-
Posts
3806 -
Joined
-
Last visited
-
Days Won
176
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
That would work, though I still wonder if it wouldn't prove too tedious to deal with. Maybe heating the parts and hammering them together on the anvil in order to properly fuse them, similar to what you have to do to get an iron anvil? It still demand more effort than just popping a couple things in the crafting grid, but might be more satisfying for the player(because smacking things in the forge is fun!). Satisfying enough that players won't mind the extra step for a better tool, instead of just crafting the cheaper option simply because it's less hassle.
-
I forgot about that. That pricing though is why there's not a lot I really bother selling to traders! That being said, it does make sense to have the dirt cheap sell prices for the player, and high prices on the stuff you buy. It keeps the currency balanced. Yes please! The general impression I get is that the demeanor of humans towards seraphs is mostly neutral--they don't really seem to know what to make of them. Given the "Ghosts" short story though, I'd say the disposition tips a little more towards antagonistic, in that they may view the seraphs as a bit addled or inept. The other idea I have on tools though...I'm not sure how it would work, but if there was a difference between the rope binding and a proper joint. The rope binding could be the result of just slapping the tool head on a stick in the crafting grid--quick, effective, but maybe the tool has a lower overall durability due to shoddy construction. A better tool binding could require its own separate forging, or some other resource cost to make them a bit more expensive to make than the cruder tool versions, but more durable as a result. It seems like it might be too convoluted though, and would probably result in most players just sticking to the tool version that is easier to craft. In regards to fancy tools though--maybe traders could buy them occasionally for a much better price than other goods typically go for? Currently, selling gems to the artisan traders is a good way to make 10+ gears per item sold, so it seems like a "masterwork" steel tool could easily sell for a little more. It also would give players another option to make a lot of money quickly, provided they have precious metal to spare.
-
It would be nice. In the meantime, there is this mod: https://mods.vintagestory.at/show/mod/5060 What I generally end up doing is building a small cobblestone shed to put a handful of dedicated pit kilns in, and then just using those whenever I need pottery. The roof keeps them dry, and since the floor is stone/packed dirt there's nothing nearby to start unintentional fires. The dedicated structure also looks nicer than just a dirt hole.
-
I did, yeah. It's been running smoothly since the chipset update The reason that the chipset driver got missed is that I thought the most recent version wasn't installing, so I went with a slightly older version first. Turns out it was actually installing; it was just slow due to being on an HDD and not an SSD.
-
I almost replied to this in the wrong thread. Whoops! I didn't know fiddleheads were edible, but it'd certainly make for a nice forage option in the Cool climate zones. Maybe offering something like 40 vegetable saturation? Not so much that it lessens the survival difficulty for those areas, but not so little that it's not worth gathering either. And the vegetable nutrition bar is currently quite difficult to fill in that area as well, so it's not a pure emergency food like the cattail roots are.
-
I'm guessing this will probably be added to the game at some future point(maybe even next update?), as I can't really think of a reason not to. In regards to the lens...I'm not really sure how that would be craftable aside from it should require the smelted clear glass and not the basic quartz glass. So it would be gated behind a pulverizer for sure, but still attainable by the mid-game. Alternatively, it could be an item that isn't craftable, and has to be purchased from a trader(treasure hunter/survival/commodities) or otherwise found in a loot chest. The reasoning for this is that the technology and skills required to craft lenses like that perhaps have been lost to history, similar to Jonas tech requiring parts that need to be found rather than crafted. On the other hand, we could have a basic spyglass that has a moderate zoom, and then a new piece of Jonas tech that offers a much better zoom. Another critical difference between the two could be that the spyglass will require an inventory slot if you intend to carry it around and use it, whereas a Jonas device could be worn on the head like the night vision mask(and thus save the inventory space as well as not be lost on death).
-
This is true. One thing I kinda wish though, is that given drifters seem to revere Jonas stuff--have there be some interaction with temporal gears. I don't know what drifters would do with them, and I don't know why you'd do this, but if you could hand/throw one a gear...maybe it would just make the drifter go away to hide its new shiny? Or it could start a fight over who gets it, in the case of multiple drifters. It'd pretty much be a waste of a rare item, but late in the game after the player has collected several...instant entertainment!
-
Hmmmmm, I do like it, but at the same time, I'd rather reuse one model for the picks and just swap the textures, provided that it means more time/resources spent on something else(like more weapons). Granted, the space saved in the files by recycling one model might be negligible in the grand scheme of things, but resources are resources. I think if I were to go that route though, I'd want all the picks to use a model with a proper handle rather than rope binding. I'll go a different route here. What if, instead of sturdier construction, we got new actual fancy picks, similar to what we can do with the steel falx blades? Plate them with gold or silver for that extra snazzy look(and/or socket with gems should the capability be added later). What does it do? Absolutely nothing except make the weapon look fancy. One exception I could think of though would be combining a temporal gear with a pickaxe to get a pick that perhaps mines much more quickly, though perhaps with a chance to burn 2 points of durability on use rather than 1. Interestingly, while the tools/weapons that the traders sell have presumably been crafted in a village smithy(and not by another seraph), they all seem to be bronze tier. No iron or steel. Likewise, the traders don't buy iron or steel, at least that I've seen, which is odd because you'd think high grade tools would be in high demand. I presume it's a balance thing, as buying/selling those items would either result in players getting too much of a boost early game, or making it too easy to earn rusty gears by mid-late game. It could also be something that hasn't been implemented yet. In any case, the implication of traders only selling bronze tier is interesting. I would expect human settlements to be at the same general tech level that the seraphs have access to, with the exception of Jonas contraptions. Perhaps they simply keep all the iron/steel tools for themselves, and sell the cheaper stuff. However, I could also see them being a bit less advanced than the player due to an aversion to delving deep underground. With there being four different story locations planned for the coming update, I would expect at least one to potentially be a human settlement, so perhaps this question will be answered then.
-
Okay, I think I've completely solved the issue now. The majority of the issue was caused by a missing chipset update for the BIOS, which caused the mouse movement to drop the fps(I presume because it was putting unneeded loads on the CPU). Updating the chipset solved this part of the issue, but there was still some subtle jitter leftover. After much poking around with the settings, the rest of the solution was dropping the Max FPS from 75 down to around 30. The frames run jitter-free now!
-
Man, he looks so depressed. Drifter mosh pits are the best--I love getting them to fight each other and then sitting back and watching the show. I can't think of another game that really has friendly fire that applies to enemies. I'm hoping the devs don't remove it, as it's really fun outwitting enemies instead of just using brute force or using weird exploits.
-
The USB stuff looked fine. The issue seems to have been the BIOS chipset lacking an update. Before: After: I'm not going to say that it's 100% fixed as I haven't tested it thoroughly, but the framerate now holds stable at around 50-60 fps without dropping to single digits when I move the mouse. Edit: After fooling around in the game a bit the framerate continues to read stable around 50-70 fps, but walking/running/looking around is still not really smooth. There's a small jitter/shudder still when I move the crosshair, though it's nowhere near as bad as before. I've tinkered with the settings but so far nothing seems to have smoothed it out.
-
It is not. The new is a Gigabyte AB350N with wifi built in. The old board is an ASUS M5A97 R2.0. It was pretty much an all-or-nothing upgrade this time around.
-
I'd love maple syrup, especially if it can be added to porridge and things I seem to recall reading somewhere that the devs intend to add more food options to the game, but it's not a priority right at the moment. It's something that I would expect to be potentially slipped in to a future update though, either as a small extra or a major feature.
-
So I did some major hardware upgrades recently and while the game was running fine before, now it's not really possible to play due to the framerate dropping from the mid 70s to single digits every couple of seconds. It ran fine before on the older hardware(even with mods!), and I've ran through just about every troubleshoot I could think of/find, to no avail. I've even wiped the entire game and started over with a clean download. The previous hardware: CPU: AMD Phenom II GPU: Radeon 570 RAM: 8 Gb The new hardware: CPU: Ryzen 5 1600, six cores, 3.20 GHz GPU: Radeon 580 RAM: 16 Gb My PC has plenty of cooling, and I doubt it's a part issue as I haven't run into issues with other programs. They were previously in my friend's PC before he upgraded, and he was able to play Vintage Story with this hardware without issue(even multiplayer, hosting the world from the same machine). The drivers have all been updated. I've tinkered with the graphical settings and the problem remains the same even at the lowest possible graphics on an unmodded default world. I have also tried closing Discord/other programs while Vintage Story is running and that made no difference either. Likewise, I tried turning off the RAM optimization and it had no effect. Hence why I'm stumped and I'm hoping someone else has a possible fix. The new hardware should be able to handle the game--I was playing at High settings with a few mods before on my old hardware, and it handled the game fine at around 30 fps or so. The only other thing I can think of is that the FPS seems fine until I move the mouse to try to look around, which is when the framerate definitely tanks. When the game is paused in the settings menu I can see the framerate staying around 70 and dropping to single digits every few seconds, which it really shouldn't if the game is paused. Edit: I also run Windows 10 Edit 2: I tried reverting back to 1.18.15(which is the last time my friend played) and the issue was still there. Also tried reinstalling Vintage Story onto my SSD instead of the HDD and rerouting the file path to make sure it saved on the SSD as well, and yet the issue still persists so I think I can rule out the HDD being the issue. Edit 3: After some more tinkering I've figured out that whatever the issue is, it seems tied to the mouse cursor's movement. When I was sitting in the settings menu, the FPS was stable around 70 fps but immediately dropped to single digits when I moved the cursor. The mouse in question is a Corsair Harpoon. I downloaded its software and made sure its drivers were updated--did not solve the issue. After some more googling though, I tried lowering the polling from 1000 htz to 125 hz after others reported similar issues and that fixing it. I'm not sure that doing this fixed the issue, exactly, as something still feels off while playing, but it does seem to have at least stabilized the frame rate to a playable level in Vintage Story. Why it's suddenly an issue though, I don't know--I used the same mouse on the old hardware and had no problems at all.
-
At the very least, switching the default prospecting symbol from the circle to the actual prospecting pick symbol would be handy. I was wondering just the other day why that wasn't the default.
-
I do like my fantasy stuff, but one of the refreshing details of Vintage Story is that the game is primarily grounded in realism with the fantasy stuff as a garnish. The fantasy is explained just enough to get the player immersed in the world's lore, but isn't saturating everything to the point that it starts producing too many contradictions and thus shattering the player's immersion. As for the realism factor, it's done tastefully enough so that the game provides a good challenge for players, while still being fun. One example--torches extinguish if you dunk them in water and rain will put out fires that aren't under some kind of cover. At the same time, you can hold lanterns, candles, and oil lamps under water and they still work perfectly fine. Despite the latter not being particularly realistic, it gives the player a way to explore underwater for ores and things, and is thus more fun(despite there not being much to see under there currently). I think the important key in balancing fun and realism is whether or not the end result is plausible. Having a pair of wings you can wear and fly around like a bird may be fun, but isn't very realistic. Likewise, having no flight at all might be realistic but not the most fun if you want more travel options. The glider covers both areas in that its flight characteristics are limited, but it offers a fun travel option for players that want it. Could it realistically work in real life the way it does in game? Maybe, provided you built it with light enough materials, but it would likely be more underwhelming if it were 100% realistic. Is the way it's implemented plausible though? Absolutely, and I view the elk/horse debate in much the same fashion. It may not be 100% realistic, but it sounds both plausible and fun. This would be a really cool way to relocate wild animals, without having to domesticate them first or getting them to chase you. It would also be a cool hunting option for the tropical regions. If they make frogs actual entities that can be caught like butterflies, you could catch dart frogs to poison your darts and arrows with too.
-
Going back and rewatching the 1.19 feature trailer; 1.19 reworked the ruins and made them a little bigger and more interesting. Since you confirmed that the marble ruin is a vanilla feature, I suspect it's either been removed from the game entirely due to no longer fitting the lore's direction, or it's been reworked so much that it's unrecognizable now. It's still also possible that it's a very rare spawn, although this seems unlikely for a ruin that is rather simple. It could also still be in the game files but just be prevented from spawning in worlds as it awaits a rework later. Hard to say for certain. I did see them frequently in 1.18 though. They reminded me of those little star shrines from a mod for a different game. I dug under the pillars on the first one I found and was disappointed to find no treasure.
-
I've seen standard limestone ruins, I think, in the biomes where limestone is the predominant rock type. I know the kind you're talking about though--I had a four pillar altar thing on one of my old worlds. That world was modded, and I've since removed the mods adding ruins and have not seen one like it since. So I'm guessing it's either a very rare vanilla ruin, or something modded(probably the most likely). Do you run the Better Ruins mod? I'm thinking that one was the likely culprit. It could have also been something from Primitive Survival, although this one seems a bit less likely.
-
Lately I've started collecting screenshots of drifters in odd places or doing goofy things. Thought it might be fun to post and see if anyone else has any pictures of the little grey goofballs and their antics when they think no one is watching! Just a drifter, out for a swim. It's a warm climate here and I guess they get hot too. A Cool climate in this world. There's a cave right next to my house they'll occasionally creep out of when I'm not looking. Soliciting donations, or selling cookies--you decide! Even drifters like nice places to live. The cave wasn't actually that deep inside, but it's a manicured mansion compared to what others have to live in! Not a drifter exactly, but I guess even Dave enjoys pranking them from time to time. Whoever spawns up there isn't going to have a good day.
-
Technically we have boilers and gas lighting in the game, but that level of tech is currently unattainable. I don't know about trains--while they are cool, we can just teleport thousands of miles in an instant via the translocators. I could see a much smaller version though being used to push around minecarts, and minecarts would be nice to have for transporting things in and out of dedicated quarries and other mining locations. A mini version like this could also serve as a lazy seraph's way to travel short distances as well, provided they're willing to build the infrastructure for it. Another idea that just crossed my mind--some sort of little steam-powered paddle wheel attachment for boats. I would expect it to be difficult to craft, but it could offer a steady source of power, assuming that standard sailing works similar to how Valheim handles things.
- 16 replies
-
- 1
-
-
- suggestion
- idea
-
(and 3 more)
Tagged with:
-
I'd certainly like to see more options for mechanical power(such as watermills or even using large animals to power querns), as windmills are not always operational and not always the most viable option in certain climates. It'd also be nice to have more late game machinery to tinker around with. My main concern though would be making things too automated--it just doesn't feel quite right for the more handcrafted vibe that Vintage Story currently has. The lore setting, as I understand it, is supposed to be Late Middle Ages, post-apocalypse. So while machinery does exist it's not to the level of what the Industrial Revolution brought, and whatever level of tech there was in the world has to be built back from scratch. The other thing about automating everything is that it cuts out a lot of the gameplay loops that are supposed to engage the player, and many of those gameplay loops benefit each other in some way. Some players do enjoy playing this way, and a few tasks greatly benefit from automation(like querns), but automation doesn't feel like it should be the end goal for every loop.
-
Ifoz already beat me to the punch on this, but it's heavily implied that rusty gears are leftovers of temporal gears, whether they've had their energy expended or been otherwise corrupted. We also don't currently have the ability to craft temporal gears themselves, though it may be added in later updates. As it stands now, it's a lost art, and prior to the worldwide calamity crafting temporal items seemed to be limited to only the most skilled craftsmen(hence a large part of the reason that common folk seem to revere these items). In other words, it's like comparing a kindergartner's art project to Michelangelo. Pulling straight from the wiki: According to the wiki, they can stack to 1000. I don't know if the information is accurate or not, as I've not yet had more than about 100 at any given time, but the stack size seems fine as it is given that the idea is to spend them. Storage shouldn't be an issue given they can be somewhat difficult to acquire; the only issue I can think of on that is trying to store them on the ground(they only stack to five in this case). As for how big they are...given the model size I'd say they're about the size of a human hand, which doesn't seem the most practical to carry around. On the other hand(pun not intended...mostly), it's a videogame, and it's a cooler idea than just straight coins. Being able to carry ridiculous amounts of currency around is a plot convenience that most games use in some way or another. The example I'll cite is Legend of Zelda--the rupees are gems that are a similar size to the gears, but Link can still carry a few hundred in his wallet. And now I want to put my rusty and temporal gears on a string and wear them as amulets. I mean, we can do it with tree seeds! The temporal gear might not be the most comfortable to wear though given it constantly spins... What if machine teeth were a drop from mechanical enemies? It could be a somewhat esoteric part that clockmakers could use to craft a gizmo or malefactors could use to improvise a booby trap. If there is some sort of rival "monster hunter" faction added later I could also see machine teeth being used as currency for them, or used to craft some of their stuff. Of course, if you take "machine teeth" literally...drifters aren't exactly machines but are part metal, and given some of their existing art... I could also see the teeth being a rare drop from some of the higher level drifters. It would also explain how they make short work of their prey.
-
I don't think that's a vanilla feature, as if it were that would be a fairly serious bug. So I'm guessing it's probably due to a mod. Before you go uninstalling things, one thing you could try is right-clicking or shift-right clicking a different block that is close to the one you shift-right clicked to begin with. Try it with an empty slot and/or the rope slot highlighted. I'm hoping that will tie off the other end of the rope and free your character, as the "tetherball effect" seems like it's probably an unintended side effect of something allowing ropes to be placed similar to how beams are. Alternately, you could try breaking the block that the other end of the rope is tied to, and see if that removes the rope. The next option would be as Maelstrom said--starting investigating your mods to figure out if one is the culprit.
-
Oh, I like the sled idea. Plus there could also be dog sleds too if/when wolves can be tamed. As for the elk, I think they will have a different function from the horse. I would expect horses to be a good all-purpose mount, maybe easy to find and tame but maybe have issues in steep or brushy terrain. Elk could be better in harsh terrain, maybe not need to be fed as much, but be harder to find and tame. In any case, I'm happy with multiple options. I like creature collecting and letting them have different strengths and weaknesses makes them even cooler. It's a similar vein to how the game handles armor--steel plate is currently the best in regard to overall stats, but it may not be the best choice for every scenario. One thing I do hope though--if the elk is indeed going to be the main mount of choice, I hope they're a little easier to find. I have yet to see one in-game and while I don't mind scouring the world for stuff I feel that the "main" mount should be relatively easy to find and tame. The stronger, more niche mounts should be the ones that are harder to get.
-
Oh man, I hope not! I like my nice, somewhat safe campfire. That being said, it's a cool idea and the devs also indicated that the new mob(I'm gonna call it the Rot Beast for now) is going to be a somewhat uncommon encounter. So having it be attracted to light wouldn't be that bad, although it's a bit counter to the nature of what drifters seem to be given they tend to avoid daylight. It would also help the world feel more like the one described in the lore--one where common folk just don't venture into the wilds due to the monsters lurking about. Maybe the Rot Beast would also be an entity that only spawns at higher levels of rift activity as well? It also reminds me of the idea that was swimming around in my mind earlier when running away from bears. Why doesn't fire have a chance to scare hostile wildlife away? Or have there be a craftable item or two to frighten some of them away to aid with early game survival(like a noisemaker to scare away wolves and black bears). I'm guessing it's probably due to lore and balance reasons that those aren't options right now though. However, if there was a bonfire that was bigger than the campfire and able to keep hostile wildlife away, I think that could possibly be balanced by a Rot Beast that will be more attracted to a roaring flame!