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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I think it's possible to go from stone to steel in about that much time, however, you have to really know what you're doing, as well as have decent RNG on the map generation.
  2. Vegetable sat is vegetable sat, and mushrooms are basically free food, if you have a good source nearby. Especially good in the early game, when farms aren't yet productive. Honestly, I think it's just kind of the result of many players just opting for an efficient meta, rather than enjoying the variety that's currently there, and I don't think that's something that really ever gets "fixed". As far as just having more food types, yes, that would be nice, and I'd expect to see more variety in the future. In the meantime though, it's also why the Expanded Foods mod is so popular(which, it also seems to have finally updated for 1.21 as well).
  3. What are you lighting your base up with? Lanterns or chandeliers are the best sources of light, and should stop monster spawns indoors(outside of temporal storms). Torches are decent for early game, but they don't offer nearly as much as lanterns or chandeliers, so you will need more of them to stop spawns. Oil lamps provide enough light to see, but not enough to stop spawns; I use oil lamps to light up my cellars so it's not pitch dark, and it's not uncommon to have a monster or two spawn in my cellar as a result. In any case, the lighting is what I would check. As for a mod that stops them from spawning indoors entirely...I'm not sure that one exists. You might try a mod like this one, that stops surface spawns entirely outside of temporal storms: https://mods.vintagestory.at/nosurfacemonsters
  4. This is basically what I would expect from a procedural dungeon, though I might even take it a step further and say that there could probably be bits of lore added to them for players to find and speculate about. Certainly nothing as grand as the Resonance Archive or other story locations proper, but definitely something more interesting than "oh look, there was a small fort here once and...that's it". I'm not sure that I'm the one to be asking this question, as I do like the current combat system(so I don't use combat mods), and absolutely would go dungeon delving if/when they're added. Ironically, I'm also one to avoid combat most of the time unless I have a good reason to be risking life and limb, for similar reasons to what Thorfinn stated: As a result of that kind of design, the world actually feels as dangerous as it's made out to be. In my opinion, that's also a delicate balance that's easy to upset. In my case, a single spear won't kill a rabbit, but that's just the drawback of being a Blackguard. Though this is also why I prefer the bow over the spear--easier to carry more shots, just in case one misses. And while rabbits can be a good food source at times, it's still better to hunt larger prey when possible. Pigs are usually pretty easy to find, and a lot easier to kill since you can walk right up and start smacking them. Yeah, well said, and as I've tried to stress on my part, that's the main issue I have when the subject comes up. There have been several in the past that demanded the entire system change to place more focus on combat over other gameplay, which would shift the feel of the world quite dramatically. Such a drastic change also doesn't really feel warranted, since the current system is fairly solid, and could be improved easily enough with a few tweaks. In other words, if combat is to be improved, I'd rather build on what's currently there, than start over from scratch and/or just copy a mod that does essentially the same thing. @MKMoose laid out some excellent suggestions on how to improve the current combat system with hitbox tweaks, line-of-sight(perhaps a noise detection as well?), and status effects. Hitbox tweaks would help players land more of their attacks, and a line-of-sight mechanic would help make avoiding dangerous creatures more intuitive, as well as require the player to take extra precautions when hunting lest their prey spot them. Likewise, a status effect system would give some extra depth while still being easy to understand at a glance; players can potentially ruin an enemy's day with some good hits, but enemies could just as easily do the same to a player(especially if said player is lacking proper protective gear).
  5. This, so much this, and like I just said in another thread, you can't just swap one for the other without rewriting most of the story and lore. The stability mechanic also helps Vintage Story stand out as its own thing, given that sanity tends to be a generic feature of survival horror games. Nutrition. No meal covers all of the nutrition groups, so the player will need to have a varied diet in order to stay in good health. Likewise, not every meal is made equal. Meat dishes tend to be more filling than grains and vegetables, so the player can go a bit longer before they need to eat again. Stews have the highest saturation, provided they're eaten in one sitting, while soups can stretch ingredients a little further when food is scarce. Pies are an excellent travel food since they can be stacked(and therefore take less inventory space than crocks), but don't have the saturation that stews offer. Basic foods like cheese, roast meat, and bread may not be the most filling, but they're easily prepared most anywhere, and handy as a snack to top off nutrition meters. Also, welcome to the forums! I will note that the player already has a couple of options to recover stability, outside of hanging out in a stable area for a while. Sacrificing a temporal gear and a bit of health will instantly restore a good chunk of stability, which can be handy in emergencies or when exploring the underground for long periods of time. Likewise, killing monsters will also restore some stability, with the tougher monsters restoring more than weaker ones.
  6. I do like the idea of a Jonas contraption that stabilizes the surface area within a certain radius, as it opens up more building options and serves as a late game goal. There's no need to count cobblestone or anything for it though. I disagree here. The stability gauge already keeps the player informed of their own stability level, as well as whether or not the local area is stable or unstable. I will note that the sky does already turn sepia in unstable areas, however, it takes a massive amount of instability to cause that effect. Except it's not sanity though, it's temporal stability. The player isn't going insane when the meter drops, but rather, they're losing their foothold in the present space and time. Sanity and stability are not the same thing, and in order to switch stability for sanity, pretty much the entire story would need to be rewritten. It would also be much less unique, since sanity is the generic go-to for a lot of survival horror games.
  7. Ha! Though really, this absolutely needs to happen with any kind of combat change. For the kind of game that Vintage Story is, if the player can inflict critical injury or status effects on the creatures, then it's only fair that creatures be able to do the same in turn. Honestly though, I suspect that many who are griping about the combat aren't looking for that kind of balance, as much as they are a way to feel exceptionally powerful compared to anything else in the game. Or perhaps as MKMoose put it:
  8. There's also a glider, though it's mostly useful for preventing death from falls or traveling around a local area after jumping from a tower/mountaintop. Honestly, it depends on what you're looking for. There's a mod that adds horses, and a mod that adds dragons, but I'm not sure that many mods really cover transportation, and of those that do I'm not sure any are regarded as staple mods. The best advice I have to offer here is to just poke around the database and see if anything turns up that strikes your fancy.
  9. I was just about to say this. Granted, it's fine for what the other game is, but still...it's very broken, and hard not to take advantage of. I actually disagree here, at least somewhat. They are somewhat spread out, yes, but in the context of a post-apocalyptic survival setting, there are way too many traders scattered around! I'd rather have traders clustered into caravans at least, which would be a much rarer occurrence but more worth a trip since there are multiple traders in one spot.
  10. They will need to sit on the eggs in order to hatch chicks, yes. The hatching timer will be paused while the hen is off the nest, but once she returns the timer will resume ticking. As for whether the chickens will come when you put food in the troughs, it depends on whether or not they're hungry at the time. If they're hungry, they'll try to come eat, but may run away if they aren't very tame and you're standing too close. If the chickens aren't hungry, or aren't able to eat due to being spooked, they'll just visit the troughs once they are hungry and calm enough to eat, provided that the chunks are loaded.
  11. Just fill a small trough or two with appropriate chicken food and make sure that the trough(s) are in places the chickens can easily reach. The chickens will calm down once you leave and come eat when they're hungry.
  12. This might be what you're looking for: https://mods.vintagestory.at/chunkstaboverride
  13. Welcome to the forums! This mod might be what you're looking for: https://mods.vintagestory.at/betterforest
  14. Thing is, in this case you can just check the profile of users and note what kind of reactions they tend to get. Outside of the one guy that made it clear he wanted to collect wolfbaits, getting more wolfbaits, confused, or sad reactions than the more positive reactions is usually a pretty good indicator that the user in question has some issues. I'll also note that a user's profile will also track how many comments they've made, and how many solutions they've helped find in the Questions section. Overall, yeah, it's still just imaginary internet points and high post counts just mean someone talks a lot. However, I wouldn't say that it means nothing overall, especially when there's a high positive reaction count to go with the post count. That might be the better option, really, though I think wolfbait and the like would still get used a lot. As aggravating as they can be sometimes, I don't think removing the "bad" emotes is the answer, or emotes entirely, is the answer. Overall, the system is fairly solid for pushing good content to the forefront, and the bad actors usually become quite noticeable by establishing certain patterns of behavior. And for the really bad actors, that's also why the report button and ignore features exist.
  15. Or a drifter reaction. Because sometimes wolfbait doesn't quite fit. My guess is it might be more to prevent point farming, and not just harrassment. As irritating as it is to get sarcastic wolfbaits, they ironically still count towards advancing one's forum rank, which is one reason I don't really bother with wolfbait that much. I'd rather save the emote and give someone else a cookie, than wolfbait obviously low quality content.
  16. While I'm musing on the topic, I also wonder too if some of the complaints about the ranged combat in VS feeling "bad", is due to there being no aim assistance in VS. I don't know that every game has aim assist, but I don't think it's uncommon to include it as a shortcut to making the player feel powerful. Skyrim, for example, has it, and as a result the player doesn't actually need to hit the target, but rather just make the shot "close enough".
  17. I could see this. I'm not sure about making it a one-shot for rotbeasts, as in lore those are supposed to be very tough and they don't really have proper heads(or at least, they're faceless), however I could see it being a critical hit in that case, perhaps. I know that headshots are a thing in Mount & Blade: Warband. Generally, they're a lucky hit, and a one-shot-kill if you do manage to land one. The one exception is exceptionally tough targets, whether that toughness be from armor, hitpoints, or a combination of both. At worst though, a headshot will do a lot of damage. Where I am skeptical of the idea, is that such a change is likely to generate complaints about headshots being too hard to land, and that aiming needs to be made easier so headshots are easier as a result. Which, in my opinion, defeats the purpose. Headshots are not something that should be easy at all, especially with medieval ranged weapons, unless the target is very close. The current system actually does allow for high shot accuracy, but it takes a LOT of practice to consistently hit targets at long range, or targets in motion.
  18. It depends on server settings, I think. The default, I believe, is that time does not pass while no players are online.
  19. Ironically, more creatures that require the player to vary their strategy is what we got in 1.20...and there are still complaints about it. The arms race bit and one-shot weapons are spot on though, and exactly what I don't want to see in the game. A one-shot-kill for surface monsters is fine, but the higher tiers should really still be dangerous even in the late game, especially since they aren't encountered all that often by the player. That was the precursor to the falx, right? My best guess is that Tyron wanted a more unique weapon for monster fighting than the standard European blade. As much as I don't like the look of the falx, the design is pretty solid and definitely looks like it would be something easily made from farming tools, if one had to. Yeah, I'd agree with this too. Though with the recent auto-loot feature added to the falx, I think there's a better case to be made for adding a standard arming sword/longsword. It can be similar enough in terms of attack power, perhaps ever so slightly worse on attack/durability, but it's the lack of autoloot that would make it less attractive than the falx for monster fighting. Other weapons like axes and stuff...I think there's room for those to be added as proper weapons as well, but I'm betting that the devs are wanting to make each weapon have its own niche when/if added, instead of just adding what's essentially a bunch of sword reskins. And while more weapons would be nice...it's also not something I expect to see anytime soon, as there are others things that are much bigger priorities. More animals, herbalism, late game tech, etc. I think the answer you get to this question varies depending on who you ask. But to use this next bit as an example: Sure, it's almost a guarantee to be a contentious thread, if that's really all that's been laid out for the argument. In my opinion, the best arguments are the ones where the poster lays out specific grievances and why they have issue with them, and then proposes some specific solutions that they think would solve the problem(though saying "I don't know how to fix this, I just know there's an issue is also fine, because sometimes you just don't know). In those cases, I may or may not agree with the argument that's been presented, but it's a lot easier to understand where the poster was coming from, and offer other ideas.
  20. Which mode are you using? Density search will provide a reading of what's probably in the area if you dig, but the readings aren't guaranteed either. Node search is limited to a six block radius by default(disabled entirely for Wilderness Survival and Homo Sapiens gamemodes), but will tell you for sure if there is an ore node nearby and what kind, as well as give you an idea of how close you are by listing the rough amount of ore it located(medium amounts, trace amounts, etc). You'll want to use Density Search to figure out good spots to dig--usually these will be readings of Decent or higher, but it can be worth checking Poor/Very Poor as well sometimes--and then dig straight down via ladders while using Node Search every so often to figure out what's actually there and where.
  21. This is a modded feature, though in vanilla colder weather will greatly improve spoilage timers.
  22. I'm a little surprised as well, but then I think of how often I actually use traders...which isn't very. They never really sell anything I want, aside from salt and the fancy pots and tapestries...except I rarely get an artisan trader anywhere within decent travel distance. In any case, the under-utilization is probably part of the reason that traders are getting a rework. Maybe, but the builders sell polished stone, which is handy if you don't have certain stone types nearby or don't want to sink time into a quarry. I think both traders will also buy glass, which is a great way to turn quartz into gears over time. Honestly, a few premade furniture pieces would be great, and also fit the theme of some of the other decorative pre-made blocks(like the cabin logs and the different roofs). Chiseling does allow more creative freedom, but not everyone wants to go to the trouble, or has that kind of expertise, so it's nice to have some pretty pre-made options to use as well.
  23. In all fairness though, adding an option to tweak distances is probably a LOT faster and simpler than overhauling the entire combat system. I think the other reason the combat debate puts me off, is that oftentimes when the subject comes up there's not really anything substantial to the argument than "the combat is bad, because I don't find it fun, therefore it must be made better." Okay, sure, players are entitled to that opinion, but there's also no way to discuss any kind of possible solution with that statement. If someone doesn't find it fun, that's not necessarily a problem with the gameplay, as much as it is just an observation on someone's personal tastes. If a specific problem is laid out though(like hitboxes), then it's a lot easier to evaluate and agree that yeah, there seems to be a potential problem, so let's figure out a possible solution. Same logic applies to solutions. "Just make it better" could mean anything, and could include solutions that actually make the gameplay less fun for the player originally making the complaint. If a specific solution is laid out for a specific problem though, then it's a lot easier to read and either agree it's a good idea, or offer counter-arguments that might work better.
  24. Welcome to the forums! I would check this mod, as I seem to recall someone else reporting similar issues and figuring out it was the culprit. Unfortunately, I don't recall what the solution they found was, if they found one aside from removing that mod.
  25. One nuance I enjoy about the current balance is that while combat is required for certain story locations and for underground exploration, it's not required for the game as a whole. Most of the player's time is going to be spent homesteading, scouting, or gathering resources, and not fighting, unless they're going out of their way to hunt monsters at night. As a result, underground exploration and story-related combat serves as a nice change of pace. I may sound a bit cynical saying this, but I'm not sure that the sentiment is limited to those who just really want nothing but combat. There have definitely been at least a handful of instances of various users coming through the forums demanding one change or another, instead of just...adjusting a few of the vanilla settings or installing a mod to cover their wants. Combat just happens to be one of the hot topics that gets complained about...frequently...from users who seem to want a game focused on combat, which isn't what Vintage Story is. I also wonder if some of the downloads aren't from players who don't really care about combat, but play on servers with CO installed. It's definitely a popular mod, but I do get the impression that those who use it are those who are mainly focused on combat to begin with, and not so much the other areas of gameplay. This is one reason I keep harping on hitboxes, as that's one weak point I've noticed. The rest feels fairly solid. The other thing I keep forgetting is that a status effect system has been floated a time or two, and I think something like that would add quite a lot to a deceptively simple system. It's all fun and games until the drifters give you a concussion that isn't fixable by a mere poultice. Though honestly, I'd expect to see at least a few complaints about that sort of mechanic as well, if/when it's added.
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