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Everything posted by LadyWYT
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A cookie for you, since what you listed is quite different than what usually turns up regarding the topic. If you've not tried it already, I highly recommend Temporal Symphony. That mod changes the text warnings into immersive visuals and sounds, which makes the storms much spookier in my opinion. The cues aren't easy to miss, but you do need to pay attention as there will be no text warning to check in the message box. https://mods.vintagestory.at/temporalsymphony You might give this mod a try then, though a quick look at the comments section will illustrate why this isn't a good change for the vanilla game: https://mods.vintagestory.at/show/mod/35820 Hiding isn't a very exciting option, however, it's the one that offers the best safety, and the player needs a safe option to choose if they so wish. The cost for that safety though is being limited to indoor tasks as one waits out the storm--one doesn't get something for nothing, after all. No. Some players have sensory issues and get ill from such effects, and currently struggle with the storms as a result so this definitely isn't a good change in that regard. I myself don't have those issues, however, I'm not keen on cranking up the visual glitching to the point I start getting headaches either. Like you already said, this one is too punishing, especially with how much effort livestock takes. I will note that it is possible to lose livestock from stray bowtorn shots or drifter rocks, but it's rare. It's mostly an issue with male animals, as they will pick a fight with whatever hit them. This is already a feature that renders the text unreadable for some players. Given how important communication is when playing multiplayer anyway, I don't think it's a good idea to cut off the communication in a scenario where it's quite critical. I'll also note that it's an effect that would be easily circumvented by just using Discord or a similar third-party program, and it's not really ideal for players to feel like they have to use a third-party program to communicate effectively in the game. Just quoting this part again for clarity, but personally I think the storms are mostly fine as they are and shouldn't be made easier or harder. They're there to serve as an unnatural disaster that the player needs to plan around, which makes for some interesting worldbuilding that helps Vintage Story stand out as something other than just another survival game. Obviously, it's also not a mechanic that everyone enjoys, hence the reason to turn off the storms or otherwise sleep through them. One change that I am in favor of though is making the storm cues more immersive, like what Temporal Symphony does. I will also note that Temporal Symphony also seems to be the most popular mod when it comes to temporal storms, no contest. A few other changes williams_482 noted here would also be good: Basically: 1. Give the player some better methods to track the storms, like increased rift activity when a storm is approaching or a craftable device to tell the time remaining until the next storm. Such a change would make it easier for the player to plan around the storms, especially if they haven't played that particular world in a while. 2. Limit monster spawns to a certain radius from the player. That makes the hiding option better, since players can more reliably avoid monsters by staying indoors, while also smoothing out storm combat by preventing the player from getting jumped by monsters should they choose to go out and fight(that is, they'll at least have a brief window to notice the approaching monsters). 3. Scale monster strength to the storm's strength. Light storms could be limited to tier 0-2 monsters, medium storms to tier 1-3, and heavy storms tier 3+. Special monsters like the double-headed drifter can spawn in any storm. Such a change would make the early storms more manageable for players who wish to fight, while making late game storms more lucrative since the stronger monsters have more consistent drops. One other change I'm in favor of, courtesy of @Bruno Willis and @MKMoose, is allowing scrap metal and a few rusty gears to be collected prior to/immediately after a temporal storm. It repurposes existing assets, while giving some useful loot options to more cautious players, without the loot being too useful. To help give more purpose to the scrap metal than just dye, bombs, and scrap weapons, I think scrap armor should also be added. Perhaps such equipment could give tier 2 protections, but at a low durability, making it useful but not so much that it will outperform bronze.
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If you're struggling on the default rate, you might consider turning it down to a value you find more enjoyable. You can do so with the command /worldconfig playerHungerSpeed 1.0, where 1.0 is the default value. Make sure that you reload the world for the change to take effect. Otherwise, I'd recommend hunting rabbits, pigs, or whatever other wildlife presents itself. As long as you're not a Blackguard, you should be able to dispatch a rabbit with a single flint spear, though you do need to have a good aim. Fish aren't terrible if you find a pond full of them, but otherwise you're likely going to burn more energy catching and cooking them(they will give more satiety when cooked) than you'll get from eating them(at least without proper fishing mechanics). Redmeat is much better, though even bushmeat is a better option compared to fish.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Keeping the quotes brief to cut down on the novel writing here, but my general take on this is that not all cheese is bad. It depends heavily on developer intention versus what players actually do. The dirt pillar tactic is one cheese strategy that is still in the game, but I wouldn't really call it a "problem" due to the fact that it's somewhat risky due to the ranged enemies, requires the player to have some decent aim, and is only applicable in specific scenarios. Likewise, it's also a strategy that would be very difficult to patch out of the game due to how the game itself works regarding block placement. Blocking tunnels underground I view in a similar line; it's a strategy that has limited effectiveness, and can't really be patched out either. And before someone says "Oh, just make the monsters dig through blocks!", no, that's not really a very good option, and not just because it robs players of the ability to hide if they wish. The main problem is that chiseled blocks would need to be accounted for, and no one wants their chiselwork destroyed. However, if chiseled blocks(or other specific blocks) are excluded then all the player has to do is chisel everything or otherwise use a block that the monsters can't dig through. Therefore the "problem" never actually gets fixed. I think the key to balance here is to make sure that there are enough options the average player likes so that they're more likely to use those options instead of cheap tactics. In the event they decide they want to use cheap tactics, that's also okay too--in this case, the main concern is making sure the "cheese" isn't so effective that every player will automatically resort to those tactics. To cite the dirt pillar strategy again as an example: it works well for newer players or those who struggle with combat, but since it's not really that fun I don't get the impression that most players use it. I actually disagree here, to an extent. It's not uncommon for new player complaints to surface on the forums about one thing or another, and while sometimes they do have good points it's also not unusual for the complaint to be rooted in lack of awareness of certain gameplay features. I also suspect that many modern titles are balanced in such a way that the player is never really pushing their skill limits--everything thrown at them they can easily excel at regardless of what stage of the game that they're in. That's not really a bad thing, per say, but it's also very much not how Vintage Story is balanced. The game will quite happily throw the player into situations they can't quite manage until later in the game--temporal storms are a prime example. Love that Sid Meier quote. While I generally agree with it, I will note that there are limits to how much the devs can/should do when it comes to protecting players from themselves. As the saying goes "you can lead a horse to water, but you can't make it drink". From a design standpoint, you can give the player several options for how to approach the game, but you can't stop them from playing the meta every single time. I'm not saying there isn't room for improvement in the game, but I do think that many complaints are self-inflicted. Just throwing a note in here, but I don't think having only a few basic choices is necessarily bad. The key to that kind of design, in my opinion, is increasing the interactions between those choices. Minecraft's combat, ironically, feels like a good example of that, at least in my recent experience(which is limited to the update prior to the happy ghasts). There's not a lot of options up front, but there are some interactions between the choices that make them more interesting. The mace converts fall damage to extra damage, if you manage to hit the target, but what happens if you're shot with an arrow of slow-falling in the process and lose your momentum on the way down? In any case, that is one reason I'm partial to your shove suggestion. It's a very small thing, but has a lot of potential interaction with the stuff we already have available. Though I do think there are some enemies that should be immune to such knockback--mainly shivers, since in reality they're almost twice the size of the player. I think the complaints are aimed mainly at the bears, since they don't have any loud noises to announce their presence until they're in the process of attacking. Wolves are easier to notice since they frequently howl, so the player doesn't need to spot them in order to avoid them. The complaint about wolves, I think, tends to be rooted from newer players getting shocked that a "low level enemy" can kill them so fast. In my opinion, the pigs aren't nearly aggressive enough. Wild pigs are dangerous, and while they do try to avoid people they also have no qualms about trying to kill you if they decide you're too much of a threat. In the game though, they aren't aggressive unless there are piglets nearby, or the player has attacked one of them. They won't even run away if you approach them, unless they're critically injured, which makes them an easy meal most of the time. -
When You Don't Have a Spear... I was returning from a coal mining trip one sunny winter afternoon, when I noticed a magnificent buck bounding through the nearby forest. He had a very nice pair of antlers and of course the meat would be a welcome addition to the pantry as well. Not that the pantry is bare or anything, but Blackguard instincts are very strong when it comes to food. There was one problem though, and that was the distinct lack of spears. I had not yet acquired a bow and arrows, and since I was on a mining expedition I brought along only my trusty sword in addition to my pickaxe. The sole ranged option I did have...rocks. It only took a few tries to annoy the buck to the point of assault, at which time I simply employed my blade and had a nice rack of venison to take home for dinner.
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do i need to disable my own mods when joining a multiplayer server?
LadyWYT replied to mintagestory's topic in Questions
Welcome to the forums! In addition to what @Diff already said, I will note that having a mod enabled for both singleplayer and multiplayer can sometimes cause goofy behavior, though typically this is a rare occurrence. The time or two that it's happened to me it either crashed, or there were oddities with some of the textures. In those cases though, disabling the mod in my personal modlist or otherwise making sure that everything was the same version as the server's fixed the issue. Not really, aside from stripping everything out of the mod folder and sticking it somewhere else temporarily. -
Not really, although some spots will have more of these trees than others. In my experience, the Medi. cypress tends to be more of a decorative tree that only occasionally appears.
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In case of future occurrences, you might consider wearing a temporal gear amulet or Forlorn Hope talisman. Either one will emit a faint teal glow, which should be just enough to get you back to safety.
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The warm climate zone has the Mediterranean cypress that you're talking about, but the biomes you'll get will vary. If you want a world that overall feels more Mediterranean, you might consider using this mod: https://mods.vintagestory.at/floralzonesmediterraneanregion There's also this mod too, though it focuses on plants with a more global distribution than regional: https://mods.vintagestory.at/floralzonescosmopolitanregion
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Possibly, but taking an extra hit to kill a monster can make a pretty big difference, especially if you're getting swarmed. It's also possible that hardening a weapon too much might mean that it can potentially shatter in combat, regardless of the durability remaining. However, that seems a bit complex to add. I think the main hurdle in terms of rebalancing the damage is that if flint spears have lower damage than current then everything at the stone tier feels underwhelming. However, if all the metal spears have their current damage nerfed then they don't really feel like too much of an upgrade. The pike would be my pick for the "different polearm" solution to the above dilemma though. I rolled the pike and lance into the same weapon since they're somewhat similar and it's a bit simpler(in theory) to account for one weapon instead of two different ones when it comes to code and game assets. I do agree that it would be an odd fit, but skewering enemies from horseback(elkback?) would be pretty fun in a temporal storm, as well as just staying out of drifter reach while mounted in general. As for fighting with a pike on foot, the extra poke range could be rather interesting, but the minimum range would be a necessity for balancing. Otherwise players are likely to rely too heavily on pikes. Eh, I would argue that a weapon with a larger hitbox should still be very effective against single targets, with the drawback being that the player needs to have enough space to effectively maneuver the weapon. That is, the player shouldn't be able to just haul a greatsword into the narrow passages of the Resonance Archive and expect to slaughter everything in their path--that's a job for the falx! Provided the player has enough space to use the big weapon effectively, they should definitely have the advantage when it comes to controlling an area and dealing with multiple opponents. The other drawback to consider here though, is friendly fire--these aren't weapons that you can use while playing with your friends in multiplayer, unless everyone is really watching their positioning. -
Elk Suddenly Incompatible With Immersive First Person?
LadyWYT replied to -Glue-'s topic in Discussion
I'm sure it'll get more love in the future, but I'd wager that most of the fine-tuning for it will happen after the player animations receive more polish. The ones we have now aren't exactly bad, but it is fairly obvious that they're placeholders and not a finished work. It might also be polish that occurs after a proper third person camera is added to the game, if third person perspective is intended to actually be playable. Animations that work for third person don't necessarily work for first person, and given how the IFP is set up currently I would expect it to be using the same animations as a third person camera. The jankiness is probably why a lot of players don't use it. That, as well as possibly just being unaware it exists as an option. Best I can really say here is note the issues you run into while playing with IFP enabled and make sure to report them on the bug tracker, if they haven't been reported already. -
Welcome to the forums(and the game)! Exploration is something that's going to be a risky business regardless of skill level, as there's always the potential for something to go wrong. Making sure that you're appropriately equipped for what you're doing and paying attention to your surroundings are the biggest keys to staying alive when away from base. For equipment, make sure that you are adequately armed and armored, with some healing supplies to patch yourself up should you run into trouble. Also make sure that you have adequate food for your travels, or at least, the means of acquiring and cooking more food should you run out. For new players though, the biggest way to counter this fear is to just turn on the "keep inventory" rule. You can change the rule either at world creation, or by running the command /worldconfig deathPunishment keep after world creation(reload the world for the change to take effect). It doesn't lower your chances of dying, but it does make death much less frightening when it happens since you won't need to worry about losing your stuff(clothing and armor will never drop on death, regardless of the rule setting). Once you get more confidence and skill, you can easily switch that game rule from "keep" to "drop". For bears specifically, armor can help, but you'll need tier 2 armor or better before they really stop being a threat. The more effective way to counter them is to simply pause every now and then and carefully examine your surroundings for danger. It's much easier and safer to avoid them if you can. As for outrunning them...it can be done easily enough but your chances of success depend heavily on your own navigation skills and what kind of bear is chasing you. Polar bears and brown bears are faster than the rest, but bears(and enemies in general) don't navigate rough terrain that well. It's also very possible to dig a deep hole and trap them, but if you go this route make sure the hole is at least three blocks or more deep, with no other way for the bear to climb out(they can climb ladders). Hiding in trader wagons is a good choice, and they tend not to care if you use their bed either. You can also get away with sleeping in the open, but it is risky and I really don't recommend that for the average player. The general strategy is to just dig a hole and seal yourself in and then wait until day, if you don't want to run around in the dark. When it comes to temporal storms, it's best to save your extended travels until after they have passed. They follow a predictable schedule--by default, a temporal storm will occur every 10-20 days--so as long as you're keeping an eye on the calendar you can plan around them. If you do happen to get caught in one, it's best to either dig a hole and seal yourself in, or hide in a trader wagon and wait for the storm to pass. If for whatever reason neither of those are options, then it's best to just keep moving and avoid the monsters as best as you can(though it will be a harrowing experience). If you have keep inventory turned on, there's nothing that you'll have to worry about. The worst that you'll have to deal with is lost nutrition, as that is halved upon death, but that's also quite easily recovered with a couple of good meals. Just a side note on monsters, but if you're really struggling with combat, you might consider setting creature aggression to "neutral" so that things will only attack you if you attack them first, or even "passive" so they don't attack at all. This does make the game easier, but you can always turn the aggression back up once you feel ready. I'll also note that you might also consider adjusting your health pool and damage outputs(for you and other creatures) as needed in the world settings.
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Welcome to the forums(and the game)! During the warmer seasons you'd need a travois. I'd expect it to function like the sled in terms of cargo, but move slower and lack the ability to transport players or creatures.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Or just add iron/steel lances as a weapon separate from spears, and let it be a thing you either use like a proper lance while mounted(by the time you get iron/steel you can easily get a mount, outside of Homo Sapiens), or more like a pike on foot. That is, it's not a weapon that you either stab or throw, like the basic spear. I think that would give both weapons a good niche without either one overshadowing the other. -
Welcome to the forums(and the game)! My first question is, how big was the room? Torches aren't terribly bright, so if the room was anything bigger than a cubbyhole it would be very easy for the rooster to run into a dark corner and eventually despawn. That being said, I'm also not sure that torches are bright enough to stop animals from despawning in general; a lantern would be much better, or some kind of skylight. Like I said above, animals need enough bright light in order to avoid despawning. They will still despawn in a space that qualifies as a room if it's too dark. The only reason you need a space to qualify as a room is if you yourself want to be able to warm up there without needing a fire. There already is feedback, provided that you have information overlays turned on that is. The information overlay that appears at the top of the screen when you mouse over the animal will inform you whether or not it's light deprived and at risk of despawning. However, I will note that the warning might not appear right away. Unless I'm mistaken, animals need to spend a few moments in the darkness before the warning will appear, as I'm pretty sure that I have chased plenty of animals into caves while hunting and not seen the warning.
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I had no idea that lunar events are in the game!
LadyWYT replied to ShootEmUpDown's topic in Videos, Art or Screenshots
In fairness, I think they are even rarer now than they were before, thanks to some tweaks to the lunar cycles. Previously, they would happen roughly a couple times per year in the spring and the fall, and did not take the moon's phase into account. Now the eclipses should only be happening with a new moon that is close enough to cover the sun completely(partial coverage is possible but produces no visible effects). -
Elk Suddenly Incompatible With Immersive First Person?
LadyWYT replied to -Glue-'s topic in Discussion
Probably the same way that most bugs slip through testing into the main release. Sometimes, there are certain things you just don't think to try when you're attempting to check code function. You might be. It's not something I use as I find the current animations jarring with it turned on, as well as the fact that IFP makes it harder to build(held blocks are in the way). I can't recall having ever seen anyone else mention using it either, so I do find it likely that it's a very niche thing at this time. -
Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Speaking of smithing, it looks like we're going to be getting some proper tempering mechanics next update. While I don't expect to get new weapons, I think it'll make the weapons we currently have more interesting since the player can have some control over specific properties. A sword with more durability will last longer before it breaks, but make require an extra hit or two to kill an opponent since the softer metal can't hit as hard. A sword with a harder temper might do more damage and thus be more efficient at killing enemies, but that damage boost comes at the cost of the weapon having a lower durability. -
Elk Suddenly Incompatible With Immersive First Person?
LadyWYT replied to -Glue-'s topic in Discussion
That's got to be a bug. If I'm recalling correctly, the player's riding animation recently got some tweaks to adjust the seat, so I'm guessing that IFP probably wasn't appropriately accounted for when making those adjustments. -
To my knowledge it's just a factor of temperature. Areas that are warm enough will have it, while colder areas won't. Temperature is a little finicky in that it does vary from block to block, though not enough that it will be inconsistent for the chunk as a whole. It's how you can have some crop tiles get damaged by the cold but have adjacent tiles of the same crop type be unaffected, I think. As for exact calculations, that I don't know.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
The way I look at it is that it's perfectly fine to share an opinion without being willing to discuss it or otherwise have a change of mind. However, sharing said opinion on a public forum makes it fair game for discussion. Where it starts to really be a problem, is when said opinion is getting relentlessly shoved at other posters without any sort of counter-argument or willingness to discuss why it may/may not be a good idea. Pretty much. I would say even some of the worst takes can be taken seriously, as long as the poster making them is open to polite(or at least, relatively civil) discussion with everyone else. Even in the event that no agreement is reached, there's at least a decent list of pros and cons about the different ideas. Just my two cents here, but in my experience it's not unusual for combat suggestions to tip the game into "combat simulator" territory, as Valheim and other games explicitly focused on combat often get cited as examples of what VS combat should be. Not all combat suggestions are like that, mind you, but many do seem to come from players who seem to want primarily combat and don't really care about the other things the game has to offer. My general opinion on VS combat is that I would rather see small changes implemented first, like a status effect system and herbalism(poisons) as well as some hitbox/animation tuning, and see how those changes affect the overall balance before resorting to more drastic measures like reworking the entire system from the ground up. The simpler "point and click" system we have now also makes it very easy to jump right into the game and start playing decently well, regardless of whether the player is brand new or a veteran that just hasn't played in a while. However, there's also enough nuance that the player can still tailor their equipment to better fit their given situation; that is, plate armor is good for base defense, but not for adventuring. Gambeson is great for adventuring, but not so good for venturing deep underground. Spears do the most damage at range but bows can shoot farther and are more efficient on inventory space. It's not quite the other block game's kind of simple where the player just dons diamond/netherite, picks a weapon, and then calls it a day. -
Ah, I see. Unfortunately that's not the impression I got from reading your initial post. But that clarification makes a lot more sense, and with a closer examination makes sense to add to the game as well.
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Poor/Very Poor deposits aren't the ideal places to dig, but if those are all you have to work with it doesn't hurt to try either. The density search will only list what likely spawned there, not what actually did. As for percentage readout, I tend to ignore that unless I'm trying to find an exact dig spot. For tin specifically, it's a fairly common ore that occurs in small deposits, so the percentage reading is often rather low. Since it's a common ore, it's usually somewhat easy to find, even at poor readings.
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I value my time as well, but I also value my inventory space. The last thing I want is my inventory getting crammed full of some resource the game arbitrarily decided was so important that it just picked it up for me. Loose items are one thing, but I'd rather be the one making the decision on what I pick up or otherwise interact with in the world, as I am the one that's playing the game. Pretty much. I would also say that streamlining gameplay is one reason that the other block game gets reamed as hard as it does sometimes. Still a great game, in my opinion, but there's practically no meat to it outside of building/redstone, as the game will almost play itself for you. As others have already said, you don't need wind power, and how much flint it takes depends entirely on how much fire clay you need. Eight flint will make a stack of fire clay; all you have to do is calcinate the flint in a firepit, grind it into powder, and then mix the powder with red/blue clay. If you're near a bauxite biome, you can try looking for fire clay deposits, as they will spawn naturally here sometimes. You can also try searching under seams of black coal or anthracite, though there is no guarantee of finding a deposit here. Cracked vessels will sometimes contain a bit of fire clay as well. As for traders...I'm not sure if some of them sell it or not, but it probably doesn't hurt to check with your friendly local building traders or others that you think might carry it. As for the reasoning behind the changes, my assumption is that the change was made to make the early game a bit more meaningful. Prior to the change it was very easy to jump straight to the endgame stuff and skip most of the early tech; now the player actually needs to invest in a copper anvil and chisel(usually, but not always) if they want to get early access to the bread oven and glass.
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You shouldn't need to crouch to place the dough--it should be as simple as right-clicking on the table with the dough. Otherwise, I don't see reports of this issue in the mods' comments, however, do keep in mind that both mods are still in development for 1.21 and do not yet have stable releases, and therefore likely to have issues. If you are using other mods in addition to these ones, it could also be interference from a different mod, and not the fault of one of these two.
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Odd. There should have been an email with the key. Did you check your spam box to make sure it didn't end up there somehow? Otherwise, I have no idea.