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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. You may need to dig the rock as well; the treasure can be pretty deep down. Easiest way to find is probably go to the exact coordinates listed and use ladders to dig a shaft straight down until you find the treasure chest.
  2. https://mods.vintagestory.at/show/mod/14390 This mod probably comes close to what you're suggesting. It's not really a benefit to eating sweets, as much as it is a benefit to trying a variety of foods.
  3. In its current state? Yes. It's going to be harder, of course, since you're going to be lacking at least one full bar of nutrition(dairy, protein can be acquired via peanuts/soy). The best armor you're going to be able to craft is gambeson, so fighting at range is probably recommended(although how you'd acquire arrows, I'm not sure). Lighting is going to end up being limited to torches, and preserving food is also going to be difficult since you have no way to seal your crocks. Keep in mind that vegan(as I understand it) avoids animal products entirely, which is going to end up ruling out beeswax in addition to leather, milk, cheese, etc. You should still be able to find and clear the Resonance Archive though. Now in regards to "full tech development" as the primary goal for beating the game...that depends heavily on how you define that. Is it acquiring Jonas tech? Is it acquiring steel? Or is it building machinery like helve hammers and milling systems? I believe you should be able to craft the Jonas tech devices without the need for animal products, although I could be wrong. Steel should also be reachable without the need for animal product, provided acquiring steel armor isn't part of the goal(even if you find some in a ruin, it would still have used leather in its fabrication, which breaks the vegan rule). If the machinery is part of the goal though, then the answer is no, you're not going to be able to beat the game using vegan rules, unless you have mods that allow you to craft the necessary items without using animal products. The easier gameplay challenge is probably just enforcing vegetarian rules, which is still going to mean no consumption of meat/fat and no harming animals except in self defense. So dairy nutrition would be an option, and eggs could help satisfy protein needs in addition to peanuts and soybeans. In regards to bones, fat, and hide...those would probably qualify as usable, provided you're salvaging a carcass instead of killing the creature yourself(though trader purchases might be an option here). Carcass salvage is also the way to go to get feathers for arrows.
  4. So what you're saying is, Don Quixote was right all along.
  5. I'd be more inclined to attach small temporary buffs to fancier foods. Sugary desserts aren't particularly valuable when it comes to nutrition, and I would expect them to at least be a bit complicated to make(may just take some effort to acquire and refine ingredients, such as bees for honey, etc). Attaching something like a boost to attack strength for a couple hours, to a sugary pastry, would make it an attractive snack to eat if you intend to be fighting. The main drawback though(outside of a lack of nutrition/satiating food), is that most foods you can't eat unless you're hungry. What I'd probably opt for instead, if I could...I'd go with this, but implement some fitness sliders to the player character(similar to what the Sims does). And similar to the Sims, those values could be set at character creation to add further customization options, with the choices the player makes after influencing whether or not the character continues to maintain that appearance. So a character that overindulges in sweets frequently or otherwise overloads on more calories than they need will eventually wind up as butterballs, whereas characters will more balanced diets will probably be more fit. I'd probably also expect a character's fitness to be primarily cosmetic, with only small benefits or drawbacks depending on their current state. Likewise, I'd also expect changes like those to be achieved much more gradually than they are in the Sims, so no wolfing down 20 pizzas in one sitting or running on a treadmill for a few hours to go from one extreme to the other. All that being said...I'd be a little surprised if a system like what I just outlined did make it into Vintage Story, whether in an official update or through a mod.
  6. I believe villages are going to be implemented at some point; they're on the roadmap, and the traders themselves refer to settlements of human survivors scattered about, though it's also made quite clear that such settlements are few and far between. I don't think it's going to be a case like the other block game though, where you can just get lucky with spawning next to one and have a pre-built base, or run around the land skipping a lot of gameplay loops due to village loot(since villages are common in that game). Likewise, I also don't expect the player to be able to turn a Vintage Story settlement into their own personal...um...corporate slaves, like they can in the other block game(seriously, for those who don't know, Minecraft villager trading is notoriously overpowered and allows you to skip so much gameplay when it comes to acquiring gear). What I would expect from a Vintage Story village is a small settlement that, while it may not be struggling to survive, it's quite small and basic, with perhaps an innate suspicion towards outsiders(especially ones that look as strange as seraphs). There's likely a dedicated guard presence to defend the villages from the supernatural mobs as well as any hostile wildlife that strays too close, as well as the usual societal lowlifes and visitors who decide that they can just do whatever they want. That is to say, I would expect some sort of reputation system, where players need to perhaps complete a few tasks for the villagers in order to open up trade options or other benefits, or otherwise see themselves barred from the settlement entirely if they decide to partake in mischief. While I do like this idea, I get the feeling that villages are going to be story pieces on par with the Resonance Archive, if not even more involved than that. I could be wrong, but I think the intention of the game's story is to struggle to survive at least through the first year, and not have the option of joining "civilization" until sometime later(post-Archive exploration, at minimum). The handbook may be a bit overwhelming to new players at first, but it's still perhaps the most concise way to contain all the information a player needs about multiple gameplay concepts that frequently intertwine with one another. That's not to say an NPC couldn't provide some sort of tutorial, but I think the more story-friendly option is having NPCs perhaps reference some of the more obscure tips and tricks regarding gameplay loops. It's not just a question of power/toughness. They also need to be smart enough to avoid a lot of basic situations that can kill them in the first place. Otherwise, you're essentially just coding a nigh-invincible nincompoop that's going to break the player's immersion as soon as the player witnesses said NPC chilling out in a drifter mosh pit. Incidentally, self-preservation is a huge problem for Minecraft villagers. It's not unusual for them to die from falling damage(such as being able to climb up on a roof, then jumping off...multiple times) or pricking themselves to death on nearby cacti. Or even just charging off into the nearest cave and dying to the monsters within. That's why most players end up just kidnapping villagers and shoving them in a coffin-sized jail cell, if they intend to be utilizing villager trading in their gameplay(trading with the villagers, not trading the villagers themselves).
  7. LadyWYT

    Saw horse

    Like this mod? https://mods.vintagestory.at/show/mod/4353 I'd be okay with it, especially if it offers a good way to facilitate crafting fancier furniture(that actually functions). Of course, I'd also add a sawmill as a piece of machinery that can be built later on, to help reduce the amount of labor needed to create boards and things. Whacking things into a crafting grid may not be the most immersive thing in the world, but it tends to be less tedious when it comes to items that you'll be be needing quite a lot of rather frequently. That be what the wolves are for, heh heh.
  8. LadyWYT

    Why

    Welcome to the forums! I'm never gonna unsee that now, until it's fixed. On the brightside, you could place a full block instead and chisel it to get the same look without the texture issues.
  9. Would certainly be an interesting alternative to composting, or a method to utilize while turning compost into terra preta. You'd need a good way to contain the fire in a certain area though, otherwise you're going to end up burning down a lot more than you intend to.
  10. Fair. I was thinking mainly in terms of traveling around or mining/scavenging expeditions, where you might want a food source that is both filling and carries several servings to a single stack. That being said, meat pies are more filling than fruit pies in this scenario, it just depends on what one has on hand and feels like eating. Definitely agree on the balance aspect though, and I think the logistics of travel in Vintage Story help balance it even further. Inventory space will limit what you can take with you, and the spoilage factor makes some foods much better than others for long trips. However, packing your food optimally for travel usually means you'll suffer some nutrition loss in 2-3 categories, unless you either devote more space to food variety or forage while traveling. It's a lot easier to keep all nutrition needs met at your base, but of course, you can't really experience the game's story if you never leave the safety of home.
  11. I mean...I didn't have to share those special meals with my friend when he was playing Vintage Story--he ate those shrooms all by himself!
  12. Ooo, I like this one! Especially if there's some sort of reputation system implemented for the player, otherwise I see some players resorting to killing the trader in order to avoid paying to get their stuff back(since traders do respawn after some time).
  13. Could be because the recipe code only requires a metal, and doesn't specify an actual metal type? I would assume though that if that is the case, there will probably be some conditions set later to limit which metals can be used for certain things, to prevent players from crafting useless items. Of course, there could be armor types added for those metals as well, I just wouldn't expect them to be very good at all.
  14. The "best" is probably turning them into pies. Pies last quite a while, and you can carry several many slices in one stack. Plus each slice offers a solid chunk of fruit nutrition, along with reasonable grain nutrition, and does not need a bowl/other dish in order to transport/eat it. This is really the best recommendation though. Why go to the trouble of cooking it if you're not interested in eating it(aside from pure survival needs)? While you can min-max the game, it tends to bleed the fun out of what the game has to offer. Additionally, Vintage Story is fairly good at keeping its gameplay balanced, so while there might be an option that's technically "best" overall, it may not be the best option in all cases. And oftentimes, the "best" may only be somewhat better than its rival options.
  15. Welcome to the forums! Lead can be used in the molybdochalkos alloys for lanterns too, if you want the dark look without sinking the resources into black bronze. Otherwise, it's mostly used for leaded glass panes and solder for the distiller. Unless I'm mistaken, lead is also a critical component in some of the Jonas tech. In regards to armor...lead is a soft metal and easily deformed, hence the much lower melting point than other metals. It's also heavier than iron or steel, and I'm fairly certain heavier than bronze as well. Based on those qualities alone, it doesn't make sense to make armor out of it, so I would wager any further uses implemented will probably be in relation to more Jonas tech.
  16. What @Alder said. If I'm after mushrooms specifically and find a good forage spot, I mark it down and come back every so often to harvest. However, if I'm just after vegetable nutrition, conventional farm vegetables like turnips and cabbage are much, much better.
  17. That would be my guess as well, though on the other hand, it could be relatively simple to code and may not require a lot of processing power during gameplay. In which case, I would assume that what we have now is simply a placeholder and will be cleaned up later once more critical gameplay details have been ironed out. I'd also wager that could be said of a lot of what's currently in Vintage Story at the moment.
  18. Judging from the screenshots, it looks like you're attempting to smelt a LOT of copper at once(ten ingots' worth). The larger the quantity, the more time it will take at the melting point to actually melt; it's not an instant product. The temperature will also continue to rise as long as the fire remains fueled--this is also perfectly fine. If the arrow begins to turn green once it reaches the proper temperature, then everything is working as it should be, and it should produce molten metal reading for casting once the arrow is filled completely. Now, if the arrow isn't turning green at all once it reaches the proper temperature, or if the arrow turns solid green but never goes any further to produce the molten metal, then there's definitely a problem that's likely mod-related. In that case, I would check comments on the mod pages of those you suspect, to see if anyone else has had similar issues, as well as disable all mods and test on a different world to make sure there's not something screwed up in the game code somehow(it's rare, but it happens). If everything works fine without the mods, start adding the mods back in one by one until you find the culprit.
  19. It varies. The typical surface copper deposit will probably be about 10-15 blocks diameter. Other surface metals will be similar; it's quartz and coal veins that get huge. If you want to mine out the entire vein though, the node search function of the prospecting pick will be your best friend. It won't tell you where, exactly, the last bits of ore are, but it will certainly help you determine when you've found all there is to find in that area. It's also important to keep in mind that ores in Vintage Story spawn in large flat disks(for the most part) that follow the terrain pattern of the area. So you'll need to take changes in elevation into account and possibly dig a block or two higher/lower in order to mine the entire vein.
  20. A great point! I hadn't even considered that it could be a reference to the Hanseatic League sailing to the rescue. After all, we never learned what happened to them after they sailed away, and the game is rather fond of using questionable narrators and letting the players draw their own conclusions from the pieces. Assuming some of the ships still exist though, or rather, that the League's descendants continued their seafaring traditions, I wouldn't be surprised if they adapted to the post-calamity world by spending most of their time at sea and only visiting the mainland to resupply or acquire trade goods. While a life at sea might be harsh, it might be easy to avoid the rifts and supernatural monsters that way, given the mobility ships offer and the fact that we haven't yet seen any aquatic monsters(though that could easily change). Even if it's a hard life, the human survivors on the mainland might prefer it to dealing with the monster threat, or they might have just created fantastic tales of how much better that life is/the paradises they could sail away to.
  21. Welcome to the forums! It's a bit of a tricky question to answer, but I believe for the most part all that's needed is for the chunk to be loaded. However, if you leave a particular chunk for a while and come back sometime later(such as coming home after an extended exploration trip), I think how the game handles it is that it updates everything to whatever state it should be in based on how much time has passed. So crops will grow, animals will give birth, food will rot, fires extinguish, etc. The only issues I've run into is that the distiller seems to continue using fuel but will stop distilling liquid if you stray too far from them(more than a few chunks), and sleeping will fast-forward the burn time for fires without doing the same for anything the fire is cooking(ie, the fire burns through all the fuel, but whatever it happened to be cooking will still be in the same state). The exceptions are pit kilns, refractories, coke ovens, and charcoal pits--those all take the time skips into account.
  22. Right now? Resonance Archive. Let's just say it has a large collection of lore, some of which can only be found there and others that can be found in multiple places. Talking to the traders is also a good way to get some lore tidbits, although what they have to say right now is a bit limited. Otherwise, as @Thorfinn mentioned, panning is a decent way to get some of the lore books, although I do believe it's panning bony soil specifically. The books are still a rare drop, however, you can find bony soil in most of the surface ruins. Lore books and tapestries can also be found in the ruins themselves(some tapestries can only be acquired via ruins), and sometimes certain traders will sell them as well(artisan traders for tapestry pieces, for example). In regards to monsters dropping any kind of lore thing...to my knowledge, I don't believe any of them currently do, aside from the bells--I think they have a chance to drop a scroll, although I might be thinking of the tuning cylinders for the resonators. There's also the flavor text that accompanies the classes and many other items in the game, often clothing, accessories, weapons, and certain pieces of armor. You don't need to actually acquire the items in order to read the text in this case; you can just browse the handbook for items that fit into those categories and see if the item page has any sort of special description to go with it. Outside of the game, the Story portion of the forums is a good place to browse for fan theories, stories, and other discussion related to the game's lore, as well as ask questions about the lore itself. There are also a couple of short stories on the Vintage Story website, that I don't think are actually in the game at this time. https://www.vintagestory.at/stories/storyexcerpt-themorning.html/ https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ I think that covers most of it. I'm not really sure there's an easy way to find all the lore in one convenient spot, although that's one of Vintage Story's strength--it makes you find the pieces and put them together to form your own conclusion of what happened.
  23. On a whim, I decided to leaf through all the trader dialogues again. When talking about the human settlements/survivors, there's a reference to some devices/entities called the "Great Arks", that seem to be capable of traveling great distances with ease, if not through time itself. Whether that title is a carryover from the Old World, or new terminology coined by survivors isn't clear. Likewise, it's not entirely clear whether the Arks are actual things that survivors have seen, or whether they're simply the new legends of the era. Assuming they are real though, I think it's safe to say that the Arks aren't populated by seraphs, given that the traders don't really seem to know anything about seraphs when questioned by the player. As for what the Arks themselves could be...I think it's more likely that those are mostly a legend derived from the Salvation Engine that was created by Jonas Falx, intended to save mankind from the Rot. The Salvation Engine seems to be a machine capable of transporting entities through time, and is presumably a rather large device given how it's depicted in the Salvation tapestry. Both are qualities that fit the description of the Arks, however, I doubt Jonas managed to build more than one Engine. So if there are indeed multiple Arks, then my guess is most likely wrong and they probably aren't related to the Salvation Engine. While I'm speculating, I suppose it's possible that in the event of multiple Arks, they may vary in size, or perhaps be the equivalent of a steampunk RV. In which case, we might possibly be finding one, or what's left of one, in the next story update. If I recall correctly, I don't think the next handful of story locations are supposed to be quite as grand as the Resonance Archive. Edit: grammar
  24. I'm guessing it will probably still be relatively straightforward(once you figure out what you're doing, anyway), but be a bit more time-intensive due to the 3D modeling. Of course, the current 2D texture style might still work, but I'd also wager that it'll fall out of fashion fairly fast if the 3D clothing looks much nicer.
  25. Gee, I wonder where the Resonance Archive could possibly be? The world may never know!
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