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Everything posted by LadyWYT
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Welcome to the forums! Unfortunately I don't think there's currently a way to quickly mass-produce calcined flint. However, one piece of calcined flint equals eight pieces of fire clay, so you don't need a ton of it until you start thinking about steel or mass production of pottery. What I usually do is pre-heat the firepit with peat or firewood, and then throw a bunch of coal/charcoal on there to cook the flint while I do other things around my base. By the time I'm done tinkering, the flint is ready to be ground up and turned into fire clay. An alternate method of getting fire clay, I believe, is to look under black coal/anthracite deposits--it spawns naturally there. I believe you can also buy it from some of the traders, though that does require rusty gears that you may want to save for other things.
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The only real AoE item I can think of, that's in the vanilla game, is as @Grummsh said: the scrap bomb added by 1.20. You could also try @Thorfinn's suggestion with the pit kilns, and given that foxes run away from the player it shouldn't be too hard, in theory, to herd them into the fire. If you're not opposed to using creative mode for a few minutes, I think you can also place blocks of lava or boiling water to deal with them, and then delete the blocks and go back to survival mode when you're done. Or I mean...if you have a friend, have them join your session and just get your friend to kill the foxes for you. That way the foxes die, you don't have to do it by hand, and you don't have to use some convoluted plan to accomplish it either.
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First off, welcome to the forums! They're interesting ideas, but they really don't fit with the world and lore of Vintage Story at all. While there are a few loose religious references in the story, that aspect has been left mostly up to the player's imagination and individual interpretation, and I think that's the best way to handle that. Without spoiling too much, the main "fantasy" elements the game presents are the steampunk constructs and tech, along with a mysterious plague that's referenced and the eldritch monsters that like to pop out of rifts and temporal storms. The rest is heavily rooted in real world survival techniques and technology from the late medieval period. Adding what you mentioned here would significantly shift the entire focus of the game, in my opinion, from a realistic survival game with steampunk eldritch horror elements, to another generic fantasy voxel game. Personally, that's not at all what I signed up for when I bought the game. That's not to say the ideas don't have their place though. I think these would make a great mod, or series of mods, that would be enjoyed by players looking to add that sort of experience to their gameplay. I don't think anyone's made anything quite like this, yet, though I have seen a similar themed mod or two that were fairly popular.
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I feel like they're still a bit less intent on stomping your face in than wolves are ripping your throat out, however...I still treat them like I do any other hostile wildlife in the game. Avoid when possible when not on a hunting trip. I dunno, dangerous wildlife should be dangerous, although there already is an option to set them to "neutral" instead, so that they will only attack when provoked. One thing I have noticed though, is that with the change to animals that makes them flee when attacked, it's now possible to sometimes scare away the more dangerous animals instead of having to kill them. Of course, it's not a guarantee that they won't come try to attack you if you throw rocks at them.
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As I said before, you keep any clothing items on death--that includes armor. So you really shouldn't be running into caves unarmored if you died in one, unless you ventured in unarmored to begin with(which really isn't a good idea). I do agree though, it does punish reckless play, as it should. In some cases it punishes experimental play as well, but I would argue that it depends on what kind of experimenting you're doing too. I'd also point out that experimentation also usually carries additional risks(risks of the unknown, if nothing else), which the player will need to take into account before they dive into whatever they're wanting to test. Which is why it's good to be cautious when doing risky things, and consider resetting your spawn if far from home. And while it's true that other games don't have potentially lost items as a death penalty, those games also aren't trying to do the same things Vintage Story is and the death mechanics in them typically feels ignorable. One alternate mechanic that I've seen to losing items, that operates more on "currency" if you will...the way World of Warcraft handles(or used to handle, anyway) death. If you ran back to your corpse, you could respawn at that location with a sliver of health, no penalty except lose of some equipment durability. If you died in a spot that you couldn't escape from, for whatever reason, then you could revive for free at the graveyard(with equipment durability loss)...but suffer a steep one-hour penalty to health and damage, which generally left you twiddling your thumbs until it wore off. I don't think that kind of mechanic really fits in Vintage Story, both for lore reasons, and that it doesn't really make dying any less frustrating. Sure, you keep your stuff, but you're still going to potentially need to use more time returning to your corpse(perhaps multiple times), or waiting around for a debuff to wear off before you can think about doing anything other than basic chores around your base. The best option, in my opinion, is what the game already gives us to deal with item loss on death--turn "keep inventory on death" to true, which you can do at any time in a singleplayer world. That way you keep your stuff when you die, and the hardest penalty you'll have to deal with is just backtracking to your point of death should you want to continue whatever it was you were doing.
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Wild crops do grow, but it's very slow. You're really better off harvesting them for whatever seeds you can get, and then planting those seeds in a proper farm. That sounds about right for what medium fertility soil should produce in a growing season, when it comes to the faster maturing crops. I presume that the reasoning for such a slow maturation rate on wild crops is to spur players to actually build proper farms in order to survive, instead of just hoovering up all the wild crops come fall and having a large stash of food for the winter without much effort. If you kill enough drifters... Or just getting lucky with ruin loot, or haggling with traders. Buying linen might be expensive, but if I'm not using the gears for anything else it can help add another length of sails to the early windmill.
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Not really...it's mostly just a lot of traveling until you find white rocks. You do need to look in biomes that have sedimentary rock though, not igneous. If the rock type is granite, andesite, or some other kind of hard rock you'll need to keep moving, as limestone won't spawn here. One thing I have noticed though is that limestone likes to spawn with bauxite, and both like to spawn with slate on occasion. So if you see rock layers that are orange, chocolate, and white, there's your limestone. It's probably just bad luck; Vintage Story be like that sometimes. I'm assuming that you're after limestone for leatherworking? If that's the case you don't actually need limestone itself, although it is nice to have. Borax is more efficient at tanning, and also needed later on for blacksmithing work. Chalk and marble can both be ground into lime as well, I believe, although marble is quite rare so you'll probably want to save that for building. Seashells can also be ground into lime(two per shell); despite this being a tedious method, it's still useful if you're not having luck finding a source of lime otherwise. Last but not least, if you have some spare rusty gears, you can visit a survival goods trader and potentially purchase lime, provided there is some for sale. I think commodities traders might sell it too, but I'm not 100% sure. Sometimes you can also find limestone rocks in ruins loot, but the chances of that are very slim, so you're better off with either haggling with traders or searching for one of the other options above. Also welcome to the forums!
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This is what I'm wondering as well. Given that the game starts beginning of May, June isn't a very long time, even assuming planting things on the very first day. Hovering over the plant in question should tell you what growth stage it's at currently, and trees should give you an approximation of when they will sprout/mature once sprouted. Reeds probably take a week or two; they grow fairly fast compared to other plants, but don't give any kind of indication of when they'll grow back once harvested.
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So I think I figured it out. It wasn't a mod messing anything up, as I backed up my saves and started over with a fresh install. It seems the antler/horn mechanics have changed just a bit sometime between now and 1.19's first release, probably to make them more of a trophy item than things you can get several chests full of from wiping out the local wildlife. Come springtime in game I was able to pick up a set of shed moose antlers, so I now have a nice home decoration! In regards to horns, I'm assuming it's like @Grummsh noted earlier--a much rarer drop from hunting, and I assume that probably applies to antlers as well.
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Pretty much this. You get points for creating threads and posting comments. You don't get any points from reacting to other posts, but you do get points from the reactions that other players give your posts. I don't know if having your post selected as the answer to a question gives you any points toward forum ranks, but the number of answers you've helped find will be listed on your profile. Essentially, just be a good sport and participate in the community to increase your rank.
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Disagree here. I used to know someone in the other block game who, instead of eating food to replenish stamina, would just kill his character to reset the stamina meter instead. As a result, he never had to set up any kind of food source either. I'm pretty sure this is one of the main reasons that there is both a nutrition and stamina penalty in Vintage Story; it's a much more challenging game, and resetting the stamina meter every time one dies doesn't really encourage securing good food sources. As for the health penalty...a few extra hitpoints can sometimes be the difference between life and death, especially early on when the player lacks good equipment. The main idea is to avoid death in the first place, even with the standard unlimited lives, and penalizing the nutrition bonuses on death helps prevent the player from using that as a convenient way to heal to full health. As for restoring lost nutrition--no, it's not terribly hard, but nutrition bonuses can only be earned by eating food when you're hungry, so it does take some time to fill the bars again. Especially after multiple deaths in a row. There is a game rule to keep inventory on death, which can be enabled or disabled at any time. Aside from that, potential loss of items is a very good incentive to avoid dying to begin with. I will also note that not all items are lost either; clothing and armor is retained on death, though it suffers a penalty to remaining durability. If you're going far afield, it's a good idea to make sure you're properly geared for the outing by equipping armor, packing bandages, or even bringing along a temporal gear to reset your spawn if you expect to be doing something very dangerous(use wisely!) Aside from that, you can also craft backup equipment, if you have the resources, and for a late game option you can also utilize the terminus teleporter in order to teleport to your last point of death. As I mentioned previously, this is already a feature for clothing and armor. Those stay with you through death, though they will take damage should you die. I don't think applying the same rules to all items though would discourage players from dying; if anything it would do the opposite. For those who really don't want to risk losing their stuff, "keep inventory on death" is already an option. I don't like losing my stuff either, but personally I play with the "keep inventory" rule turned off, as I've found playing with it turned on causes me to be a lot more reckless with my gameplay. I'll make a counter-offer: instead of buying stuff back from traders, have a tool/weapon upgrade utilizing Jonas tech, that allows that item to remain on your person should you die. The main drawback though is that the item will still eventually break, and there's currently no way for players to repair tools and weapons themselves(although there is a repair method in the game). Now you could add an "unbreakable" functionality with that upgrade, and simply require the player to recharge the item with a temporal gear to restore its function once all durability has been exhausted. However, I'm not really a fan of that idea, as I'm not really sure it fits with the overall theme of the game. I think it's fine as-is. Late game it's not really much of a factor, since as you noted earlier, the player has their food supply well taken care of. However, I would also argue that a lot of things that were challenging in the early game aren't much of a challenge in the late game, provided that one doesn't get complacent. And as you've noted here, the nutrition penalty isn't much of a drawback by itself, but when combined with the other factors such as stamina and item loss, it becomes a bigger setback. It can be punishing, yes, but the idea is to plan ahead and avoid situations that could lead to dealing with those consequences, if you can.
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One strategy I did forget : 1. Bring a friend 2. Run faster than said friend
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Half the ones I butcher have fat, or so it seems to me. The bushmeat is just convenient protein, or turns into rot with the hides I don't need. Plus if you can manage to kill off the wolves, you don't need to worry about them until they respawn--hence why some might go to the effort of hunting them down instead of avoiding them. True, and a decent strategy, but I'd also say it hinges on preferred playstyle and player skill. More cautious players will probably choose to avoid the deep woods, while more brazen ones might not care or even deliberately seek out dangerous wildlife. The same logic applies to early armor and shields--some prefer the added protection, while others would prefer not to spend the resources or deal with the hunger penalties. Likewise, some strategies might be "better" than others, but also be a lot riskier and require a higher level of player skill in order to use successfully. At the end of the day though, I'd say the best strategy is whichever one keeps you alive.
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That's strange...I've not had any issues using the red clay for clayforming, either in that version or the versions after.
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Gotcha. There could potentially be clipping issues, but it still sounds more like it's just an equipment factor. The crude shield will slow things down, but otherwise isn't very good at really stopping attacks(aside from rocks thrown by drifters). It'll give you a better chance to stay alive when attacked, but you'll almost certainly be injured in the process. My general approach to wolves and other hostile wildlife is to avoid them when I can, and otherwise attack them at range, one at a time, when I have to deal with them. Early in the game, the shield and improvised armor are my last resorts, and if there's more than one hostile animal the chances of survival are slim. The only other thing I can think of that may be happening here(as far as I'm aware, anyway), is that when you get hit by something, the game randomly decides which slot you take damage: head, body, or legs. If you don't have armor in the slot that it chooses, then you'll take the full damage from the attack. According to the wiki, the crude shield only has a 90% active block protection, so it's still possible for an attack or two to end up getting around the shield and hit you in one of the other slots.
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You can generate the story structures, yes, if they don't already exist in your world. I think you can also regenerate the story structures that are already there as well, as I seem to recall someone doing so with the Resonance Archive for their server. I'm not sure that you can generate other structures, or regenerate entire chunks though.
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I've been playing the current 1.20 iteration and not run into any major hiccups or glitches, barring one time I had the world crash in a certain area(which worked fine after reloading the world, no further issues). So I would say it plays fine, but of course it's always best to wait for the stable release if you're intending to play on older worlds, or otherwise intend to sink a lot of time into a new world. As for when it'll release...as @Thorfinn already said: when it's ready. Given that the current version is a release candidate, that generally means that all the major pieces are in place, and the only things left are bug fixes and minor tweaks. In the case of 1.20, there are a few minor bits that still need polishing on the new lore stuff, but most everything that is supposed to be there is there. My guess would be we might see a stable release sometime after New Year's.
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I don't know if it tells you where it spawns them, but assuming you have to run the command for each separate location...oh yeah, it's going to spoil some major plot points if you do that in 1.20. For those who don't really don't want spoilers, I would recommend either starting a fresh world to ensure the new stuff generates without commands, OR if you have a friend/family member handy(that you trust to do this) get them to run the command in your world instead. And like @Divočák mentioned, if you're willing to figure out WorldEdit, you can copy your base over to a new world and have the best of both options, as it were.
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I like them. They're adorably goofy, and which one I pick depends on the character I want to play. I don't think there's a lore reason for why the voices are portrayed by instruments, though there IS a lore reason for why there's very different melodies for certain characters, let's say. As for why instruments...I presume it's just a style choice, similar to the one made in Don't Starve. It also leaves a lot more room to use one's imagination to fill in details on the characters too. If I had to change anything though, I'd probably tune the sounds just a bit so they don't sound so...flat. But then again, I don't know that much about music, so I don't know if that accurately describes what I'm thinking of or not. Otherwise I'd just add a few more instrument options, like maybe a cello or violin.
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Anybody else finding the Temporal Storms too difficult?
LadyWYT replied to Mourning Wood's topic in Discussion
Tagging on to what @Thorfinn said, you can also enable sleeping through storms, if you don't want to disable temporal mechanics entirely. Then you can choose whether or not you want to skip the storm, or go hunting monsters for gears and Jonas parts. -
That was Thorfinn, actually I meant that the stable 1.20 release shouldn't be too far away, since "release candidate" usually means cleaning up residual bugs and very minor tweaks, nothing more. So I'd expect to see it sometime after New Year's. You are correct though, in that the full game isn't expected to be finished for several years.
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As @Echo Weaver noted, lighting your base is incredibly important, as bright light will keep most things from spawning save for what spawns during temporal storms. It's also important not to dig too far down, as the deeper you go the faster you'll lose temporal stability. I'll also note that if you have the cave-in mechanic enabled, you'll need to reinforce the ceiling to ensure it doesn't collapse. I believe it's only enabled by default in the Wilderness Survival mode, so if you're not playing that mode then you shouldn't have to worry about this unless you changed it yourself. Of course, the easiest way to go about building underground/into a mountain without monsters spawning is to simply play Homo Sapiens. This mode does disable all the lore stuff, but that also means no monsters spawning at all.
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Welcome to the forums! For pottery/brick colors, I believe it may take certain types as clay, as well as firing in a beehive kiln. Pit kilns are limited in the colors they can produce. As for patterned bricks...no clue. I've only just started scratching the surface on new building materials. I suppose it's possible a few things could be creative mode only, but I'm more inclined to suspect that perhaps not all recipes have been implemented in this build yet. The release candidate contains most all the content that it's supposed to have, but there's still a few things to be properly finished before it launches. Wish I had a better answer. I'll have to pay closer attention the next time I'm playing.
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There's already a lead system in the works with the rope, I think. I want to say you can lead a tamed elk around with a rope in the latest update, but I'm not entirely sure as that's one thing I've not yet tried. If I recall correctly though, the ropes are still a little janky, hence the current lack of leads.
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Which shield is it? It occurred to me that I forgot to mention damage tiers earlier. Wolves have tier 2 damage, which if I recall correctly, means that you'll need tier 2 armor/shield to really make their attacks trivial. Lower tier equipment is still better than nothing, but won't be nearly as effective against higher tier enemies.