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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Ah yeah, that's the one. Which is why wolf howls and the like still remain spooky; you hear a noise, and you know that there's a real creature out there making it. It's not just ambience that you can ignore.
  2. It's horrifying...I love it! The shading is especially nice. In regards to what they canonically look like, I don't think there's much in terms of in-game lore that describes them, aside from a bit of flavor text on an item or two, and the drifter models themselves. However, there is a short story that gives a few more clues about them, and I don't say that just because it comes with pictures either. The artwork for it was actually updated prior to 1.20's launch, and the old art looked similar to what you've drawn here. The main details that differ are the rusty bits of metal that seem to compose the "skeletons" of these things, and their complete lack of faces(they're described as having empty holes where the faces should be). Definitely a good story, and well worth the read. https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/
  3. I'm not sure that you can spawn them...if you can, I don't know how. But for snipping a rift from an image and pasting it into a different picture, you could probably just take several different screenshots of rifts in general(preferably without much detail in the background). Select whichever one looks the best, cut it from the image, paste into the new image and then blend/fade the edges of your cutout so it looks a bit more natural. However...what I would recommend doing instead, since you indicated you were drawing the image--stylize the rift instead of trying to copy the design exactly. One of the advantages to drawing is that you get to "cheat" by adjusting details as you see fit. Maybe it's a literal tear in the air, or a simple zany-looking doorway, instead of the rust-colored swirlies that we see in-game. Or maybe it looks like something else. The key is to fit it to the style you're drawing in, and use a design that looks like it could believably be spawning horrors from another dimension.
  4. I mean, we have chickens. There's another something that technically qualifies, as long as you aren't talking actual animal. Otherwise, I'm guessing that birds will be similar to insects, in that they'll require development of a new creature system to account for flight patterns and such. In regards to flightless birds though(or birds with limited flight, like chickens), those could probably be added whenever, though until they are, Fauna of the Stone Age has you covered with a few different options. I think there was another mod that added small game birds, but I forgot the name of it.
  5. Under the first tab of options when creating a new world, you just need to adjust the Starting Climate to something either warmer or colder, depending on which you wish. Icy will net you the tundra proper, while Cool will give you a taiga instead--similar to temperate forest, but a little more difficult to survive in. For the tropics, you'll want Hot, but for some seasonal variation without the snow you might opt for a Warm start instead. Edit: also, welcome to the forums!
  6. What a cute idea! Surprised it's not a mod already, come to think of it.
  7. We already have a giant triped that appears during temporal storms--his name is Dave. Interesting idea, but I think that niche is already covered better by the bells. They're very noisy and can't hurt the player directly, but summon monsters for as long as they're able to sound the alarm. I'm not sure that they hunt the player, but according to the wiki they're attracted to bright light, so if the player happens to be carrying a lantern they're likely to attract bells. Otherwise, I think the main issue with the suggested sirenhead behavior is that if they ignore the player unless provoked, the player will probably just ignore the sirenhead entirely because it's not a threat(doesn't buff enemies enough, and otherwise assuming it drops nothing of interest). Now if the sirenhead has decent health and attack, and gives out a decent buff...I think it's probably just going to prove a massive pain in the rear and not going to be particularly fun to deal with. In comparison, bells have a lot of health and are annoying with the noisy monster-summoning, but they're also manageable because they're slow(you can run away from them if need be, but they can't run from you) and don't attack you(it'll take several hits to kill them, but if you focus them you can kill them before they summon too many things). What I would probably do instead, is shorten the name to "siren" and create a semi-rare aquatic enemy instead, based of the old tales of sirens and mermaids. Or maybe it's a play on words, and an aquatic counterpart to the bell, imposing the "drunk" effect on the player while it makes noise. Instead of an attack, it could grapple the player instead and try to drag them far underwater. To release yourself, smack it until it lets you go(or until it dies). While it may not be doing damage, you're still living on borrowed time, as you won't live very long without oxygen.
  8. I would also say it's a great idea for a goofy challenge mod, but not a great idea for the base game in terms of either difficulty or realism. The better approach would probably be to just hide the poison information for mushrooms/other poisonous wild food until the player decides to be brave enough to sample it. That being said, it's still likely to end up more frustrating than fun, I think, even if it is somewhat fair. As for the system we already have...sure, it's easy to tell what's good to eat and what's not just by reading the tooltip or handbook entry. However, that also requires the player to do the critical task of taking a moment to actually read that information rather than just hork down whatever bit of food they foraged. And given what I've seen from working with the general public...there are several people who just don't stop to read. Plus some players place entirely too much trust in their friends and eat offered stew without question...only to figure out said stew had a secret ingredient. I've done that to my friend before, though I did make sure the stew wasn't going to kill his character. TL;DR: The system we have currently is fine, and will still catch unobservant players off-guard.
  9. The main advantages to travel by elk is the extra inventory slots and the energy saved by not having to run. It's also nice being able to step up to two-block heights automatically. It is a bit jank though, and smoothing out slope traversal and tightening the turn radius a bit(at the very least, tighten it up for walk speed) would improve the experience. As for the difficulty navigating thick forests and very rough terrain, I think those are fine realistic drawbacks to travel by elk. It's usually fairly easy to find a way around the terrain, though the ambitious rider can bring a pair of shears to hack their way through the undergrowth. Overall, travel by elk is still a bit faster than travel on foot, but if you opt for foot travel you'll be able to cut a much straighter line between points(at the cost of needing more food).
  10. Chickens OP I guess, better nerf.
  11. Also worth noting that you cannot, under any circumstances, tamper with story locations! Well, except for the odd bug or two, anyway, or the rare instance you need to interact with something in the location, such as a door, unowned storage containers, or obvious macguffins. Generally, all that means is that you can't break blocks or place them, like you can in the other block game. It'll be fairly obvious what stuff you can interact with otherwise. The main reasons that it's noteworthy, is that it means that you can leave most of your tools(pickaxe, shovel, ladders, etc) behind to save inventory space, as you won't be needing them. You'll also want to make sure that you cut your pies before you enter the location(assuming you're relying on pies for food), as you won't be able to place the pies down to cut them inside the location itself.
  12. Pretty sure it's this as well. Mountaintops are very cold, and I've seen a polar bear or two chilling around on a glacier or especially tall mountain. It's rare, but it does happen.
  13. Yeah, I'd say that looks better, plus it's a bit more unique than just recycling pre-existing weaknesses.
  14. This is true, though I'd argue those models are still too small to be that noticeable. Nice for ambience, and bug collecting, but when it comes to figuring out the source of a negative effect it's going to be difficult to do if the source is that small. Damage happening for seemingly no reason will quickly frustrate a player. Now I suppose a player could check the damage log to figure it out, but I still suspect it's one of those ideas that's neat in theory, but would be more annoying than fun in practice.
  15. Or let it be fairly strong in that particular niche, but add a bit more drawback to compensate for it. Though instead of just boosting the values of the negative traits you already gave the class, what about something like this: Inexperienced: (-10% movement speed in armor; armor wears out 25% faster) So they end up struggling a bit more in combat, and the lower armor life means that they'll end up using some of that extra ore for repairs. For singleplayer, I'd say the class ends up being a challenge class and not that popular. For multiplayer it would probably be more popular, as then the Spelunker can simply focus on their strengths and leave the fighting to someone else.
  16. LadyWYT

    Paths

    No dirt path that I'm aware of, but you can use a saw on planks to get wooden paths. It may be a different aesthetic than your standard road, but it will mean you don't need to dig up a bunch of dirt.
  17. LadyWYT

    Faries?

    They are indeed Primitive Survival's wisps, most likely. As for what they do...nothing, to my knowledge, aside from provide some interesting ambience and possibly a good spook or two.
  18. If I'm recalling correctly, Tyron mentioned in an interview that the devs watch the modding community fairly close to see what's happening. Ideas that are well-made and fit the game vision, as well as have enough traction, are more likely to be added to the game in some form or another(if the modder isn't hired by Anego Studios themselves), however it's also not a guarantee. I'd also argue that "good suggestion" is somewhat relative, depending on one's gameplay preferences. What may be a good idea to one might be horrible to another. And sometimes an idea wouldn't be great for the base game, but would make a great mod. I suppose I would cite Primitive Survival as a prime example of that. There are several things in that mod that would be a good fit for the base game(like the smoker and the pelts/hunting trophies), however, there are also things in it that I don't think fit the base game that well (such as the knothole lootboxes, relics, and monsters). Anyway, enough of that, on to the original post! This could actually be pretty entertaining, especially if you're playing with a friend that doesn't know the difference between a hornet's nest and a beehive. Also a good fit, though I'd be curious how a venom mechanic would work. Maybe it just results in a weakness/fatigue debuff for a short time, with more serious bites draining significant chunks of health. If/when an alchemy mechanic is added, that could offer some counterplay to getting bitten, but at the very least it would be an interesting, albeit a bit easy to avoid, hazard early on. Interesting debuff idea, I like it. An alchemy system for crafting medicines/potions would offer counterplay here again. However, I think the stronger idea you mentioned later with: Thorns are a bit easier to identify and avoid, I think, plus thorny plants remain a danger year-round. That's not to say that poison ivy isn't dangerous year-round either, but it tends to be more of a problem when it's all leafed out. Big cats in general, really. Fauna of the Stone Age does a really good job of adding them--they're quite fast and will actively stalk the player, so outrunning or otherwise ignoring them aren't really options if you end up with one nearby. I think the insect "models" are really too small to be adding them as a proper hazard. Better to leave them as ambience/utility(bees and termites), and let snakes fill in the venom gap. We kinda already have the ambience version with the midge swarms. Otherwise, I think it has the same problem as the previous idea--insect models are probably too small for the source of the negative effect to be readily apparent. Eh...maybe a hazard for your chickens, but I dunno about posing a real threat to the player. Not that bobcats can't be fierce, but they're also rather small, more in line with the threat that foxes pose in the game. Much like foxes, I'd expect them to prey on smaller animals and generally try to avoid the player instead of attack. Could be food for you too, if you're desperate enough. I dunno about adding a pest mechanic to ruin food stores though. It could be an interesting challenge, but it could also prove to be a massive pain in the rear too. The latter seems more likely. Wildlife in general typically tries to avoid humans in the place, however, I think there's a lore reason for why predators are so aggressive--moreso than the player simply not being human. I'm not sure that the exact reason has been given, but I would assume it probably has something to do with the temporal anomalies and monsters setting creatures more on edge, to the point they actively attack what they perceive as a threat. But I mean, the general reason is "videogame rules", and probably just that kind of behavior code not yet being developed. Gotta be some early-game challenge, and bears and wolves are a staple hazard. I think it's just a drawback of playing with mods, really. They're a great way to customize a game to one's liking, or extend the life of a game in general, but they don't always work and they aren't always optimized as well as they should be.
  19. Could just be that the devs are focusing on making all the functionality first so that there's a solid foundation to finish fleshing out other stuff later. Hence why we don't have horses, cougars, or sandwiches in the base game at the moment, assuming they get added later. Regarding wheat...we already have that, in the form of spelt.
  20. Hmmm, I like this; it's well thought out. The only tweak I would suggest is boosting mining speed a bit(they should be better than Blackguards at that), as well as swap the melee penalty for some kind of ranged penalty. Miners are very strong and spend a lot of time underground, so I'd expect them to be able to hold their own well enough in a brawl, but have trouble when it comes to wide open spaces and ranged combat.
  21. I tend to pick them off at range with spears, when possible. I try not to engage them in melee unless I have a shield and a copper falx, bare minimum. Swords work better than spears when it comes to melee, at least in my opinion, as it's a little easier to land hits while dancing around them. Spears have a longer range, that is true, but seem to get a little clunky when it comes to attacking things that are very close.
  22. I like the idea, but I feel that the idea of "big skeletal robot" is already covered by the eidolon. The chase mechanic is a cool concept, though I think it would be in the same vein as the parkour challenge from a certain area; most players love it or hate it. Overall, I think the entire package would work a lot better as story-driven mod based around a necromancer cult, or something of that sort, rather than an addition to the base game.
  23. On the ladder aspect, I will also note that it's a really good idea to carry a few rope ladders on you at all times. Not only do they make it a lot easier to scale rough terrain, since they can be placed/picked up easily, but they can also end up saving your life should you fall in a hole that you can't otherwise climb out of(though you could simply switch gamemodes and fly out of the hole).
  24. Heh heh heh...play through the main story and you'll find them. Or I mean...explore far enough in the right direction, and you'll find them as well. But your best bet is starting off with the Resonance Archive--you can acquire a map to the place by doing a small favor for a treasure hunter trader. The story unfolds from there. Of course, you could, in theory, find other locations without going to the Archive first, but it's rather unlikely, and some things won't make as much sense either if you're not really familiar with what's in the Archive.
  25. Hmmm, could be. I figured it was just a cosmetic difference in model for variation, but maybe the model differences aren't purely cosmetic.
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