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Everything posted by LadyWYT
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I think the trailer we currently have still holds up very well. It covers enough to showcase what the game is primarily about and get people interested, without spoiling absolutely everything. Now if you're talking about the feature trailers for updates--I don't expect to see one of those drop for 1.20 until 1.20 is almost ready for release. If I recall correctly, the trailer for 1.19 dropped a couple of weeks before 1.19 itself was released.
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It's been a while since I've used Primitive Survival, but assuming no changes since I played: I do believe the fish from that mod only spawn as loot for fish traps and fishing lines, and not as actual entities. Are there a lot of other creatures nearby? If I'm recalling correctly, only a certain number of mobs can be spawned in an area at one time, although the limit is rather generous. And given my past experience with mods that add more creatures, the new creatures tend to spawn with less frequency and in fewer numbers than the vanilla ones, though this is not always the case. I'd say just be patient and keep looking, especially in larger, deeper bodies of water or warmer climates(in the case of the manatees). You could also check the mod configs and increase the spawn chance if you're still not seeing them with the frequency you desire.
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Pretty much! The head and leg armor pieces will still incur penalties the heavier it is, but not nearly as much as the chestpiece. I think the helmet is currently the piece that has the least amount of penalty applied, although I could be wrong. My typical strategy for just running around on the surface tends to be equipping a high tier chestpiece(scale, chain, or brigandine), and then equipping lighter pieces of armor for the legs/head or leaving those slots empty altogether. The end result is somewhat faster movement(although I typically play Blackguard so armor penalties aren't as bad) without sacrificing too much protection, although if you get hit in the unarmored spots the battle can go south very quickly. I also don't recommend venturing into caves like that--that's a really good way to die.
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
As @ifoz said, it's a situational use since it will increase your hunger rate while you have it equipped in the offhand slot, and you'll need to be actively blocking with it for it to be of much use. The passive block chance isn't worth it. -
Or you were thinking ahead and made 36 storage slots for a campsite!
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
Don't forget the crude shield as well. It can help keep you alive if you need to fight your way out of a situation. -
Tagging on to what @xXx_Ape_xXx said about the reed baskets--you'll need to arrange the reeds in all three bottom slots and the left and right middle slots to form a U shape. You'll need 2 reeds per slot, for a total of 10 reeds per basket.
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It's just a little thing that crossed my mind, but an overlay for the first-person field of vision when wearing a helmet would not only be cool, but give more purpose to choice of headgear. As it stands now, the "choice" is mostly aesthetic, as there's not really a reason to wear something other than the most protective available. And while wearing the most protective option(plate helmet) is generally the most desirable choice, one of the main issues with plate helmets is that they heavily obscure one's field of vision. Other helmet options(such as chain and scale) would also obscure vision, but not nearly to the same extent, thus giving the player a reason to pick a different helmet style other than pure looks. Depending on how ambitious one wants to get, I suppose there's also the option to make the visor on a plate helm adjustable via hotkey. Which almost defeats the purpose of what I just said, really. However, I think you could probably balance it somewhat by keeping part of the field of vision obscured even with the visor up(perhaps the very upper portion and bits of the sides). Also possibly by disabling the player's ability to eat/drink while the visor is down. That way the plate helmets are still better protection overall(as they are in reality), but can be a bit more of a hassle to operate in than more open-faced designs(which is also true of reality).
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crops Aquatic crops: Water chestnut and Lotus root
LadyWYT replied to Doctor Antiquarium's topic in Suggestions
I tend to think of water chestnuts as being a vegetable rather than a fruit, similar to how tomatoes are considered vegetables despite being fruits. I do like the idea though! Especially lotus, since it could double as decoration. I think it's mostly the major plot points of the story(that we have so far) that take place in late medieval Europe. I've also seen references to the cultures of the East Asian steppes a time or two in some of the clothing, and a couple of the stories reference individuals from the Middle East. So I wouldn't say it's out of place at all, especially given the consideration that the setting is post-apocalypse and the world's been turned inside-out, essentially. We've also got things like pandas, bamboo, and hyenas that aren't endemic to Europe, but are easily found in-game, provided that you're in the right region. If I recall correctly, I think more crops is on the development roadmap. It's not a priority at the moment since there is already a solid variety and other gameplay systems that should be taken care of first. -
I don't know how big unstable areas tend to be, but I've had a couple worlds that had quite a lot of instability. I've also had worlds that were the opposite. Generally, the distribution of stable, unstable, and neutral chunks seems to be fairly even. I would say keep exploring your world, as both @Thorfinn and @Maelstrom have suggested; there's sure to be a stable region somewhere within a decent traveling distance. If the distribution isn't to your liking though, I would recommend starting a new world to see if the stability distribution is better. Another option you might consider is something like the XSkills mod. It has a talent tree for temporal stability that lets you slow down the rate of stability loss or speed up the rate of stability recovery. Just to make sure all the bases are covered though--if the gear is spinning counterclockwise(to the left) that means the region is unstable. If the gear is spinning clockwise(to the right), then the region is stable and generally an ideal spot to consider building a base in. If the gear isn't moving at all, the region is neutral.
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It doesn't hinder movement as much as you might think, although it depends a lot on how it's made. A lot of medieval fashion for men consists of knee-length(or shorter) tunics. The length can also serve as an indicator of the individual's wealth as well; more cloth means more money and vice versa. Now of course, you could easily have a tunic that deliberately hinders movement! Wealthy individuals would often have clothing designed to be impractical as a way of showing that they were wealthy enough to not need to work. It's how the really pointy shoes, high heels, and other strange fashion choices came to be so popular.
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I can't really speak much on fruit trees as I'm still in the process of figuring them out. But they seem to flower sometime in the spring, when the weather is warm enough. As to when the fruit ripens, that seems to depend on how warm or cold the area is. Cherries seem to ripen in the late spring/early summer, while pears seem to ripen late summer and apples in the early fall.
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
I'd recommend starting a new world and turning Keep Inventory on, as well as setting a 10 day grace period for monster spawning and a longer interval for temporal storm frequency. This ensures that you'll have some time to poke around and get your bearings before the nasty stuff starts to spawn, while still maintaining some danger in the form of aggressive wildlife. Should you die, you won't have to worry about losing your stuff either. I will note that with these settings you'll still see rifts appear if there is rift activity, but nothing should spawn from them until the grace timer is up and the conditions are right. On the other hand, if you're feeling confident and would rather keep playing in your current world, then I'd recommend just using the command /worldconfig deathPunishment keep to allow you to keep your stuff when you die. It does get better! Vintage Story is a game that has a steep learning curve and doesn't pull its punches; every veteran player has been through the same struggles you're dealing with currently. Once you start figuring out how to progress and get some experience just surviving the challenges the game throws at you, things become a lot easier. The handbook is also your best friend--if you find yourself holed up waiting for night to pass, it's a good idea to crack it open and start reading(make sure the game is unpaused while reading). It's also not a bad idea to keep a stack of healing items(4 horsetail + 2 cattails = 4 basic healing poultice) on your person; they can potentially keep you alive in the event that you encounter trouble. Wolves and black bears you can run away from, especially if you can run diagonally and cut across difficult terrain. They also don't handle deep water very well, so if you lure them into a deep body of water you should be able to dive under and stab with a spear. If you're feeling really confident and have several spears, you can also try throwing spears at the aggressive animal to either kill it or scare it away(they'll run away from you when at low health). In general though it's best to take careful stock of your surroundings and avoid the hazards if you can. -
In regards to pests, diseases, and crops, that's an actual thing in the game Banished. Sometimes pests or disease will strike one of your crops(either seed crop or orchards), and you'll lose the harvest for that field. If you don't deal with it quickly, it can also spread to fields nearby. In the case of orchards, if I recall correctly, you have to cut down all the affected trees and plant new ones(which will take a while to mature). Disease can also affect your livestock(though they can't catch it from diseased crops), which will kill all the ones in the affected field and possibly spread to other livestock pens, unless you move the animals out of the affected field. The disease and pests are rather random when they appear and can't be prevented entirely, but having different crops and livestock next to each other helped mitigate the spread when disaster did strike. In any case, I could see there being a chance for something like crop disease or pests, in addition to the pesky rabbits we have already. Not for livestock though, as the last thing you want is to go on an extended trip and come back to no livestock, because you weren't there to treat the disease. In the case of crops, I'm not sure that there would be a good way to stop the issue once it begins, aside from possibly removing the affected crops once noticed, or applying simple pesticides should that be an option. I do agree with @Thorfinn though--it's a neat idea, but can easily become a tedious. I think it'd work best as a toggled option or mod, that affects planted crops only and not orchards or livestock. Livestock and orchards are tougher to get going and require a larger time and resource investment, which means it would be highly discouraging to lose them to circumstances that couldn't be prevented or otherwise dealt with due to the player being absent. Planted crops aren't as big of a deal, because you get the seeds back and they have a shorter growth period.
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Suggestion - Having Pause Actually Pause Your Game
LadyWYT replied to Bach_Treebane's topic in Suggestions
That's a bit odd. I'm certain that I've paused my game via the escape key many times and walked off to do something else for a while. It's always been fine when I came back later--still paused. Have you installed any mods lately that could be affecting your game? -
On the in-game model, the shirt seems to be a loose-fitting tunic style that comes down to the knees and is possibly split on the sides on the lower half. I think it's a deliberate style choice. The utility of the design is likely for better freedom of movement(possibly for riding horseback), although in that case you typically see the split in the front/back, and not so much the sides. I think it really depends on what your character's personality is and how you want to depict them. Overall, from the in-game appearance of the Blackguard attire, I get the impression that Blackguards have either been through worse than other survivor classes(which is very possible, given their profession), or that they don't really care about personal appearance and thus look more ragged as a result. Perhaps it's a combination of both. In any case, if your character is of a similar mindset, perhaps they too look a bit rough around the edges. Or perhaps they're a neat freak and prefer to keep the shirt tucked in at the waist. They could be incredibly vain and have an embroidered shirt in good condition. It's also possible that perhaps they prefer a neat appearance, but have been through a lot of dangerous situations of late and haven't been able to properly maintain their attire. The options you pick for presentation tell the character's story. One thing I will note though is that if the character is wearing chainmail or similar armor, you'll want to leave the shirt untucked similar to what's portrayed in the game. Reason being that you'll want to keep the armor from chafing or catching on other articles of clothing.
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Bears are no joke now, got greifed by one camping my front door.
LadyWYT replied to Nerdlin Geeksly's topic in Discussion
I tend to get triple moose spawns near my base. It's great for keeping the protein bar filled...not so great when I don't have the means to deal with them efficiently. I've yet to have issues with lightning though. However, I do tend to find a lot of fried chicken and fish after strong thunderstorms. -
Lol, is there a way to draw not-houses with chalk?
LadyWYT replied to Lilith Perez's topic in Discussion
I think you press F to bring up the interface to pick a different symbol to draw with. -
If shearing the leaves or cutting the tree down don't work, and assuming it's not a server: /gamemode creative will put you into creative mode, which will allow you to remove the leaves and further modify the trader cart, if you so wish. Just be careful not to accidentally delete anything from your inventory in the process! /gamemode survival will return you to survival mode and allow you to continue playing as normal. Make sure that you're not too far above the ground when you run this command!
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Don't forget that you can find chalk and limestone rocks occasionally as ruin loot, and for sale at some of the traders(I'm pretty sure). You can also find and fix a translocator to travel thousands of blocks in an instant, which can be a big help to finding new things without a lot of walking.
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If the trees are in newly created chunks I don't think they'll have any fruit until the next year. It's a little odd that trees in existing chunks aren't producing fruit though. Do you have any mods that could be affecting them? The only other thing I can think of to try is to check the settings and start a new world/play a different existing world to see if it's an issue there.
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Did...did you meet Goldilocks and the Three Bears? Another connoisseur of fine Australian entertainment, I see!
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quelles sont les conditions pour qu'un bâtiment soit isoler du froid ?
LadyWYT replied to ArmaLite68's topic in Questions
This link should help: https://wiki.vintagestory.at/index.php?title=Temperature Basically, you need to make sure the walls are either solid blocks, or chiseled blocks that fill at least 50% of the space closest to the interior wall with no big holes. The doors must be solid as well--no crude or sleek doors. The largest room you can have that retains heat is 14 x 14 x 14. Hope that helps! ------ Dans Google français, désolé pour les éventuelles erreurs! Ce lien devrait aider: https://wiki.vintagestory.at/index.php?title=Temperature Fondamentalement, vous devez vous assurer que les murs sont soit des blocs pleins, soit des blocs ciselés qui remplissent au moins 50% de l'espace le plus proche du mur intérieur sans gros trous. Les portes doivent également être solides – pas de portes grossières ou élégantes. La plus grande pièce que vous puissiez avoir et qui retient la chaleur est de 14 x 14 x 14. J'espère que cela pourra aider! -
I think I turned the Landcover option down to 70% or so for a few worlds and got something similar to continents. It was all still connected in pangea fashion, but there were at least decent oceans to help spread out the land chunks a bit more. You might be able to fine-tune it a bit more, but I wouldn't go much further under that value or you're likely to get islands. I could be wrong though--I've not really tried to get islands or continents as I don't use ship mods and there isn't much for water travel in the vanilla game.
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I like the idea, but I'd be concerned about how much processing power it requires to accomplish. I recall playing with a mod that did similar(Wildcraft, I think?) and it used a lot of system resources. High end computers probably won't have issues, but I don't think older hardware would be able to handle it. It's probably best left as an optional world setting that you can enable if you have the hardware to handle it.