Jump to content

LadyWYT

Vintarian
  • Posts

    4544
  • Joined

  • Last visited

  • Days Won

    203

Everything posted by LadyWYT

  1. LadyWYT

    Trader Spawn

    I doubt they would, but I've also never tried it. EDIT: They do not appear to despawn, and appear to stay within a few blocks of where you spawned them. Confirmed via unintentional testing when conducting "science" in a creative world. I'm not sure that they can use gates/doors, as I've never seen them use such on their wagons. They may also be programmed to stay put in a very tiny radius. If nothing else, you could just chisel barricades to keep them in a certain spot, although that probably won't be necessary. There is also this mod, and its add-ons, to consider as well: https://mods.vintagestory.at/show/mod/2635
  2. It's a bit random on when the crops decide to advance a stage. Most will usually be pretty consistent and grow around the same rate, but sometimes you have a tile or two that's exceptionally fast or slow. In this case, it looks like you may have just gotten unlucky with slow tiles. They should still mature before winter hits though; you indicated it was May, and given the background it looks like you're playing either a Temperate or Cool climate. So there should be plenty of time before winter hits, assuming standard settings.
  3. Ah true. I didn't consider the spoiler part.
  4. Assuming a vanilla game with normal settings...honestly I'd just make a really big cliff, or do the classic lava pit at the bottom. The main issue I see with calculating the damage needed to kill a player isn't how the game calculates fall damage, I'm guessing, but rather how much health does the player have? A well-fed player should have about 30 HP; a player without any nutrition bars filled should have about 15 HP. If you're dealing with a Blackguard, you have to add 5 HP to those totals by default. A weaker class, such as Tailor, will have a lower health pool and be easier to kill. You'd also need to account for any mods that might add/subtract total health. That's assuming that fall damage is calculated on a linear basis similar to how it is in the other block game. Which I would assume it is. If it's not though, I would assume a really big drop would just be overkill.
  5. I've always just shoved firewood into the oven and then cooked whatever I needed to. If the temperature got a bit low, I just shoved more wood in to heat it back up. Peat I generally burn on the pit kilns, to warm myself up, to preheat a crucible, or cook in a cookpot.
  6. I like the idea, but yeah, it probably wouldn't do to overcomplicate the base game. Variety in damage types would give combat a bit more depth though, as it would let players pick weapons suited to killing specific things. So like, if you really hate mechanical things, you might opt for carrying a club instead of an axe, sword, or spear, but it might also mean you'll have a harder time dealing with wolves, bears, and some other things that go bump in the night. I do think some sort of herbalism mechanic could be cool, though I'm not really sure how it would best apply without resorting to the basic "brew potion, get basic buff". Maybe it could tie in to the brewing/fermenting mechanic that alcohol has? So it's not just a matter of mashing some plants into a bottle and calling it a day; maybe you need to grind them in a mortar/pestle, combine that with a specific oil/liquid, and then let it sit for a while to be of any use. The benefit to going through such a long process is a bandage that heals for a hefty amount(more than the stuff we have already), and that stays fresh for a while(making it useful for trips). Or it could simply ignore part of the healing penalty that armor applies.
  7. I mostly manage by keeping a sharp eye on my surroundings and avoiding unnecessary risks when possible. If I hear a wolf, I'll either attempt to spot it so I know exactly which location to avoid, or steer clear of that general area if not. For bears, catching sight of them is more critical, since they don't currently have any noise to telegraph their whereabouts until they've already spotted you and decided they're hungry. In regards to monsters...I try to make sure that I'm indoors when it's dark out or there's a temporal storm. Caves I generally don't bother going in until I have better gear(tier 2 armor/weapons), as there's not much that's really worth the risk that early. As for the armor itself...I usually forget that it's there. By the time I remember it, I've usually hunted enough animals to have a fair amount of hide, and acquired the means to turn said hides into leather. So I'll usually opt for leather equipment as a basic starter set. The crude shield is also rather useful for soaking some damage in a fight, provided you're actively blocking with it. The drawback though is it will increase the rate you get hungry when equipped in your off-hand slot, and you don't move quickly at all when actively blocking.
  8. Isn't there a command though to generate those structures? Specifically with older worlds in mind? By structures I mean the new story-related set pieces, not the more minor things added by the update. Those will still require new chunks. The general impression I get is that the devs try to preserve the integrity of older worlds when possible...but the integrity of the game itself will take priority. I'd wager that if an update overhauls enough that a new world is absolutely required, there will likely be plenty of prior warning. Sage advice. I started tinkering with the experimental version, since I really want to play around with the new stuff, and would also like to get used to the new...um..."friends" that have been added. A new world also means a fresh slate to play with and new things to see.
  9. I'm thinking it's probably just set decoration, though it would be cool if there were hidden marks like that to indicate secrets. It probably also ties into the lore, somehow, though it's probably left up to the players themselves to determine what the marks are and what they could mean.
  10. I'd say overall that it's better than wearing nothing--it might buy you enough time to flee an enemy, or win a fight against a lesser foe. It's probably a more attractive option to more cautious players, or newer players(although they need to be aware that it's an option). More experienced players probably won't get a lot of use from it, since their experience both allows them to advance more quickly and deal with threats more efficiently. That being said...with the new enemies that have been added, improvised armor might prove to be a more attractive choice when it comes to survival, given that there are more things to worry about than rocks to the face.
  11. Something that crossed my mind while watching someone play the Wilderness Survival setting--instead of adding heat exhaustion, what about just changing the temperature tolerance setting that's already there? I'm not sure that it would change much in the tropical regions, but it would make being soaking wet a bigger hazard in that you could still potentially die of exposure outside of wintertime, and would press you a little harder to keep your clothing in good condition. Of course, it still runs into the same problem of, well, being a rather easy problem to solve. I'm not sure there's any way to get around that without having a mechanic that becomes super annoying to deal with.
  12. Personally I think tropical and warm climates should be "easy mode" compared to the other choices. The main benefit of living there is that you'll never have to deal with winter. The main drawback, of course, is that the higher temperatures means food spoils pretty fast, but it's also not hard to get food given that crops will grow year-round. And since crops won't freeze, you can just wait and harvest/cook them when you're ready. Now that being said, I also think the warmer areas could use some kind of "unique" hazard, similar to how winter gives the colder regions their own special challenges. Maybe just more types of dangerous wildlife, like cape buffalo and rhinos to ruin your day, or elephants to stomp through wooden fencing to get to your tasty crops. You could also go with the standard "piranhas in water" trick. And of course, said animals would also provide more incentive for players to visit the tropics Overheating doesn't really do that.
  13. https://mods.vintagestory.at/show/mod/14656 https://mods.vintagestory.at/show/mod/14220 I seem to recall reading that the concept was on the development to-do list, but as for when or if it will make it into the game--that I'm not sure. I'm guessing it probably will once other parts of the game are more fleshed out.
  14. 1.20 will be adding the first mount; I believe there are more planned for the future, but until then there are mods for cats/dogs, and will probably be mods to add more mount choices as well.
  15. There's actually a proper boat coming in 1.20. Plus a storage upgrade for the raft, I do believe.
  16. Huh, TIL. The rare times I've encountered the problem I've just chucked the thing and continued working on the other blooms. It's definitely annoying when it happens, but I usually have a bunch of iron, so missing one ingot every once in a while really isn't that bad. That being said...I would prefer if it didn't happen.
  17. Have you searched the area thoroughly? The X marks the general area that the entrance is in, but not where it is exactly. I think it can deviate by about 20 blocks or so. The first time I went looking for the Archive, the entrance was offset a little from the actual marker. It was also nestled into the mountain down in a little valley, and not at the very summit, so it was very hard to see(especially since the weather was foggy!). However, if you have conducted a thorough search and found nothing, and suspect it to be bugged, I would recommend popping into spectator mode and checking to make sure that the entrance is actually accessible. If for some reason it's not, then simply popping into creative mode and removing whatever is blocking the door should grant access. Once you've fixed it, it's as simple as popping back to survival mode and continuing on as though nothing happened.
  18. I mean I certainly hope it is, as I do believe there is room for improvement. Plus it would be more interesting to have a bit more choice in weapons, particularly weapons specialized to kill certain types of enemies. For example, if you really hate dealing with bells and other small mechanicals, you might want to use a hammer instead of the falx. A falx might be great against drifters but be less effective against animals(and people?), whereas a "normal" sword might be the opposite. Yeah, if the creatures don't just stand there anymore I could see hunting perhaps needing a small buff to compensate, otherwise it would get fairly frustrating in the early stages of the game. Time will tell though. Hopefully he paid for the damages? Windows aren't cheap, and neither are those kinds of books either.
  19. I would agree, looks like an oversight. Shovel should be faster, even if it is just the most basic of shovels.
  20. I actually agree with @Thorfinn--it makes the game easier overall, unless you really mess with the settings. When I did a 30 day per month world, I didn't change the food or hunger rates; I think the only things I changed where the respawns per gear, keep inventory, and making the interval between storms longer(30 days). The reason I changed the days to begin with was mainly due to wanting more time to fiddle around and figure things out before winter arrived; it was a temperate start as well, I will note. In any case, I didn't find it any tougher than normal settings. I will note that I did not play through an entire year before moving on to a different save file, but I did play fairly far into the wintertime without any issues. Food wasn't a problem, as I made sure to grow plenty of crops and preserve the harvests in crocks. Meat was either cooked and sealed in crocks, or salted. Lots of pickled vegetables too. I also really enjoy hunting in this game, so fresh meat was supplementing whatever I had stored. Two or three cellars worth of food...yeah, I wasn't going hungry anytime soon. If you're looking for harder, I would actually shorten the months from 9 days. Shorter months means a shorter winter to survive, but you'll also have much less time to prepare. If you're shortening the months, I'd wager this is probably when you'll want to really adjust things like hunger and food spoilage to make sure you can't just wait out the winter with ease.
  21. I forgot to mention last night when I wrote my initial post, but if zinc can be cast like copper and has a comparable(or slightly better) hardness, I could see it being utilized in the game to cast arrowheads, at least. They could do a more damage than copper arrows, but could also have a higher chance to break in return. So it could still be an option in the event you have a lot of zinc that you're not going to use for anything else(and if you don't really care about reusing arrows), but overall copper still remains the more versatile metal. Plus I mean...arrowhead mold for copper and bronze arrowheads would be nice.
  22. Ironically, I got the opposite impression from what Tyron said in a recent interview--the one with Oscillascape, I think? That being said, I do agree, that even if combat is balanced okay now, that doesn't mean that it won't be tweaked in the future. Personally, I would expect it to be, as new creatures and potentially new weapons get added. A bleed mechanic would be interesting, if only for tracking purposes. Otherwise, I would say it should maybe be only a chance to cause bleed damage, in order to keep things somewhat balanced between the classes. If the creatures can easily bleed out, it somewhat ruins the balancing between Blackguard and the other classes, since part of the reason Blackguards have the penalty to ranged damage is to make it harder for them to hunt for food. They're tough, hardy fighters and probably the strongest class late-game, but will struggle a bit in the early game due to the increased hunger rate and difficulties securing food sources. I want to say this is already somewhat true, though I could be wrong. My understanding of damage tiers is that the higher the tier, the easier it is to do the specified amount of damage to a target with lower tier armor. I mean, realistically, if you wound the animal, you should try to find it and finish the job so it doesn't suffer more than necessary. From the gameplay standpoint though, I think it would make hunting too easy, especially if it was paired with the bleeding mechanic mentioned earlier(which, in my opinion, conflicts with this mechanic). As for the predators, I think it makes more sense for them to scavenge carcasses that you don't harvest, or any meat that you throw away. Otherwise, I haven't noticed predators having any difficulties getting themselves a meal when they're hungry. I want to say this was going to be a thing for the elk mount in 1.20, but was scrapped or otherwise sidelined until a good implementation method could be found. That being said, while it would an interesting way to sharpen and reward player skill...I would say that if it's implemented, it should apply to most all entities, player included. Perhaps as one of the world settings, so that those who want a less punishing experience can turn it off. Because it would certainly be punishing. Overall, they're not bad ideas by themselves, but I don't think hunting in the game needs to be 100% realistic. Realistic does not always translate to "fun". I would probably be more inclined to opt for something like this to increase the realism a bit, without making things too easy or less fun. https://mods.vintagestory.at/show/mod/7966 Agreed--it's pretty much only fun if you're in the mood for that level of challenge. I daresay that's probably also why you don't see those systems adopted by a lot of games. From my own experience, I installed a mod for Skyrim that did similar to locational damage, in that there was a chance to receive various types of injuries when taking damage in combat(it was random which injury you received). Some of the injuries could be applied to enemies as well. In any case, it made combat much more volatile overall--if things were going your way it could be awesome, but one lucky hit from an enemy could leave you exceedingly frustrated.
  23. I'm thinking you just have good reflexes. To me, wolf speed and damage is fine as-is. While players can outrun them fairly easily, that does hinge on the player in question being able to react in time and navigate the terrain whilst trying to escape. If you're wearing armor that slows you down, then running isn't really an option and you'll have to fight the wolf off...and hope there's not more than one or two lurking around. I'm wondering if it might have gone after a rabbit instead of you, given that the "chomp bark" sounded a bit too quiet. Could just be my settings, but the chomp-chomp noise is practically right in my ear when the wolves are biting(or nearly biting) me.
  24. I'm guessing the ease of smelting and working copper into something usable without shattering it is probably why copper is a prevalent material in early tools and weapons. If zinc shatters that easily, it's not going to make a good weapon or tool. If you made the functional bits out of gold/silver, then yeah, it's going to be useless aside from being a glorified paperweight. Though if I'm recalling correctly, the gold/silver utensils that we have in-game are steel-based and use the precious metal for decoration. In essence, they're fancy weapons to show that you're rich. I don't recall if they get any damage boost over the standard steel--I think they might have a small boost, which I would chalk up to the weapon being of rather fine quality prior to decorating. After all, if you're going to sink that much expensive material into a status symbol, you're certainly not going to waste it on shoddy work. Agreed. I'm no coder, but I'm guessing all you'd have to do in this case is pretty much copy/paste the code for the copper stuff, and then tweak the values as desired. Well, that, and making new textures for the zinc items.
  25. Typically I'll either find something indoors to do, such as cooking or grinding away at the quern, or I'll be out pummeling drifters assuming that I have adequate equipment. For the times I don't feel geared enough to go out and fight, and don't have anything else to really do...I'll just hide in a safe spot and wait it out. In those cases, it's usually early game, and I'm usually either reading news on my phone or doodling in a sketchbook until I get the "temporal storm seems to be waning" message. At that point it's just a matter of cleaning up whatever drifters are left, or sleeping what's left of the night away waiting for them to leave and getting back to business in the morning.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.