-
Posts
5434 -
Joined
-
Last visited
-
Days Won
243
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
And here I was going to be cheeky and post a suggestion for a crafting table. I don't know about requiring schematics for all the tinkering, but I do think having a general purpose workbench would be a good way to reduce reliance on the player's crafting grid(for example, the player can craft simple things like tools in the grid, but need a workbench to make things like sailboat figureheads and fruitpresses). Such a bench could be used for woodworking, lapidary, technical work with Jonas parts, etc.
-
First off, welcome to the forums! Only partial quoting in some cases to save on space--bears are fine as-is, for the most part, though I do agree they could use some footsteps or louder noise to announce themselves from time to time. There was a mod I used a while back that changed the models and added more bear noises, which the added noise really helped make them easy to notice. As it stands though...yes, bears are incredibly strong, but that is realistically what bears are, and the player does have ways to deal with them. It just takes some extra care in the planning instead of bum-rushing the bears with stone age gear and expecting to come out on top every time. Essentially, the bears are the boss of the surface world. I will also note that it is possible to outrun most bears as long as the player isn't weighed down too much by armor and decent at navigating terrain--the one exception to this rule might be polar bears. The only other thing I'd really change here is adjusting the bear's hitbox; the hitbox itself is big enough, but it's possible for the player to clip inside the hitbox and thus be unable to actually hit the bear. This particular detail means that bears can just sit on the player and not get hit, while still being able to maul the player themselves. I agree that it would be nice to have as an accessibility option, but it shouldn't be something baked in by default. I remember when this feature was introduced to Minecraft, and it was one of the first things I disabled in the options as I absolutely positively hate it! While pressing spacebar each time to climb up a steep hill or mountain can get tedious, I much prefer the greater control I have over my movement, than the accidental missteps that tend to occur when the game is just assuming that I wanted to step up certain heights. In any case, for those that wish this kind of function in their game, there is a mod for that: https://mods.vintagestory.at/stepupcontinued This was me too when I started, except I opted for panning because it was a very safe method to get what I wanted. Getting from stone age to copper also gets much easier as one becomes more experienced at the game; otherwise, that initial grind is part of what makes the first set of copper tools so satisfying to acquire. It was a lot of hard work, and they're significantly better than stone! I will also note that the quern requires a hammer and chisel to craft in order to give the player more reason to cast a copper anvil, so grinding ores in the quern isn't going to be an option. I think what I would opt for instead, is to increase the ore drops from panning sand/gravel just a bit--ie, give copper ore a chance to drop two nuggets instead of just one. Still a tedious process if one relies on panning(which is fair, given how safe panning is), but it also makes it a bit more attractive if you want just a bit of ore without needing to find a deposit. Technically, there already is such--you can find it as a story location. Otherwise...I think rifts are fine as they are, and as annoying as the bug is that causes the occasional monster to spawn in broad daylight...I honestly think that could remain as a feature. The spawns only happen near rifts, and aren't frequent at all when the bug does occur, so the end result is that days with high rift activity end up a bit more interesting since you end up needing to watch your back more carefully. The main issue I see with changing rifts like this though, is it ends up encouraging players to seek out the rifts, instead of avoiding them or building rift wards to stop them from opening. Rifts should be a hazard that players want to avoid, not interact with. Fighting anything in a cave can be dodgy--the best way to handle caving, aside from lighting everything up, is to equip good weapons and armor, and only venture in during periods of lower rift activity. It's also a good idea to have both melee and ranged weapon options available, regardless of your class, as it can help make situations like this more manageable. As for situations where the enemies are simply too much handle...I think this is also fair. Player skill and equipment does affect how much can be managed at a time, but it's not out of the question that sometimes, the odds just aren't in your favor and it's best to avoid the fight and come back later during better conditions. Granted, those situations shouldn't happen too often(which they don't, in my opinion), but otherwise a decent chunk of the game's combat is just figuring out which fights are worth handling and which aren't. I was thinking about this the other day, especially after watching a short video on YouTube where someone mentioned this about games as a whole: the more you opt for efficiency, the less fun the game ends up being. That's not to say that there isn't a subsection of players who get their kicks from optimizing for peak efficiency, or that doing so is the wrong way to have fun. However, if it's fun...doesn't that mean the player should want to spend more time playing the game, and not less? Granted, the answer there isn't to add so much grind that the player is forced to spend time playing(a lot of MMOs are guilty of this), but at the same time...playing the most efficient way means that the player finishes the game in the fastest possible time. It's kinda like going for a walk in the woods versus driving the same route; driving will let you make the trip faster and is certainly more efficient in terms of time, but you're not going to be able to enjoy all the sights, sounds, and smells that you would be able to by walking. I think it's a similar case when it comes to Vintage Story pacing. Nothing wrong with wanting to take it slow, or really push to certain tech, but the faster one reaches the end game the more likely they are to be left scratching their heads wondering "well, now what?". The current setup of Vintage Story allows the player the freedom to advance as quickly or as slowly in the game as they'd like(assuming they have the necessary skill), though there are some limits. Outside of the preset difficulties, the player can adjust many settings themselves to make specific things easier or harder, and add mods on top of that for what the vanilla game doesn't cover. For myself, I can easily achieve a full set of copper tools within the first few in-game days, and bronze a couple of days after that. I like to rush iron and usually have it by the middle/end of summer, at which point I start slowing down my pace. The main reason I rush iron is I like the durability and effectiveness of the tools; it's not as good as steel, but it lets me get a lot of my more creative works done without burning through a ton of lower quality tools. I will still use flint tools on occasion though, as flint knives are handy in a pinch and flint axes are handy for spiltting firewood. In other words, I would say that Vintage Story is definitely a slower-paced game, and meant to be completed over the course of several game sessions rather than just a game you complete over the weekend. As you've already noted, players can adjust themselves in the world settings simply by either enabling patchwork biomes, or shortening the polar-equator distance in the event they want to keep realistic climate distribution. Now as to what makes a world "sub-optimal"...that depends heavily on individual preference. Players who want to get everything with only a day's travel will probably find the default generation lacking. Players who prefer a world that feels properly expansive probably won't be satisfied with generation that allows them to get anything with only a day's travel. Personally, I prefer the current default, and don't like worlds where it's possible to go from temperate to the tropics in only a couple days travel--the world feels way too small at that point.
-
In this case, it's not so much bug fixes I'd be worried about--it's the major changes to certain systems like pottery. I think From Golden Combs had some issues with its ceramic hives while the mod author was updating the mod. Likewise, Fauna of the Stone Age had some issues with crashes, which seem to have been fixed. So...yeah, mileage will heavily vary when mods are involved. The more one has, the harder it is to update. As @Professor Dragon noted, it's a good idea to make backups regardless, and test your modlist on a separate world to see what works and what doesn't. If certain mods aren't working, you can either wait for them to update, or strip them out of the modlist if possible for the update.
-
You can also squeeze honeycomb in the fruitpress; just make sure you have a bucket underneath to catch the honey, and enough honeycomb for the press to actually squeeze. I'm not sure what the minimum level is, but if it's not enough to squeeze at the time you can save the unmashed block and throw it back into the press with more comb later.
-
Yes and no. The game will flag outdated mods, and you'll need to update them manually. However, just because a mod is flagged as outdated doesn't mean it won't still function normally. Whether or not it functions as it should depends on what changed in the base game code between versions; always test outdated mods before using them on a permanent world.
-
There is this mod: https://mods.vintagestory.at/show/mod/8785 If used in conjunction with Fauna of the Stone Age, Floral Zones, and other mods that add plants/creatures, it will limit them to spawning only in their appropriate region. The difference is still more subtle than what you might find in the other block game, but it can add quite a lot of diversity. It's probably a combination of luck and experience. Once you know what to look for, it's harder to find any world with "bad" generation, since the resources will be more noticeable. That's not to say it isn't possible to get dealt a bad hand--it's just easier to handle them when you do.
-
What @Mantisek said--it might be more realistic to require multiple heatings, but it adds extra tedium to a process that can already be tedious, without adding anything particularly interesting. I will also note that some projects already take multiple heatings in the forge, such as anvils. In any case, the current system is fun without being too tedious, and the player is able to get their projects done within a reasonable time.
-
Boy do I have a mod for you! https://mods.vintagestory.at/expandedstomach You can absolutely do this with that mod as well. Just, y'know, be careful about how often you do it. We built drawbacks to overeating into the mod, so you can't stuff yourself all the time and get away with no consequences. There are three different preset difficulties, and the wiki gives an in-depth rundown on pretty much everything you could want to know. And of course, for players that want the utility only and really don't want to deal with the challenge part at all...they can basically break the mod and make it utility-only by changing certain things within the config file. Edit: If you do use the mod, you'll likely want this one to go with it: https://mods.vintagestory.at/hungerpatcher All it does is fix the hunger glitch that can sometimes freeze your hunger bar--not the same thing as the pause with eating a meal! In any case, without the fix, the game can sometimes end up assuming that the player was overeating when they actually weren't, and unfairly penalize them.
-
I'm guessing because it was pretty OP before. Cattle are big, and drop a lot of meat, hide, fat, and bones, so to be able to just immobilize one cheaply and stab it to death... Will miss the easy steaks though.
-
Prospecting is a broken system being replaced by mods. Let’s fix it.
LadyWYT replied to Rexvladimir's topic in Suggestions
I think which is "better" depends on the player's preferred playstyle. Sinking mineshafts is safer and offers easier access to the ore, but it can also be a bit demanding on time and resources. Caving can be a lot faster, but it's risky due to monsters and no guarantee of the cave venturing near the ore that one's after, and no easy way in/out should the ore be there. Both options can be lucrative to the player, but both options can disappoint the player as well. In any case, both are viable, and it doesn't hurt to use a mix of the two.- 143 replies
-
- 4
-
-
-
- prospecting
- prospecting pick
-
(and 2 more)
Tagged with:
-
Sounds like I need to get ready to break things in testing again.
-
Once you've covered the woodpile and built the little firepit on top, it should say it's ready to be lit. Once lit, it will give you a 30 minute timer warning you to cover it, in order to complete the charcoal pit. So the tooltip should already be there(assuming tooltips are turned on, anyway), but I don't think it will warn the player about air gaps, should any exist.
-
When it comes to monsters, there are two different types: rotbeasts, and mechanicals. Rotbeasts are going to be creatures like shivers, drifters, and bowtorn. Mechanicals are going to be things like locusts and bells. Technically, they're all supernatural monsters, but the mechanicals are more machines given supernatural intelligence rather than some incomprehensible horror.
-
Yeah--if you go into Account Settings and the Signature tab, there's a toggle that determines whether or not you can see other users' signatures.
-
Like @Bruno Willis noted, it's best to start small-scale with charcoal pits and doublecheck them to make sure all stacks are properly full before lighting and covering, and then upscale the operation once you've got a handle on small-scale operations. What probably happened here is that you had an air pocket somewhere in the pile, in that there was a stack of wood that wasn't a full stack. If that happens, the entire pit will burn to ash instead of turn to charcoal; you can check the pit by listening for burning sounds if you walk past. If there is just smoke, that's good, but if you hear burning noise that's bad--you can try to dig up the wood and put out the fire but it may not be salvageable. One tip I have on filling charcoal pits, is to only place full stacks of wood and pile partial stacks elsewhere for other use. A full stack is 32 firewood; if you only place full stacks then you don't have to worry about air pockets nearly as much. Agreed. In the case of YouTubers, they may or may not be using mods or settings other than default to make their worlds look that way; at the very minimum, they've likely tested several worlds before picking the one with the most interesting generation for their videos. Not that standard generation is bad, mind you, but when it comes to making entertaining content for a proper audience, the on-screen results are going to be a bit skewed.
-
I think it's part of the standard strategies. The main strength of locusts is their numbers; they aren't very strong individually but can quickly overwhelm a player just by swarming. The attachment limit does not grow, to my knowledge, so you will need to check it occasionally and clean out older pictures. How often you need to do this depends on how often you post pictures, and what size those files are.
-
If it's something like an iron bloom, that the helve hammer can handle, I just throw it under the helve hammer and let the machine magically fix it. Otherwise, you can place the messed up project into the crafting grid with a chisel to break it back down into bits, which can then be re-processed back into a usable ingot. Though in the event it happens with steel, you'll want to just ditch the mess and get the finished item from the creative menu, as steel bits cannot currently be refined without a mod. For chains specifically, you will always need two ingots. One easy way to mass produce chains is to let a helve hammer pound out the plates while the wind is going strong, and then just turn those plates into chain later by punching holes in them. Always start with the interior holes and work your way outward, just in case you make a mistake. The outer pixels can be moved to fix goofs on the chain template, but the inner pixels cannot.
-
The lighting gives it that cozy feel of a Thomas Kinkade...and then you notice the shiver in the bushes.
-
Make igniting non-flammable objects not create fire
LadyWYT replied to Lollard's topic in Suggestions
Technically all chairs are functional due to the player sit key(G by default). And there's quite a few items that can be placed on blocks, so it's possible to chisel one's own tables. As for pie-making tables...I'm guessing that's probably limited for simplicity's sake, though it could change in the future. I don't really mind keeping pie-making limited to a specific table though. Perhaps said table could be made bigger by combining two tables in the crafting grid, similar to how creates a trunk from two chests. Could also add tablecloths as a decorative option, which would not only look nice, but give more uses to linen(it kinda stops being as useful after you have a windmill, gambeson, and sailboat). Tailors could make fancier tablecloths, of course. -
Make igniting non-flammable objects not create fire
LadyWYT replied to Lollard's topic in Suggestions
I opt for #3. That way the fire code doesn't have to be messed with, and the brazier becomes useful. Perhaps fuel burned in it lasts a bit longer, making it ideal for lighting or warming oneself in cold weather. -
Mods for a server are installed to a different folder than mods for singleplayer; each server will have its own file within that folder. You don't need to mess with them at all, save for going into the appropriate server folder and deleting old mods that are no longer in use, since leaving them there can cause issues. Mods for singleplayer though, you will have to manually switch on and off as needed for singleplayer worlds.
-
Welcome to the forums! Given that you've nearly filled your storage, I would vote you return home to drop off goodies and resupply, before venturing out again. As @ifoz noted, the village is primarily a trading hub, so you'll need gears to trade for the special goods you can find there. If you do have a lot of gears, I also don't recommend buying too many goodies in the village on your first trip; I won't say what the other locations are, but there's likely stuff there that you'll want to loot, so you will need inventory space to carry it. Village goods are best purchased before heading for home as well, so that you have the best chance of ensuring you can actually get the stuff home.
-
Jonas parts are used to build some useful late game tech, although how useful they are might be relative to player preference. Examples include a night vision mask, a single-use gizmo that can teleport you home, a gizmo that can teleport you to your last death point, a music player, and a contraption that zaps nearby rifts closed. While that may seem like a lot, late game tech is still very much an undeveloped portion of the game, so the actual use of Jonas parts is currently quite limited. However, given how rare they are, and the high likelihood of them being much more useful in the future, makes them valuable finds when you do run across them.