where ranged is an absolute must. Overall, I do think ranged combat could be a bit stronger, but I don't think changing the existing aim/fire system or adding stronger weapons is necessary. Currently, ranged weapons should be the pick when it comes to hunting, however, half the time I don't need a ranged weapon at all since it's so easy to walk up to creatures like pigs, bighorns and provoke a fight, or shoot a male deer once to provoke a fight. I think a better option to make ranged combat a bit stronger(without making it so strong it outclasses everything else), is to tweak animal behavior so that wild animals will avoid the player if they can, and only attack if they're particularly aggressive or cornered and panicked. That way, the player actually has to track down their kill, instead of walking up and starting a fight. Yeah it's definitely something I would check. Rifts don't spawn underground, but I do think more unstable portions of cave have higher spawn chances. Hmmm, not sure then. I would definitely keep an eye on it, and consider submitting a bug report if there's heavy storms but just no enemies(or very few) at all.
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Yep! I've mistaken them for bears a time or two--extra creepy if you catch one doing it in the distance in broad daylight and don't recognize what it is at first. I'm pretty sure it's the same animation the bowtorn use as well, it just looks very different due to completely different monster designs.
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I some how can't log in my account due to my password
LadyWYT replied to Crimson the first's topic in Discussion
Welcome to the forums! The first thing I would check is to make sure you have the correct password for the correct accounts, as your forum account and game account have separate logins. Otherwise, I would submit a support ticket about the issue here: https://www.vintagestory.at/support/ -
Simple, just open a coffee shop and the theater kids will take care of the rest.
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DO IT! It's an absolute blast! I will note that I've not done the theater performance specifically, however, I played on a roleplaying server in my Warcraft days and there was a guild that played the part of a theatrical group and would put on plays about various lore events in the game. Very creative, very entertaining to watch, and something even the shy types and non-roleplayers can into easily simply by being the audience.
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It's supposed to be a cut from the back loin, and then cured, smoked, or sometimes rolled in cornmeal during preparation. Similar to ham, but leaner and generally more of a light breakfast/lunch protein. Though I do want to say that not everything marketed as Canadian bacon is the real stuff; I think some of it might be "fake" in that it's ham been made to look and taste like the proper thing. https://www.jonesdairyfarm.com/news/what-is-canadian-bacon/ https://ask.usda.gov/s/article/What-is-Canadian-bacon
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If you watch their idle animations, they'll bend over backwards as well. Which, I suppose, is actually bending over forwards, if they were backwards to start with.
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The only official public server I'm aware of is The Official Public Server(TOPS); however, I'm not sure of the rules for playing on it. I think it has a lot of players though, so it may be difficult to find an open slot to join. For official servers in general, Anego Studios does offer their own paid hosting, but the official hosting does not currently support mods and is EU-only(to my knowledge). There are third-party options though, if you're looking to host a modded server or are outside the EU, but if you're just looking to play and not host you might check out the Multiplayer section of the forums for public server options. For Vintage Story server information in general: https://www.vintagestory.at/selfhosting/
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I don't know about anchovies on pizza as I've never really been a fan of them, but pineapple on pizza is absolutely delicious when paired with Canadian bacon and a gooey stuffed crust.
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Well now I have to ask--what climate zone did you start in? Low fertility is probably the most common type, with medium fertility being the next most common(and occurring in areas with higher rainfall). Barren soil though...the only places I recall seeing that is the arctic, and mountaintops in the cool climate zone. By default, the starting climate is temperate, so if you kept that as default it sound like you may have gotten super unlucky and spawned on a glacier. In any case, you can craft terra preta, which is the best possible soil, but it takes a lot of time and resources, so you may want to start over with a better spawn in order to have an easier time with farming. The default month length is 9 days, and a day in Vintage Story is equal to 48 IRL minutes, I think. The actual amount of useable daylight you have in that day though varies depending on latitude and time of year, just like real life. In any case, you should have plenty of time before winter hits on default settings(around the end of October). Maybe, maybe not. It depends on how much time you sank into technology versus establishing food supply. Technological progress is always good, but you do need to keep yourself fed for it to be of any use. If you're good at hunting and gathering though, it's not hard to devote a day or two to hunting and foraging and sealing the resulting meals into crocks for later.
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It might be a meme, but that doesn't mean it's not true. I wouldn't necessary call medieval firearms weak, as much as I would very clumsy and ineffective compared to more modern firearms. The main advantages initially were the ease of training and the shock factor, because boomstick is very scary to those unfamiliar with the concept. Poor accuracy is compensated for simply by massing gunpowder units and firing in volleys. As for armor, guns are one reason that cavalry shifted away from full suits of armor to a heavy cuirass instead. The curiass will protect one of the most vital parts of the body, and the metal can be made thick enough to withstand gunfire while still being light enough for the soldier in question to actually use. If I'm recalling correctly, it wasn't just metal armor that was effective in withstanding early guns either; some Native American shields could stop musket shot, provided the rawhide used to make the shield was thick enough. In any case, it wasn't until muskets were introduced and improved, and rifling discovered(both of which were post-Middle Ages), that firearms became strong enough for classic armor to lose its value. From a gameplay standpoint, it's not out of the question to include firearms in a medieval setting, but firearms shouldn't be so strong that they easily outclass the other available weapons and become the default "must-have" for players to rush to acquire. They really ought to be just a supplemental weapon to the late game options we have already, so "expensive, slow to reload, poor accuracy/shorter range, and limited damage to heavy armor" is fairly realistic and balanced. I think Age of Empires 2 handled the balance of gunpowder in a medieval setting quite well: the gunpowder units were a late game option(for appropriate civilizations) and offered very powerful attacks, but were expensive, had slow rates of fire, limited range, and poor accuracy. In order for gunpowder units to be effective, you had to mass them in order to ensure enough shots landed to efficiently kill targets.
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Congrats on the find, and welcome to the forums! Just a side note for future reference--while tin bronze is probably the most common type to make(and the type you will need for a certain trader quest), there are two other bronze alloys as well if you're having trouble finding a good source of tin. Bismuth bronze can be made from copper, bismuth, and zinc, and has a bit more durability than tin bronze but a little less damage. Black bronze has higher durability and damage than both other types(although it could just be the highest damage only), and is made from combing copper with gold and silver. I dunno man, magnetite is rare, but I've found more magnetite than I have limonite.
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Welcome to the forums! When I first started playing, I too made plenty of poor and uninformed decisions, and burned through plenty of worlds before I got enough experience to be confident about hanging on to a long-term world, with the settings I enjoyed the most(similar to standard difficulty). It depends on whether or not you're really attached to your current world. In my case, I found it less frustrating to just start over whenever I made a major mistake, since I didn't have the experience to really get to bronze(at this point the time investment in a world is usually fairly significant). On these "practice worlds" I generally used easier settings as well in order to reduce my frustration. Once I got enough experience to confidently make progress, I took off the training wheels and started a fresh world for long-term play. Starting over fresh is probably what I would recommend, since that's a solid way to learn the most critical survival skills quickly. If you've got the early game handled(food supply, set up a base of operations), the rest of the game can be handled easily enough. However, I would also recommend holding on to your first world for a while before you make a final decision on whether or not to keep it. While you might hone your skills in practice worlds, it's possible you might want to return to your starter world once you have more experience, and continue the adventure. I'm not going to say that winter isn't a concern, because it is, but it's not the big scary thing that it seems to be at first. For brand new players though, I do recommend just making "survive the winter" the first goal. If you can handle the planning for winter, you'll be able to tackle anything else in the game you set your mind to. I'll also note though that in the event your foodstores do run a bit low, you can still survive by hunting animals, foraging for mushrooms/overlooked wild crops, or resorting to digging up cattail roots. It'll be rough, but it is doable, and it'll be one of the stories you can share around the proverbial campfire later with your friends.
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In fairness, it's difficult to tank as a Blackguard when the hunter is seemingly the tastiest thing the enemies have ever seen. It's not unusual for the hunter to be running around screaming in terror while I'm trucking along behind desperately trying to catch up and dispatch whatever beasty is giving chase.
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You could try changing the scale of landforms, or otherwise tamper with the world height to see if it achieves something more realistic. Just scaling up the landform size will make the mountains bigger, but I'm not sure that will make them "realistic" like what you're talking about. Changing the world height is more likely to make them taller, and thus more realistic in that sense, however, changing world height may significantly impact performance and gameplay in general, as the game isn't really tuned for extreme heights. In other words, it's probably possible to achieve something a bit more realistic, but your mileage will vary and it'll take some fiddling with the settings. The main issue I see regarding realistic generation of things like mountains, is view distance. What's the point of having such grand landscapes if the average player won't have the hardware to support a view distance required to appreciate it? I think the general idea behind the design choices is to have a landscape that is fairly realistic, but scaled down to be properly playable/enjoyable on a variety of hardware.
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Are you sure? Because I mean...could just order more pizza.
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This is my general assumption as well, though in fairness the bowtorn is probably the toughest one of the current trio to figure out. I'm also not entirely convinced that all the rotbeasts were humans either. The drifters probably were, as their design is fairly straightforward, but shivers are more animalistic in their design, and it's not entirely out of the question that the monsters are a composite of human, animal, and rust/rot corruption.
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This is true, but the bowtorn spawns are easily noticed since they like to have groovy parties on the front lawn.
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Oh gotcha. Yeah spawn radius is what you're looking for. I would try turning that down to like, five blocks or so. You should spawn right next to each other in that case, while still having a bit of wiggle room. Gotcha. I can't really speak for the future plans of the game since I'm not a dev, but there is a roadmap of planned features that you can find here: https://www.vintagestory.at/roadmap.html/ However, this isn't a feature that I would really expect to see, since it's essentially already implemented in the game with the method I mentioned earlier. Essentially, create a singleplayer world, open it to LAN and start playing if you and your friends are on the same network. If not on the same network, you'll still need to open to LAN, then open the pause menu again to open the world to internet. You may also need to adjust firewall rules or router settings for this method to work, and the world will only be playable while whoever is on the host machine is playing. https://www.vintagestory.at/selfhosting/
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Yeah, I get that. For storms, the spawns could be tweaked to prevent them from spawning right on top of the player, but otherwise temporal storms are meant to have erratic monster spawns so I don't expect much change on that front. For caving, the close quarters and limited visibility is also why I recommend relying more on melee while underground, instead of ranged. It's very easy for the monsters to scuttle back into the dark, where they are hard to shoot. One thing to check before you go caving though is the rift weather, since that does affect underground spawns. On days with calm or low activity, there shouldn't be more than the occasional couple of monsters to deal with, but any higher rift activity than that and you may want to save the spelunking for another day in order to avoid dealing with too many monsters. If you're already caving, it's a good idea to keep an eye on rift activity, and head for the surface if it starts to increase. Like I said, temporal storms are quite erratic in regards to spawns--if there is space for a monster to fit it's possible for one to spawn, although smaller well-lit rooms are less susceptible than wide open spaces. As for storms being bugged regarding number of spawns...that I don't know. I don't think they are, but it's always possible. If you are using mods at all I would check to make sure there's not possible interference there, but otherwise I would suspect it could also be the particular pattern of enemies the storm brings, as it can vary. I believe one of the possible storm patterns spawns predominantly shivers and few, if any, drifters or bowtorn. Since shivers run around like crazy, it's possible they could be spawning and running off before they notice you, which makes it seem like the storm isn't spawning enemies.
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https://mods.vintagestory.at/unchisel https://mods.vintagestory.at/dischiselblock I've not used either, so they may or may not work or otherwise accomplish what you're looking for. It seems like I saw a couple of other mods a while back that tried to tackle the same concept, but I can't seem to find them.
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Welcome to the forums! On this one, I would ask what kind of settings you picked for the world. By default, players spawn in a 50 block radius from the world spawn point. However, harder difficulties like Wilderness Survival and Homo Sapiens have the spawn radius set to 5000 instead. I'm guess that you may have picked one of those difficulties as the preset for your world, and that's what's likely causing the issue. The good news is that you can adjust the spawn radius for world spawn in the settings at world creation(and probably after creation as well, by using a console command and reloading the world, though I am unsure of what command to use). I'm not sure that I understand the question here though. To play Vintage Story, you will need a server of some sort. Most people either pay for hosting, or set up a server machine themselves(this is the method a friend and I use). You can also open up a singleplayer world to a friend, either via LAN or over the internet(did this with a friend too in our early days of Vintage Story), but that does still technically count as a server due to the machine running the singleplayer world counting as the host. However, that is probably the method of hosting that you're looking for, provided you have a computer strong enough to handle it(especially if you're intending to use mods).
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Project Glint, actually, which is Anego's Hytale, and the actual Hytale belonging to Riot still(I think). But in any case I agree otherwise, Project Glint is likely to be focused more on action and typical RPG combat, and less on survival. Which, in theory, should satisfy a lot of complaints for the ones seeking more of an action game, but I'm skeptical the complaints will stop entirely. Honestly, I think it's just a drawback of the survival genre in general. Survival games will be very difficult up front, and get easier toward the end game, which really makes sense. The player is scratching out a comfortable existence from a hostile environment, so things should get easier as they make progress. If the game is constantly throwing challenge after challenge at the player and forcing them to always be scrambling to survive, then the player isn't actually making progress and is more likely to get frustrated. Vintage Story survival does become much easier once the player has a base established, a food supply secured, and access to iron. However, that's also when the world starts to open up, since the player can focus less on establishing a homestead and more on exploring the world and tackling the main story. Honestly, I think part of the problem might also be from min-maxing and otherwise exploiting game mechanics/creature AI. I'm not saying that players shouldn't do that, because everyone has fun in different ways, but trying to optimize everything as much as possible will generally shoehorn a player into a very specific style of gameplay that can get rather old quickly. For example, using flimsy fences to mess with monster pathing might make them easier to deal with, but maybe instead of flimsy fences the player could chisel proper heavy fortifications to keep them out(which takes a lot of time and resources), or just skip the fortification entirely and deal with the monsters as they come. A proper small castle with a moat and well-lit courtyard is a lot more fun to live in and defend than a dirt box and maze of fencing.