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Everything posted by LadyWYT
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Anybody else finding the Temporal Storms too difficult?
LadyWYT replied to Mourning Wood's topic in Discussion
Welcome to the forums! I think the new mob spawns in temporal storms got tweaked in the most recent release candidate for 1.20. Haven't yet experienced one since the change, but the new mobs are supposed to spawn less frequently during temporal storms now. -
I think I've seen them a time or two, but male bears seem to be the more frequent occurrence.
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This is probably my favorite part of the fix list; means I can now decorate my stuff with proper hunting trophies! This would explain why I've never seen any female moose or mooselets running around.
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Don't get me wrong, they're all still creepy. But for whatever reason I keep wanting to pat the surface shivers on the head, or toss them a stick/bone to play fetch. They're kinda weird spider-dogs, in a sense, though I wouldn't want to do that with the higher tier ones. But a surface shiver...I might actually keep one as a pet, if it were an option. It could live with the drifter that I can't actually befriend(though I always seem to end up having a small "drifter hideaway" somewhere near my base). Likewise, the bowtorn have their own charm. Not so much for their behavior, as they're rather annoying in that regard, but it's hilarious watching them turn tail and run away on their scrawny little chicken legs when you get too close to them.
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Fair enough, but I think a mod to make sticks easier to get would be a better choice for a large multiplayer setting, in order to avoid singleplayer/smaller multiplayer servers from becoming unbalanced. In regards to pit kilns though, 1.20 adds a better option for mass production of pottery and related products, in the form of the beehive kiln. It takes a fair amount of resources to construct, but you can fire a lot more stuff at once with a lot less effort once you've got the structure built. Beehive kilns also do not require dry grass or sticks for fuel--all you need is firewood, peat, or some kind of coal to fuel them. Additionally, you can get different colors of certain pottery items depending on how you adjust the kiln before firing, whereas a pit kiln has a limited range of colors it can produce.
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What comes to mind is YouTube's "automatic quality adjustment", where it plummets from high quality to the lowest without warning. Highly irritating when that happens, and if the in-game graphical quality is fluctuating without the player making the adjustments themselves, I would also expect the player to start getting frustrated. The other thing I'd be concerned about is the lag/stutter that can occur when such adjustments happen. On high-powered PCs it probably wouldn't be too much of an issue, but then again I wouldn't expect high-powered PCs to have framerate issues. In any case though, any kind of stutter caused by the game trying to adjust the graphical settings automatically while the player is playing is going to be rather annoying. Better to let the players make their own setting choices according to their own preferences and what their hardware can handle--there are already preset options available to help make that easy.
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Crock pots added to the items you can hang from your elk.
LadyWYT replied to Apocalypse_Andy's topic in Suggestions
I wondered the same thing myself when I tried. This, however: ...is the more valuable addition, I believe. Cooking pots already act similar to crocks, but can be used for meal making. Crocks are better for long term storage, which you don't really have to worry about when riding around on the elk. -
Welcome to the forums! Without spoiling too much, I will say that the second story chapter released in 1.20 really opens up the world. There's not a huge number of NPCs, but there's more than just a couple, and their personalities plus the space they inhabit is all fleshed out rather nicely. Depending on how much you want your world populated though, you might also want to look into the mods that @Brady_The linked.
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Allow users to report bugs here in your forum.
LadyWYT replied to jumpityjumpjump's topic in Suggestions
I'm not on the Discord, but I'm guessing it's probably due to Discord being a bit easier to monitor than the forums. You don't need to visit a webpage and click through links with it, plus it's a lot easier to tell when there's a new message and which channel it's in. -
Never would have occurred to me given I'm not left-handed, but yeah, if there's issues with rebinding keys to accommodate a left-handed playstyle they ought to be smoothed out.
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Gotcha. If nothing else, the bug net we have in the game already could be repurposed in the short term as a fishing method. You don't need bait in that case, you just scoop them out of the water. Empty the net on shore, carve up the fish, rinse and repeat until the net breaks or you run out of fish.
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I don't know about adding fisherman as a class, but it does occur to me that one reason we might not have a proper fishing system yet, is that there need to be a bait system to go with it. At least for fishing poles. For net fishing out on a boat, we have an actual boat now for that...but no schools of fish to go scoop up.
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Technically, anything is a viable food source when you're starving, provided that it's edible. I don't know that the drop rates got changed, but the spawn rate may have been gotten a buff, possibly to help provide an additional food option for the travels that players will be partaking in. Same. I'm guessing that fishing poles might get added soon enough, since we have a proper boat now.
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We have it, it's just the delivery boys don't speak intelligibly, are slow, constantly get your orders wrong and then pelt you with rocks or smack you upside the head for pointing it out.
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Allow us to place a door in the middle of a block
LadyWYT replied to ParallaxError's topic in Suggestions
Hmmm, I like the idea, but how would one go about choosing which position the door goes in? I suppose you could pop it into the crafting grid in a fashion similar to slabs, but the automatic positioning seems like it would be even more of a hassle than it is already. -
I think your chiseled blocks are the culprit; there's probably too much of the outside surface area missing for it to count as a proper insulating wall. That's also probably why the space is recognized as a room when you place slabs over the backside of the chiseled blocks--there's a proper insulating layer there. To fix it, you could probably modify your interior design to keep the slabs in place, or try adding another pixel layer or two to the chiseled block faces outside.
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The answer: "No, but some of the more adventurous members of our profession might know of something. Not sure where any of them are though." It's a minor change, but it's a nice, immersive way to help get brand new players started on the main story, since they aren't going to be aware that they need to talk to a treasure hunter to get the Archive map(and the likelihood of them bumbling across any of the locations without the maps is very low). To my knowledge, there's not yet anything else that really indicates how to begin the main adventure either. But why not just make the trader near spawn always be a treasure hunter? It's nice to have different options available near spawn, rather than the same thing every time. Treasure hunters typically aren't too hard to find either, so unless a player has really bad luck they should be able to find one without too much trouble. It also makes for a bit more of an adventure as well. What about marking the location of the nearest treasure hunter? More of an adventure without one, plus a brand new player should really be focused on learning how to survive first. Having a pinned marker on their map is likely to distract them from the task of learning how to survive and acquire shelter, and instead incentivize them to pursue the marker. They'll need to explore anyway when learning how to survive, so best to just give them a small clue of what to look out for and let them figure out the rest themselves.
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Gotcha. I know sheep can climb slopes up to two blocks high, but given your description nothing should be able to climb out of your enclosure. Hence why I suspect that they're glitching outside the pen somehow(whether it's when they're born, or otherwise).
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Welcome to the forums! Which version are you playing on? I've been playing on the most recent release candidate and had my ram escape from the pen somehow. To my knowledge there's no way for the sheep to get out of their enclosure, so I'm wondering if there's not a bug where they're glitching through walls/fencing somehow, or otherwise loading in at the wrong location when you load the chunks.
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I'm perfectly fine with drifters not being able to climb without ladders. That's the department of a different enemy, heh heh.
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I'm not aware of any guides on the matter, but as for how they're meant to be used I think it heavily depends on what effect you're trying to create. The half-blocks aren't intended to fit together, but rather to be used to extend roofs only a little bit instead of a full block, generally speaking. You could also use them to achieve other effects as well, which you'd need the variety of pieces for given that roof blocks cannot be chiseled. As for how to get them to face the direction you want them to...best advice I have there is to just tinker with it until you get it to do what you want. Roof blocks are always a little tricky in that regard, though I would assume their placement will be refined sometime in the future. Overall, the full roofing blocks are most likely to remain the most common ones used.
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Another feature I could potentially see added--the ability to tame/domesticate wolves. While I don't think they would be useful as a method of travel, the mount system that 1.20 adds could be adjusted to add additional utility to tame wolves so that they aren't just a pet. Tame wolves could be equipped with a cooking pot, a lantern, and a leather/sturdy leather backpack(NOT saddlebags!), allowing them to carry some of your stuff in addition to defending you from enemies. For unique equipment, tame wolves can wear a variety of collars, including a spiked collar that will mitigate a portion of incoming damage and reflect it back to the attacker. An ownership medallion can be attached to a collar to allow a tamed wolf to be called via whistle, though only one wolf can be equipped with a medallion at a given time. A medallion is not needed, however, to command tamed wolves to follow you, stay put, or guard a specific area. Tamed wolves will also scare away small creatures, so they can be stationed near crops or chickens to help defend them. However, chickens that are below generation 5 will be afraid of tame wolves, so you will want to make sure that your feathered friends are appropriately calm if you wish to keep raising them.
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- vintage story 1.21
- predictions 1.21
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Is it possible to regenerate a Vintage Story Lore location?
LadyWYT replied to Voldemort's topic in Discussion
Ooo, great question. Unfortunately that's beyond my area of expertise. I mostly play singleplayer, and I've not studied enough about server management to be able to make any good guesses as to how you might go about resetting specific chunks. The only thing I can really think of is that there might be a way to do it with the world edit feature? -
Oh I know. But I meant climbing without the need for ladders. However, I think a change like that would break a lot of story locations, so I'm fine sticking to ladders and leaving the concept of free-climbing to the modded realm.
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The good news is that you do not need to kill the Mad Crow to complete this segment of the adventure; you need only damage it enough to make it fly away(about half/two-thirds health remaining, approximately). Once it flies away, you'll be able to take the Lens from its socket and bring it to the next location. If you run out of arrows during the fight, you can use the small quills that the Crow occasionally fires at the platform in place of arrows(I think they may actually be more effective than most arrows, though I'm not sure). Likewise, you can throw the larger quills like spears. The easiest time to shoot at the Crow is when it swoops in for an attack, though you'll want to use your Time Swap ability to avoid actually getting hit. Timing is crucial here, as you can't be attacked by the Crow while in the past, but you can't attack the Crow either. The other thing to be wary of is shivers spawning on the boss's platform; much like the Eidolon in the Archive, the Crow will start spawning minor opponents once it hits low enough health. For gear, I recommend steel chain armor, with a glider, and resetting your spawn. You could probably get by with iron gear, but most of the enemies in this area are tier 3, so steel will make for a bit of an easier time, if one has access to it. Chain will allow you to retain more ranged accuracy. As for the glider, it'll help prevent deaths from failing parkour or getting knocked off the tower(which has a high chance of occurring given current knockback settings). Full disclosure, I finished this fight mostly in creative mode, as it was late and I wanted to finish the story before going to bed. However, I played enough of it in survival to figure out how the mechanics are generally supposed to be handled. If you've damaged it enough to get it to fly off, and still can't pick up the item, it sounds like it may be bugged. Can you still see the Crow's healthbar? You may need to pop into creative mode and chase it down, if it's still flying around the tower area but not attacking you. You could try just breaking the item and giving yourself a Lens via creative, but I'm not sure that doing this will actually advance the next part of the story. In any case, if you've gotten the Crow to fly away, you're supposed to be able to retrieve the Lens with a simple right-click. If that's not happening, then it sounds like something bugged out somewhere. Hopefully one of the above options can fix it, if that's the case. The only other idea I have, outside of starting a new world and cheating a bit to get back to that point in the story, is attempting to use console commands to reset the entire Devastation area in the hopes of just redoing that particular segment.