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Everything posted by LadyWYT
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Welcome to the forums! I'm not sure exactly where all inspirations come from, but H.P. Lovecraft and surrealism are major influences, I do believe. Likewise, Minecraft plays a role as well--Vintage Story started out as a mod for that game before morphing into its own separate entity. I also get some Morrowind vibes from Vintage Story, so I wouldn't be at all surprised if there were inspirations there too.
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It should be the three little dots in the upper righthand corner of the original post. Clicking that will open a drop-down menu--you want the option "Edit". From there you can edit the thread title, as well as anything in the original post.
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You should be able to edit the title if you edit the original post. The option is a bit obscure, but it should be there.
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I think what @traugdor is trying to say is that the title is a bit confusing when compared to what you've described the concept as. "Tabletop game" is a pretty broad term. Monopoly, Scrabble, Dungeons & Dragons, Clue, Warhammer, Risk, chess, checkers, etc. are all tabletop games, but have very different methods of play. TTRPG is a very specific genre of tabletop game, and when most people see the term TTRPG they're going to expect something like D&D, Pathfinder, The Dark Eye, Call of Cthulu, World of Darkness, or similar titles and will probably be a bit confused when what's being proposed isn't that(it threw me too when I first looked at the thread). That's not to say the idea is a bad one. Just that title might cause some confusion.
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Welcome to the forums! I like this idea. Plus if you have to press a key in order to hang up the lantern in your off-hand(or whatever object you're trying to place), that ought to prevent players from placing the item by accident.
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Ah, yeah, it's probably the rain then. In addition to lanterns, oil lamps and candles also last forever and don't extinguish underwater. Unlike lanterns though, they offer very dim light and aren't very useful at preventing monster spawns.
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You can't just say that and then not share what it is. Well, I mean you can, but I'm curious as to what it is. I like reading about other people's dishes so I can make notes on new foods/techniques to try myself.
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It could also be the wind blowing them out--pretty sure that's a thing as well. In case you didn't know, you can craft torch holders(or find them in ruins--basements of surface ruins often have them) for your torches, so they don't burn out. You can also break torches and put them back to reset the burnout timers as well, though doing so can get a bit tedious.
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Welcome to the forums! Do you have a screenshot to share? Otherwise, my guess is that your house isn't lit up enough to stop rifts from spawning inside. A few lanterns should fix it, though make sure you light up the area around your house as well. Rifts that spawn right outside your house can still sometimes spawn a monster or two inside. Depending on how far you've progressed in the game, there is also a device called the rift ward. It's a late game tech item that will stop rifts from spawning in the nearby area, provided that it is kept powered with temporal gears.
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Is this not how it works already? At least on the surface? Monsters don't need rifts to spawn underground, however, I'm pretty sure there is a lore reason for this. This change I could maybe see, except for the light level rule. That's assuming there aren't already space requirements for rifts to spawn--if there aren't, having a minimum space rule would help keep them out in the more open areas where they can be more easily spotted. As for the light level rule...I think if there is enough player-made light nearby, the rift won't be able to spawn. Otherwise, rifts should be able to spawn in the day(though they won't produce monsters until nightfall)--that gives the player the chance to make note of where they are and avoid those areas if they're intending to be working at night. Yeah, I don't agree with this one. This change would make monster spawns a lot more predictable I suppose, however, it would also make them less interesting overall to deal with and more of a hassle. The main advantage to the current system is that nights can be safe, or relatively so, allowing the player to keep working without interruptions if they so desire. It also helps keep the world feeling dangerous, especially at night, since there's no guarantee that everything will remain calm, or how many monsters one might face if the rift activity does increase. As a side note, there is already a way to prevent rifts from spawning entirely--the rift ward. It is a late game item, and will need to be powered with temporal gears, but as long as it's powered it guarantees that rifts won't spawn in that area.
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Terra preta is terra preta--there's no functional difference there. The advantage to using high fertility soil to craft it though, if I'm not mistaken, is that you get two pieces of terra preta for each set of ingredients you input, instead of just one, making it a more efficient crafting choice if you have it available.
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Full plate iron armor: still getting KO'ed by Corrupt Sawblade Locust
LadyWYT replied to vinnland's topic in Discussion
I agree with most of this sentiment, however, I wouldn't say that I want to be absolutely demolished by enemies...at least not if I have the appropriate gear. One thing I like about the current balance is that having the appropriate gear will make most scenarios a lot more manageable than they would be without. However, if you get too complacent, take too many risks, or otherwise plan poorly, you can still die even if you have the best weapons and armor available. It helps keep the world feeling dangerous, and prevents the high-tier enemies from feeling like an absolute joke. It also means that you need to be deliberate when you go hunting high-level monsters and plan carefully, as you may not be able to escape the situation easily should you encounter unexpected trouble. -
Honestly I think the idea is fine, but this is probably going to be what makes or breaks it. From your description, it sounds like a project that's going to require more than just a handful of players in order to really work, although I could be wrong. In any case, the more players you have, the harder it's going to be to get everyone(or at least, a majority of them) online at the same time. That's not to say that it can't be done--I would just make sure you have plenty of flexibility built into your event plans to account for how erratic players can be with their times.
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I dunno. Would have to ask Mr. Falx, assuming he can ever be found.
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I think there is a limit, but I'm not sure exactly what it is. Generally, rain will put out the fire, or it'll run out of nearby combustible material. I'm not sure, but I think if the lightning strikes in an unloaded chunk, the resulting fire might only burn the stuff in that chunk. I say that because the server I play on has the fire mechanic enabled, and I've found several spots where there's been an obvious fire. However, those spots weren't particularly close to the chunks anyone frequents, and the damage seemed to be contained within a 15 block radius, roughly.
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One thing I forgot to mention--if you are playing with temporal stability enabled, the teal gear in the middle of your hotbar will be very important when choosing a place to settle. If it's spinning clockwise, you're in a stable area, which is a really good spot for a base. If it's spinning counterclockwise, the area is unstable and you don't want to settle there. If it's not spinning at all, you're either at 100% stability, or the area is neutral and still okay to settle in. As for your stability percentage, you don't need to worry about it too much when out and about doing things. Just makes sure it stays above 25%, as if it falls below that monsters will start spawning nearby. If it drains to 0%, then it will start draining your health until you recover your stability. Killing monsters or hanging out in a stable area will restore stability, however, you can also replenish a good chunk instantly by sacrificing a temporal gear and a bit of health.
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I'd love to enjoy the music from this game, but I can't.
LadyWYT replied to Apocalypse_Andy's topic in Suggestions
Maybe twice as loud at most, but that tends to be a rare occurrence, usually as a result of my headset being adjusted to be a bit louder. -
Don't sweat it. To loosely paraphrase the late great Bob Ross--it's your world, so you get to decide what kind of happy little things go where. The mods themselves are fairly popular and kept up to date, so they should be relatively easy to find. I know there are more mods than that installed(though I don't remember exactly what), but those are the most relevant in terms of decoration.
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Digging a well: An alternative to moving water source blocks
LadyWYT replied to Echo Weaver's topic in Suggestions
I think digging a well or having natural springs would be a fair trade for preventing water buckets from placing water sources blocks. I'd also throw rain barrels in as an option as well--put some empty barrels out to collect rainwater, and bucket it out to use as needed. Hydrate or Diedrate offers similar concepts, which have been fun to play with(I don't know that I'd add the thirst mechanic to the base game). It is, however, the kind of change I probably wouldn't expect to see until water power is implemented into the game. I'm guessing that's about the time we'd get rivers, or at least streams, so it would be a prime time to make that kind of change, I would think. -
Or I mean...mechanical "pigeon". Not only do you not have to domesticate it, but if one was feeling evil...rare flying enemy. I think I'd rather have the natural domesticated pigeon.
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It's tawhai, I believe, from this mod: https://mods.vintagestory.at/floralzonesneozeylandicregion The planks you see used in the forge are also tawhai. As for the lodge flooring, that is totara, also from the same mod. Stripped kapok and kapok boards have a beautiful golden brown color--kapok was used for a few of the antler mounts, as well as the dining table. I swear, one of us will fix it! Maybe...someday...eventually...I swear the one on the last server looked a lot nicer. As @traugdor already noted, that is taxidermy. The blockier looking animals are from Primitive Survival, which allows you to place pelts on the walls and floor as decoration(you can place pelts on the floor in vanilla too, but it won't look like an actual creature). The mounted fish are also from Primitive Survival. The rest of the taxidermy is from the Fauna of Stone Age mods.
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Don't discount yourself--if you set your mind to it, you can do it! One nice thing about building in Vintage Story is that it gives you a nice selection of premade pieces to build with, such as roofs and stone tile flooring. You don't need to be a master chiseler or anything to build something that looks good, although I do recommend playing around with chiseling when you get the chance . My advice is to start simple, and then add more bits as you're inspired. If you start with a small single-room house, you can add a longer rectangle to it to give it a more interesting shape. Add more boxes and rectangles as needed, connecting them together with doorways and staircases and whatever else makes sense for your vision. Simple squares and rectangles also mean that building the roof will be an easier task too. Add windows where desired in order to enjoy the local views. Once you have the main shell of your building in place, then you can start adding in decorations like paintings or tapestries, or adding in utility items like chests and crates. Bookcases are useful for storing lore books(if you play with lore enabled); potted plants add a natural touch. To showcase other curiosities you've found in your travels, display cases will offer the perfect placement solution.
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Blackguard needs to clean up that bedroom; it's a mess.
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I'd love to enjoy the music from this game, but I can't.
LadyWYT replied to Apocalypse_Andy's topic in Suggestions
I agree with @Never Jhonsen, you might look into your system's audio settings or your audio hardware. Maybe some drivers are out of date? I have my music level set to 25% and everything else set to 100% in the game. Windows audio is set to 30%. I use a basic gaming headset--not a cheap one but nothing very expensive/fancy either--and have the volume on it set to about 30-40% of max, roughly. In any case, I've never run into issues with the music, but I do agree with part of your post OP--the balance between track volumes could be a bit better. The highs and lows feel fine to me, but a couple of tracks feel a bit louder than the others("Hallowcroft" and "Vintage Story" as a couple of examples). It could just be the choice of instruments for those tracks though.