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Everything posted by LadyWYT
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To my knowledge, it's mostly RNG. However, it does seem like bears are a bit more inclined to show up in the fall, or at least it seems like I tend to see brown bears more often in the fall and winter than spring and summer. Black bears I see whenever. I've also seen the occasional polar bear spawn on mountaintop glaciers outside the arctic. My best guess is that the temperature parameters might be better meeting the spawn requirements for certain bears at certain times of the year, which is how polar bears can be on glaciers or brown bears seem to show up more often in the fall. But that's all pure speculation on my part. They do not disappear, no. While the game does try to simulate realistic animal behaviors, the simulation isn't that realistic. At least not yet.
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The main gist I recall getting from the opening post wasn't so much that there was nothing for him to do at night...it's that he didn't want to use any of the options the game offers(like working indoors or sleeping) and expected the game itself to change to suit his individual preference rather than tweak settings or use mods to achieve his goals. That's not to say that people aren't entitled to have opinions, because they are, but to quote Echo Weaver here as an example: In general, most "complaints" I've seen roll across the forums have been of this nature. The OP expresses an opinion about the game that may or may not be popular, but they politely make their case on what they aren't enjoying and why, and how they think it could change to be more fun for the general playerbase. The opposite of that is the complaints that also express opinions that may or may not be popular...and advocate for the base game to change to suit individual taste rather than offer a solution that could benefit the entire playerbase. In both cases, there tends to be quite a lot of discussion generated, but the latter case is almost guaranteed to generate more pushback and argument rather than productive discussion. Pretty much my sentiment regarding Combat Overhaul. I've never used it, and I'm not inclined to use it as I enjoy the vanilla system. It might not be complex, but it gets the job done, and action isn't why I play Vintage Story either(I have plenty of other games for that). I think if more focus were placed on combat, then it's less a survival game about homesteading in the wild and solving creepy mysteries, and more of a generic adventure game where the main goal is slaughtering monsters with some building and story tacked onto the side. That being said, I can understand why some would prefer a system like Combat Overhaul. It seems to be a more action-oriented mod, so it's probably pretty fun to use if one is looking for more of an action game. To my knowledge, it also retunes the hitboxes for creatures as well, and in fairness the vanilla hitboxes could use some work as they are a bit wonky at times. And wonky hitboxes can make an otherwise solid combat system feel underwhelming. Bowtorn lingering after a storm is a bug. I think it's been mostly fixed though. It's not unusual for the odd monster or two to linger for a bit after a storm, but generally they will wander off and disappear. As for monsters appearing during the day--that's actually been confirmed a deliberate change to the rift system. If there are rifts active, they can spawn monsters regardless of the time of day, but daytime spawns are still a lot more rare and tend to disappear rather quickly unless aggroed. I assume this change was made to better match what's presented in the lore, as well as to make rift weather more foreboding in general as a challenge and lend greater value to rift wards. I actually disagree here. There are actually times it's more beneficial to the player for the drifter to launch a rock rather than try a melee hit. If you have a high level one after you and don't have the means to deal with it(poor equipment or too much health loss), the tier 0 rock throw probably won't kill you, but the tier 3+ melee hit certainly will! The rock throwing on a whim also makes drifters somewhat unpredictable, which makes it a little harder for the player to exploit their behavior. Additionally, while drifters do seem to be somewhat intelligent, they aren't on the same level as seraphs or humans. They're smarter than animals, but are otherwise governed by basic instinct rather than rational thought.
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Cross platform between console and pc in future
LadyWYT replied to TheFireDONUT1's topic in Suggestions
Welcome to the forums! Quoting from the FAQ section: So it looks like a console version is planned, but I doubt it's coming anytime soon. If it happens at all, it would be something I would expect to see once the game is considered complete(all story chapters implemented). That being said...I have to agree with @Thorfinn on this one, for the most part. I'm not sure how you port something as complex as Vintage Story to a console and still retain the same experience. It's difficult to offer the exact same experience for both pc and console without either limiting features on pc so that consoles can handle the game, or stripping out features from the base pc version so it can run on consoles. If Anego Studios can manage to make it happen without sacrificing quality, that would be super, but like I said before, if it's possible to accomplish that, I don't think it's actually feasible to do so until the game is complete. -
I'm thinking a lot of the complaints stem from players coming to Vintage Story from the other block game, expecting the same style of game and getting a rude shock when it becomes apparent that Vintage Story is not that kind of game. I'd wager it's also due to a lot of games limiting opponents to what the average player can easily handle for different tiers of progression, in that early game enemies will be pushovers and late game enemies will be tough(but still easy enough to manage provided one has appropriate equipment). Vintage Story isn't shy about throwing the player more than they can handle up front and letting them figure out how to deal with the challenges that ensue, and that's also what makes the game so much fun for a lot of players. It's also not everyone's cup of tea, and I think a lot of new players aren't really aware of just how much one can customize their game with the vanilla settings, let alone mods. Overall though, I think it's just a mismatch of players expectations versus what the game actually offers.
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This is actually one reason I'm more in favor of handcannons than proper guns: boss fights shouldn't be trivial encounters, and guns that are both high damage and accurate would almost certainly make them so. Sure, a long reload time balances a gun somewhat against a bow, but the thing is...the player can just carry multiple loaded firearms, fire them at closer range to make sure each shot hits, and then finish off whatever's left of the enemy. At a glance, the arquebus also seems to have been invented around the early 1500s, so it does qualify as a late medieval weapon. However, while the setting of Vintage Story is the late Middle Ages, I believe the more specific timeframe is somewhere between the late 1200s and early 1400s(if I'm not mistaken, the specified year in the game code is 1386). The reason I say that is that's the time period that both the Hanseatic League and the Byzantine Empire existed, and both are referenced directly by certain in-game items. I suppose it's an area that could still be anachronistic, and something like a matchlock could be added, but in that case I would probably also make it so that such firearms are ineffective in wet weather, or otherwise ineffective if the powder gets wet(so don't go swimming with them either!). That way, it still a more powerful weapon in comparison to the bow, but a lot more finicky to use.
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As @Brady_The said, there is a surface entrance that you will need to find in order to enter. It's not possible to mine your way in as the structure itself is protected. How do I know this? I tried it myself the very first time I did the Archives, as I couldn't find the entrance at all and just assumed things were like the other block game. Boy did I get schooled hard! In any case, check the area around the marked location carefully, as the treasure hunter's map only marks the approximate location of the entrance and not the exact. It should be somewhere within a 50 block radius of the marker though. Depending on how the Archive generated, the entrance can be tucked into the cleft of a mountain, so it can be very difficult to spot unless you're standing in just the right spot and looking at just the right angle. Additionally, the high altitude can create weather conditions that reduce visibility as well. If you scour the area and still can't find it, you might pop into spectator mode and take a peek just beneath the surface to figure out where it spawned. The entrance shouldn't be buried, but it did happen once to my friend and I.
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The thing about bowtorns as well is that they aren't smart enough to check and make sure they have a clear line of fire; they only care if they can "see" the player. I've seen one sit in a two block deep hole and happily keep firing away at me, despite the fact that every single shot was going right into the dirt in front of its face. The other thing I've noticed is while they do have a somewhat fast fire rate, it's still slow compared to the player's fire rate/reaction time, and the bowtorn have a loud initial warning screech and fairly long windup before they really get going with their shots. In any case, while they are fairly effective turrets, they're also pretty easy to counter simply by equipping a shield, getting close enough to make them flee, or otherwise ducking behind cover/stepping out of the way of incoming fire(this is easier to do at range than up close). One bowtorn by itself isn't a problem unless you allow it to be one; it's when you start getting more than one and/or mixing them with the other monsters that things can get very dangerous(which is also part of the survival challenge).
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Oh yeah, the library doors will stay open, so you don't need to complete all the puzzles again in order to get back to the final area, unless you reset the location itself. If it's been several days since you were last at the Archive though I would absolutely go prepared for a fight, just in case the boss respawned. You might also take a trunk or two with you to plunk down at the entrance, and use that to store whatever loot you won't be able to carry home on that trip.
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Welcome to the forums! The mod itself seems to be updated for 1.21, so it should, in theory, work on 1.21.4. However, when in doubt, best to make a backup of the world and/or test in singleplayer to make sure there are no issues. As for it breaking a vanilla run, this mod doesn't really change much, aside from acting as an option in-between losing items your stuff on death, and just keeping inventory in spite of death. You could keep the server pure vanilla by just turning the "keep inventory" rule on, but that might make the experience easier than what you're looking for, so the mod is probably the way to go.
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The item in question is called something like the elucidatory vessel/gearbox, or something to that effect. Should be simple enough to pop into creative and give yourself one, instead of running all the way back and hoping it hasn't despawned. It's possible that the gearbox hasn't despawned, as dropped items do seem to hang around in unloaded chunks(I've dumped things in the wilderness and run across them much, much later), but it's not really worth a trip back specifically to check for it. However... I think this is the bigger issue, potentially. You mentioned grabbing the glider schematic, but didn't mention the resonator. You'll need to interact with it in order to get the information you need to start chapter two. From the sounds of it though, you're intending to make a trip or two back anyway for books and things, so in that case you can just check for the gearbox then(and give one to yourself if it despawned) and otherwise take care of the resonator, if you haven't already. I do recommend making that second trip sooner rather than later though, as the boss will respawn(one in-game week, I think).
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I think making it a server option would probably be the best way to implement it. Or if nothing else, allow different chat channels to be created, so a server has one global channel as a sort of lounge for everyone to hang out in, and then separate smaller channels for different groups.
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I'm not sure. I would think it would, since water physics in VS seem to be a bit more complex than what's in the other block game. But I don't think water physics are the worst offender when it comes to performance. What I try to wrap my mind around is more just...how do you scale rivers for the game, so that they feel like proper rivers and not little streams? Or perhaps most rivers just end up more as creeks, that are still usable for power generation but not really useful for actual travel. Maybe it's only the occasional river that's big enough to facilitate proper travel. The "small pond" bit was a real problem with Minecraft's Create mod(and perhaps still is, it's been quite a while since I played it). Way too easy to build watermills wherever and just use bucket power to run them. Granted, watermills weren't the strongest power source either, but still...very fun, but would be out of place if they operated like that in VS.
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Host overloaded or crashed in single player ?
LadyWYT replied to Veronica Hohenheim's topic in Discussion
I do agree that the mods are almost certainly the culprit regarding the stutters, but I'm not sure about rolling back game versions or uninstalling the mods and continuing on the same world. Generally, uninstalling mods mid-playthrough isn't recommended, but in my experience it's safe in VS, for the most part, and most mods will list whether or not it's safe to do so on the mod page. As for rolling back the world to a previous version...that I'm not sure. I would absolutely make a backup of the world in case something goes wrong. In any case, removing the offending mods should fix the stutter, and probably the "host not responding" bit as well. However, I have seen "host not responding" occasionally in vanilla singleplayer, so it's not limited to multiplayer. I've not noticed it causing issues the few times it occurs, and it generally crops up when new chunks are being generated, or when the game is otherwise putting a heavier workload on the pc. -
Ok, poeple, let's vote... what is your voice/pitch?
LadyWYT replied to Broccoli Clock's topic in Discussion
For me it really depends on what kind of character I want to play for that world. Higher pitches and instruments for female characters, lower pitches and more bass for males. -
The only thing I can recall hearing was a bit from Tyron in an interview he did a while back. The idea that was floated for how to generate water power, without being cheaty, is to perhaps place special sources of flowing water into the world, that cannot be picked up and moved via bucket like regular water. That way the player needs to actually build machinery right next to the source, as it should be, instead of scooping up buckets of it and creating their own sources elsewhere. Such a thing also helps keep windmills relevant, given that windmills can be utilized pretty much anywhere.
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I've stopped questioning the whys and just enjoy the stories about the legend of @Thorfinn. Although I daresay he's not always escaping the bears, as much as becoming lunch and starting over thanks to permadeath settings. Pure speculation on my part though.
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You could likely expand this idea further, potentially, to the small ponds that are dotted across the landscape, and have them go dry during certain times of the year. Those ponds could perhaps be distinguished from others by placing a different muddy block as the base for the water blocks--any water block that has that particular mud block as the bottom will fluctuate water level. As nice as it sounds though, I'm not sure how feasible it is to code.
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Welcome to the forums! I think it depends a lot on the current workload of the support team, and what the particular ticket is. From my observations, it seems to take a couple of days for tickets to be handled, on average. Give the team another day or two, and you should have an answer.
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worldgen Starter Kit option after making new world
LadyWYT replied to DUCATISLO's topic in Suggestions
I think it makes the game too easy, honestly. Yes, it's a setting that the player would have to choose, and would be useful for veterans who just want to skip the grind, but...that's also what mods are for. As for new players, I could see them resorting to an early game lootbox like this rather than put in the effort to learn how to actually play the early game, due to the steep learning curve that Vintage Story has, and that's not really going to be helpful to them in the long-term. The included pickaxe and temporal gear, and the fact that all the included gear is copper, make that an incredibly strong kit as well since it bypasses most, if not all, of the early game challenge(which veterans can already do thanks to their experience). Instead, I think a better alternative is perhaps to adjust ruins loot, or perhaps even panning loot. The player can already pan copper arrowheads and spearheads, so why not the occasional knife blade? Likewise, increasing the chance of a copper knife from tool vessels makes them a bit more of an exciting find. Pickaxes I would keep as-is; the player can still find them in a vessel if they get really lucky, but realistically most pickaxes probably got broken when humanity moved underground in the olden days of the world. As for temporal gears, the ability to set spawn is pretty powerful, hence why it's a difficult ability to acquire. However, perhaps the occasional temporal gear could possibly be found in cracked vessels, so the player has more of a chance to acquire one earlier in the game. -
Oh yeah, now something like a spring-loaded door that closes behind you automatically, that I can see. For a more complex door, I could see a steam boiler similar to what exists in the first story location, that is powered by temporal flux and coal. I think that kind of door would mostly be a vanity item...and given how VS is, probably also come with the drawback of being unable to open it if it's not powered.
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Or imagine minding your own business out in the woods, and a couple of adorable little bear cubs run up to play. And while you're standing there thinking "awwww, how cute!" momma charges out of the bushes absolutely furious. This one is probably not feasible to implement, but imagine too if polar bears behaved like their IRL counterparts. Didn't vary your daily routine enough? Have fun getting jumped by a hungry ursine!
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This is correct. However, I can't pass up the chance to be a bit cheeky and point out that technically we already have electricity in the game, because that is what lightning is. I wouldn't say it's inseparable, given that it would be late game content only and require quite a bit of effort to get there. However, I will also note that it's quite easy to jump from stone age to iron and steel, if you know what you're doing, and once you have iron and steel everything else is fairly neglible in terms of challenge(which is fine as a reward for putting in so much effort). I think the main issue with it though is as @Maelstrom says--the devs have stated end game tech to end at early forms of steam power, which makes sense given that the setting is the late Middle Ages. Yes, there is Jonas tech, which has a lot of potential, but that runs on temporal flux/prima materia as @Michaloid noted, and that stuff is...well, I'm not sure anyone really knows what it is. And I do agree with the observation that when the subject of electricity comes up, most players seem to be after actual industrial purpose use similar to what tech mods in the other block game offer. It would fit an industrial setting, but not so much a medieval one. In any case, when Jonas tech is expanded further, I wouldn't be surprised to see some capabilities similar to redstone, but I also don't expect such tech to ever be fully automated, or easy/cheap to build. One of the main focuses of gameplay is the homesteading, which is fairly hands-on even late in the game. Pushing the player to develop heavy industry flies in the face of that focus.
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If I'm recalling correctly, 1.21 added particles to lore items that could be interacted with, so that said items are easier for players to notice. I would think in the case of lore books though, the particles would disappear once they have been read, so it could be a bug, or perhaps an oversight.
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I would keep looking in sedimentary rock layers for surface deposits. I can't recall having ever seen deep lead deposits. In any case, sometimes you might have to look a while before finding an area where surface deposits of lead spawn, but when they do occur, there tend to be several in the area.
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Maybe if it's to a trader you've already discovered, but otherwise Skyrim-style fast traveling really doesn't track with how Vintage Story presents itself. The closest it gets is translocators, but those are unpredictable, or otherwise require you to make the actual trek to a specific location at least once(and even then, the teleport has a cooldown). Travel as a whole is supposed to be a deliberate choice on the player's part, and will require some planning. Even if it costs a few gears, it's either going to be cheap enough that the need to plan is negated(ie, fast travel is too lucrative compared to cost), or else it will be so expensive that there's no point in using the option. I think a better option would just be to have some sort of trading post item to set up at your base, that will designate a certain area for the occasional trader spawn. That way, the player will have a more convenient trade option to unlock, and the world itself will feel more like the post-apocalyptic wilderness it's supposed to be, since there won't be trader wagons scattered everywhere.