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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. The thing about bowtorns as well is that they aren't smart enough to check and make sure they have a clear line of fire; they only care if they can "see" the player. I've seen one sit in a two block deep hole and happily keep firing away at me, despite the fact that every single shot was going right into the dirt in front of its face. The other thing I've noticed is while they do have a somewhat fast fire rate, it's still slow compared to the player's fire rate/reaction time, and the bowtorn have a loud initial warning screech and fairly long windup before they really get going with their shots. In any case, while they are fairly effective turrets, they're also pretty easy to counter simply by equipping a shield, getting close enough to make them flee, or otherwise ducking behind cover/stepping out of the way of incoming fire(this is easier to do at range than up close). One bowtorn by itself isn't a problem unless you allow it to be one; it's when you start getting more than one and/or mixing them with the other monsters that things can get very dangerous(which is also part of the survival challenge).
  2. Oh yeah, the library doors will stay open, so you don't need to complete all the puzzles again in order to get back to the final area, unless you reset the location itself. If it's been several days since you were last at the Archive though I would absolutely go prepared for a fight, just in case the boss respawned. You might also take a trunk or two with you to plunk down at the entrance, and use that to store whatever loot you won't be able to carry home on that trip.
  3. Welcome to the forums! The mod itself seems to be updated for 1.21, so it should, in theory, work on 1.21.4. However, when in doubt, best to make a backup of the world and/or test in singleplayer to make sure there are no issues. As for it breaking a vanilla run, this mod doesn't really change much, aside from acting as an option in-between losing items your stuff on death, and just keeping inventory in spite of death. You could keep the server pure vanilla by just turning the "keep inventory" rule on, but that might make the experience easier than what you're looking for, so the mod is probably the way to go.
  4. The item in question is called something like the elucidatory vessel/gearbox, or something to that effect. Should be simple enough to pop into creative and give yourself one, instead of running all the way back and hoping it hasn't despawned. It's possible that the gearbox hasn't despawned, as dropped items do seem to hang around in unloaded chunks(I've dumped things in the wilderness and run across them much, much later), but it's not really worth a trip back specifically to check for it. However... I think this is the bigger issue, potentially. You mentioned grabbing the glider schematic, but didn't mention the resonator. You'll need to interact with it in order to get the information you need to start chapter two. From the sounds of it though, you're intending to make a trip or two back anyway for books and things, so in that case you can just check for the gearbox then(and give one to yourself if it despawned) and otherwise take care of the resonator, if you haven't already. I do recommend making that second trip sooner rather than later though, as the boss will respawn(one in-game week, I think).
  5. I think making it a server option would probably be the best way to implement it. Or if nothing else, allow different chat channels to be created, so a server has one global channel as a sort of lounge for everyone to hang out in, and then separate smaller channels for different groups.
  6. I'm not sure. I would think it would, since water physics in VS seem to be a bit more complex than what's in the other block game. But I don't think water physics are the worst offender when it comes to performance. What I try to wrap my mind around is more just...how do you scale rivers for the game, so that they feel like proper rivers and not little streams? Or perhaps most rivers just end up more as creeks, that are still usable for power generation but not really useful for actual travel. Maybe it's only the occasional river that's big enough to facilitate proper travel. The "small pond" bit was a real problem with Minecraft's Create mod(and perhaps still is, it's been quite a while since I played it). Way too easy to build watermills wherever and just use bucket power to run them. Granted, watermills weren't the strongest power source either, but still...very fun, but would be out of place if they operated like that in VS.
  7. I do agree that the mods are almost certainly the culprit regarding the stutters, but I'm not sure about rolling back game versions or uninstalling the mods and continuing on the same world. Generally, uninstalling mods mid-playthrough isn't recommended, but in my experience it's safe in VS, for the most part, and most mods will list whether or not it's safe to do so on the mod page. As for rolling back the world to a previous version...that I'm not sure. I would absolutely make a backup of the world in case something goes wrong. In any case, removing the offending mods should fix the stutter, and probably the "host not responding" bit as well. However, I have seen "host not responding" occasionally in vanilla singleplayer, so it's not limited to multiplayer. I've not noticed it causing issues the few times it occurs, and it generally crops up when new chunks are being generated, or when the game is otherwise putting a heavier workload on the pc.
  8. For me it really depends on what kind of character I want to play for that world. Higher pitches and instruments for female characters, lower pitches and more bass for males.
  9. The only thing I can recall hearing was a bit from Tyron in an interview he did a while back. The idea that was floated for how to generate water power, without being cheaty, is to perhaps place special sources of flowing water into the world, that cannot be picked up and moved via bucket like regular water. That way the player needs to actually build machinery right next to the source, as it should be, instead of scooping up buckets of it and creating their own sources elsewhere. Such a thing also helps keep windmills relevant, given that windmills can be utilized pretty much anywhere.
  10. I've stopped questioning the whys and just enjoy the stories about the legend of @Thorfinn. Although I daresay he's not always escaping the bears, as much as becoming lunch and starting over thanks to permadeath settings. Pure speculation on my part though.
  11. You could likely expand this idea further, potentially, to the small ponds that are dotted across the landscape, and have them go dry during certain times of the year. Those ponds could perhaps be distinguished from others by placing a different muddy block as the base for the water blocks--any water block that has that particular mud block as the bottom will fluctuate water level. As nice as it sounds though, I'm not sure how feasible it is to code.
  12. Welcome to the forums! I think it depends a lot on the current workload of the support team, and what the particular ticket is. From my observations, it seems to take a couple of days for tickets to be handled, on average. Give the team another day or two, and you should have an answer.
  13. I think it makes the game too easy, honestly. Yes, it's a setting that the player would have to choose, and would be useful for veterans who just want to skip the grind, but...that's also what mods are for. As for new players, I could see them resorting to an early game lootbox like this rather than put in the effort to learn how to actually play the early game, due to the steep learning curve that Vintage Story has, and that's not really going to be helpful to them in the long-term. The included pickaxe and temporal gear, and the fact that all the included gear is copper, make that an incredibly strong kit as well since it bypasses most, if not all, of the early game challenge(which veterans can already do thanks to their experience). Instead, I think a better alternative is perhaps to adjust ruins loot, or perhaps even panning loot. The player can already pan copper arrowheads and spearheads, so why not the occasional knife blade? Likewise, increasing the chance of a copper knife from tool vessels makes them a bit more of an exciting find. Pickaxes I would keep as-is; the player can still find them in a vessel if they get really lucky, but realistically most pickaxes probably got broken when humanity moved underground in the olden days of the world. As for temporal gears, the ability to set spawn is pretty powerful, hence why it's a difficult ability to acquire. However, perhaps the occasional temporal gear could possibly be found in cracked vessels, so the player has more of a chance to acquire one earlier in the game.
  14. Oh yeah, now something like a spring-loaded door that closes behind you automatically, that I can see. For a more complex door, I could see a steam boiler similar to what exists in the first story location, that is powered by temporal flux and coal. I think that kind of door would mostly be a vanity item...and given how VS is, probably also come with the drawback of being unable to open it if it's not powered.
  15. Or imagine minding your own business out in the woods, and a couple of adorable little bear cubs run up to play. And while you're standing there thinking "awwww, how cute!" momma charges out of the bushes absolutely furious. This one is probably not feasible to implement, but imagine too if polar bears behaved like their IRL counterparts. Didn't vary your daily routine enough? Have fun getting jumped by a hungry ursine!
  16. This is correct. However, I can't pass up the chance to be a bit cheeky and point out that technically we already have electricity in the game, because that is what lightning is. I wouldn't say it's inseparable, given that it would be late game content only and require quite a bit of effort to get there. However, I will also note that it's quite easy to jump from stone age to iron and steel, if you know what you're doing, and once you have iron and steel everything else is fairly neglible in terms of challenge(which is fine as a reward for putting in so much effort). I think the main issue with it though is as @Maelstrom says--the devs have stated end game tech to end at early forms of steam power, which makes sense given that the setting is the late Middle Ages. Yes, there is Jonas tech, which has a lot of potential, but that runs on temporal flux/prima materia as @Michaloid noted, and that stuff is...well, I'm not sure anyone really knows what it is. And I do agree with the observation that when the subject of electricity comes up, most players seem to be after actual industrial purpose use similar to what tech mods in the other block game offer. It would fit an industrial setting, but not so much a medieval one. In any case, when Jonas tech is expanded further, I wouldn't be surprised to see some capabilities similar to redstone, but I also don't expect such tech to ever be fully automated, or easy/cheap to build. One of the main focuses of gameplay is the homesteading, which is fairly hands-on even late in the game. Pushing the player to develop heavy industry flies in the face of that focus.
  17. If I'm recalling correctly, 1.21 added particles to lore items that could be interacted with, so that said items are easier for players to notice. I would think in the case of lore books though, the particles would disappear once they have been read, so it could be a bug, or perhaps an oversight.
  18. I would keep looking in sedimentary rock layers for surface deposits. I can't recall having ever seen deep lead deposits. In any case, sometimes you might have to look a while before finding an area where surface deposits of lead spawn, but when they do occur, there tend to be several in the area.
  19. Maybe if it's to a trader you've already discovered, but otherwise Skyrim-style fast traveling really doesn't track with how Vintage Story presents itself. The closest it gets is translocators, but those are unpredictable, or otherwise require you to make the actual trek to a specific location at least once(and even then, the teleport has a cooldown). Travel as a whole is supposed to be a deliberate choice on the player's part, and will require some planning. Even if it costs a few gears, it's either going to be cheap enough that the need to plan is negated(ie, fast travel is too lucrative compared to cost), or else it will be so expensive that there's no point in using the option. I think a better option would just be to have some sort of trading post item to set up at your base, that will designate a certain area for the occasional trader spawn. That way, the player will have a more convenient trade option to unlock, and the world itself will feel more like the post-apocalyptic wilderness it's supposed to be, since there won't be trader wagons scattered everywhere.
  20. There are not, at least not currently. However, there are at least a handful of mods that tackle that kind of functionality. Here are a few of them: Minimal Mapping: https://mods.vintagestory.at/minimalmapping Held Map: https://mods.vintagestory.at/show/mod/26424 Craftable Cartography: https://mods.vintagestory.at/craftablecartography
  21. I think this is the better option for one-shot-kills(for weaker opponents) at range, really. Jonas tech is fairly difficult to obtain, since the player not only needs to complete all the basic progression tiers to get some of the components for making it, but also needs to get specific Jonas parts themselves(which can be tricky due to RNG) as well as fuel certain Jonas tech with temporal gears. Fueling such a device via temporal gears might not sound expensive, since currently it's easy to hoard a lot of gears due to there being no real demand for them, but once there are multiple contraptions that all demand use of them, the player will need to be a lot pickier about what they use their gears for.
  22. I will note there is already a way to restore some stability instantly--it requires a temporal gear, a knife, and a bit of HP. I forget how much it restores, but it's a pretty hefty chunk and will keep a player going for a while longer--the lost health can be easily healed with a poultice or two. In any case, a full stability gauge should generally be plenty for the average mining trip. It's not until the gauge starts dropping below 25% that the player will need to think about sacrificing a temporal gear, or otherwise getting the heck out of dodge.
  23. If I'm recalling correctly, there was an interview Tyron did a while back where he described such a system as being like the trait system we have already, but more of a way to earn new traits, temporary or permanent, good or bad. Exactly what all that entails, I'm not sure, but I'm guessing that with such a system, the player could perhaps receive training from an NPC or complete some sort of quest to get a permanent boost to ranged damage or receive the bowyer trait for crafting purposes. Or perhaps temporal gears could be shattered to give a temporary boost to movement speed, work speed, or damage, instead of just restoring some stability. For negative effects, falling damage could produce broken bones, which reduce movement speed for a time, or taking large hits in general could result in a wound that reduces one's overall health and healing abilities while it persists. In any case, that's all speculation on my part. If such a system is implemented, it could be similar to the above, but it could easily be something very different as well. I do look forward to such a system though, as it seems a great way to introduce some extra hazards to the game, while also providing the player a way to expand their character's capabilities in a natural way.
  24. If growing crops in a greenhouse, mousing over the farmland tile should show a +5 C bonus. That means that the temperature inside the greenhouse will be the outside temperature plus an extra 5 C, so the coldest temperature your crops will need to endure is whatever the lowest nighttime temperature is plus that 5 C. Otherwise, I don't think crops can be grown indoors, unless "underground farming" has been enabled...in which case, I'm not sure what is required for growing crops in those circumstances, aside from a strong light source like lanterns.
  25. Welcome to the forums! The handbook should list the type of material that an ore will produce, so looking up "magnetite" will show that it produces iron. No need to alt-tab for Google! What iron ore type are you searching for? Hematite tends to be the easiest one to find, while magnetite is very hit-or-miss. Limonite I've only found once, by accident, so I do not count that one. In any case, while it's most ideal to search Decent or better readings, it doesn't hurt to check Poor or Very Poor readings as well, especially in the case of iron since iron deposits are absolutely massive. One deposit should supply most, if not all, your iron and steel needs. Focus on hematite readings first, unless magentite is all you've got to work with/your surrounding rock type is andesite-heavy. In the case of the latter, magnetite is the only iron type that will spawn in andesite, so if andesite is the primary igneous rock of the area there's a good chance the magnetite readings will turn up a deposit somewhere.
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