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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. That did actually make me giggle a bit. @Thorfinn gets it though--the player shouldn't be comfortable until they've made adequate progress appropriate for their settings in order to achieve that comfort. And once the player has put in the time and effort to achieve comfort via progress(like building machinery for easier metalworking or steel for better equipment) then they shouldn't just have all that stripped away from them just because they played the game for X amount of time. In regards to nightmare monsters spawning in the first temporal storms...that's much different than the natural weather changing drastically after X amount of time "just because". The player knows up front what they are getting into with temporal storms, for the most part, and has adequate advance warning and time to figure out a way to deal with it, whether it be fighting through the storm or hunkering down until it's over. Likewise, the first storms are fairly weak compared to later storms, and the weaker storms tend not to spawn as many high tier monsters. In other words, temporal storms are a big challenge early on, but they don't wipe player progress and the player is able to develop better equipment to handle the storms. What's been proposed here is much different, in that the proposal is arbitrary natural disasters that don't give the player advance warning, aren't countered by the player making progress, and actively wipe out the player's progress in many cases.
  2. Not really, it feels well-balanced as is. While that might make bronze a little stronger in the short term, think about what that does to long term balance. Tier 2 equipment like bronze is the minimum recommended level for completing chapter one, however, tier 3 equipment is the general recommended level for chapter 2, I do believe. As the story progresses, I only expect equipment requirements to become more stringent, with the last chapters requiring steel or possibly something even better(Jonas tech?) to complete them. Aside from the story content, strong temporal storms require better equipment in order to survive and hunt the special monster spawns. I will also note that the player isn't meant to remain in the bronze age, and bronze armor itself is already outclassed in the tier 2 category by gambeson. All that a change like this really accomplishes is punishing the player for making progress by making them weaker in the late game. Honestly, I think the likely issue here is just...becoming more experienced at the game. When one first starts out in Vintage Story, the world is a scary place and it's very tough to survive. The early game armor feels like a massive safety blanket, and the first sets of copper and bronze tools/weapons/armor feel amazing. Naturally, bronze gets outclasses by iron and steel, but new players will struggle a while to get there and thus be using bronze for a while. However, as a player becomes more experienced with the game, they become less reliant on early game armors, since they've acquired enough skill to not need such in order to survive. Likewise, as the player becomes more skilled, they're able to make progress much faster and thus able to skip most of copper and bronze and go straight for iron thanks to their skills. That doesn't make bronze or copper gear any less useful overall, but how useful such gear is to the player depends heavily on the player's preferred playstyle: fast progress, or slow and steady. I'll do a rare double quote on the same bit here--I think a better route for extending the amount of time a player potentially spends in the earlier portions of the game...is simply to give them more options of things to do early in the game, rather than smack late game equipment with the nerf bat in order to make early gear appear stronger. I'm talking add gameplay loops like herbalism, or weaving, or woodworking, or fishing, or even flesh out some of the gameplay we already have further(watermills to go with windmills, more complex creature behavior to make hunting more interesting, etc). The idea isn't to force the player to complete extra steps to get to iron, but rather to provide multiple ways for the player to get distracted and thus spend longer at lower tech levels than they might otherwise.
  3. Would you actually need this, or could you get away with adding something like a butter churn instead, and thus have a device that's got multiple uses? Honey would work, but this is also a prime opportunity to add sugar cane as a tropical crop.
  4. I went and looked it up...believe it or not, ice cream(or a similar frozen dessert) would actually be a feasible addition. It didn't really become a thing in Europe until the 1700-1800s, but it seems to have existed during the Middle Ages in places such as China. So there's certainly some wiggle room for adding it. Though I would say that if it was added to the game, it should be a food that the player has to eat immediately--no storing it, or it melts!
  5. What I like to do is put my clay oven a block above the ground, and then either store a pile of firewood underneath it, or build a cooking fire underneath. Not only is a convenient use of space, but it also looks rather nice and somewhat realistic. From there, I add a table proper for pie forming, shelves for crocks and things, and then chisel counters and other furniture to round out the decor.
  6. Um...that's the reward for making progress in the game though. Everything should get easier overall as the player acquires better equipment and tech. If the player isn't actually able to be more effective at tasks or have a safer base with better tech, then they really aren't making any more progress than a hamster running on a wheel. Absolutely not. Weather conditions should remain consistent for a region so that players can play appropriately for the weather in their region. If the weather is changing drastically from year to year, that's just going to punish the player and strip them of the ability to plan for the future. An ice storm would probably be fine as an occasional hazard for certain regions, but probably shouldn't have this severe of effects. The player still needs to be able to handle the conditions, after all. It's also not a good idea to go damaging structures or tools like that unless the player has clear ways to prevent such damage, especially in the cases of intricate chiselwork or machinery like windmills that actively can't be put under protective cover. I'm also not sure how code for such things would work when taking such things into account. Again, no, for similar reasons as above. Getting progress wiped by something the player really didn't have a way to prevent isn't fun, unless they are actively wanting to play with that severe of punishment. I don't think that's most players, so it works as an optional modded challenge, but not so much for the base game. Best as mod, since this doesn't really fit a medieval-type setting. These already exist in the game in dry regions, are not limited to summer, and will reduce visibility. I will also note that dust storms themselves don't cause fires. I believe this is called a desert. Again, it's not fun for the player to have progress wiped due to something they couldn't prevent. Hail storms already exist in the game, and already damage the player if the hailstones are large enough. I would agree that hail ought to damage crops--that's both realistic, and hailstorms are rare enough to keep it from being too punishing of mechanic. However, hail shouldn't be damaging structures, as that is both a lot harder to code/more expensive to fix, and strips players of the option of using greenhouses to protect crops. We already have this somewhat, in the form of temporal storms. And given the mixed feelings regarding those, I don't see this being a popular addition at all. Likewise, there's absolutely no way for the player to plan for this kind of event, so it's just arbitrary punishment. Same as above--it strips players of the ability to plan appropriately for their climate and acts as arbitrary punishment. Keeping in mind that the setting is the late Middle Ages, so a lot of this tech will be limited. Likewise, I don't think "build a reinforced nuclear bunker, or else!" is really the vibe that the game is going for. I mean, sure, but if the weather events are completely random, there's not really a way to make plans to handle them. As I said before, regional weather should be consistent, so the player can actually make appropriate--ie, players who settle in tropical regions shouldn't be needing to prep their bases for blizzards and such. Okay, and that's fine, but most of these ideas still work better as modded challenges since most of them have rather niche appeal. That way players who want that kind of challenge can have it, without changing the base game for the majority. It's not really fair to change the default game experience for everyone to suit an individual's specific gameplay preferences.
  7. Try rebooting your pc and see if that helps. If everything runs smoothly after a reboot, it's very possible you've run into a memory leak somewhere, which can easily tank performance even on beefier hardware.
  8. If you have the block information overlay enabled, I think it should give you the temperature if you are looking at the hot spring. However... The "smart" method is to let the local wildlife test it. A hot spring will kill a rabbit almost instantly--larger creatures may or may not take longer to die. There is a special death message for them though, in that the game will list the corpse as partially dissolved. Of course, if you are playing multiplayer and don't have any local wildlife handy, you could always dare your friend to go for a swim. Or push them in, if you're feeling particularly mean Just make sure you have a bandage handy/way to otherwise get them fished out and back on their feet after the test!
  9. Prior to 1.19, it was different, in that ProspectTogether would actually log prospecting results to the player map, which was a utility that didn't yet exist in the base game. The player would have to log their prospecting data manually if not using a mod. After 1.19 though, the logging utility was added to the base game, and essentially used the same system that ProspectTogether did, but in the form of a heatmap of colored dots instead of a grid heatmap. The green dots indicate good places to dig, yellow are okay spots, orange isn't great, and red of course is bad. So density search is still a hot/cold game, in that the player is looking for green/yellow dots to dig, and from there the hot/cold game continues via node search to pinpoint the exact locations of existing ore. The only real functionality that ProspectTogether offers over the base game is the ability to share prospecting data between players--only useful in cooperative multiplayer. Of course, all of the above also hinges upon the player picking a difficulty that actually supports the full prospecting mechanic; ie, the player needs access to both the map and the node search functions. By default, harder difficulties like Wilderness Survival and Homo Sapiens don't have the map or node search enabled, so it's not possible to log prospecting data or pinpoint the exact location of ore veins--it's pure educated guesswork, for the most part. In multiplayer, node search is turned off by default. In all three of these cases though, it's not necessary to use a mod to "fix" the prospecting mechanic; all the player has to do is turn on the map and enable the propick's node search. Obviously for multiplayer, one needs to be a server owner in order to change anything, but in singleplayer instances those gamerules can be changed at any time via a couple of console commands and a world reload. In the instance of Wilderness Survival/Homo Sapiens...those are intended to be very tough and unforgiving, which is the experience that the player signed up for by picking one of those difficulties. It can, of course, be altered by changing the game rules if certain bits prove too difficult, but otherwise the answer isn't to make those particular game modes easier. I like this idea. I've kinda experimented a bit with it in the game too, although it's been a while, via the Geologic Additions mod...I think it was, anyway. In any case, one of the things the mod added was pyrite ore, which was quite easy to find since it was fairly common and spawned near the surface. Bog iron was also a thing, and also easily found since it spawned on the surface in bodies of water. The drawback to both sources though was that they were low quality; pyrite occurred in big deposits, but it took a lot more pyrite ore to get the same amount of iron as one would get from typical ore. Bog iron was more comparable to typical iron ore in terms of output, but there were only a few blocks in a deposit, so it was necessarily to find several many deposits of bog iron to get any kind of useful quantity. Is it actually easier like that? Yes and no. It was less dangerous to go after ore like pyrite and bog iron, but overall took a lot more work to get the same results as a standard iron mine.
  10. Only allowed if your name is Goldilocks.
  11. This is me too. I use the vanilla system as well, and haven't had issues. As I said before, the only time I use a mod that alters prospecting is when playing multiplayer, as it's handy to have the shared prospecting data that ProspectTogether offers. I will also note that is all that mod does--allow players to share their prospecting data with each other. It doesn't change how the system itself works.
  12. Possibly, though all the ones I've seen have been too hot to sit in. I'm fairly certain that the hot springs in Vintage Story are supposed to be like Yellowstone's--very hot and highly acidic, not the kind you want to sit and relax in. That being said, having some that were safe to sit in would be awesome, and make hot springs a more interesting find.
  13. Honestly, given what the tour guides at Yellowstone said...yeah, that's actually pretty accurate for a hot spring. It's not just uncomfortably hot water--it's actively boiling, complete with being acidic in some cases. It's one big reason why tourists are warned multiple times about not venturing off paths, keeping pets leashed, and not to chase pets should they get loose near a hot spring. The ground might support a small animal, but not something the size of a human, and if a creature(be it animal or human) falls into one of the springs chances are they will be cooked before anyone can fish them out. That being said though, I also agree with @Echo Weaver--instant death is more damage than I recall hot springs dealing. What difficulty are you playing on? If it's a higher difficulty, that could be why. It also seems like there was some sort of gameplay reason that the damage might have been increased from what it was, but I can't recall for sure. In any case, I do think that the player should have at least a few seconds grace to react and save themselves, should they jump/fall in. In any case, welcome to the forums, and may your further adventures in the game be a bit smoother! The pools do have particles in them to suggest that they're boiling, I'm pretty sure, and if you have the block information overlay turned on I'm pretty sure it will tell you the temperature of the water as well.
  14. While this is true, heavily modded clients can easily be slow to load, even on an SSD. I have Vintage Story installed on an SSD, but heavily modded worlds will still load rather slowly. To be fair though, "slow" in such cases generally equates to a minute or two. Usually I'll just scroll through the news feed on my phone while waiting, or doodle on one of my nearby doodlepads.
  15. Pretty much. I'm not saying that's the issue here, but it's worth checking. Now if you ever need creepy ambience in a place, it's also a handy thing to know about.
  16. "Chasing the meta" is essentially just playing whichever way is regarded as "best" at the time. That doesn't mean that the meta is actually the best strategy for one to pursue, though it doesn't mean that the meta is the worst strategy either. To try to use an example from Vintage Story, the meta for handling drifters might be to either stand on a dirt pillar and chuck spears, or to run around naked kiting them and chuck spears. Adding a fast monster like the shiver and a ranged monster like the bowtorn breaks that meta, since shivers are a lot harder to kite and bowtorn are highly effective against exposed stationary targets(like players on pillars).
  17. I would say allow baskets to be crafted from bark or freshly cut sticks instead; that way it's just a variant on the baskets we have already, but otherwise offers easy inventory for cool climates. Arctic starts will likely still need to rely on arctic supply caches though. But definitely keep the kelp baskets, that's brilliant! Did not know that was a thing It'd be very useful for water worlds, I'd wager.
  18. Are you in a boat or on a raft when this happens? Sailboats can be a bit finicky sometimes regarding boarding/disembarking. Otherwise, if you mean that you swim/sail out into a body of water and have trouble finding the opposite shoreline...it's probably just a really big lake, or even an ocean, especially if you changed world generation to give you a world with more water. To my knowledge, you have to actively choose to open your own game to LAN via the pause menu; it's not access that can be requested by other players. If you're getting death messages about getting killed by another player in singleplayer, that sounds like a bug. In which case, what were you doing at the time of death? My best guess there is that you somehow managed to damage yourself, and the game treated it as damage from another player, hence the weird death message. In this case, it sounds like your graphics settings are set higher than what your computer's hardware can handle, or that you've installed more mods than your hardware can handle. It could be a bug--checking the logs should show whether or not there's anything goofy going on--but settings and mods are generally the first suspects.
  19. Now you make me want to go start another Cool world. I quite enjoyed the last couple I played due to the extra challenges they present. I will note that cattails aren't completely absent from this climate zone, but they are a lot more rare. You can stumble across them in the occasional warmer chunk though. In the event you can't find any, you can collect enough flax for a linen sack or two, which will help the early game inventory issues. It really depends on how far north you settled. Oak still spawns in the Cool zone, but tends to be a bit more rare. I think flax is similar, in that it does spawn but is harder to find. If you have access to an Agriculture Trader, you can purchase oak and flax seeds, as well as other seeds that are difficult to acquire in a cool climate. Cracked vessels and ruins loot can also provide seeds. However, that assumes the player is playing with lore content enabled; if playing Homo Sapiens, then a trip south may be necessary. Cool climates can have polar bears, though they will be at higher altitudes. I believe it's also easier to find elk in cooler climates as well. As for larch trees, these will still spawn in temperate and warmer climates, though it will be on top of mountains where it's cold enough for them to spawn. As for the daylight hours being long enough to prevent most, if not all, monster spawns...yeah, that's a feature unique to the cool climate zone as well as the arctic. While a nice feature, the drawback, of course, is that winter nights will be much longer too. I think instead of buffing the fat drop, perhaps add in fatty creatures like seals for players to hunt. That not only increases biodiversity, but gives the player a good source of meat and plenty of fat to use for sealing crocks, cooking, staying warm, etc. As for flora, some crops and other plants specific to cold regions would be great, and help give players more reason to travel north. The tropical regions already have such things, like pineapples, purpleheart, and ebony, so there's no reason that colder regions couldn't have some unique berry bushes or cultivated crops. That would also give players more cold-tolerant crop options aside from just rye and turnips.
  20. Welcome to the forums! By "nothing" do you mean like what's shown in the picture? Just a stone spear? No, that's not normal at all. Some treasures are better than others, but even the worst ones I've gotten had at least a couple of decent items contained within. If you aren't using mods, I'd say it's a bug.
  21. Players need to learn how to fight, yes, and there are certain instances that fights are unavoidable. However, I believe @Teh Pizza Lady's point wasn't that players should avoid combat all together, but rather pick their battles carefully. Sometimes fights just aren't worth the cost, and nights with a lot of monster activity are a prime example of that. The player can easily remain active outside, of course, but they'll end up spending a lot of hitpoints, equipment durability, and time just dealing with the monsters instead of actually work, than if they had just opted to get work done indoors for a while or exchanged five seconds of sleeping to bring back daylight. Yeah, I'd have to partially disagree here as well. The monsters do fit the game's vision, as they all follow the same general theme of eldritch horror beasts or mechanicals gone mad. In the case of bowtorn and shivers, they follow the pattern of the eldritch horror beasts since that is the template for "all terrain monsters", essentially, with mechanicals being limited to the underground. Prior to their addition in 1.20, one of the common complaints was that monsters were too easy and didn't have enough variety. Shivers and bowtorn added some much needed variety, as well as additional challenges when it came to how players approached combat. Of course, there were several complaints about those monsters after they were added to the game, however, complaints also subsided quickly as players figured out how to deal with the new monsters, or modded them out if they really didn't want them. There's been a complaint thread or two since, usually from new players or players that took a break for a long time, and haven't yet figured out how to handle some of the new mechanics yet. I think this is the better way to put it. Increasing challenges or otherwise fixing "cheese" is in line with developing a specific vision for the game. I will note that not all "cheese mechanics" get fixed either; it's mainly the ones that are too easily executed or otherwise trivialize content(such as standing on a dirt pillar to render oneself essentially immune to attack). Of course, when a change does make things more difficult than intended(such as falls interrupting the new healing mechanic and making the first boss too hard), then the devs will make changes as needed to make the general difficulty match their vision.
  22. Possibly, but given the recent addition of ceramic tiles and colored pottery, I'm thinking it was removed in favor of potentially adding more interesting ceramic building materials later.
  23. Welcome to the forums! Have you tried sitting on the raft before attempting to remove the oar?
  24. Unfortunately I'm not aware of any, and I can't really find anything obvious with a quick search of the database. Most mods that deal with clay seem to be focused on more pottery options, brick options, or otherwise altering pottery making/clay deposit generation in general.
  25. 87 C is too low to bake anything, I'm pretty sure. You should heat the oven to a higher temperature and try again. Keep in mind that it does take a few moments to fully bake something, so just be patient. Now if you're heating the oven quite hot and it's still not baking at all, even if left in the oven for quite a while, then I would suspect mod interference, or a bug. If using mods, check your modlist and try testing on a vanilla world to see if the issue persists without mods. If the issue still exists in vanilla, you've likely found a bug and should report it on the Github bug tracker. If removing mods fixes the issue, then you can add your mods back one by one, testing as you go to figure out which is the culprit.
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