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Everything posted by LadyWYT
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Depends on the modded creatures. If it's Fauna of the Stone Age types, the same rules should apply, as I have used those mods and done that with success.
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The other thing about respawning sticks and rocks is...they're probably gonna respawn in one's base too, which means a lot of cleanup that's going to get a bit tedious if you want a tidy base. Also, letting sticks and rocks respawn still doesn't prevent players from picking the area clean. Rather, I'd say it probably makes the behavior worse, as now they don't need to leave spawn to find that stuff anymore. So if it's a slow respawn rate, the area is still going to be picked clean. If it's a high respawn rate, there may be a better chance to craft basic tools without needing to walk miles to find the materials, but now base cleanup is going to be a real chore.
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Sounds about right, really. Also welcome to the forums! It seems like the rarer items you always find when you're never actually looking for them. And then of course if you don't take it with you, you won't find it again later, heh heh.
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It kinda depends. Sometimes you can play for hours without seeing more creatures spawn(at least, where you would expect them to spawn). Sometimes you can kill a couple and there's four more to replace them a few minutes later. I'm of the same general mindset as @TamTroll, in that I tend to forgo hunting certain animals that are near my base, and instead go hunting abroad where I don't really care if the local population gets temporarily wiped out. One trick you can also try, at least in a singleplayer world, is exiting the world and re-entering. That should reset all the spawns and give you more animals to find.
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This too. I also forgot to mention that sticks already respawn, sort of. Or rather than respawn, players are meant to use shears to cut the leaves off trees before chopping them down(which will yield a lot more sticks and seeds than normal!) Now of course, all that is useless if there are no trees to harvest for resources, which again ties back to the hazards of playing with other people instead of by yourself. The only thing I could really think of that could be potentially added to help deal with the issues is perhaps a few more configuration options or other tools for server admins to use to help curate a fun experience for large servers. But server tools only do so much when the root of the matter lies with player population and personalities. Edit: Also, while I'm thinking out loud--this is also why I wouldn't recommend brand new players dive right into multiplayer without learning some of the basics in singleplayer first. Or at least avoiding heavily populated, highly active servers until they have a better grasp on game mechanics. A smaller server is probably fine, especially with a friend or two, but a large server full of strangers may be a bit too much to handle at first, depending on the individual.
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Springboarding off what Thorfinn pointed out--I don't think it's an issue with Vintage Story as much as it is a hazard of multiplayer in general, given that the same problems exist in other games as well. A lot of it hinges on the server admins and what rules they have to help maintain it, and whether or not they enforce those rules. It also hinges on how many players frequent the server and what their general mindsets are. There's not really a way to stop resource drain entirely, as over time regions will eventually be depleted of certain resources(mostly ores and stone--the non-renewable types). I think a lot of times servers will offer teleports to new players, so that they can be dropped into fresh chunks miles away from settled chunks, and thus have a bounty of resources to work with. Having a basic starting survival kit(some food, and a couple basic stone tools) can help as well, if the new player is going to remain closer to settled chunks. It's also really easy to just take what you need at the time without worrying about whether it grows back for someone else(like breaking cattails without a knife, chopping trees but not replanting). Doing it in singleplayer isn't a big deal, as you're the only player to worry about in that world. On small servers with only a handful of people, it's also not too much of an issue, as there is plenty of room and resources to work with. On large servers it becomes a bigger problem much more quickly(especially if it's a server that's been around a while!), as there are now more players trying to share the same amount of space and resources. I'd also say that Vintage Story inherently encourages players to work as a team in multiplayer settings; split the work into different player roles and build a small thriving village community first to keep everyone alive and healthy before splitting off to work individual bases. That way there's also infrastructure to help new players settle in when they join. The issue here is that whether or not that happens depends a lot on what kind of server it is to begin with. If it's a free-for-all or PvP-oriented setting, it's likely going to be a whole lot rougher starting out than it would be on other types of servers.
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I mean, I've been wondering why the old muddy bed you find in a ruin is somehow more comfortable to let you sleep longer than the brand new bed you can craft. Especially given that...it's been there a really long time, and there's no telling who or what has been wallowing in it. At least let us change the sheets! Agreed. But even for players who aren't inclined to the roleplaying aspects--they still want to make their base look nice! Not that the beds we have look bad; it's just nice to have variety. Granted, you can just chisel a bed out of other materials, but you can't actually sleep in it in that case.
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Maybe the forums are a little on the fritz? It happens sometimes. I've not had any issues with it today but if it just has the hiccups it should sort itself out soon.
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And here we have a drifter flash mob--who knew they were such pranksters! I was playing with a friend and he had stepped away for a few minutes. During that time, the rift activity went from calm to apocalyptic. I think there must have been about a hundred of the potato sloths stacked up at the door by the time friend got back to his computer! In any case, neither one of us were in the mood for signing autographs, so we dug a tunnel out the back of the base and made a run for it as soon as the sun came up.
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I think some corporations missed the memo on this! I mean, if it's done well, it can be engaging gameplay to certain types of players...key words being "done well". It's a really easy thing to screw up when you're designing it too. And while a mediocre result isn't the worst thing in the world, you really don't want your game mechanics to be forgettable either. But that's also where all the options in the settings come in handy! I'm actually not sure It would make sense, given they seem to be at least somewhat immune to the passage of time. Maybe the tradeoff for not needing sleep is all the temporal shenanigans, ha! At the same time though I could see being well-rested/lacking rest being some sort of mechanic sometime in the future, most likely with a toggle in the world settings. I can't really think of a good way to implement it though, or a good reason to have such a mechanic either other than for the sake of realism/another challenge. I think what we have currently is fine--sleep to pass time more quickly at the expense of hunger, but no significant penalty to hinder you if you choose not to sleep.
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Agreed! Traveling at night is already inadvisable, really. It's too dark to see much of your surroundings, so the likelihood of encountering a predator or falling down a hole is much greater. Having a light source helps, of course, but the light range is still too limited to give you much idea of what could be lurking in the bushes. It also hinges upon rift activity as well--I've seen calm nights turn to apocalyptic levels in a split second, and drifters will almost always spawn in force at night if there is rift activity. So it's still risky, even for experienced players(Vintage Story is very good at punishing those who get too complacent!) One way to get around it is to save your travels for daylight hours when possible, and do other chores around the base in the meantime. You can also just sleep the night away(or part of it, at least), but the main drawback to that is it will deplete your stamina. Given that there's currently no drawback to not sleeping though, it can be an unnecessary waste of resources, depending on your mindset. Not that I really want to see significant penalties for lack of sleep, mind you. A different game already tried that and the mechanic turned out to be much more annoying than it was fun.
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Personally, I really like the crates because they hold a lot of stuff without getting disorganized due to the one-item-type limit, and they can have handy pictures on the front to look at. I've even shoved my temporal gears into crates a time or two, just because it was a prettier way to store them. It's not that I can't just label my chests--it's just a lot easier and faster to find what I'm after by glancing at pictures. The couple of things I've found to be issues when working with them--there's not an easy way to stack crates on top of each other when empty, unless you have some sort of wall at the back. Attempting to stack them without a wall will result in shoving one crate into another, which is a little frustrating if you're just trying to pile them up for whatever reason. The other thing is that it's difficult to remove stuff that you've put in the crate, unless it's either a single item or a full stack(or however much is in the stack "on top"). It'd be much less frustrating removing specific amounts of stuff if there was a way to open a small dialogue box asking how many items you want to remove.
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Very true. I prefer swords for the job. I agree, though I also think the usefulness of it hinges a lot on the experience of the player. Newer players would probably get more use out of it, since they tend to struggle more with advancing due to lack of experience. So potential access to a stronger stone age material could have a bigger impact. A veteran player should already be aware of the advantage obsidian offers, but due to their experience they'll also be advancing much faster than average, so stone age stuff quickly becomes outclassed by better options.
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If I recall correctly, you mentioned that you play vanilla, right? I've seen that slab once before, though I had mods installed, so if you guys play vanilla that means it's definitely not a mod thing. I figure it's just an easter egg referencing EthosLab, one of the original big names in the Minecraft YouTube community. Although why it's a slab of clay and not something else, I don't know.
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Not necessarily. Bare minimum give them the same stats as flint arrows, because it doesn't make sense to not have obsidian arrowheads, really, and that keeps them from potentially being overpowered. At the same time, I'm not sure that they would be too strong if they were at roughly the same level as copper, as copper is rather easy to find but obsidian I've only seen once or twice. Assuming the player settles near obsidian, there's usually plenty of it so they would probably forgo copper arrows in favor of obsidian then, in that case. Better balancing might be to give the obsidian arrows the same attack as copper ones, but make the break chance the same as flint. So they do a bit more damage but still break at the same rate, giving the player a reason to pick copper over obsidian if they favor the bow. Personally, if I'm going hunting with a bow, I don't bother with copper arrowheads at all save for the ones I get from panning; flint works just fine until I get to iron/steel. And since flint arrows are so cheap, I don't have to bother with trying to find them after I shoot them.
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https://mods.vintagestory.at/show/mod/7003 I've not ever messed with this mod, so I don't know how it works, but it may help with tweaking wintertime to taste. I'm not aware of any greenhouse mods though. Another option might be this mod: https://mods.vintagestory.at/show/mod/247 It doesn't buff greenhouses, exactly, but it does at least have a farming skill that improve your harvests and whatnot. The only other suggestion I have currently is if winter is going to be that big of a hurdle for most of your players, you might want to consider a Warm start. The growing season will be almost year-round in that case, and the lowest temperatures should still be just above freezing. Where it gets a little different compared to a Temperate start, is that berry bushes don't really produce during the summer but will in the cooler months.
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Possibly the rope ladders--they can be lowered as opposed to regular ladders. They can also be easily retrieved when you're done. I don't know if you can put them in water though.
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What I usually do is dig an air pocket out of a wall and use that to refill the oxygen bar. The drawback to this method is that sometimes the water physics can get to flowing in such a way that you can't swim out of the hole you made. There's also the world setting that determines how long you can stay underwater before you start drowning. As I recall, the default time is 40 seconds. I'm also not sure if you can change this setting after world creation, but I am assuming you can(though I do not know the command for it). If you're not opposed to mods, this mod offers a skill that increases the amount of time you can spend underwater before drowning. https://mods.vintagestory.at/show/mod/247
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I agree, for sure. Although it would be rather funny for the player to become the "ultimate hero of legend!" only to promptly die to something exceptionally silly(like getting struck by lightning or murdered by a rooster). One thing that keeps poking at the back of my mind though...given the visual distortion of temporal storms and Dave only appearing during temporal storms/extremely low stability(currently), we don't actually know that he's as big as he looks. Given that he seems to tower over distant trees I think it's safe to say he's at least a few hundred feet tall, but for all we know he could be really tiny and just look like he's huge. Perhaps that's why we never see him without temporal distortion--he's always there, just way too small to see!
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While it would be cool to watch things weather with time, I feel like this would probably use a lot of processing power to calculate, though I'm not a coder so I wouldn't swear to it. I think the bigger concern though is whether that kind of mechanic is fun or not. It seems like it would be fun at first, until you end up constantly devoting time to cleaning up your builds rather than doing other things. At that point it becomes a tedious chore for the player, especially the players that like to build a lot. Dyes and lacquers for building materials would be cool, but I'm still not sold on needing to maintain all the blocks that you build with in order to keep them from falling apart or causing other issues(such as food storage). On the one hand, it sounds like it could be cool, as it adds more realism, but I still see the novelty wearing off fairly quick. Blocks that are partially or fully submerged in water though--these I can see being an exception as water is rather hard on building materials, though I still don't know what effect the deterioration would have on the blocks other than cosmetic changes. Overall, I think if that kind of mechanic were added, it should probably have a toggle option in the world settings, similar to what the cave-in mechanic has currently. The temperature mechanics feel fine currently, aside from the oddity of being able to wear full winter gear in the blazing heat without penalty. I imagine it may be addressed one day, in addition to possible sickness mechanics, but it really depends on if those things can inspire any fun gameplay loops to go with them or not. If the gameplay loop isn't satisfying to play, it should probably either be reworked to address the issue, or potentially removed from the game.
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I covered the Quarterstaff in the Combat Rework thread. Initially, I was thinking it could be a Monk exclusive weapon, but I wound up writing it as a generic weapon instead. I would expect a Monk to get more use out of the quarterstaff than other classes might though, especially if it had the off-hand movement bonus applied to it.
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It would be nice to be able to recycle unneeded clothing items into some usable crafting materials. That being said, I think whatever you're trying to recycle should be in good condition in order to get materials. Good condition could warrant a couple pieces of cloth or thread; Worn condition could just produce one piece of either. Anything less than that and you get nothing for the effort. That being said...I'm not really sure how you'd go about recycling. The crafting grid seems obvious, but I think that would require a lot more coding and wouldn't be able to produce random materials. Maybe placing the item on the ground and cutting it with a knife, similar to how we harvest carcasses? That might be simpler and could utilize a loot table. Otherwise, it could just work in a similar fashion to that Torn Linen Shirt that can be turned into bandages. Once your shirt/pants reach a certain durability threshold, they can be turned into a couple of bandages.
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It's one of those things that sound cool on paper and makes sense logically, but I can't really think of a way that it adds much for gameplay value. It does add some immersion, this is true, but I could see it easily being too much of a pain to deal with, or such a trivial thing that it's just ignored by most players. I think a while back I either saw a mod/suggestion that unused firewood could turn into aged firewood that burns a bit better/longer, provided that it sits in storage long enough. That might be a good option, giving the player a reason to put it under cover and leave it for a while, but not penalizing them either if they just chop firewood as needed. I mean, I tend to live under a tree until I have the means to build a proper wilderness shack. So yeah, keeping things dry isn't terribly hard.
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I figured it would be usable on NPCs and animals too, no just other players, but this is a very good point. In singleplayer the kit would lose a lot of value, outside of being something to sell to traders(that probably wouldn't be worth it, considering the resources put in versus the gears acquired in exchange). The shift-clicking to change from self-target to target-other solves that issue. The only other thing I might tweak is potentially making the first aid kits not stack as high as the more basic bandages, but that would really depend on whether or not it trivializes some things too easily. Possibly, although I think a bonus like this would be better suited to a farmer class. I'd be more inclined to swap out Nearsighted(-15% ranged damage) and replace it with Kind(-10% animal loot, -25% carcass harvesting speed). It fits better with the theme of a peaceful monk that tries to avoid violence when possible, as well as mildly encourages the player to farm or forage for their sustenance rather than hunt. The other thing about a bonus to harvesting berry bushes is that it ends up overshadowing the Malefactor, as it covers one of the class's strengths without having the weakness to make up for it. The Monk I would expect to play somewhat similar to Tailor, in that they'll do better in a more civilized setting with infrastructure, but will struggle a bit in the wilderness.
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There are dozens of us, I say. Dozens! It would be an easy enough item to qualify for the belt slot, although it wouldn't need an actual belt for its model given that suspenders kinda do the same job as a belt. That way the suspenders could be mixed with any of the shirts and pants, no matter how good or bad it looks. Want that rugged workman chic? You got it! Want fashion so horrendous that it will send drifters running for the nearest rift to the Rust? No problem!
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