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Everything posted by LadyWYT
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Elk question: Can you ride an elk through a translocator?
LadyWYT replied to Maethius's topic in Discussion
Hmmmm, I've not tried it, but given what @Brady_The said I suppose it's possible. Depending on where the translocators are situated though, it may be much less effort to just ride for those 5k blocks instead of sinking time and effort into making the translocators elk-accessible. The elk is pretty fast and 5k is only a half-day or less of riding. Translocators, on the other hand, tend to be deep underground in rather claustrophobic places, which means you'll probably need to do a lot of digging on both sides to get your elk in and out(I don't know how much you could cheese with the whistle). Elk need a 2x2 minimum for navigable space. -
Hmmm, you might look into mods like this: https://mods.vintagestory.at/show/mod/6561 I don't know if that one in particular works on the stable 1.20 release, so if you go with that one you'll want to test it first. Another option is just turning off the rifts in your world settings. No rifts means no monsters on the surface--they should only spawn underground(or possibly a very dark enclosed space) or during temporal storms.
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Hmmmm, just to be on the safe side--have you checked the mods that you're playing with to make sure they're updated for 1.20? Older mods sometimes work on newer versions, but it's not always a guarantee. If I'm recalling correctly, someone else had trouble with HUD mod crashing their game, since that mod was not yet updated(though I'm not sure that that mod is the culprit here). In any case, I would test a new world without mods to make sure everything is working okay in vanilla, and then do some additional testing as you add your mods back to your game to make sure that everything is still working as intended before returning to the backup of your original world(I would also make a backup of that backup before playing on it). If you do run into a mod issue, you should be able to disable it for the time being and continue playing, depending on what it adds. If it's a mod that changes gameplay mechanics significantly, or adds a lot of blocks/items/entities, you may not be able to disable it without breaking that world, and need to wait for that mod to update before that world is playable again.
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Welcome to the forums @FireSB42! I think the second message is mainly intended for server owners, telling them where to find more detailed information on problems that occur, which can be very useful especially if the problem ends up being something other than the authentication servers being on the fritz. The servers should be fixed by now--friend of mine tested his earlier this morning and it was working just fine.
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It would be immersive, yes, and it can add a bit of extra challenge that some might find fun. I've added the mechanic to the game with mods before and while it was fun, I don't think it would be a good addition to the vanilla game. It becomes an unavoidable chore a little too easily, to the extent a player may spend quite a bit of time interrupting their current task to take care of that need. There are also quite a few locations that the player will need to spend quite a bit of time in, that don't have any water sources. Inventory space is a premium resource as well, so while players could just carry more water bottles, that's just more space they won't be able to use for carrying treasure or other survival supplies. As for adding the mechanic as a purely optional challenge, like the cave-ins...that's one way to handle it, but a thirst mechanic feels a bit too prominent of feature to be reduced to a simple optional challenge, if it's incorporated into vanilla.
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Blanket Shiver So I started a new world in order to try out the hunter class, and get a change of scenery with a warm start. I found some ruins to make camp in, and since there was rift activity as night approached, I did my best to repair the walls to keep out the monsters. Well, despite my best efforts at making the walls three-high, a shiver spawned and adeptly found its way into my camp. While trying to throw spears at it, I ended up right-clicking the hay bed instead, causing my seraph to immediately curl up and start going to sleep rather than fight. Despite the apparent setback, I was apparently still able to throw spears in these last moments of conscious, and somehow avoid being chomped at the same time. I managed to kill the shiver right before falling asleep, and thus spent the night asleep under a rather exotic "blanket".
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Yikes, body and items disappeared after death
LadyWYT replied to Kevin Eric Snell's topic in Questions
Are you using a mod? In the vanilla game, you won't leave a body behind if you die, but you will drop your items if you didn't have "keep inventory on death" set to true. For the vanilla game, I believe dropped items despawn after ten minutes by default, so if you waited a while for the temporal storm to end before trying to retrieve your items, it's very likely that you exceeded that grace timer. If you don't want to sink the extra time and resources into remaking all of your lost items, you can simply use /gm 2 to switch to creative, give yourself whatever you lost(that you care to replace), and use /gm 1 to switch back to survival when you're done. -
Cloudflare, which hosts the authentication servers for Vintage Story(I think), seems to be having issues right now.
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Just to make sure all the bases are covered first--are you holding anything in the off-hand slot? That will add 20% to the player's hunger rate.
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Buy her an account and PC to play on so she can come with you on the adventure!
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I do agree that it would be a decent solution, however, I think it may be best suited for a mod than incorporated into the base game. The reason I say that is that after trying Vintage Story with a thirst mod installed, it was indeed more challenging, and the challenge was rather fun, for the most part. However, it felt like a bit more micro-management than what would really be enjoyable for standard gameplay. It could just be incorporated into Wilderness Survival, I suppose, and otherwise left as an optional challenge, but I'm still not sure it would be a good fit overall, especially since inventory space is still at a premium and some parts of the story will require spending quite a bit of time in places that have no water.
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https://mods.vintagestory.at/show/mod/8582 This mod may or may not help remedy that. I've not tried it out though, so I don't know how well it works.
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Turning down the Upheaval Rate should tone down the amount of rough terrain, and turning up Landform Scale should mean that the land features that do generate will be much larger; ie, plains will be bigger, but so will any mountains or hills that end up generating. There's also some different mods out there that tweak world generation, so you may try out one of those to see if the modded generation is more to your liking. One thing I will note though, is that if you are playing with lore content enabled, certain locations need specific geographical features in order to spawn. Heavily modifying the terrain generation from the defaults may change the distances those locations usually spawn, though I haven't tested the theory to be certain.
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How is getting one shot in early game in such a harsh game considered fun?
LadyWYT replied to Greccen's topic in Discussion
I use creative and spectator modes a lot to fix various mistakes, because I don't always want to have to sink in the time and resources to do it "legit". There is an option to keep inventory on death, of course, though I don't like turning that option on as I've found it encourages me to play too recklessly. One thing I'll mention for 1.20, since we're getting close to a stable release: animals will now run away if attacked at range. This includes dangerous animals like male deer and predators, so players now have a chance to scare dangerous wildlife away from an area by throwing rocks/hitting them with some sort of projectile. It's also risky, since dangerous animals may notice your presence and choose to come after you instead of running away. -
https://wiki.vintagestory.at/Cinematic_Camera That link might help you figure out the camera controls, though the tool appears to be geared more towards recording videos instead of taking screenshots. For a screenshot, the easiest way to get one by yourself is to hit F5 a couple of times to get to the version of third-person view that does not lock the camera behind your character, adjust the angle however you wish, and hit F12 to take the screenshot after hiding the UI with F4. An alternate method is if you have a friend that plays Vintage Story, allow your friend to join your world and have them play cameraman.
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Welcome to the forums! The helve hammer should kick the finished ingot/plate off the anvil once it finishes. Are you using any mods that affect smithing? Outside of a mod causing issues, the only other thing I can think to check is to make sure that the workpiece is hot enough to be forged. If it's too cold, the helve hammer will still hammer on it, but won't actually accomplish anything.
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Vintage Story needs a mechanical logsplitter.
LadyWYT replied to Michael Gates's topic in Suggestions
It is. I'm not entirely sure why it starts at year 0, but it does. -
I know the general area it comes from too, and yeah it's weird, really weird.
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This was actually implemented in 1.20: animals will run away when hit at range, instead of standing there like a target dummy. In the case of predators, it can be a useful way to scare them away from certain areas early in the game, however, said predator may also notice your presence and decide to attack you instead. So it's a risky proposition. Otherwise, I think wolves are fine, for the most part. They're a hazard early-on, and remain a hazard later to players who get too complacent, but they shouldn't be a huge threat for the entire course of the game. The most I would be inclined to change is make them less likely to chase players into water.
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Welcome to the forums! I do agree that it seems like there should be some incentive for one to avoid wearing their finest furs in a hot environment, but I'm not sure that this would be the best solution. Maybe just a health penalty should the player's insulation value exceed a certain threshold? That seems like it might be easier to code and require less processing power to account for, without causing a lot of extra micromanagement either. I would suggest a penalty to hunger rate, but I think that would be way too easy for players to exploit in order to quickly raise their nutrition values.
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I think it's just very dense ground fog as a weather effect. It happens every once in a while, though it's not very often. I think high altitudes tend to have it more than lower altitudes, and warmer climates may also be more prone to foggy weather, though I wouldn't swear to it. But the times I've messed around with tropical climates, there did seem to be a lot more mist and fog than what I see in the usual cool/temperate climes.
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Simulate a real storm (meteorological, not temporal)
LadyWYT replied to gomodo's topic in Suggestions
This is technically already implemented in the game, and does not require a storm. The crude door has a chance to fall off its hinges when used. Glass blocks? Or does that include chiseled windows? And if it includes chiseled, how do you calculate what qualifies as a window, and what does not? Aside from the fact that replacing windows frequently is going to get annoying, if storms are allowed to damage chiselwork then it's going to discourage players from a fairly significant part of the game's aesthetics. I have the same questions here as @traugdor, though I would note in particular for fruit trees: Fruit trees are a rather significant time investment; they take about a year or two to establish themselves and bear fruit. Unless the player wants a specific crop, or intends to spend a lot of time in one world, there's not a strong incentive to invest time and resources into fruit trees. Allowing the trees to be easily destroyed by things the player really can't prevent further discourages players from engaging with this mechanic. I could actually see this mechanic working with the weather patterns we already have, but not in this fashion. Trees can be uprooted by storms, because heavy rain loosens the soil and the tree's structure provides resistance to the wind. Field crops like those we have in the game don't offer much wind resistance at all, so they shouldn't be uprooted. A more realistic, viable option is to allow hail to damage crops that aren't under cover. The larger the hail, the larger chance there is for crop damage. Hail is rare enough that it shouldn't be damaging crops too frequently, and in the event that it does damage crops, the worst a player will suffer is having less grain/vegetables to work with or a longer wait for windmill sails. Of course, players would also have the option to protect their crops by simply investing resources into greenhouses for every crop. And other small livestock...? It's one thing to lose your animals to a predator that found its way into the livestock pen, because you can at least figure out how the beast got in and fix the problem. It's another thing entirely to have your livestock(which is a significant investment) wiped out from something you can't really prevent. I suppose you could keep all animals locked up in a stone prison to minimize the risk of losing them, but that's not really fun or immersive. A change like this would probably give players more incentive to just skip livestock entirely and stick to hunting, which isn't ideal if you're wanting them to engage in a variety of gameplay loops. Speaking of wind affecting creatures though...shouldn't a wind that strong also cause the player to lose control of their character, should they be caught outside? All tools outside, or only the ones that aren't in tool racks? I will note that I live in an area with some pretty nasty storms, and while I've seen plenty of empty buckets and things get sent flying into the next county...I can't say that I've seen shovels, hammers, or other tools get sent flying unless they were actively thrown by someone. A really strong wind might knock them over, but that's about it. I share traugdor's sentiment here: Especially regarding the processing power you might need to make all those suggestions work. And if it's something that a lot of players are expected to engage with, it needs to be able to run on a variety of PCs, and not just the high-end machines. Maybe I'm missing something, but I don't see how it could be easily modified to make tornadoes. Pretty much. I don't dispute that some would find this kind of content enjoyable, but I'm not really sure what the idea adds to gameplay other than a way to ensure that the player has to completely redo some of their progression at random intervals. I'm also suspicious that such an obstacle might end up being a rather trivial nuisance, given that a player can likely just avoid the storms entirely by immediately leaving the affected chunks for a while and coming back later, or by simply building almost everything underground where it can't be affected to begin with. In which case...what's even the point of the mechanic, aside from shoehorning the player into a specific build/playstyle? An easy way to test the strength of the idea, without mods, would probably be to start a multiplayer game with a friend. Give the friend your base coordinates, and let them simply destroy parts of your base at random intervals, with varying amounts of damage within the proposed suggestions, in order to simulate severe storms. -
Welcome to the forums! To my knowledge, you just need to place the lightning rod somewhere high up for it to work. It doesn't need to actually be connected to the ground.
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How is getting one shot in early game in such a harsh game considered fun?
LadyWYT replied to Greccen's topic in Discussion
Melee combat can be a tricky beast to master in the early-game, and it's also easier to handle if you're playing a class that specializes in melee(Blackguard) or one that doesn't suffer penalties to melee(Commoner, Tailor). Even then though, it's better to avoid combat if you can, or otherwise kill/weaken targets at range first. Spears are generally the most effective early weapon, as they are cheap, do decent damage, and can be either thrown as a projectile or used as a melee weapon with good reach. Carrying a stack of bandages on you is a good idea, since it can keep you alive long enough to get to safety. Likewise, a crude shield and improvised armor can also help mitigate some of the incoming damage, if you find yourself running into trouble. It won't last long or keep you injury-free, but it can keep you alive through fights that you may not otherwise survive. Once you acquire tier 2 armor and weapons, surface enemies become much easier to deal with, provided you remembered to equip your gear. Iron equipment is even better than that, and steel will make you almost impervious to most enemies(though you'll never be truly invincible). -
Pretty much my thoughts on it. It's not that one couldn't turn Vintage Story into that kind of game with mods, but I'd figure that people who are looking for tower-defense gameplay will opt to play a game that's designed around that concept to begin with, and not Vintage Story. And of course, if Vintage Story's focus changed to be tower-defense style play now, it would likely turn away a large portion of its current playerbase, as I don't think that's the kind of game most of us signed up for.