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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Possibly, but this is something better suited for an herbalist, monk, barber-surgeon, or other class focused primarily on medical supplies. Knowing how to turn fabric into fine clothing isn't quite the same as knowing how to efficiently bandage wounds either. Personally, I think a buff to trading would be a better fit, since while Tailors aren't suited to surviving in the wilderness, their refined manners would definitely help them secure better prices. I like this idea too, though I would take it a step further and suggest that perhaps Tailors could also stitch fur linings into certain clothing items to make them warmer as well. That gives them some more valuable survival utility(especially in multiplayer), while still remaining true to the class's limits. You could probably even include a "cobbler's kit" as a special craftable as well, that can be used on footwear to boost the durability or boost the player's walk speed while the footwear is in good condition. I know if you crank up the temperature tolerance, it starts being more of a concern since your character will start getting cold at temperatures below 60 F(around 16 C). Blackguard has the roughest time, since the only clothing they have to actually keep them warm at the start is their shirt, pants, and shoes. If nothing else, the NPC dialogue could change depending on what the player is wearing. Fancy clothes that are in good condition will result in more compliments, while dressing like a beggar will result in more dismissive remarks and may potentially cause some NPCs(like luxury merchants) to refuse to trade with you at all. Dressing like a scoundrel or brute(Rotwalker, Malefactor, or Blackguard attire) could easily result in NPCs being suspicious of the player's intentions and thus treating them more cautiously. I suspect that the status effect system will change quite a lot of what players currently take for granted. It's one thing to jump off a cliff and sacrifice some health for a quick, convenient way down, but it's quite another if you could break a leg in the process and need to wait a few days for the injury to heal. Overall, I think it's fine if Tailor remains at a disadvantage when it comes to pure survival--it is meant to be more of a challenge class, after all. It's also nice to have a class option where you become a "fish out of water", so to speak. It shouldn't struggle more than it does as the class needs to be enjoyable to play, but I don't think it should really be at the same level as other classes when it comes to survival buffs as then it loses its identity. Regarding multiplayer, I've heard it said that Tailor is the class everyone wants as a friend, but no one wants to play. I'm not sure how true that is, but I suspect it depends a lot on the server rules.
  2. It's a bit more than that, for those who are wondering: Link to the comment for those that missed it, because I don't want to just copy/paste the entire lore dive again.
  3. I don't recall seeing this one suggested before, or at least, not quite in this fashion. The usual solution I see for "kill more monsters" is "make the storm shorter". I'm not sure it really fits the lore all that well as I'm not sure that the Rust really cares about the player's existence, and the player themselves doesn't fit the "chosen one" trope as much as they're fitting a classic "common folk go on a hero's journey" setup. That being said though, it's not a concept that couldn't be fitted in either. I think the main advantage is just on the gameplay side of it, in that it allows the storms to attune to the player's aggression, so that aggressive players will have more to fight(and more loot) while more passive players can enjoy the ambience but not really worry about the fighting. The main weakness I see in the design is that if the player is intending to leave home for an extended time, the optimal strategy becomes to sit and do nothing for one storm before leaving in order to ensure they don't get caught in a serious storm while traveling. The main flaw I see here(apologies if I'm repeating myself, as at this point I've lost track of which temporal thread is which) is that if the storms can beneficially rewind time like this, they should also be able to do the opposite, especially since they're portrayed as distinctly negative cataclysmic events. Honestly, it's not a solution I'm in favor of, since it's likely to encourage players to become reliant on storms to speed up processes like crops, steel, and leatherworking, and lead to complaints about the RNG as well as lost progress due to forces beyond the player's control. From a lore standpoint, aside from temporal storms being written as a clearly bad thing, I don't think it's ideal to go writing beneficial effects into them as that reduces incentive to try to fix whatever's causing them, both for the player and the denizens of the world at large. Potential spoilers here, but it's also worth noting that:
  4. Yes. Most of the time the forums are fine, but there are certain aspects of the game that are quite divisive. Temporal storms and instability are one of them, with combat being a close second.
  5. I'm pretty sure that already exists, given a certain tale told in the funny story thread by @ifoz. For bears, I'd wager they could add behavior similar to how Red Dead 2 handled it: player inaction qualifies as asserting dominance and the bear will just leave. Most players, when they see a bear in a videogame(and the bear is clearly being aggressive), will panic and either attack or run, since generally enemies are coded to fight the player and nothing else. As a result, the bear will still pose a significant threat in most cases, but it does give the player an alternative to use, if they are aware that it exists. Prey animals...I dunno, those feel like they're in a weird spot. I don't think the player should be able to one shot larger animals, as that makes acquiring certain resources too easy and reduces incentive for acquiring livestock, but neither should the prey animals be too aggressive either. Overall, I think the prey animals(like sheep and pigs) should try a little harder to avoid the player, with the potential to get more aggressive if the player insists on getting too close. Currently, it's very easy to just walk right up to them and bonk them over the head for an easy meal.
  6. Not to mention that abruptly removing features that were clearly marketed as a core part of the game is a pretty good way to get sued for false advertising, as well as producing lots of unhappy players and massively eroding customer trust in general.
  7. You need to use fire clay to make one; otherwise, you make it the same as any other clay item, except without needing to fire it before using. Just plop down some fireclay and select the correct recipe. Do note that you will need around a stack and a half of fireclay to make a clay oven. You can find deposits of fireclay in bauxite biomes, or sometimes under black coal/anthracite seams, and occasionally scavenge it from cracked vessels as well. However, it's much easier to calcinate flint, grind it into powder, and then add the flint powder to red or blue clay to create fire clay.
  8. It's an oversight. Homo Sapiens is a feature for those who just really want nothing but a realistic survival experience, and is not the game mode that the game itself is developed around. Therefore it's pretty easy for some details to slip through the cracks(like gray/black dye).
  9. Five seconds doesn't seem like a lot, until you have to wait five seconds after placing each block while building in order to make sure you don't pick it right back up. I prefer the current system. Misclicks happen, yes, but they don't happen all that often and when they do it's very easy to just break the block and place it where it was actually supposed to go.
  10. LadyWYT

    Caribou

    They also used to live in the eastern US. I'm guessing though that creature ranges perhaps aren't fully fleshed out in the game, yet.
  11. I don't know that it would help against monsters, since those seem to rely on senses other than sight, but for wildlife it makes sense. PvP servers would probably get some use out of it as well, and there's also the classic "mess with your friends" option too.
  12. At the very least you could hold on to the save and try it again later if the mod author responds to your report, or the mod is otherwise clearly updated. Otherwise...yeah, the simplest solution is just starting a new file and double-checking the mod list to make sure everything is up to date and/or known to be working correctly. If it's just decorative clutter you're after, you might consider popping into creative mode and using some of the clutter items in the vanilla game, instead of relying on a mod to do so. Saves on system resources and is less dicey when updating game versions.
  13. Ah, that's a shame. I'm guessing that that particular mod may not be updated to 1.21.6, but it's hard to tell for sure. I don't see a game version listed on the Nexus page, and the comments section doesn't yield anything useful other than some...interesting...information about the mod's apparent history.
  14. I'm thinking this one might be the culprit, based on this error: Is that mod up to date, and/or does it add clay buckets to the game?
  15. Welcome to the forums! Just my two cents, but I would go ahead and introduce your friend now, rather than wait. You'll both have plenty of fun, and your friend will learn a lot about the game as well. Then when 1.22 launches you can both jump right into a new world and have even more fun playing around with the new stuff, while avoiding mistakes you made in the old and otherwise adjusting your world settings as needed.
  16. Weird. Is there any consistent circumstance it does this? Looking at specific objects, opening menus, etc? Unfortunately I don't have any other ideas outside of perhaps submitting a bug report and seeing if one of the devs can help. AMD processors seem to be a common denominator with issues like this, but there doesn't seem to be any consistent cause or fix that I've seen.
  17. Welcome to the forums! Interesting idea, but I think this is more micromanagement than what the average player will really enjoy. As a mod it would be fine, but for vanilla I think just having separate sliders for fat and muscle mass as a cosmetic option would be much more popular. A couple problems with this, first and foremost being that there are several spaces in story locations that cannot be navigated if the player is unable to fit through a gap that's one block wide. Story locations are protected areas, so it's not possible for the player to alter the terrain within those areas. If muscle is a stat that actively buffs the player and requires significant time/resource investment to build, it's not a good idea to be forcing the player to undo all that progress just to do the story content. Likewise, big muscles do not necessarily mean strong ones. It's very possible to have a smaller build and still be incredibly strong; there's a guy called Anatoly who runs around with a special mop and bucket(they're very heavy) at gyms pranking bodybuilders. If you look at a lot of medieval armor, you'll also notice that quite a lot of it fits a physic that is not herculean. The final issue I see here is that while it makes sense for bigger physiques to require specially made clothing and armor, that's not really practical to implement in gameplay without bloating the game files significantly. Copies would have to be made of most attire, complete with their own special models. This runs into similar issues as muscle mass. Regarding fat reserves staving off starvation damage, there's actually some code for that already in the game, but it's not code that's actively being used. Why? I don't know. My best guess is that it's likely a concept that's still a very rough idea, and may or may not actually be refined enough later to implement. The bigger issue I see with balancing this kind of mechanic is that while it's not very realistic to starve to death after a day of eating nothing, securing a food supply is one of the basic challenges that keeps the player grounded in reality. Food supply is so simple, but if the player can't manage to successfully keep themselves fed they're really going to struggle with everything else the game throws at them, and overlooking food supply will quickly humble even the most veteran players. If the player can just gorge themselves and then proceed to go an in-game month before needing to eat again, then they no longer need to ever concern themselves with things like preparing for winter or long travels. Overall, I think if you'd like to see more in-depth dietary mechanics, you're probably better off poking around the database and trying out a few of the mods that alter such. I'm not sure that there's one that covers muscle mass specifically, but there is this one: https://mods.vintagestory.at/expandedstomach
  18. I can say from experience that it can make resource gathering more interesting as well. Last server my friend and I had, there was an area we dubbed the "happy hunting grounds" since it was the only reliable place to find prey. It was a decent walk from our base, and dominated by instability, so it wasn't really a place we could expect to linger in for more than a day. The stability mechanic also caught me off-guard once when I returned to base from a mining trip deep underground, only to have a temporal storm come rolling in before I had a chance to recover. That's one of the few times I utilized a temporal gear for restoring stability. As for including a toggle in the settings, one thing I forgot to mention in my initial post is that the settings tab for temporal stability doesn't have many options at all, so cluttering the tab isn't really a concern. Mulling this one over a little more, I could see this working, although I would still make stable regions return the player to 100%. Unstable regions I could see getting capped at a certain floor, in that the gauge can drain quite a lot but not so much that monsters start appearing or the temporal storm effect triggers. That would allow the player a bit more building freedom, with the obvious liability that if they build their base in that area they're not going to be in for a good time during a temporal storm due to the stability loss(if I recall correctly a light storm can drain as much as 25% of the gauge, while a heavy storm can drain 60%). Overall, I think I still prefer the current iteration of the mechanic, and would rather see some sort of Jonas device added as a way to make an unstable region stable.
  19. Welcome to the forums! Are you using any mods that could be affecting bowtorn behavior? If not then it sounds like it's time for a bug report on the Github bug tracker. From what you've described, I'm wondering if the ranged attacks/turret behavior is missing some sort of flag in the code to make it obey aggression rules.
  20. Welcome to the forums! You already suggested a very good solution in your post, really: Temporal storms and temporal rifts both have separate toggles, so having a toggle for surface instability specifically doesn't feel like too much of a stretch(it's a fairly common suggestion as well). The main hurdle, I think, would be overhauling the code to separate the surface stability from the underground. Temporal instability tends to be more pronounced underground, but not to the point that the player can't reasonably complete basic exploration and mining tasks. On the surface, what seems to happen is that players wind up neglecting the temporal gauge(there are several reasons this can happen) and end up placing their base in an unstable area, which ends up causing problems later once the gauge drains enough. Temporal stability, unlike other stats, isn't something that is restored at respawn(as far as I'm aware); the only ways to restore it are spending time in a stable area, sacrificing a temporal gear and some health, or killing monsters. As it currently stands, monsters will start spawning around the 25% mark on the gauge, with the player entering a state similar to a temporal storm and losing health once the gauge is fully empty. The time it takes for the gauge to fully empty though is rather generous, so unless the player is deliberately standing in a temporal rift they should have plenty of time to correct the problem. As for the lore behind the temporal stability mechanic:
  21. It's not wasted time if you learned something and have a funny story to tell later. If nothing else, there may turn out to be resources that you need later in the area that you explored.
  22. Welcome to the forums(and the game)! You should be able to make a forge from any cobblestone--granite is just one option. Finding new rocks is really just a matter of exploring the world. If you happen to find a ruined translocator(this is only an option if lore content is enabled), you can repair it and teleport a few thousand blocks away in an instant, which makes it easier to find new rock types. Igneous rocks like granite, andesite, and peridotite are also found on the bottom rock layers, so it doesn't hurt to dig down or explore some caves to see what's available. If you dig near the mantle, basalt isn't an uncommon find either, and I've also heard this is where phyllite often spawns though I've never found it myself.
  23. You should be able to just download the game on the new computer by visiting the Client Area at the top of the page. If you have worlds that you want to continue playing or don't want to download mods all over again, you'll need to transfer those files manually. In the case of transferring worlds, bear in mind that the map data is stored in a separate file from the world save itself, though I'm not exactly sure where. In any case, if you miss transferring the map data, you'll still have your waypoints, but will need to explore that portion of the map again to see the actual lay of the land.
  24. Welcome to the forums! If you've not yet done so, I recommend playing through the main story of the game, which you can start by completing a quest for a treasure hunter. There are currently only two of a planned eight chapters implemented, but there's quite a lot of content to experience. Yeah, I don't think so. There'll be some drama, sure, but Hytale, while sharing similarities to Minecraft and Vintage Story, is quite different. Which game is the "best" choice depends heavily on individual preference, and a good chunk of players will likely play at least two of them consistently. Minecraft is great if you want something whimsical with lots of building options, as well as something that kids can easily handle. Vintage Story is great for the lore and realism, and offers more creative freedom with the chisel system, but the game is a bit darker and tougher than what younger audiences will probably enjoy and the building options cater more heavily toward medieval and steampunk aesthetics. Hytale, from what I've seen of the trailers, looks to be similar to Minecraft, but with a heavy emphasis on RPG mechanics and catering toward the older side of the child audience. The team of former Hytale that Tyron hired is separate from the VS team, as is the game that they're working on: Project Glint. As I understand it, Project Glint is supposed to be much more of a proper RPG with a more light-hearted feel than Vintage Story, despite the fact that both games are getting built on the same game engine. Things that work well in one game might be modified and applied to the other(like Project Glint being a potential testbed for procedural dungeon generation, and that code getting used in Vintage Story later), provided that it's something that would fit within the game's design. In any case, it's still very early in development, but you can read more about Project Glint here: As far as merging Hytale and Vintage Story into one game, no, absolutely not. The two have very different artstyles, lore, and gameplay goals, not to mention that both games are owned by separate people.
  25. Oh, that's a great point. I always forget that's a thing, but yeah, a lightning rod is a must given how fragile chickens are.
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