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Everything posted by LadyWYT
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Welcome to the forums and the game! https://wiki.vintagestory.at/Sling You should be able to use a piece of rope and a small pelt, piece of leather, or piece of linen to craft one.
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Could always use a little creative magic to fix that. It's what I did on my world the other day.
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Welcome to the forums! In addition to what @C_Man already said, make sure that you have all the dependencies for the mods you're trying to run. It looks like Medieval Expansion is having issues due to a missing dependency, or perhaps a mismatch between mod version(s) and game version.
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First off, welcome to the forums! Bigger farms, my friend. It's a very good idea to have a field or two set aside for grain crops specifically, and keep the other for vegetables. And those are farms that only need to be made once, no real maintenance after save for removing the weeds before planting. Finding the seeds to plant said farms with should be fairly easy as well, since wild grain crops have had their spawn numbers boosted, so they can be found in bigger clumps now. To my knowledge, the bigger sails build much bigger windmills. Perhaps I'm misunderstanding the statement here, but if the 25% power increase is just the comparison between one set of sails, keep in mind that the smaller windmills can only have five sets of sails attached at a time. The larger ones, I believe, have a lot more. As for the turbulence factor, I think that's meant to stop the Frankenmill designs. As @Teh Pizza Lady already noted, the strong point of waterwheels is that they're an effective source of constant power. Wind is stronger overall, but the wind doesn't blow all the time whereas the water keeps flowing. Seems a bit much to me, but of course, 1.22 is still being worked on, so there may or may not be changes like this before stable launch.
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Maybe if the player had to shut down the windmill in order to work on the machinery?
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The psychedelic ones are something else. Best part is that they don't necessary poison the player, so it's possible to slip them into a stew and potentially send your friends on a trip, assuming they only check for damage and don't actually read the ingredients or otherwise are unfamiliar with the ingredients. At least, I'm assuming that the psychedelic effect remains after the shrooms are cooked; I haven't tested to be certain.
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You're likely thinking of Expanded Foods. I dunno about damaging the sails. I wouldn't be entirely opposed to it for weaker windmills, however, the sturdier windmills should be able to operate just fine in strong winds, especially since players are more inclined to use windmills on windier days due to the power output. Of course, I'd be surprised if a change like that didn't cause a stir in the playerbase...I mean, look at what's happened with 1.22 potentially creating friction fires if the machinery is under too much stress. As for the brake, it already has a reason to exist. If the player is wanting to power everything via one smaller windmill, they'll need to build toggle switches into the design in order to turn machines on/off as needed. Or maybe I'm just thinking of the wrong part here.
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Oh, I don't know about that. Can't exactly make "stew surprise" for your friends if you don't have the mushrooms required for it.
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I doubt it. Vintage Story is rather grounded in realistic natural processes, with a little eldritch horror in the background for flavor. Having some kind of "magic" system would just be jarring with the tone of the game. Alchemy was on the roadmap at one point, but was later renamed to herbalism, which is another reason I don't really expect anything too fanciful. What I do expect to see is more whimsical steampunk gadgets in the form of Jonas tech. That is, stuff that's obviously not entirely realistic, but more grounded in naturalistic process and "science".
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translocator Шаткий транслокатор не работает
LadyWYT replied to Mikhail Kuznetsov's topic in Questions
Welcome to the forums! Posting underneath a spoiler tag to avoid spoiling the story for those who haven't reached that point: Добро пожаловать на форум! Публикую сообщение под тегом «спойлер», чтобы не испортить сюжет тем, кто ещё не дошёл до этого момента: Apologies for any translation errors--I used Google to translate. Приношу извинения за возможные ошибки перевода — я использовал Google Переводчик. -
In the event of a cave-in, you'd want something capable of sawing through support beams; the little drills might be good for digging but won't do much to thick wooden beams. Outside of that, it's probably handy to have a sawblade locust or two to cut new support beams as needed once the materials arrive at the mine.
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I've often thought this myself. It'd make searching for specific ores much easier.
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I think it depends on world generation, really. I've seen forests that had plenty of sticks, and forests that did not, across several versions. Eh...I dunno, stick crafting in Vintage Story just doesn't quite feel right, to me anyway. Stick crafting is more of a hallmark of the other block game, and sticks in general don't really feel like a resource that should be craftable. Certainly not with a axe--I would say if craftable they ought to at least require a saw. I also suspect that the lack of stick crafting is meant to gently push the player to acquire and use shears, and build a beehive kiln for pottery firing rather than rely on pit kilns throughout the game. Not that pit kilns are bad, but they get rather expensive to run for mass-firing pottery due to the stick demand, in addition to taking up more space.
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I wouldn't be surprised if they were. It's a little harder to place proper structures than it is to place wagons.
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I would say more like the rumble of an approaching vehicle on a dirt road, but yeah.
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I'd rather see something like Temporal Symphony. Fade out current music, introduce a brief rusty hue to everything, and shake the camera around with machine-like rumbling for a few seconds. Much more immersive than chat messages, though I think the chat messages should still available as an additional option.
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I dunno...get a few big reflector plates and attach them to some sort of Jonas beacon, and then the player has a floodlight they can use to light up areas. Expensive to build, requires temporal gears to power, but perhaps it covers several chunks of territory at once. Same. More gemstones in general, really, but there ought to be something to do with them first aside from just collecting and trading. Socketing them into weapons, armor, and jewelry would be nice. I think having some kind of metal leaf option for chiseling, instead of needing solid blocks, would be a great use, and likely encourage more players to use metal textures in their designs. As it is, one block of metal, I think, requires 5 plates to craft, which is going to be 10 ingots per block. Certainly a statement when using expensive blocks, but it does discourages players from using even the cheaper metals.
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Possibly, though I would argue that if the player is really struggling to survive in the early-mid game, dungeon crawling probably shouldn't be something they focus on as they'll likely struggle a lot more with that than the more mundane methods. I'd also be concerned about the loot for such dungeons being a little too strong as well. Yes, it might be stuff that really helps a struggling player in the earlier portions of the game, if they can manage to clear it. However, I do think it opens the door to being a convenient way for more experienced players to skip a lot of early gameplay loops with relatively little effort, which I'm not sure is ideal. It'd be the kind of thing that probably feels fun if you're experienced, a little unfair if inexperienced/underskilled, or otherwise makes the conventional progression methods feel pointless due to time/resource cost. Maybe, though I wouldn't really call copper, bronze, and steel all that similar when it comes to tech. Copper requires little effort to work, since it can be cast and does not require a bellows at the forge. Bronze requires a bellows to forge, it seems, but it's flexible enough to be cast. Steel...is a whole different beast, requiring several different refinement processes with the end product being highly durable as well as high damage/high efficiency for tools and weapons. At the very least, it could potentially be a toggle in the settings. However, I do think it's the kind of feature that everyone will be wanting to play with, so best to make sure it runs on lower end machines too, and not just the high end. Especially with what's going on with computer parts these days. I like the idea. I tend to rush a beehive kiln anyway, since I both like colored pottery and generally need to fire a lot of bricks as well. It's also a lot cheaper to keep a beehive kiln running than it is to keep pit kilns fueled. Not that sticks are hard to acquire, but pit kilns love to eat through sticks. Though I would say that beehive kilns are becoming a more attractive choice, perhaps, with the addition of the clay tiles.
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Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
First off, welcome to the forums! Late game tech is still one area that needs more fleshing out. Steel is supposed to be the last tier of material, I believe, aside from the Jonas tech contraptions. There's a few Jonas tech devices that can be crafted already, such as the rift ward, nightvision helmet, and terminus teleporter. Automation I would expect to be similar to the helve hammer, Archimedes screw, and other machinery bits we have already. That is, the player can semi-automate the more tedious processes, as well as build some rather elaborate contraptions, but there's not really any fully automatic processes like one might be able to achieve in the other block game. -
Preventing mechanic abuse would be my guess. I remember taking advantage of similar mechanics with Create in Minecraft. Was incredibly easy to build watermills to power most basic machinery, and then get said mills running with a few water buckets. Definitely fun to do, but not a good fit for a game like Vintage Story at all.
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I look at it from the opposite angle; dungeon loot shouldn't be geared toward survival so much, but rather it should be rare stuff that's hard to acquire in the wild, expensive to trade for, or otherwise something that can't be obtained through crafting or trading. Stuff like gemstones, decorative clutter, larger amounts of rusty gears, gold and silver ingots, Jonas parts, etc. Perhaps the occasional bit of iron or steel as well. The main idea though is that the player will need to do the initial survival footwork themselves in the early game, since it is, well, a survival game in many ways. I suppose it's also where I draw a line between "surviving" and "thriving". Like I said, copper armor breaks too easily and doesn't mitigate enough damage to warrant the effort that it takes to craft. It's a similar case for bronze. Sure, the player could invest a lot of time and energy up front to craft a set so they can conquer an easy dungeon for some loot, however...if the enemies inside are weak enough to be countered by simple copper, it would probably be more resource efficient to craft bear armor and charge in with a copper falx and a few spears. Still, the player would likely be much better off if they sank the same amount of effort into planting flax fields or acquiring ore. It also doesn't seem like the player is meant to be able to rely purely on combat to progress either, so I doubt the loot for a "tier 1 dungeon" would be much better than a few pieces of bronze tier tech, at the very best. Basically, dungeon loot ought to be stuff that's more useful after the player has already established themselves in the world, and not something they worry about cracking open while still working toward bronze.
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There's also now an option to draw your own map: https://mods.vintagestory.at/show/mod/42149
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Hmmmm...maybe try positioning the wheel a little further down, where the water is flowing faster? It almost looks like still water there at the source. Also make sure that the water source in question is rapids, and not regular water. Rapids will be much louder, as well as having a slightly brighter, more animated overlay.
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Welcome to the forums! You could try chiseling the blocks, and see if that allows them to be placed without taking gravity into account. Support beams are supposed to prevent cave-ins as well, when placed underneath blocks, so you might want to incorporate some support beams into the structure and see if that solves the problem. Otherwise, I'm not sure. I play with cave-ins turned off myself, mostly because I like digging random holes without worrying about whether or not doing so will cause collapse.
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That's the same general inkling I've gotten as well, just from watching a bit of footage and looking at the marketing and price packages. To be fair, I don't have anything against offering special rewards for early supporters, but...most of the packages were rather pricey, especially for a game that has a controversial history to go with it. I've heard rumors both good and bad about Hytale's devs, which I take with a grain of salt since talk is rather cheap. The real tell there will be their actions throughout the game's development, and I could honestly see it going either good or bad, though "mixed" would be my expectation.