-
Posts
4547 -
Joined
-
Last visited
-
Days Won
203
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
The drystone fence model is uneven at the top for aesthetic purpose. For a smoother pillar design, I would recommend chiseling down the block of your choice into the desired shape, in order to ensure that it's flush with the ceiling.
- 4 replies
-
- 1
-
-
- suggestion
- building
-
(and 1 more)
Tagged with:
-
Too Many Spawns of the New Ranged Hostile Mob
LadyWYT replied to Gwendal Steven's topic in Discussion
One thing I've begun to notice about the bowtorn...while they're very good at spotting you and locking you in their sights...they're terrible at judging whether they can actually hit you or not. I've been happily running through the meadows many times only to hear a bowtorn screech before firing a shot that never hit me, because there were several feet of stone and soil between me and the bowtorn. So evidently, if they're in a cave close enough to surface to spot you, but no actual opening to the surface, they'll fire anyway. -
I think there was a tweak that was intended to make the transition to midnight lighting a bit smoother. Otherwise, I think it's one of those areas of the game that's still being refined and will probably go through more adjustments before it operates smoothly. I've also a sneaking hunch that some of the abrupt lighting changes may be tied to the player's current latitude and the current time of year, since both of those qualities do affect the amount of daylight you have to work with.
-
Welcome to the forums! Already achievable, it just takes a bit of extra chisel work from time to time. Personally, I like the non-uniform blocks, as it gives a more interesting look than having the blocks be entirely uniform like Minecraft's. Not that the Minecraft stone blocks are bad...but they're not nearly as interesting, especially when used to cover a large area.
-
Lovely, interesting or just plain bizarre landscapes
LadyWYT replied to Maelstrom's topic in Videos, Art or Screenshots
Wasn't there some remark from him a while back about potentially trying Vintage Story, but wanting to wait until it's closer to being finished? -
I don't know that enemies have armor, so much as it is more a case of higher tier enemies being resistant to lower tier attacks. Same general principle as player armor, just a simpler implementation, however, I've not this theory either to see how well it holds true. Generally speaking though, higher tier weapons are also going to be the ones with the highest damage output, so players should also be fine ignoring the tier and going off the raw numbers if they so wish.
-
Pretty much this. Hitboxes on larger creatures are a bit dicey, even on a good day, when it comes to harvesting the carcass. For bowtorn, the general hitbox for looting seems to be on their lower half, near the um...loincloth.
-
Too Many Spawns of the New Ranged Hostile Mob
LadyWYT replied to Gwendal Steven's topic in Discussion
This, ever so much this! The addition of the new monsters means that a shift in combat tactics is required if one wants to remain alive, since the old drifter-only tactics either no longer work, or are much less effective than they once were. And perhaps the foremost factor in staying alive is avoiding situations where the odds are not in your favor, whenever possible. I'd also note that not every fight is winnable either, and sometimes your best option when getting overwhelmed is to retreat. In the event you get pinned down in your base, you may consider stocking extra healing items or including extra doors and passageways in your design to allow multiple escape routes should you need to run. If it's multiplayer, you also have the option of calling for help, assuming that other players are online and willing to come to your rescue. Singleplayer doesn't have that option, but you can switch your gamemode to creative temporarily if you need to fix a problem(like scuffed spawns). -
It's currently only available via the treasure hunter(after completing the Resonance Archives), or spawning one in via creative.
-
https://mods.vintagestory.at/show/mod/463 Tadaa!
- 6 replies
-
- 1
-
-
- custom lore
- custom quests
-
(and 3 more)
Tagged with:
-
Tagging on to this, I'll also note that the prompt to update VS should only appear when a new stable version releases. I think the one exception is if you downloaded an unstable version to play with, then it will always prompt you whenever there is a new version available, stable or not.
-
It would be a popular tool if added, hence why I say it may be subject to change in the future. They've added other things, like blocks to cue specific music in designated areas, after all.
- 6 replies
-
- 1
-
-
- custom lore
- custom quests
-
(and 3 more)
Tagged with:
-
mad cow help Lore part 2 content help : ( spoilers )
LadyWYT replied to Voldemort's topic in Discussion
I don't know that 1.21 would be a new lore chapter. My guess is that 1.21 will be more similar to what 1.19 was--a LOT of bug fixes and other various content added to help flesh out the world and gameplay loops(perhaps adding a loop or two). I don't expect to see chapter 3 appear until 1.22, at the earliest.- 8 replies
-
- 1
-
-
- lore 1.20
- lore part 2
- (and 3 more)
-
I've not tried to do it in the game, but I have poked around in the .json files for uh, reasons, shall we say. Most of what governs the villager behavior seems to be in those files. Likewise, I also went hunting for the tapestry data, and while some of it is in the .json files, the actual lore entries seem to be contained somewhere else in the game's code. So based on that, I assume that creating custom villagers and other lore content will require the creation of a mod, at least for now. Whether that changes in the future, and how it might change(if at all), I do not know.
- 6 replies
-
- 1
-
-
- custom lore
- custom quests
-
(and 3 more)
Tagged with:
-
mad cow help Lore part 2 content help : ( spoilers )
LadyWYT replied to Voldemort's topic in Discussion
Yep! Now it's just waiting for Tobias to finish figuring out a plan, however long it takes him to do that(as long as it takes for chapter 3 to be created, I presume).- 8 replies
-
- 1
-
-
- lore 1.20
- lore part 2
- (and 3 more)
-
I like this one a little better--that way you can still place two singles down next to each other, if you wanted to.
-
mad cow help Lore part 2 content help : ( spoilers )
LadyWYT replied to Voldemort's topic in Discussion
Ah good, sounds like it's working then! Build the translocator back at your base so traveling back and forth becomes much easier. The illuminal divergence manifold is a critical component in the device's construction.- 8 replies
-
- 1
-
-
- lore 1.20
- lore part 2
- (and 3 more)
-
Charcoal/chalk/limestone can be used to doodle on the walls; I usually forget to bring some with me, so I don't use this strategy as often as I'd like. And like @Zippy Wonderdust noted, leaving ladders behind is a good way to mark where you've been, so you can leave the same way more easily. For the most part, I stay out of caves unless I'm looking for ruins, translocators, or high-tier monsters. Ores are better found simply by prospecting and digging a ladder-filled tunnel straight down until reaching whatever you're after. As for dealing with the enemies, I play Blackguard generally, so fighting in the tunnels comes a bit more naturally for them than it does for other classes. That being said, I'm also not keen on venturing underground until I have at least tier 2 weapons/armor. Iron is preferable though, as it's tough enough to withstand most of the nasties underground. Some bandages are a must as well; it's easy for a fight to go the wrong way, and not so easy to simply run away due to the tight spaces. One other thing worth noting is that it's better to wait for lower rift activity before venturing underground, as there will generally be fewer enemies to deal with. While you're underground, keep an eye on the rift activity levels, and if it switches to higher activity you may consider leaving and coming back later when it's more calm.
-
mad cow help Lore part 2 content help : ( spoilers )
LadyWYT replied to Voldemort's topic in Discussion
Did you try removing the Lens? The Lens should be removable at that point, and you should be able to take it back to Tobias to finish that quest. The Mad Crow isn't meant to die; you just need to beat it up enough to get to fly off so you can retrieve the Lens. Now if the Crow flew away and the Lens still isn't retrievable, or Tobias still won't accept it when you try to give it to him, then yeah, it's bugged.- 8 replies
-
- 1
-
-
- lore 1.20
- lore part 2
- (and 3 more)
-
Candle recipe should have the "this ruins your pot" text.
LadyWYT replied to Michael Gates's topic in Suggestions
Or just use the same pot for both. (I may or may not be missing a joke here--wouldn't be the first time!) -
Too Many Spawns of the New Ranged Hostile Mob
LadyWYT replied to Gwendal Steven's topic in Discussion
Personally, I think it's fine if bowtorns are capable of quickly killing underequipped players; they're a good reason to avoid running around outside in the dark. But they shouldn't be spawning en-masse like in those screenshots--that's just a bit much. Nor should they be hanging around in the daylight. So I'd say something's gone haywire with the spawning again and will need to be fixed. -
You love to see it! I'll have to fiddle around with this later to see how it compares against other travel methods after the change, but it should definitely make for some smoother sailing.
-
I believe it's an intentional feature, at least for now. The clay types were changed for a couple of the recipes; I think it was the lighter colors that need blue/fire clay instead of red, presumably because red clay would realistically produce darker colors.
-
Hmmmm...is your mount at the marker and just not responding to the flute? If the mount is there, I would try removing the ownership medallion, and then placing it back on the mount and see if that fixes the issue. Hopefully that should fix it, but I'd still recommend making a bug report over on the Github bug tracker, as it doesn't sound like intended behavior.
-
Not a server command, but I found something else that might help you guys out: https://mods.vintagestory.at/show/mod/11661 It's also updated for 1.20.1, and appears to be configurable. Now I'm not sure that this applies to all mob spawns--it may only be for temporal storms in particular. But it should, at least, help keep the critters out of your house if you need somewhere to hide during a storm.