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Everything posted by LadyWYT
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Bells/Resonators as immersive late game communication tech
LadyWYT replied to LadyWYT's topic in Suggestions
It was, as well as recording messages. I mean...I totally didn't write all just because... But I did figure it would be a cool little piece of tech that would be very useful, while reusing some pre-existing assets rather than needing to create more. -
Archives, as in previous worlds/mods/other files, or "archives" as in the Resonance Archive story location? In any case, your worlds, mods, and things will still be present when you update to the latest stable version, as will anything you've discovered in the world. Some story locations may need to be regenerated when you update, since new content has been added to them in 1.21, but this shouldn't take long and the game will probably prompt you to let it update those locations when you first load an old world in the updated version.
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The crude door is what you use when playing with your buddies, so you can have fun blaming each other for letting the drifters in when the door inevitably breaks as you're running for the safety of the base.
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Hmmmm...if you copied the textures into your mod's folder, have you tried setting the file pathing for you custom expressions to reference what's in the mod folder, instead of the vanilla texture path? I'm thinking it's a pathing issue somewhere, or a mislabeled asset, but it's hard to say for sure without having the mod file to dig through and compare. As @Diff says, do you have a .zip file to share, or a draft uploaded to the database that you could share a link to? The only other thing I can think of is that the white is due to the modded eye model for the expression is slightly too big for what the vanilla texture is, leading to the lighter color around the pupil. On you comparison image, the seraph on the left matches the colors found in the seraph-naked-hairless.png file, and the "white" is the same light turquoise color of the skin. Incidently, seraph.png and seraph-naked.png are found in the same place that seraph-naked-hairless.png is found; Vintagestory > assets > game > textures > entity > humanoid
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I've also been wondering if some of the issue is due to recent adjustments to the game's lighting--that is, brightening everything up a tad. So things might look too bright for monsters to spawn compared to before, but in reality it's just dark enough for them to appear. That being said, there have been issues with the odd monster spawn or two in broad daylight, but those seem to have been cleared up in 1.21, as far as I can tell.
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I think it's due to the vanilla expressions being shapes, rather than plain textures. Vintagestory > assets > game > entities > humanoid will take you to player.json, which contains the code bits for texturing the player model, as well as pulling the correct shape needed for expressions and such. You can find the shape data for expressions by going to Vintagestory > assets > game > shapes > entity > humanoid > seraphskinparts > face Do note that in the case of shapes, you'll need to be using the VS Model Creator in order to create new parts, or otherwise alter existing ones. You can find the download in the client area, and tutorials on the wiki to help you get started on learning how to use it. https://wiki.vintagestory.at/Modding:Model_Creator_Portal
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Welcome to the forums! Unless you have a friend or two to play the game with, singleplayer. In singleplayer, you have the luxury of pausing the game to look things up in the handbook, as well as changing the settings to be however you wish them. Likewise, you also won't be competing with anyone else for resources, which is a concern when it comes to multiplayer. Multiplayer also alters gameplay significantly via mods, although this depends on which server you join. In any case, I would learn the basics at your own pace in singleplayer first, and then jump in to multiplayer whenever you feel ready. The exception to that is if you have some friends to start a server with, in which case you can all have fun learning the game together. The other piece of advice I have is that you may want to play the Exploration difficulty for your first world, for an easier time learning the basics. Vintage Story has a very steep learning curve, and while Standard is quite manageable, it can also be a lot to handle for a brand new player. One specific setting you might adjust, regardless of difficulty, is setting a grace period for monster spawns so that you have a few days to figure things out before they start showing up.
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Or I mean, just plop a hay bed down wherever and sleep under the stars. It's mostly safe...mostly...
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Have to hard disagree here. Hunter is strong in the early game, but will struggle underground and against the first boss, since the first boss is a better fight for melee than ranged due to the location and the attack patterns. Hunter is the strongest pick against the second boss though, and overall Hunter is at its strongest above ground in the wide open spaces, where there is room to maneuver and little place for targets to hide. Blackguard will struggle in the early game, but the extra health can allow you to survive things that might kill other classes. Blackguards are also going to be the strongest pick for the underground, as the health, melee, and mining speed boosts make it much easier to deal with a variety of situations you'll find. Likewise, Blackguard is perhaps the strongest pick for the first boss fight due to the health and melee boost, but ends up being the weakest pick for the second boss fight due to those circumstances favoring ranged over melee. It's also not wise to discount the Blackguard's bonus to moving around in armor--more mobility is a very good thing, and it helps make heavier armors a more viable pick should one choose a heavier armor option. Honestly I think Malefactor is fine. They're the strongest class in the early game, perhaps, but the tradeoff is that they fall off quite hard when it comes to the late game. The foraging boost makes it rather easy for them to acquire gambeson, which is quite strong in terms of armor, quite early in the game. The looting bonus means they'll have plenty of extra rusty gears to purchase various goodies from traders as well. The stealth bonus means they'll have an easier time exploring and foraging without getting jumped by the local wildlife. The main weakness of Malefactor is they're really going to struggle in combat due to the ranged penalty(can't shoot as far), health penalty, and melee penalty. And like I was trying to say before, this hinges on one's preferred playstyle, and the situation in question. Some circumstances Blackguards will struggle, and others they will absolutely dominate. Their strengths scale well into the late game, while their weaknesses become almost a non-issue once you've set up your base and secured your food supply chain. Not really. It's meant to be somewhat of a challenge class compared to the others. One could say that tailors are tailor-made for the nuances and finery of civilized life in cities, not roughing it in the wilds. And there's really not much of civilization left anymore, so the odds are stacked against. Ironically, they happen to be one of the stronger picks when it comes to combat, since the only downside they have is a penalty to health. This one I definitely agree on. Clockmaker has some very cool themes going for it, but is currently underwhelming on the execution. I'd wager that once we see more added to late game tech options, Clockmaker will probably get some love as well and be a more exciting pick as a result.
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I recall it was @Maelstrom who first mentioned it though.
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There's already precedent for bells being able to record messages, and resonators being able to receive them...so why not let players craft a bell companion as a late game tech item and be able to send and receive messages as a sort of mail system? The bell, aside from being a cute pet to have around your base, can record a message for another player to read, assuming they own a resonator in order to receive the message. This not only gives a handy way to leave your friends messages while they're offline, but also gives another use to resonators aside from just being a music box. Likewise, the messaging function isn't limited to players alone. This function could also be used to interact with certain NPCs that own the required tech for this kind of operation, giving an immersive way for the player to refresh themselves on certain pieces of lore, or be summoned for new pieces of the story as they are added to the game(or if there is a delay between completion of one story bit and the beginning of the next), instead of needing to physically travel to the NPC's location. Additionally, the bell could also act as an alarm device should you decide to take it with you. Simply set it to alarm mode, and if a hostile entity gets within a certain radius, it will sound an alarm until the threat either leaves or is otherwise dealt with. For multiplayer, there could also be a "guard" mode, in which the bell will remain in the specified location and sound an alarm should uninvited guests get too close(ie, players that haven't been added to the bell's list of permitted visitors).
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Crates would still have uses, since they can be stacked on top of each other/have things stacked on them, and can hold pretty much anything. Burlap sacks would be limited in regards to what you can put in them(certain foodstuffs and mineral powders), and couldn't stack on top of each other or have things stacked on them. Likewise, storage vessels would still have the niche of keeping food fresh for an extended period(especially in a cellar), as well as being able to hold other items as needed, be stackable, or otherwise come in a variety of patterns. In contrast, burlap sacks could hold a lot of specific foodstuffs, but can't hold everything, don't have a bonus to freshness(they just hold a lot, that's it), and don't come in a variety of colors.
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I think having some iron bars, or even glass, to block the way is a great idea. Glass is fancier and more befitting of a library, but on the other hand...it's not very durable, and this is a maintenance room we're talking about. Iron bars would do just fine, and likely be better for structure integrity anyway.
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Underground music no longer triggering inside player built structures
LadyWYT replied to Ikana's topic in Suggestions
Yeah, that sounds right. -
Instead of making it like the bundles, I would instead let burlap sacks operate similar to crates, but for specific item types. Store your grains, flour, root vegetables, and mineral powders in sacks, rather than crates. And to make sure it's not just an aesthetic look, perhaps each sack can hold 8 stacks of a single item, and four sacks can be stored to a tile. That makes 32 slots of inventory space per tile, as opposed to a crate's 25 or a chest's 16. Not only that, but being able to store some edibles in sacks means that you'll be able to use cellar space much more efficiently, so you can cram even more stuff into a single cellar. I'd also add that sacks could just be labeled with their contents automatically, similar to how crocks work, rather than needing a parchment label like crates do.
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I would also assume it's just as it says on the tin--stronger focus on realistic survival. If a pure real world survival experience is what one is looking for, Homo Sapiens mode is the closest it comes without mods.
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Welcome to the forums! I highly doubt this is an intended feature. You should report it over on the bug tracker: https://github.com/anegostudios/VintageStory-Issues/issues
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Experience with using AI to generate texture packs?
LadyWYT replied to Thorfinn's topic in Discussion
I figure the one advantage AI image generation will offer, is allow the project lead to whip up some sample images to demonstrate the general idea of what sort of look they want something to have, and show it to the art team. The art team can easily drum up some concepts from there. Sometimes you might have a picture in your head about how something needs to look, but fail in translating the idea to someone else in wording. -
Underground music no longer triggering inside player built structures
LadyWYT replied to Ikana's topic in Suggestions
I would if I knew exactly which block it is, but I unfortunately do not. I just know there are a handful of command blocks that do various things, one of which is control music triggers--it was advertised in one of the trailers...1.19, I think. -
Or I mean...it could be that too.
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I can verify though that 1.20 will run on .net8...or at least, I've had no issues running it after installing .net8. I've been bouncing back and forth between 1.20 and 1.21 without problems.
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Welcome to the forums! The only thing I can think of to do is reinstall the game. You might try grabbing a new download from the client area, just in case something went wrong with the original download.
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This would make class choice a lot more important in multiplayer, yes, but it would penalize small servers that can't cover all the classes, as well as practically shoehorn singleplayer into picking Commoner every single time. The way the classes are balanced currently may not be the most exciting thing in the world, but it allows each class to function well in a singleplayer world, while also letting players have a bit of a niche role in a multiplayer setting.
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The game itself, or a specific world? If it's a specific world you can try checking the log files to see if any errors are being thrown. You can find the logs in the Logs folder, located in the VintagestoryData folder, which will be wherever you told Vintage Story to save your worlds and things to. By default, the VintagestoryData folder will be located on the C drive under your user profile--AppData > Roaming > VintagestoryData If the issue is with the game itself not responding when you try to start it though, the first thing I would do is restart your computer to see if that clears up the issue. If that fails to clear it up, then I would back up any saves and mods that are important, before doing a complete reinstall of the game.