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Everything posted by LadyWYT
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If they aren't spawning during periods of rift activity(assuming that spawn conditions are met), I'd either start a new world as a test to see if they spawn, or check your mod list if you are using mods. In the case of the latter, I'd be suspecting a mod of having some unintended side effects. If the drifters are spawning though and it's just a case of there not being a lot of rift activity, I'd just give it some time. Sometimes you can go for days in-game with all being calm, and other times you'll not see the rift activity drop below medium for what feels like a week. You could also try increasing the frequency of temporal storms. Also, if you built far enough to the north to have at least a bit of light throughout an entire day in summer, drifters may not spawn on the surface at all during that time of year, even with high levels of rift activity. The only other thing I can think of to check as well is which gamemode you picked on world creation. If you picked Homo Sapiens mode(I think that's the one), it removes all the lore content and supernatural elements, which means it won't be possible for drifters(or rifts) to spawn at all. I'm also guessing that gamemode probably isn't the issue here, but if that does turn out to be the problem you'll probably need to start a new world with the correct settings, or see about installing mods that add other creatures to up the danger level.
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I'd also add that if the suggestion isn't already something that one tries to emulate in most of their worlds(and thus, has fun with), then it's probably not a good idea to add it to standard gameplay settings(which is how I tend to read suggestions). As a niche setting it might work, but I would say the same logic still applies--if it's not something you're already emulating(or attempting to emulate) in your own gameplay, it's probably not a very fun feature. A polar start on just two slots though...oof, there's no way that can end well! I'll be honest...I'd like to see travois implemented in the game, as it would be a cool option to transport things, but putting it this way comes across as a bit trollish. Maybe I'm just misreading the statement, but if you make transport methods more burdensome/inconvenient than moving things on foot, the end result will be players ignoring that mechanic entirely as it's too much hassle for what it offers in return(case in point--alcohol bandages being ignored since it's a lot of effort for a very situational use item). In any case, I don't think it would warrant a rework of world generation--the player should be able to automatically traverse one-block height changes when leading a travois. The only difference I would really put is making travel slower if you're hauling the thing yourself, instead of letting an animal pull it.
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Welcome! I like this idea too, and I'd wager you could potentially simplify it a bit(if need be) by setting fresh dough out for a bit in a warm spot to rise. Unleavened bread could be made on a campfire. That way for a really long expedition you could just pack the flour along with you and turn it into fresh bread as needed, if you didn't want to just bake it beforehand. You could also allow it to have more units per stack, so that more can be carried or stored in a supply cache. As a bonus, you could also have a way to get flour pre-quern, perhaps by smashing grain with a rock against a hard stone surface or combining with a rock in the crafting grid. Then you have a basic bread that you can craft very early on to help satisfy the grain nutrition, without the need to have picked out a spot to settle down. It'd probably also be a great option early game if you were doing some sort of vegetarian challenge. For the fluffy loaves, you could take the satiation boost a bit further by allowing the loaves to be sliced with a knife and used to make sandwiches. Pair with some cured/cooked meat and/or vegetables or cheese, and you have a great meal option. It also gives you a reason to take fluffy bread with you on the start of a long trip before switching to unleavened bread later.
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You could try adjusting the date on your computer's calendar, since I'm assuming that's what the game probably checks to figure out whether or not to enable the special pumpkins. Assuming it works, you'll just have to remember to fix the date whenever you're done playing if you want the correct date displayed.
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I was wondering if I missed something there, heh. I found a bunch of stuff in a trunk by the door, but didn't see any spots that seemed like I should be digging there. I'll end up going back anyway, as I want the stuff to decorate things I have yet to build for NPCs that don't actually exist, lol.
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There's a ruin there, I swear. Nothing terribly exciting was inside though. This was an interesting spot for what seemed to be the remains of a Blackguard barracks.
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Hmmm, interesting. I'd never really paid attention to that before. It could just be due to pixels being a bit limited in what they can depict regarding jewelry and other small items. However, I think if that were the case, it'd be as simple as just adding splashes of other colors into the design. I doubt it's a case of recycled textures as a time-saver, given that the traders are pretty distinct from one another. I think this is a likely answer, although whether it's a leftover from the Old World or a new design to mark one as a merchant isn't clear. I would say perhaps that it's a new design to designate a member of a merchant's guild, in the case of the traders themselves. Given the scenario laid out in the "Ghosts" short story, it seems that quite a lot of time has passed since the calamity, and the things that seraphs are familiar with are antiquated to "modern" standards, if they're even recognizable at all. If that's the case, then I'd say you're right over the target with the theory that the insignia on the tailored gambeson inspired the insignia that the present-day traders wear!
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I don't know anything about autoclickers, so I can't offer a solution there. However, I will note that when asking others for help troubleshooting problems, it often helps to have a description of exactly what you're trying to accomplish. If the end goal and information about why things need to be a certain way is known, then it's easier to find good solutions to the problems and discard the bad ones. A solution could still be reached in the absence of those details, but it's going to be a lot harder and more time consuming given that it's basically guesswork at that point.
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The only solution I can really think of would be either stripping out all the mods and then adding them back a few at a time and testing to make sure there's no issues. Or taking a guess at what the problem mods might be, removing them, and testing to see if the problem persists before adding back the non-offending mods. I don't remember who it was that suggested this method, but I recall someone advising to cut the modlist in half, and then test each half to see which is stable and which isn't. Then take the unstable half, cut it in half, and repeat the testing until you've narrowed down which mod(s) are causing the problems. The only other guess I have as to what may be causing the issue is there might be so many mods installed that the game doesn't have enough memory for the all the textures, but that's assuming I'm correct in assuming that there's a space limit for textures in the first place.
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I wonder if a fix for the starving would be draining all the nutrition meters first before allowing the player to suffer damage to their health, assuming that the knockback is tied to all types of damage and can't easily be separated from it. That would also give a short grace period in the event that food is scarce, while still providing a penalty(the longer you go without, the more nutrition you'll need to replenish, and you'll still die if you don't find anything to eat). Now on the other hand, there's a sliver of me that's morbidly curious about what happens if you did the opposite and cranked up the knockback value instead(and perhaps decreased fall damage to compensate). I'd imagine you'd get scenarios similar to the Skyrim Space Program.
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What is the best perk/profession to start with ?
LadyWYT replied to Tubik Gleba's topic in Discussion
WHAT?! I'm gonna go try this! I didn't even know that was a thing, I thought it had to be sewing kits. Now I can turn the class-exclusive recipes back on like I had originally! -
Gotcha. Unfortunately I'm not sure if anything like that exists, and I don't know enough about coding to make a good guess as to how easy it would be to make something like that
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What is the best perk/profession to start with ?
LadyWYT replied to Tubik Gleba's topic in Discussion
You stated it all a lot better than I! I completely forgot about class-exclusive recipes as well. I would definitely recommend new players turn that option off if they are playing singleplayer, as the sewing kit isn't obtainable otherwise(I don't think it drops as loot from anything and traders don't sell them for some reason). And while sewing kits aren't necessary for standard gameplay, you'll need them to maintain your favorite pieces of clothing and keep them useful. Agreed, for the most part, though I would argue that the extra health can sometimes allow you to sometimes survive situations that other classes probably wouldn't, and it's the ideal pick if you love melee combat. That being said, those kinds of survival scenarios don't come up that often, and if the health is that much of a concern the starting health pool can be easily increased via the world options. -
This might help you achieve what you're looking for: https://wiki.vintagestory.at/index.php/Block_reinforcement Reading through the page, reinforcing a block doesn't seem to make it unbreakable, as much as it does make it very difficult and expensive to break them. So those planning a siege would likely need to carefully plan which area they indeed to try to break through, then make sure that they have enough time and tools to accomplish the task(as well as making sure that whatever is on the other side of the fortress wall is actually worth the effort!) There also seems to be a setting for servers that, if I understand it correctly, can make reinforced blocks unable to be broken by those who did not do the reinforcing. While it might not be a setting that you want turned on all the time, I'm guessing that if griefing while most players are offline is an issue it's a setting you could probably just enable during the periods of low server activity.
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I'd be questioning how I'm accomplishing it in full plate armor. Climbable vines would be nice though, especially for more nature-fantasy type builds. Or at least, if we can't climb them, it'd be nice to have a way to grow more of them.
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Hmmm, intriguing, especially the bit about deposits regenerating(albeit very slowly). The much smaller vein size and yield would probably balance it decently against seeking out one of the underground iron types as well. In theory it could make it easier to jump ahead in tech tiers, but I think that hinges on whether or not there are a lot of iron-rich bogs nearby that are easily accessible. Overall, it sounds like a good way to get a couple of early iron tools perhaps, but finding a proper iron vein underground will still be necessary to acquire a full set of iron tools and armor.
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Out of curiosity, have you tried a Cool or Polar start instead of the standard Temperate? I've found that these starting zones tend to slow down the early game quite a bit, mostly due to the fact that there's a distinct lack of reeds to make baskets with, or flax for linen bags. Inventory space will most likely be at a premium for a while. If the early game is still too easy, the next thing I'd potentially try is turning down the availability of ore nodes and/or the growing speeds of trees. Other options include increasing the temperature at which you will start to suffer from the cold, increasing hunger rate, or increasing food spoilage rate. It's not the same as restricting inventory space, but it will certainly make surviving and finding materials a lot harder. And that's fine. I think it's an idea best suited for the realm of mods, or perhaps a very niche gameplay option in the world settings, depending on where the devs want to take the game. I don't think making it the default because the game is "too easy" is the right answer. Based on what I've experienced from Vintage Story, it's a game with a very steep learning curve that doesn't pull its punches, which makes it very challenging for brand new players. Once you learn how to properly progress and figure out some good strategies, the game becomes a lot easier, to the point that a veteran player can be easily acquiring steel and raiding the Resonance Archive with around 20 hours of gameplay. It's a factor that can't really be avoided and is a natural byproduct of becoming better at the game(and it's a reason that challenges like Hardcore mode and Snowball Earth exist).
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What is the best perk/profession to start with ?
LadyWYT replied to Tubik Gleba's topic in Discussion
I'm assuming you're talking about which class to pick in the vanilla game, and not something modded. In which case I would say that Commoner is probably the best one for a brand new player to pick, as it offers no drawbacks to its playstyle and will be a solid choice for doing everything the game has to offer. Personally though, I would pick whichever class sounds the coolest and go from there. There may be some drawbacks to work around, but nothing terribly difficult, and the game will be more enjoyable if you're playing a class you actually want to play as opposed to whatever was supposed to be the "best". And if you try a class and decide that you don't like it, you can always start a new world with a different class(I think there's also a console command to switch your character class as well, but I don't know what it is). If you're referring to the professions in the XSkills mod...I would say either pick a profession that you really enjoy, or pick one that will make the gameplay loops you don't enjoy that much less tedious. -
This would be nice. As it stands, distilling is the only way to really preserve alcohol long-term. Which is fine, unless you wanted to drink something other than whiskey or brandy.
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This exactly. It's one of those things that may sound fun in theory, because videogames don't typically go for this level of realistic immersion. But when it comes to actually playing it...absolutely not. The hotbar that we have is fine--it offers enough slots to work with initially, but not so many that you won't need to quickly find a way to carry more things. I also agree that making a change this drastic would absolutely make most new players drop the game entirely, if they even bothered to purchase it in the first place. I daresay you'd probably lose a lot of the veteran players as well. It'd actually be one spear that you could bring with you, because you'd need a knife to process the kill(unless it's a case like the Butcher mod that makes you haul the carcass back to camp). But even then you're still stuck with being unable to take the spoils of the hunt with you. I'm by no means an expert on coding, but I'm guessing that you could probably figure out a way to lock the hotbar slots instead of removing them entirely. Though technically, you don't really need a mod to play this way either--you can just impose your own limits and only use the first two slots of your hotbar until you acquire some sort of portable storage.
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Food storage is the only thing I can really think of, since temperate climates will get fairly cold in the wintertime. How much it extends the shelf life I don't really know, but it's something to consider when working with fresh food if you don't want it to spoil before you can use it. In warmer climates fresh food will spoil faster even when stored in a cellar, since the temperatures don't get nearly as cold. On the flip side though, the growing season is practically year-round in warm climates, so you don't really need to worry about preserving food for the winter. I'd say it really boils down to what climate you prefer spending the most time in and how challenging you want the game to be. Colder climates are going to pose more of a survival challenge, especially in the earlier portions of the game. Warm climates will be easier to survive in, but you won't get to fully experience all four seasons since it won't really get cold.
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...and you see your first seraph. What are they doing and how do you react? As for me, I think I'm going to watch in bewilderment as they proceed to die to a bear multiple times, before trying to sell them some junk I found quality wares for a significant markup(assuming they even make it to my trader wagon, that is). Of course, this is probably also about the time I figure out the funny-looking strangers will happily just move in uninvited and start using my stuff, as if they owned the place. (I meant to post this topic a while ago and completely forgot about it)
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Or it's a bandage that damages HP instead of healing it And I agree, they'd make an interesting neutral faction as well. Plus I mean...if I can't give a drifter a temporal gear and make a friend, maybe I could with one of the Rotwalkers, heh heh. As for integrating them back into society...they might have mutated after so much time underground and be unable to really stand sunlight for long periods of time, but I could also see them possibly being unwilling to return to civilization. Maybe there's some sort of strange prophecy they follow, or perhaps they're just eccentric hermits that prefer to avoid most other people.
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You're probably right in that they're most likely just scavengers--either the group that the Malefactors came from, or the human survivors that came after the calamity. What I kinda hope they might be though--an antagonistic faction, or an otherwise creepy cult. The drifters and corrupted machines are disturbing, sure, but at the same time they're distinctly not human. Now these guys...imagine seeing a faint light out there in the dark, or deep in a cave, and going to investigate...only to run into one of these guys. Whoever it is--obviously human. How he got there? You have no idea. And you don't have time to think about it if he pulls out a weapon and starts swinging. Now assuming the individual doesn't attack, that leaves a couple options: either he'll stay silent and stare at you creepily, or he'll be open to talking. In the case of the former--it's disturbing, because not only do you not have an answer to who/what he is, but now he's either going to follow you around when you try to leave, or turn up later where you least want. In the case of the latter and he is open to conversation...he's probably going to be speaking in nonsensical riddles, at best, and then you'll still have the same problem as before. I'd also be wondering where they got the temporal goo-looking stuff for their outfit. Humanity's remnants don't really seem inclined to temporal technology; they'll use pieces of what they find, perhaps, given that the traders have resonators, but I'm not sure that the remnants are capable of actually creating new pieces of temporal tech.
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Tin VS Bismuth, what bronze pickaxe do you prefer to use?
LadyWYT replied to Nerdlin Geeksly's topic in Discussion
Falx blades have the most value, when it comes to metal tools you can sell. They cost the same as other tools, can be cast instead of forged, and sell for one gear more than picks.