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Everything posted by LadyWYT
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This is probably why many games don't bother with it, beyond something so superficial/easy to deal with that one wonders why it exists in the first place. Diseases are annoying, and distinctly not beneficial to the player, but rather a hindrance. However, I would argue that not everything needs to always be beneficial to the player, or otherwise offer a positive consequence. Disease as a mechanic is something that, if the player is playing competently, shouldn't be encountered all that often. When it happens, it's going to be something fairly mild, like a cold, or a stroke of really bad luck. Aside from that, if the player is doing things like not bandaging injuries, eating raw meat, eating a poor diet, running around in the rain without rain gear, or going for a swim in cold weather...they're probably going to start having some issues as a result of those bad habits. Mainly malaria and other insect-borne illnesses, although it could also cover parasites and bacterial infections as well. Solutions could range from making some sort of bug netting, to planting certain plants around your base to keep pests away, to creating some sort of bug repellent or otherwise trying not to linger in swamps and other places that insects like. Cooking meat thoroughly, avoiding eating too much bushmeat, and using clean water sources(if this even applies) are also possibilities. There's also venomous animals to consider, as well as poisonous animals and plants. Additionally, certain animals are likely to carry certain diseases; it doesn't need to be anything as extreme as rabies, but diseases would be a great way to make the player think more carefully about how they deal wild animals, especially smaller, seemingly harmless ones.
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I believe you need to shift + right-click on a creature in order to pet it. That being said, goats, sheep, and pigs will all continue to spook until generation 3, and cannot be soothed by petting. If they are generation 3 or higher, petting them will get them to stand still for a few moments, though I believe they will also stand still anyway when being milked. Chickens, to my knowledge, will always spook until they've bred enough generations to be considered fully tame. The radius at which they spook becomes shorter with each generation. I think at generation 10 they become fully tame, though it's been a while since I messed with chickens so that could have changed recently.
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Locusts are definitely not in the same class as drifters, any more than shivers are the same as drifters. Drifters have two different variants--shufflers and crawlers. The shufflers are the most common ones encountered, and fit into roughly the same spaces as the player. The crawlers are slower and not as adept at climbing up blocks(they have issues in the snow), but can fit through a 1x1 space. All drifters favor a basic melee attack, and can throw rocks to harry the player at range. High tier drifters have a knockback on their melee attacks. In contrast, locusts can climb on walls, fit through 1x1 spaces, and perform leap attacks. Locusts can also spawn quickly from spawners and overwhelm the player with numbers. They also tend to be restricted to specific locations rather than being found anywhere. They're also mechanical creatures, so Clockmakers will have an advantage fighting them. The premise for this is already in the game, since higher tier rotbeasts have more knockback. There's definitely room to improve on the idea though, and I daresay a status effect system will help with that. I disagree with this one. Shivers are big creatures that are built for speed, not climbing or leaping, and I think they should remain as such. I am suspicious though that a monster focused on climbing and leaping, slashing attacks is in development, though I have no way to prove it. This is already how drifters tend to operate, and I don't think they're meant to be intelligent enough to coordinate attacks like that. The "friendly fire" bit is also quite humorous to watch, in addition to being useful in certain circumstances. Overall, I think this is how drifters should remain--a basic enemy that doesn't require too much planning, but one that can still be dangerous if the player doesn't take them seriously. While turning some locusts into mobile bombs is a definite option, it's also much too similar to Minecraft's creeper. There's also the aspect too that the mechanical creatures were built as helpful machines, that have since gone rogue. It doesn't really make sense to make a tool that self-destructs, especially since such devices aren't really cheap or easy to make. This would be a prime role for the eidolon, or at least, a scaled down version of the standard eidolon. The tale "Blind Bat Rickhart" likely describes an encounter with one in an underground ruin. It's not the kind of enemy you'd encounter regularly, but it would be utterly terrifying and a rather serious encounter when one does appear. And I say scaled down, because those things are huge, and the one the player encounters in the Archive was severely weakened but still very strong. The typical eidolon, I would say, is probably about four times as tall as the player, and easily several times stronger and tougher by far.
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Honestly, I'm not entirely against a consequence like this. I think the general idea here is that that kind of dire situation is something easily avoided in the first place--ie, the player deliberately put off securing a food supply in favor of doing other tasks, expecting to just eat a bowl of soup or two and make a quick recovery. Instead, what actually happens is the player ends up dying because they severely underestimated how dangerous starvation actually is. Having fiddled around with the mechanic both in VS and other games, the general idea behind disease is that it's primarily an environmental hazard, though also useful for punishing bad choices. For example, running around in the rain won't kill you, but it's not the best idea either, especially in colder weather, and can easily lead to catching a cold. A cold generally isn't life-threatening, but it could provide enough of a debuff that the player will want to heal it quickly and otherwise avoid doing things like running around in the rain or going for a swim in winter. Ignoring treatment and continuing to make poor decisions while having a cold could easily cause the cold to morph into a more serious condition such as pneumonia. I know in Morrowind, having a disease would penalize the player's personality attribute, making it much harder to barter and socialize with NPCs, so that could also be a factor as well. It's also a good way to make certain climates like the tropics hazardous in a more unique way. Currently, the tropics and warmer climates are "easy mode" in terms of survival, since there's no cold weather to account for. Warm climates shouldn't be as difficult to survive in as colder ones, but they shouldn't exactly be walk in the park either.
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Eh, Temporal Symphony is really hit-or-miss for me at this point. The initial execution was great, but recent updates went overboard in my opinion. In fairness, the mod does have a config file, but I don't play with the mod as frequently as I once did. Keeping in mind that if you allow monsters to phase through blocks, you're likely to frustrate players who want to hide or are otherwise unprepared to face the full brunt of the storm. Hiding might not be an exciting option, but it is a safe one, and one that should be available to the player.
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There was a mod that let them climb on walls like locusts, among other things...including making the bellhead shivers function like bells. I'm not sure that the mod still works though.
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To this point. I think it's fair to note though that we're only two chapters in of a planned eight. The devs have made it fairly clear, I believe, that the time-shifting mechanic will make a return in the future, and it's likely we'll see more puzzles of this nature or perhaps the time-shift mechanic fleshed out a little more as the player character learns more about the ability. As for parkour, that kind of puzzle is really a "love it or hate it", with no real in-between. It's the kind of puzzle that makes the most sense for a time-shift mechanic though. Maybe, but part of what made the ability interesting to me, and seraphs by extension, is that...not much is known, aside from the fact that you can't die. It's a pretty wild ability, and I don't think it would have nearly the same dramatic impact if the player knew ahead of time. Especially given how the NPCs treat the player; they aren't rude, but I mean...if I'm powerful enough to bend time and do other crazy things, then it's just a little bit annoying to have NPCs be reluctant to give out certain information because the place in question is "too dangerous and you might get hurt" or otherwise treat me like a common traveler. That kind of power should realistically provoke a shocked reaction(as it does with Tobias). Honestly, I don't think this is needed. The "seats" aren't actually seats, as much as they are just a clever use of game assets to get the player to stand securely on the lift. It could change in the future if entities like the elevator ever have collision. Or just change the text to say "stand" instead of sit for cases like this, if it's actually an issue. Generally people don't sit when using an elevator.
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Absolutely horrifying...until I squint a little at the one in the middle and realize it kinda looks like Cookie Monster. Albeit Cookie Monster having an existential crisis...
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server Trying to start a multiplayer server, where do I start?
LadyWYT replied to P0ST4L DUD3's topic in Questions
Oh, I'll also mention that if you intend to go the modded route, you might want to test the modlist in singleplayer first in order to make sure everything is playing nicely. That's not to say issues don't slip past testing, but you don't want to launch the server and have players start playing, only to figure out that certain mods are incompatible with each other or otherwise having issues. -
A lot of it should be common knowledge, however, that doesn't necessarily mean that the player will be aware of it. I think as a general rule, instructions for installing/uninstalling tend to only be included if there are special steps the player needs to be aware of in order to avoid breaking things, especially if the mod can't be uninstalled mid-playthrough. It's not a bad idea to include instructions though, even if it's as simple as "click the appropriate checkbox in the modlist to enable/disable". Work-in-progress labels are generally reserved for mods that are available on the download but otherwise very clearly not finished. Once the mod is considered stable and has achieved the general initial vision, the WIP label is typically removed and the mod may or may not receive new content later as the author sees fit. Adding new content, fixing bugs, adding translating, or otherwise ensuring that the mod works on a newer game version are all reasons that a mod might be updated. This part is entirely optional. The only time that it's not is if the mod requires other mods as dependencies. It depends on who you're trying to contact. Many, but not all, hang out on the Discord. The direct message feature on the forums is also an option, but not everyone checks the forums either. Leaving a comment on the mod page is another way. In many cases the mod page will list the mod author's preferred method of contact. If you used AI-generated assets, or otherwise used AI to assist with the mod's development(more than just a superficial use, that is), it's probably a good idea to put a polite disclaimer in the mod's description. Of course, it's not necessary to do so, but it is a courtesy to those who want to avoid such content. Overall, writing a good mod description is basically just making sure that the player has access to all the pertinent information about the mod, so they can make an informed choice on whether or not they want to use it. Including relevant screenshots alongside a general summary is a good way to explain basic functions and show the player how things look in the game.
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server Trying to start a multiplayer server, where do I start?
LadyWYT replied to P0ST4L DUD3's topic in Questions
I think the best place to start is figure out what kind of roleplaying server you want to run. Is it PvE, or PvP? What is the setting and associated lore, and expectations that go with that lore? Is it intended to be a casual roleplaying experience, or a serious one? Does the roleplaying require voice chat? Are there specific roleplaying events intended to take place, or is more of a free-for-all? Answering these questions will not only help you determine how to set up the server and decide which mods you'll need to enhance the experience, but will also inform prospective players about what experience they can expect. Some players might prefer a high fantasy setting, while others might prefer real world survival, while still others might prefer the vanilla game's lore. Some players are okay with voice chat, and some are not; likewise, many servers like to use Discord as a notice board, but not every player is willing to use Discord. As far as casual versus serious roleplaying experience, I would note it's quite important to make your expectations clear up front, and be diligent about enforcing rules to support the intended experience. A casual RP server is great for players who just want to hang out and have fun messing around, however, casual RP tends not to support complex or long-lived story arcs, and tends to be a turn-off for players preferring a more serious experience. Likewise, a serious RP server will often have more complex stories/lore and higher quality RP, but it comes at the cost of stricter rules in order to ensure such quality. It's not that casual RPers and serious RPers can never mix, but more that each player type tends to have very different goals, and trying to cater to both usually ends up frustrating for all involved. It's also a good idea to list the general operating time/location of the server, since that can make a difference regarding player schedules and connections. The Multiplayer section of the forums sees many server advertisements. I assume the VS Discord has a channel for server advertisement as well, though I'm not sure. Players are somewhat unpredictable and you can't really force anyone to play on the server. That being said, making your expectations clear up front and curating an enjoyable experience will tend to not only attract players, but get them to stay as well. Server events can also help keep players active, though the base server experience must be decent for these to really do any good. -
https://mods.vintagestory.at/coffeeandtea In any case, welcome to the forums and game! I'm guessing this is probably how herbalism and status effects will work, or at least, work in part once added to the game. Regarding starvation, locking the player out of part of their health pool seems a likely way to handle it, but starvation mechanics are one of those things that's difficult to balance. Too little pressure, and the player ends up ignoring food supply entirely. Too harsh of consequences, and the player can wind up soft-locking themselves in that world since they either ignored food supply or otherwise were unable to secure enough food for whatever reason(generally newer players in this case).
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Welcome to the forums! Except shivers are big creatures and will not fit into spaces smaller than two blocks wide. And like @ifoz already said, allowing monsters to break down doors simply prompts players to place blocks that the monsters can't break, and allowing monsters to break blocks really puts the damper on the player's creative freedom. The other thing to keep in mind too is that allowing monsters to break blocks/doors removes a safety option from the player, more likely making the monsters annoying rather than scary. Hmmm...are you sure about that? Because they're faster than drifters, can step up two-block heights, have more health, and enjoy employing hit-and-run tactics. The low tier shivers aren't particularly scary but the corrupt and nightmare level shivers are probably the most dangerous "regular" enemies in the game. If we're talking from a lore/in-world realism standpoint, there's also evidence that the high tier shivers are capable of ripping limbs off a target. I doubt the devs will actually let them do that in gameplay, but you never know. There could be a nasty status effect inflicted that is very similar to that kind of scenario, once status effects are introduced. Really, I think this is probably what most players want. Stuff to at least make their base look like a realistic fortress, and not so much "tower defense" mechanics that force them into certain specific designs or exploiting certain mechanics because the monsters are annoying. These are my general thoughts as well, though I would also note that status effects are very likely to change how many players approach the game entirely. Combat becomes a lot more serious if enemies can break bones, inflict deep wounds, or otherwise inject poison or infect the player with disease.
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As long as it's optional. Part of the fun of generating a new world, in my opinion, is figuring out what the game handed you to work with, so seeing a preview pop up automatically when you open the "Customize Settings" tab would be a bit of a let-down.
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A really good point. If it were really "that easy" to rewrite the entire animation system, or even make tweaks to one animation...there's nothing stopping someone from modding it into the game. The same logic applies to many other suggestions as well. The reality is that what qualifies as an "easy task" is relative depending on the individual in question. So is the importance of proposed changes. Edit: Incidentally, many of the mods on the mod database are custom player models and new creatures, many of which require new animations. So I don't think the current software is really a problem when it comes to modeling and animating.
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Welcome to the forums! Is it actually a copy of the item, or is it a ghost item? There is, or was, a known issue with ghost items sometimes getting created during the crafting process. Ghost items will disappear as soon as you try to place them, or upon relogging to the world. I will also note that if you're using mods, the issue could easily be caused by one of them as well.
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Some animations are a little goofy, to be sure, but I've generally chalked it up to many of them being placeholders and not the actual final product. It's not that animations aren't important, but they tend to be something that's polished later once more critical parts of the game are finished.
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https://www.vintagestory.at/roadmap.html/ Yes. Not only that, but I think the system was supposed to be added in 1.22, but got shelved in favor of, well, shelves. Which I don't think is a bad thing, since it's likely going to shake up gameplay significantly, so more development time is better. Depends on the injuries. I think some should potentially follow after death, in some form at least, so that the player isn't just using death as a cheap "reset" to avoid dealing with a more serious injury like a broken bone, or perhaps something that was quite avoidable, like starvation. However, most could probably be wiped clean on death, with "resurrection sickness" getting applied instead as a significant temporary debuff that can't easily be treated with medicine. That way, the player still has a chance to recover from whatever killed them, but is otherwise discouraged from treating death as a cheap way to avoid dealing with things they otherwise don't want to deal with. Of course, I'd like to say that most players would rather try to treat the injuries, and thus have the bragging rights of having survived such a harrowing ordeal. However...players are players, and many prefer to opt for whatever the most convenient option is, even if it's not the most logical or realistic one.
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I don't think it needs to be stunned--the fight is already fast enough as it is, and the boss can't move. If it were a different boss fight, or the boss itself had more lethal attacks, then sure. The "weak points" feature could easily be applied to other enemies, though I'm not sure that it should apply to every creature. Just the ones that are both large and tough, or certain wildlife to make hunting a little more "realistic". Another aspect to consider is status effects. They aren't in the game yet, but once added they can shift fight dynamics significantly. Attacks don't necessarily need to do direct damage in this case; they could break bones or inflict other nasty injuries and conditions that debuff the player.
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The sailboat is mostly useless on default world settings, since the default generation doesn't really have much for large bodies of water. I'm assuming that's partly because aquatic content is still being worked on, so until there's more stuff to do on the water it doesn't necessarily make sense to have a lot of it everywhere. It could also be that the devs want to experiment more with landform/continent generation before upping the water percentage on default settings. In any case, I've found that setting landcover to be 70-80% is a nice balance. Most of your travels will still be based on land, but there will be enough large lakes and oceans to find that the sailboat actually becomes useful. Part of this is lore reasons that have yet to be explained, if they ever are. However, I think it's also due to the fact that creature AI is still being refined, creatures are still being added, and at the end of the day it's still a videogame. Things aren't going to be 100% realistic, and there still needs to be some kind of immediate natural danger present in order to challenge the player, especially in Homo Sapiens mode where monsters don't exist. The wolves and other aggressive wildlife also serve a very important function--they teach the player that the world is dangerous, and to plan accordingly. It's not unusual for players to come to Vintage Story expecting the same general experience that Minecraft offers, but Vintage Story is very much not that kind of game, and it's better to teach that lesson sooner rather than later. I'd like to see this too, and perhaps it will be a feature in the coming armor rework. Though I think it's also the kind of feature that likely pairs well with some sort of penalty for overheating. Armor is quite insulating, and thus good at keeping the wearer warm, so it should be valuable for staying warm in colder environments. However, hot environments should prove to be more challenging when it comes to armor, since heavy armor might be protective but is a hazard in itself since it tends to lock heat in. As for the colder environments, I think the hunger and movement penalties are enough to discourage the player from wearing their armor all the time.
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The main things I would do are put iron bars over the alcoves instead of invisible walls, since that serves the same purpose(stops the player from getting flung there and cheesing the fight) but makes more logical sense. I'd also tone down how far the boss's slam ability can fling the player, since I mean...while it is a cool ability, it's not particularly realistic. It makes more sense to just let the slam stagger the player, if it does anything at all, and otherwise let the falling rocks serve as a hazard. As for the fight being impressive? I don't think it really needs to be, honestly. It's the first major fight that the player will encounter, at least so far, so it I think it's fine to let the fight be pretty straightforward as an introduction to what to expect the rest of the game. It should still be tough, since the game is still uncompromising survival, and the story elements should have some pretty high levels of danger when appropriate. One other possibility I'll throw out--add some kind of special tuning spear to the boss arena. It's a weapon that's clearly on the fritz, and can only be used once. However, when used on the boss it will deal a large chunk of damage. The player can then choose to use it early in the fight, save it for the killing blow later when the locusts begin to swarm, or perhaps even forgo using it entirely in favor of keeping it as a trophy item. There's also the option of making the boss's "eye" a weak point, and letting the player do more damage if they hit that specific location compared to other areas of the boss. I used these tactics in an adventure I've been DMing, and it was quite useful, especially since I leaned more heavily into realism with the idea that bladed weapons aren't going to do much to a giant metal monster.
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I'm guessing some of the confusion might be because when the traders got updated, many of the beds got switched from the ones usable by the player to the decorative beds that look nice but can't be slept in. I assume this change was made partially for aesthetics and partially to stop players from taking advantage of a free safe spot to sleep. However, not all beds were changed, so occasionally an outpost will have a bed that can be slept in. I think it's generally the treasure hunters that have beds like this, possibly because one of the treasure hunter outposts was the first to be implemented as part of the trader rework. That being said, I could be wrong too.
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I want to say that it had something to do with Maple Story, but I'm not entirely sure. I'm not that familiar with Maple Story either, but it strikes me as more of a cozy MMO rather than one focused on combat. Regarding boss fights though, I wouldn't say it's unusual at all for adventure games to have them. I also wouldn't say that it's entirely unusual for most boss fights, no matter the game, to be somewhat dodgy in their design...especially depending on who you ask. Designing a fight isn't that hard, but designing a fight that will be both a proper challenge for the game as well as a satisfying fight for most players to experience, that's quite another matter.
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Welcome to the game and forums! Make sure you search the area around the marked location; map markers only indicate the approximate location of the structure rather than the exact location. The structure itself should still be somewhere near the marker though--I think within a 25-50 block radius at most? If you've found the structure but there's no one inside, then it sounds like you've encountered a bug. It's not often that it happens, but occasionally a trader outpost will spawn without the trader inside. I'm not sure what causes this, but I do believe it's a known issue.
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Game crashes on multiplayer server launch.
LadyWYT replied to EvilVoid's topic in Using Mods Troubleshooting
Welcome to the game and forums! Hmmm. Are you sure you haven't updated your game or messed with the modlist recently? When was it last working? In any case, the reason I ask, is that you seem to be running 1.22.4, but have the original Combat Overhaul instead of the fork. I'm not saying that's the cause of the problem here, however, Combat Overhaul--the original version--was never updated for 1.22. While older mods sometimes work on newer game versions, 1.22 introduced changes that broke a lot of older mods, so it's important to make sure that the mods you're using are either updated appropriately for 1.22 or verified to still be working correctly. As for the crashlog itself... There seems to be some issue with the Wanderer's Sketchbook mod and potentially Attribute Rendering Library. Wanderer's Sketchbook .zip is labeled as arthursjournal, which I don't see in your modlist. Perhaps I'm simply glossing over it, or perhaps it's crashing as soon as it tries to load the mod. In any case, I would make sure that you have the mod installed correctly, and have updated both the library mod and the sketchbook mod to the most recent version appropriate for the game version you're playing.