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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I mean...there's a reason the arctic isn't exactly known for sprawling farmlands and orchards. As for the cool climate regions in the game...to my knowledge farms and orchards are perfectly viable, but the player needs to make sure they're planting crops that can actually handle the climate. Well...polar bears aren't known to live in areas with lots of trees and rain, at least to my knowledge. And they're definitely one of the more dangerous bear species from a realism standpoint, since they're one of the few animals that will actually hunt humans for food. Brown bears are going to be more dangerous than black bears just due to the size difference, if nothing else.
  2. I'm really curious as to the "how" as well. The only thing I can think of is that the fox managed to shove you off a very tall cliff or into a very deep hole.
  3. Not only that, but I mean...if the devs decided they really wanted to add the feature, they don't need to rewrite the lore or rely on beds to do it. All they'd need to do is give the player the option to start the game with a temporal gear in their inventory; the option can be turned off by default, and the player themselves can set the respawns temporal gears allow to infinite. That gives players the option to set spawn at their base easily(which I assume is why some players are requesting the feature to begin with), while still requiring the player to put some thought into how they play and when they choose to change their spawn, since it will cost them something. Edit: Also worth a mention--the devs have already accounted for making lost item retrieval easier in the form of the Terminus Teleporter. The entire point of that machine is to teleport the player to their last point of death, for the cost of one temporal gear. Building one means that resetting one's spawn point is no longer necessary, but the player will need to put in some work to get that kind of luxury.
  4. Yeah. Wild bushes don't use nutrients when they produce crops, so you don't have to worry about caring for them. However, they won't be as productive as cultivated bushes. It's also worth noting that cultivated bushes will slowly become more self-reliant over time, so eventually you won't need to fertilize them anymore either. It does take several in-game years to get them to that point though.
  5. Make sure they're cultivated bushes and not wild bushes--to my knowledge, wild bushes can't be fertilized.
  6. I wouldn't worry about it. As long as they're stored in a cellar, they should be fine; whatever crock you carry in your inventory you should easily be able to empty within a few days. If you're intending that food to last long-term though, I'd recommend sealing the crocks with rendered fat or beeswax, as that will greatly prolong the shelf life.
  7. You don't have to watch YouTube tutorials to understand the handbook...video tutorials are simply a different way to learn for those who don't want to do a lot of reading or would prefer someone to explain it to them. Unfortunately, I'm not sure what else to say here. Multiple explanations have been offered at this point, but advice is only useful if you listen to it, and there's plenty of information out there to take advantage of as well when it comes to learning the game. If you're not having fun, that's also okay too; it may not be the right game for you, and the devs have a generous refund policy. You can request a refund here: https://www.vintagestory.at/support/
  8. If your temporal stability drops too low, your health will drain and cause temporal storm effects regardless of whether a temporal storm is actually taking place. To keep this from happening, you need to recover your temporal stability by using one of the methods listed earlier. That's a temporal rift. They appear and disappear depending on the current rift activity--you can check rift activity by pressing C to open your character information panel. Standing too close to a rift will drain your stability and cause these effects; moving away from the rift should return things to normal unless too much stability has drained. A temporal storm will always produce this kind of distortion, as will standing too close to a rift. These effects will also occur if your temporal stability drops too low, but in this case, the gear in the middle of your hotbar will also be gray.
  9. Are you cooking the whole fish or flaying them and cooking the fillets? Cooked fillets won't be very filling unless you cook them into a meal. Try cooking the whole fish over the fire if you don't have a cookpot. There's currently no system in place to impose penalties for eating raw meat. You can eat raw fish fillets, but they won't be very filling at all--it's better to cook the whole fish over the fire, or cook the fillets into a meal. You need a knife to butcher a carcass. Hold the knife in your hand, then hold shift + right-click while looking at the carcass to harvest it. As I said, Vintage Story teaches the bare basics with its tutorial, but most of the game requires the player to figure it out for themselves via reading the handbook, looking up guides if they wish, experimenting to see what works and what does not, or asking other players for help. If you don't want to listen to advice or use those resources to learn, that's fine, but I'm not sure what else to tell you other than it's going to be a very rough time. If the game isn't to your liking, you can ask for a refund here: https://www.vintagestory.at/support/
  10. Chisel some seashells and call it a sandcastle?
  11. You can find this information either in the in-game handbook or the wiki. https://wiki.vintagestory.at/Main_Page Bricks are mostly decorative, but fire bricks and refractory bricks specifically are used for refining iron and steel, as well as creating glass or advanced pottery kilns. Putting a hay bale into the crafting grid should allow you to turn it back into individual bundles of grass. Other items, like the hay bed, will need a knife in order to deconstruct them, and won't return all the ingredients used to craft them. Most items in the game, however, can't be deconstructed into raw materials, so it's a good idea to make sure you want a crafted item before actually crafting it.
  12. Look at the gear in the middle of your hotbar. It should be a blue/teal color. If the gear is gray/mostly gray, that means you have no temporal stability left, which will trigger the same effects as a temporal storm in addition to draining your health. To restore stability, you need to kill some monsters(the tougher the better), sacrifice a temporal gear and some health, or spend time in a stable area to recover. You can tell if an area is stable or not by the way the gear spins; spinning to the right is stable, while spinning to the left is unstable. Temporal storms can occur regardless of what color that gear is, will always drain stability and spawn monsters regardless of local conditions, and will always be announced by a couple of warnings in the chat box before they occur. They also only last a few in-game hours, and their end is signaled by a message in the chat box, so as long as you have enough stability remaining the temporal storm effects will clear up once the storm is over.
  13. As @Rainbow Fresh already noted, there's no illness involved here. Various activities can increase your hunger though, like sprinting, healing naturally(not via bandage), holding something in your off-hand slot, wearing armor, etc. Like I tried to explain elsewhere, basic foods like raw berries, mushrooms, and cooked fish/meat will keep you alive, but won't be as filling as meals you cook in a cookpot. Once you have a cookpot and bowl, you will want to cook raw ingredients into meals to get food that is both more filling and pauses the hunger drain for a short. That way, your foodstuffs will last longer, and you won't need to focus so much on hunting and foraging. It's also worth noting that hunger rate can be turned down at any time via console command: Open the text box in the game and type /worldConfig globalHungerSpeedModifier 0.5 Hit Enter. Exit the world. Reload the world. The new hunger setting should be in effect, and in this case, should mean that hunger drains at half the speed it did before. Vintage Story only teaches the very basics, and leaves it up to the player to figure things out otherwise. The handbook is your best friend and contains information about pretty much every item and concept currently implemented in the game, though the wiki and forums are also full of information and YouTube has several video guides too. If you need a more specific walkthrough about how to survive and make progress through your first few days, you can find such a guide here:
  14. I didn't know I wanted this until now.
  15. I think it's just an awkward growing phase of the game right now. Players can complete the entire tech tree and story within about one in-game year, so sinking time into bushes and fruit trees or even livestock can feel "useless" unless one makes the conscious choice to take their time. However, completing everything that fast also seems a bit silly for the kind of game that VS presents itself to be--after all, what's really the point of having seasons and making winter a challenge if the player is only going to need to survive one winter? That's not to say that the player needs to be prevented from making faster progress and be forced to play at a particular speed. I do think though that bush overall is pretty good, and bushes are working the way they should, especially since the "complete" story is probably meant to unfold over the course of a few in-game years. It's probably going to feel a little off though, since we're so used to just breezing through everything and taking advantage of berry bushes that were quite overpowered before, but will feel better once other slow-pace mechanics have been added. My advice in the meantime is to just relax a bit and enjoy the game at a slower pace. Perhaps focus on decorating your base with chiselwork instead of rushing iron. Explore for dungeons. Sleeping through nights instead of constantly working can also help, since it will progress time faster. Try to collect all the shells or fish or something.
  16. Don't forget the Iron Hands...at least, I think that's the right chapter. And the Necron faction, though I'm not sure they quite fit the aesthetic. Space Wolves would be great too.
  17. Or maybe the devs wanted respawn mechanics to be harder, and then built the lore around that so the concept would actually fit into the world rather than just be something that's an obvious videogame thing? In which case, the devs are gonna need to change the lore if they change that mechanic. Like @Diff said, being anchored to a fixed point in time and returning to that point is not the same thing as just touching a bed and magically tying oneself to that point. From the home page itself: Yes, that phrase has turned somewhat into a meme, and what constitutes a proper survival game will depend on who you ask. But I think it's fair to say that the devs are building their specific vision of what a survival game should be. I also think it's fair to say that death absolutely has weight in the game--why else are some players complaining about not being able to play according to Minecraft spawn rules? The player can't just cut some grass and slap a spawn down anywhere, which means that if they play carelessly or plan poorly they can end up losing their stuff or needing to backtrack. Some of that harshness can be mitigated by turning on "keep inventory", sure, but the player will still need to manage their gears and play somewhat carefully if they don't want to potentially lose a bunch of progress. That might be as simple as not poking the bears, or remembering to bring temporal gears along for story locations. In contrast, death doesn't mean much in Minecraft. You can turn on "keep inventory" and lose nothing on death, and plunk down a bed most anywhere. That's not really a problem since Minecraft is supposed to be an easier game with relatively low stakes, but that's also why some of us have moved on from Minecraft and picked up Vintage Story instead. VS is more challenging, and personally I don't want to see it go the Minecraft route, where everything ends up watered down for the sake of player convenience. If we're going to say those older game examples don't count in this argument because they're different game designs, and thus shouldn't be considered in the context of Vintage Story, then it doesn't seem fair to turn around and argue that bed spawn mechanics are a good thing to add to Vintage Story because those mechanics work in games that are very different from Vintage Story. Ultimately, I don't think we're going to agree on what make for good game design in Vintage Story. There was probably also a time I would have agreed with you that adding bed spawning wouldn't really be an issue. But I've seen what's happened to other games that made similar convenience decisions...once that needle starts moving, so to speak, the game in question can easily become a shadow of its former self and lose the qualities that made it great in the first place.
  18. This was definitely part of the polish they put on this update. However, I do think the performance in general has been increased, at least, it's improved on my particular setup. I had some weird stuttering with VSync enabled in 1.21, that now seems to be gone in 1.22. Though in fairness, I'm not sure if that's due to the game update itself, or some other update/change on my system.
  19. Not only that, but lowering the overall difficulty bar is somewhat patronizing as well, since it's basically telling players they either don't need to develop their skills/are incapable of developing their skills to be good at the game.
  20. It won't break the pot, no. If the pot is still a raw vessel though(that is, not fired in a pit kiln), you won't be able to store things in it. You can enclose yourself with the vessel if you wish to see the modifiers while it's in the cellar. Creatures are lethal in this game. Equipping some armor and using bandages will help, but you'll also need to learn when to pick fights versus when to avoid them, as well as how to kite enemies around to avoid getting hit. The spear is the best early game weapon. It has more reach than other weapons and does a decent chunk of damage when thrown. Once you've formed clay into items, you can't recycle those items back into clay.
  21. I mean...some of the 40K stuff would make for some pretty awesome Jonas tech power armor, with a few tweaks.
  22. The area you built in is unstable, which means your temporal stability will drain while you're in that area. When your stability drops low enough, monsters will start to spawn nearby, temporal storm effects will occur, and you will start to lose health unless you do something to recover your stability. This generally means finding a stable area to hang out in; if you built your base in an unstable area, you'll want to either relocate or start a new world and be more careful where you choose to settle down. Temporal storms are different--they occur semi-frequently, cannot be stopped, and will drain your stability and spawn monsters nearby regardless of chunk conditions. Temporal storms and temporal stability can be toggled on/off independently of each other either in the settings at world creation, or by using the appropriate commands after world creation and reloading the world. You can read more on such here, and the handbook contains information related to the mechanics as well: https://wiki.vintagestory.at/Temporal_stability
  23. Cellar? Or storage vessel? I'm a little confused. Clay is used to craft pottery and certain building blocks(like cobblestone), but is not a building material itself. A cellar is a hole you dig in the ground, fill with storage containers, and seal off with a solid block or a solid door; to qualify as a cellar it also needs to meet certain dimension requirements(7x7x7). A storage vessel is just a container and will need to be fired before it can be used. It will also need to be placed in a cellar to actually prolong the shelf life of food if the outside temperature isn't very cold. Staying at range is the safer way to hunt. If a beast or other enemy tries to engage you in melee, you'll need to learn how to kite--that is, hold sprint while moving to keep out of reach while poking at the target with your spear/other weapon. You can also try digging a hole and luring animals to fall in by provoking them into a fight and then running away, but you will need to take care not to fall into the hole yourself. Only metal tools can be sharpened--you'll need a grinding wheel to do so, which comes later in the game. Flint weapons are as-is; it's typically ideal to carry a few spears so you have extra shots and kite the target to pick up spears you've already thrown. Break the storage vessel with left-click to pick it up; right-click to put it back down. If it's not been fired yet, you can right-click it with an empty hand to pick it up and then right-click to place it somewhere else. As I said before, if you want to actually use it for storage, you will need to fire it in a pit kiln first.
  24. No. You lose stability by experiencing temporal storms, standing too close to rifts, or otherwise hanging out in unstable areas. The latter is most likely. If the gear is turning counterclockwise, the area is unstable and the color will continue to drain from the gear, until monsters start spawning nearby and your health drains. If the gear is turning clockwise, the area is stable and a good spot to potentially settle down or otherwise hang around in if you need to recover stability.
  25. Rope and bandages can both use cattails; if you remain on the recipe page, it will cycle through all the ingredients that are viable. Alternatively, you can go to the cattail handbook page to see all the recipes that require cattails as an ingredient. Farming and base building are perfectly viable, but you need to figure out how to establish your immediate food supply first, since farms take a while to actually produce food(as does livestock) and time spent hunting/foraging/fishing is time you don't have to spend doing other things. Hunting, foraging, and fishing should be enough to keep you going while you acquire your first pottery items; a cookpot and bowl will allow you to turn basic foodstuffs into more filling meals, making the food you find last longer and leaving you with more time to devote to other things(like building). Building a basic cellar can help extend the shelf life of extra food, especially if storage vessels are the containers you put in the cellar. You might also consider picking Hunter or Malefactor as your class, since the former has bonuses to hunting and the latter has bonuses to foraging. Tailor isn't a good pick, since it has penalties to hunting and foraging; neither is Blackguard, since it has penalties to ranged combat, foraging, and a higher hunger rate than other classes.
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