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Everything posted by LadyWYT
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(As the title suggests, this is all pure speculation that I wrote up for fun) Perhaps one of the more intriguing physical differences of seraphs from humans is the existence of two hearts, and though the second heart has been dubbed by scholars as the tempus cardia("temporal heart", in layman's terms) the exact functions of this additional organ are still unknown. Nevertheless, some key qualities have been deduced through focused study on mostly willing participants, and the organ's general functions seem to be remarkably similar to a normal heart. First and foremost, a short description of the organ is in order: much like the standard heart, it is located in the center of a seraph's chest, nestled just behind the normal heart. It is slightly smaller than the normal heart, though the fibers that make it seem much stronger than normal heart tissue. Even stranger are the tiny flecks of glowing teal substance that seem to be present in the bloodstreams of all seraphs; these flecks seem to be at the highest concentrations in the temporal heart, but their function is yet unknown. Much like a standard heart, this organ is composed of four different chambers, and seems to serve a similar purpose in that it helps pump blood throughout the body. Or in this case, perhaps infuses said blood with those strange glowing particles. As stated previously, the temporal heart seems to beat in a similar fashion to the normal heart, though given the greater strength of its muscle tissue it seems able to operate at a slower pace, perhaps 50-75% of a standard heart rate. Unlike the normal heart though, the temporal heart is entirely unaffected by physical exertion(at least, according to the results of extensive testing), instead beating at the exact same pace regardless of whether the individual is fast asleep or running like the wind. If anything, the operation is very similar to that of those strange temporal gears that turn up every now and then, though whether the two are directly linked and how remains to be seen. Nevertheless, the temporal heart is not entirely impervious to environmental conditions, and seems instead to exhibit some rather extraordinary behaviors when exposed to the horrific creatures of the dark and their strange rifts in reality, and shall be described as follows: 1. In places those horrible creatures seem most absent, the temporal heart(and therefore the seraph) seem to be at ease, pumping with the same slow regularity as appears to be normal for this organ. Should the seraph be suffering ill effects from one of the situations listed below, spending time in one of these areas seems to help them recover most of their faculties. 2. When exposed to one of the nightmarish creatures, the temporal heart appears to temporarily increase the number of beats it outputs, particularly if the seraph in question sustains injury. It will, however, still be somewhat slower than the standard heart rate, assuming that there are no further affecting factors. Should the monster disappear, the temporal heart should return to a normal rhythm in short order, and outside of any physical injuries sustained no significant harm seems to be inflicted upon the seraph. 3. Exposure to a nightmare rift seems to have the most drastic effect upon the temporal heart, causing said heart rate to rapidly rise until it exceeds even the anxious beating of the normal heart. As you might have guessed, dear reader, such levels of stress are unsustainable, even for such a strong organ, and continued exposure to such hostile conditions seem to quickly result in temporal heart failure. As you may have also guessed, this results in the death of the seraph(or at least, as close to a proper death as they seem to experience). 4. To a lesser extent, being underground seems to carry similar effects on the organ as rift exposure, although to a much lesser extent. The deeper underground the seraph ventures, the faster the temporal heart seems to beat. Although perhaps not as frenzied as the case outlined in #3, enough sustained stress from such high rates will eventually kill the seraph, if not remedied. 5. Much like being underground, some areas on the surface seem to have the same effect on the temporal heart, though again, to a lesser extent. It is unknown why this happens, as humans don't seem to be affected by these areas, but something about these regions seems to induce anxiety in seraphs. Much like too much rift exposure, or spending too much time underground, spending too much time in these areas is hazardous to a seraph, inducing anxiety, followed by stress from an unsustainable temporal heart rate and eventual death if not remedied. The current theory on these regions is that these areas may be more prone to the appearance of rifts, as seraphs seem to exhibit similar anxiety when around rifts and the monsters they spawn. 6. As mentioned previously, temporal gears seem to share a potential link with the temporal heart; one of the reasons lending great credence to this theory is the fact that temporal gears, or rather the energy contained within them, seem to be able to be directly harnessed by seraphs. When exposed to a seraph's blood, the energy seems to be sucked out of the gear and infused right into the bloodstream, calming the temporal heart somewhat should it be agitated. The more conventional use by seraphs, however, seems to be utilizing the energy contained within the gear to create a sort of "returning point" that, should they suffer fatal, allows them to reappear at a specific spot rather than actually die. 7. Much like the standard heart, sustaining direct trauma to the temporal heart seems to result in the seraph's immediate death. Thus concludes the study on this particular portion of seraph anatomy. In short, the temporal heart seems to act as an additional regulator for the mysterious energies contained in a seraph's bloodstream, similar to what the normal heart does for the rest of the body. Significant damage to either will result in the seraph's death(at least temporarily), though the temporal heart seems to be a bit more resilient on average. It is not recommended to attempt recreating the effects of a temporal heart in a human, as all attempts to do so have resulted in spectacular failure, and have been subsequently banned by the institute. --an anonymous researcher
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To my knowledge, pickled vegetables can't be used in recipes like fresh ones can, at least in the vanilla game as of the time of this writing. I'm not sure if there is a mod that changes that, but I'd wager there probably is. As to why you'd want to pickle vegetables anyway, despite not being able to use them like fresh vegetables--they keep for much, much longer than fresh, and are used in the cheese-making process.
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Thoughts on the Narrative (Possible Spoilers)
LadyWYT replied to Solumn Trade's topic in Suggestions
I think it's likely he kinda did both, in that he started with basic mechanical intelligence, and then ended up shoving(perhaps unintentionally) entities from the "other world" into his devices to achieve the higher functionality. What he probably didn't count on was the machines turning on him, and potentially multiplying themselves. I get similar impressions. It's like a more polished form of the wall of ending text from the other block game. -
Assuming you started a new game after deactivating all mods: if it still won't generate a world, backup any previous save files you care about(ie, move them to a folder outside Vintage Story), and reinstall the game. Then move any world files back into the proper folder. Before loading any mods, try starting a new game and see if the problem persists--you should be able to generate worlds. Assuming the problem is fixed, then you can see about reinstalling mods, but if not then you'll want to open a support ticket, most likely. If I recall correctly, someone else had similar issues before, and reinstalling the game worked. The reason I recommend a complete reinstall is that if a mod happened to corrupt a critical part of the code, a reinstall will refresh everything. In regards to installing mods, while you can install a bunch at once(admittedly this is what I tend to do), it's better to install one at a time and test to make sure each works correctly before installing another--makes it much easier to weed out problem mods. Additionally, while mods for older versions can work on newer versions, it's usually best to try to stick to mods that are updated for whichever version of the game you are playing. As for how to determine whether an older mod will work or not, aside from testing...if the part of the game it modifies hasn't really changed since that version, it probably will work.
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https://mods.vintagestory.at/show/mod/6703 It's for the 1.18 game version, but it may still work on the newer releases.
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In case you've not seen it: https://mods.vintagestory.at/show/mod/28 Welcome to the forums as well! I daresay more food options will come in later updates, but to my knowledge the devs are focusing on fleshing out other areas of the game first, before sinking more resources into increasing food variety. I do agree though, these would be really nice options to have, and until then, there's always the Expanded Foods mod.
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One feature that I really like about these mods is that they actually make the game scarier. Not that Vintage Story's monsters aren't freaky, but they make noises that do not sound like animals at all. With the Fauna mods, all of the animals make noises, and it'll be fairly obvious that you're hearing an animal and not a monster, even if you're not that familiar with the animal making the sound. What makes it scary, in my opinion, is not knowing whether it was a passive animal that made the noise, or an animal that's highly aggressive. Once you learn which animals make which noises, it gets a little less scary, but some of the predators move very fast and hit rather hard, so I wouldn't say that the fear ever really disappears entirely. I'm somewhat the opposite--I like fish for variety, and will deliberately go after them if there's a good fishing spot nearby. If I'm out on a short trip too I'll usually take advantage of the fish I find(as well as other forage) for food, since it doesn't require cooking. Otherwise, I'm pretty much hunting about everything that moves; composting the bushmeat and using redmeat/poultry in stews.
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I think there's at least a few mods around to disable specific monsters, or at least further restrict their spawning to make them stay underground, should you want to keep playing with lore content enabled. If lore content isn't a concern though, then as @Streetwind said--the Homo Sapiens game mode is what you're looking for.
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Maybe, considering that fish don't fight back, but it's not really that difficult to hunt other animals for meat, or forage for berries and mushrooms either. I also wouldn't necessarily say that having more options makes early game(or other stages) any easier. It could, in that if one option doesn't exist, then you have an alternate method to achieve the same goal...but the catch is that you have to be aware of your options and take advantage of them in the first place. It's also important that the player pick the correct option from the choices they have, as Vintage Story will very much punish poor choices.
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I'll also mention that when it comes to axes, I prefer to save my good metal axes for the tree-chopping, and use flint axes to chop the logs into firewood or otherwise move wood blocks around. That way the trees will be cut down quickly, but the durability on the good tools will last longer for the tasks where speed is really useful.
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I think the more labor-intensive gameplay loops probably feel a bit lacking right now, because the story isn't anywhere near fully fleshed out. Right now all we have is the Resonance Archive, and with 1.20 I think we're supposed to get four smaller locations to visit, but I'm pretty sure that's only scratching the surface of what's to come. I could be wrong, but I get the impression that completing the entire story of Vintage Story is probably supposed to take several in-game years, at least. In short, the more there is for the player to do regarding story, the more incentive there is to really dig into the more labor intensive stuff when building a base, since you'll need to survive(preferably in comfort) for quite a long time. Of course, I would also argue that if it's fun gameplay, then it's "worth it" to do, even if the numbers don't exactly crunch in the most optimal manner.
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Isn't that one of the tradeoffs though of spear vs bow/arrows? Given the numbers that @idiomcritter supplied, a spear would be better value for single target damage, assuming that you can land your shots. A bow and arrows would be better value when you need more projectiles to shoot, or are shooting over longer ranges. The other advantage spears hold, that I forgot to mention earlier--they're a lot easier to find after you throw them, especially in snow. If the target is kiteable, you don't need that many spears to take it down; you just need to pick up the ones already thrown without taking too much damage in the process. This is what I picture in my head, when using spears as a ranged weapon for something other than basic hunting. Is also an advantage I see of picking arrows over spears; spears are easier to see to retrieve and do a bit more damage per hit, but you can carry more arrows and thus use them a little more liberally before you have to worry about retrieving any of them.
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I like steel more for its durability; the speed is just a nice bonus. While acquiring it is a rather demanding endeavor, I don't find the labor hours all that outrageous. Refining blister steel to usable is easy, and refining iron into blister steel is just a matter of firing up more than one refractory at a time. Now of course, that does mean more charcoal, but a bigger charcoal kiln produces more charcoal per firing. I've also found wintertime to be optimal for refining charcoal and steel, as there's not a lot of daylight to do much else, and the weather is too cold to really do much for exploring. Beds help speed up the process even further if you make sure everything is fully fueled before sleeping; all you have to do post-sleep is just check to make sure it has enough fuel to keep refining while you go take care of other things.
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Not true anymore. Though I also wonder if it was ever really true to begin with, given how many I've seen take issue with drifters and their rocks. Don't forget the sling; it's available to malefactors, or if you remove the class restriction from recipes. It's not as good as a bow, of course, but the upside is it's really easy to find rocks for ammunition. Heavily disagree here. Realistically, you're not going to fit a huge number of arrows into a quiver to begin with; spears will be much harder to fit into the same space. Using videogame logic, I suppose it works, but even with a change like this...why would you even bother with spears at all when arrows are still better? Even if you nerf how many arrows can stack in a slot without a quiver, it will still be more than one spear, and thus a more attractive option. The other issue with nerfing arrow stacking to make spears a more attractive choice, is that it would probably nerf to the point that either no one is going to bother with arrows at all, or they're just going to rush to acquire a quiver and ignore spears anyway. I will also note that nerfing arrows like this also nerfs one of the hunter's special niches in the early game--the crude bow and arrows. I still maintain that a spear is best suited for melee combat to control space and keep enemies at a more comfortable distance. You don't really want to be throwing it if you don't have to. And as someone else mentioned earlier--throwing spears are technically a different weapon, known as the javelin. The main advantage to using spears in Vintage Story, in my opinion, is the fact that they're cheap, can serve double-duty as both melee and ranged weapons, and can yield many more shots per spear than the arrows. In the later stages of the game spears lose a lot of that advantage, since the player will have access to higher quality arrows for ranged combat, and higher quality blades and shields for melee.
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I present to you, the Wildcraft suite: https://mods.vintagestory.at/show/mod/10655 https://mods.vintagestory.at/show/mod/9909 https://mods.vintagestory.at/show/mod/8515 As for the vanilla game, I can't see them not adding more tree and plant species later on. It's just not a big priority right now, as there are other things that need to be fleshed out more first.
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I feel like we need a Top-Gear or Mythbusters style intro for this.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
Deep Rock Galactic, I assume. Space dwarves. -
I don't like that kind of decor myself, but sure, why not. More options are always nice, plus it fits in with the world and general story themes.
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How about an atlatl instead? That way instead of carrying more spears, you just do a bit more damage with the ones you already have, thus not requiring as many(assuming you're a decent shot). It'd also help extend the usefulness of spears as a weapon, with what we currently have. In reality though, I'd prefer iron and steel spears, or even full-fledged pikes, rather than an atlatl or spear sling. It's nice to have the option to keep the enemies at a longer poking distance, even if the damage is lower than what a falx sword might provide. Bow and arrows still makes more sense for ranged damage, as arrows stack much more efficiently, with greater range and accuracy than spears. For forging/casting metal spearheads(really should be a thing if it's not already), I'd probably also increase the yield to two per ingot. After all, the general point(no pun intended) of a spear is to keep enemies further away from you, while being very cheap to make.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
I think it would be of most use in a melee fight. The wobbling around(assuming that settings haven't been tinkered with to remove drunk visuals) will make aiming any sort of ranged weapon more difficult. The other main drawback that I see is that the damage mitigation effect should be fairly short, and the drunken status longer in order to balance things out. Then the risk becomes blacking out in the middle of a fight should you keep drinking to keep the damage resistance up. Now of course, if one wanted to a be real stinker regarding alcohol and realism...give the player an addiction to the stuff if they drink too much, too often. Then there can be a debuff that lasts until they either indulge in more alcohol, or wait long enough(several in-game days) to break the craving. -
Thoughts on the Narrative (Possible Spoilers)
LadyWYT replied to Solumn Trade's topic in Suggestions
This actually reminds me of one thing that crossed my mind the other day when reading the Quartermaster's Letter. Personally, I think Jonas's discoveries lead to the creation of both seraphs, though I'm of the opinion that the drifters were probably an unfortunate side effect. The seraph turning might have been as well. In any case, after reading the letter again, I'm beginning to wonder if those turned to seraphs and sent forward in time were willing participants, or forced into it. The letter mentions three different people that were taken by force, though it does not indicate where or for what purpose. It could just be that those individuals were infected and removed from the shelter, or it could be that more workers were needed in the mines and they were the unlucky ones chosen. Part of me wonders though, that if these letters were written wherever Jonas was working on his project, if those individuals weren't hauled away to serve as test subjects. If that was going on, it could be one of the reasons Jonas wound up having a mental breakdown. Speaking of lore though, one thing I do find fascinating is just how much there is to unpack. Just when you think you've got it all figured out, you can go back and read the same old thing again and stumble across a fresh new perspective! -
Tis why I ended up making my own textures for several things That way I can keep the vanilla textures and small texture packs that I like, and tweak everything else I don't like so much. But I do agree, Minecraft does look a bit more arcade-like than Vintage Story.
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Thoughts on the Narrative (Possible Spoilers)
LadyWYT replied to Solumn Trade's topic in Suggestions
Kind of, though I would argue that time travel was a thing, if only an unintentional side effect of whatever that crafty Jonas was up to. The seraphs seem to be the humans who got "lost" to time, changed as a result of whatever shenanigans ensued in the pursuit of saving the world. There do still seem to be other humans remaining in the world, that have just kinda been adjusting to the new reality over however many years the seraphs have been lost in time. I do believe you are correct here, in that drifters and their like are the corrupted remains of people and animals that succumbed to the Rot. As for how many there are, I would assume there's a finite number of them, but that number is almost certainly too big for the plan of "kill them all, save world" to be of much use. I'd also wager you're probably correct about them having some sort of respawning ability, similar to the seraphs. If seraphs can respawn, after all, and are the "good" byproduct of tampering with time, then it stands to reason that drifters are the opposite result of that tampering. Pretty much the core of it, though I would argue there was a sort of AI invented as a result of Jonas and his tinkering. Given it's a late medieval setting, "AI" isn't the term that's going to be used in the setting, but given that the mechanical creations of Jonas could operate autonomously in many cases, AI is basically what was driving it. In regards to the temporal alchemy stuff...yeah, that's an apt description of it as well, heh heh. Essentially, somebody scienced too hard, before asking if they should be in the first place. -
That might be an interesting change, in terms of survival challenge, if berry bushes played by the same general rules as fruit trees and only had fruit in-season. Though it's probably not a change I would expect to see without more forage options available.
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I want to say that the rate of wear depends on what you're doing, not just the passage of time or getting hit by enemies. I've noticed that clothes tends to wear out faster in cold weather or if you go swimming frequently. I've also noticed that boots and gloves will wear out faster than other clothing articles, which I assume is due to all the running, wading, and digging around with no shovel. I'm also pretty sure that if you die, it takes a hefty chunk off the clothing durability as well. Eh...not really. On standard game settings, the player spawns in temperate climate during late spring, so the weather won't be cold enough for clothing to be an issue until much, much later. The only start zone that warmth would be a real issue is a Polar start, in which case the player probably already knows they signed up for a rough time. In regards to repairing clothing, flax crops produce a lot of flax fiber per yield. Drifters and their like will also sometimes drop flax fiber on death, and some traders offer linen for sale. If I'm not mistaken, flax twine and linen can also be found occasionally as ruins loot. Instead of repairing though, it may be more optimal to make rawhide and fur clothing. The early game tends to demand a lot of hunting, and you'll probably have more hides than you know what to do with, so it's easy enough to just turn some of the excess into new clothes. It might not be the prettiest thing in the world, but it will keep you warm until you can acquire and maintain fancier items.