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Everything posted by LadyWYT
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Suggestion: Fishing and Necromancy Mechanics
LadyWYT replied to Fistandantilus's topic in Suggestions
@Fistandantilus pretty much this, in a nutshell. Vintage Story does have some fantastical elements to it with the eldritch horrors and temporal mechanics, however, those aren't the focus of the game. They're in the background. The main focus of the game is the late Middle Ages and associated technology; while it does take some creative liberties here and there, the game itself leans heavily into realism and not fantasy. Hence why I say necromancy stuff would be fine as a mod, or great for the proposed Adventure Mode, but would otherwise be incompatible with the lore and setting that's been presented.- 23 replies
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I would try checking in colder regions, either high altitude plateaus or somewhere between the temperate zone and the arctic. The few times I've seen wild elk in the game, they've always been in one of those colder taiga regions.
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It takes a couple of days on average to process tickets, and depending on how many tickets they have to take care of, and the complexity of said tickets, response times could be shorter or longer. I'd wager Anego staff is fairly busy right now getting ready for the 1.21 launch and making sure it's smoother than the growing pains that came with 1.20(big influx of new players, which created a lot of issues).
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Smoke from fire pits and forges, pipes and ventalation
LadyWYT replied to argeshnex456's topic in Suggestions
Yeah I have to agree with Thorfinn here. I didn't enjoy this mechanic at all in Valheim, and I doubt I'd enjoy it here. To be clear, it's not the health drain that bugs me about it...it's the constraints it places on building. There are already building constraints in Vintage Story, but those are also easy to work around--just make the enclosed space a certain size, or build from glass for a greenhouse, and you're done. You can place chimneys, ventilation, and other decorations however you wish to spruce up the space, without worrying about whether your decorations actually have to function. They just have to look good, and that's it! Plenty of room for variety, while also leaving the "basic firepit in a dirt box" available as an option for those who really need/want it. With a ventilation mechanic though, I don't see it being as easy as punching a hole in the roof/wall and calling it a day. I'm guessing players would need to build chimneys and ventilation shafts to pretty specific specifications, which limits the creative freedom when it comes to designing structures. I suppose you could just make the mechanic a difficulty toggle, however, I'm not a fan of a just making everything a toggle. Modded territory is the best place for this idea, in my opinion, so that those who really want that kind of challenge can have it, while leaving the base game unaffected. As for smoking meats...Primitive Survival handles that concept very well. Have a smoker block to smoke the meat in; easy to make and use, and won't crater performance to lower-end hardware, as @Facethief mentioned.- 74 replies
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Typically, you'd have your armor stowed in the baggage train, when possible, and only equip it when expecting a fight. It's not only more comfortable and less stress for you that way, but it's also more comfortable and less stress for your mount as well. And of course, realistically...if you could afford good armor like plate, you'd be able to afford a horse and a servant or two to help with your luggage as well. Of course, from the videogame standpoint, armor is approached a little bit differently, since the player needs to be able to handle the workload themselves.
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Suggestion: Fishing and Necromancy Mechanics
LadyWYT replied to Fistandantilus's topic in Suggestions
Fishing is coming sooner or later. Now that more aquatic content has been added, I would expect sooner, since you really ought to have fish in the sea to catch, before you have a way to catch them. As mod, sure. For the base game? No, absolutely not, since it doesn't fit the lore. For the proposed Adventure Mode? Sure. Now if you mean just an aesthetic choice, and not magic and the like that you find in fantasy titles, then sure, it's plausible. There are already a few skulls and bones that you can collect and use as decoration, and there is also the Rotwalker clothing set that looks...rather creepy. I could also see making drifter-esque attire from rusty metal and whatnot; perhaps as a disguise, or perhaps salvaging the creatures themselves for macabre trophies. However, I would also want NPCs to react to attire like that...and probably not in the most favorable way either. Edit: Forget to mention it, but there is also a sheepskull mask that fits the necromancy aesthetic, although it is a rare find.- 23 replies
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Welcome to the forums! Are you using any mods? I don't recall seeing this in the vanilla game at all. I'm guessing though that the statue is located in an unstable chunk, and that's what's draining your stability. There's no way currently to change the stability of a chunk in the game, so if you happened to build in one I'd recommend relocating to a more stable area. If you settled on the border between a stable area and an unstable ara, that might be as simple as just keeping most of your activities to the stable side of your base. You can also restore some stability by sacrificing a temporal gear and a bit of your health, or by killing monsters, but the former is expensive and the latter is dangerous. Outside of that, you could try using this mod, or searching for one that does similar: https://mods.vintagestory.at/chunkstaboverride
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I don't know exactly how it works in the code, but the readouts that Density Search provides are different from what actually spawned. I'm not entirely sure why that is. I do know that I've dug for plenty of stuff that a Density Search said was there, and wasn't...and also found plenty of stuff that was there that wasn't listed on Density Search. I'd also wager that this is probably why many players have trouble finding salt domes--it's a mineral that shows up frequently on Density Search, but hasn't necessarily spawned. Magnetite is another frequent offender.
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You're using Density Search, not Node Search. Density Search will only tell you what could have spawned in the chunk, not what actually did. Node Search has a very limited radius, but will tell you what ore, if any, is actually present. If you do a Node Search, it should list quartz and silver both, as well as how much of each there is present. Incidentally, the bit on Density Search is also why you can sometimes dig at a high reading spot for certain ores, and find nothing.
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Welcome to the forums! Depending on what you want to define as "day monster"...there's currently an ongoing issue of monsters spawning from rifts in daylight, outside of temporal storm conditions. As a general rule though, monsters are averse to bright light, and daytime is meant to be a relatively safe period for the player to work in. Wolves, bears, and other wildlife serve as daytime hazards. While this is true, this also doesn't quite fit the lore. The setting is the late Middle Ages, some time after a cataclysmic event that wiped out most of humanity. The remnants that are left are collected into small settlements that are very few and far between(currently only one exists in the game), and the various traders you can find scattered around the landscape. It's not out of the question that there could be bandits, however, bandits are more likely to camp somewhere around one of the settlements so they have victims to prey upon and profit from, instead of risking themselves in the wilds.
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It's a bug: https://github.com/anegostudios/VintageStory-Issues/issues/6533
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Correct! And yes, it is possible to reverse course and lose weight if needed. I will note though that it takes time for effects to become noticeable...both good and bad. You won't dig yourself a hole overnight, but if you find that your habits have had undesirable effects then it will also take you some dedicated time and effort to fix it.
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Both mods play nicely together, but you will probably need to tweak some config values for the best experience. Each mod has its own way of tracking fat and the effects, though both mods have the player gain fat in roughly the same way. So if you're building fat reserves in one, you're likely building fat in the other as well. Tasshroom's BodyFat, in my experience, allows a fat reserve that will keep you from starving to death, as long as you still have fat reserves that is. Fat reserves take several days to build up, but will only stave off starvation for a couple of days if you eat absolutely nothing. There is no drawback to having such fat reserves, currently. With our mod(Expanded Stomach), fat won't keep you from starving to death, but it will insulate you from the cold. Your body will acclimate to your eating habits over time, and you'll experience the benefits or drawbacks that come with said habits. So you can potentially eat more in one sitting and go longer before needing to eat again, withstand cold better, build/replenish nutrition faster, or lose some of your agility/mobility depending on the habits you chose for yourself. The general idea is that you need to figure out what habits to stick to in order to accomplish the results that you want, as it's not really possible to have all the benefits with no drawbacks on the preset difficulties.
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Love those moose animations--the babies are even cuter now!
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As I said, it draws your core heat to your extremities, which means if you don't have access to a heat source(like a fire) then the cold will bleed that warmth from you faster. If you're indoors though, you're out of the weather and in a more stable environment, and typically have access to a heat source or thick blankets to help trap your body heat.
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Welcome to the forums! In addition to what @Krougal said, you might try this mod as well to help you find resin: https://mods.vintagestory.at/barkbeetle Seems to be working on recent version, and it's a rather nice, immersive way to find the resin spots instead of relying purely on particles or other less immersive methods.
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Alcohol really isn't something you want to drink to warm up, unless you don't intend to go back out in the cold for a while. The reason for that is alcohol will draw your core heat to your extremities, which can warm you up quickly indoors, but means you'll end up freezing faster out in the cold.
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I think you can put it on the database as a draft, and then post the link to the page. If it's posted as a draft, it won't appear in the list of mods for download, but anyone that has the direct link to the draft's page can download it for testing.
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Chocolate and coffee both would be good reasons to venture to the tropics, visit agriculture traders, or just play on a tropical/warm map to begin with. As far as hot drinks to warm you up...yes, absolutely. I think the code may already be there in the game too. I've been helping develop a mod with @traugdor, and if I'm recalling correctly, there's already a bit in Vintage Story's code where eating hot food will already warm up your character. I don't recall if it was active code, or commented out, but it was there.
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Sounds like the world I've been mod-testing on. Plenty of goodies, but no clay at all for seemingly miles around, despite spawn being a grassland with almost constant rain. Finally found a couple of deposits about a day's jog over the hill, dug some up and brought back home. What do I find the next day, right next to my base though? Clay! So I do agree, Clay's a shifty dude.
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That flamethrower candle still cracks me up every time I see it.
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https://mods.vintagestory.at/expandedstomach There you go, got it launched! Have fun! It doesn't cover exactly what you asked for, but it comes pretty close in that you can eat more and go longer before needing to eat again. You may need to adjust some of the settings in the config file to get the exact results you want, depending on how much challenge you'd like to play with.
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Sleeping through nights is probably your best bet, from the sounds of it. That way you can set the month/year lengths to be quite long and have meaningful seasons, but still have time pass relatively quickly since you aren't squeezing every last bit of usable time out of a day. Not really, aside from what @traugdor said. He handles the code, while I test and help refine details/make assets. As far as I'm aware, all the pieces are there regarding what the mod does, and I'm pretty sure that we've swatted all the bugs...at least all the ones we could find, so there shouldn't be any major issues on launch. I just need to finish the thumbnail art and it should be ready for a proper release...so, maybe sometime in the next couple of days, I'd guess? As for getting notified, I can just make a mental note to drop a link here when it's ready. That way you don't have to go hunt for it.
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Welcome to the forums! I think this should be the default setting--time shouldn't pass at all unless someone is online. If it's not the default, I know it's a setting somewhere in the server config, as the friend that hosts the one I play on has time set to not pass unless someone is online. You'll probably want to shorten month length then, or otherwise look into mods that shorten day length. The typical day in VS is 48 real life minutes long. Of course, you could just sleep through the nights as well--that passes a lot of time. This one conflicts with the above...to get seasons to last longer, you need to make the months longer as well. Which means that time will be passing slower and you likely won't see more than a year or two in 100 hours of play. Crop growth scales with day-month setting, to my knowledge, so setting your months to be longer will mean it takes longer for the harvest to come in. That means you'll need to rely on hunting and foraging for longer than normal, and you'll need more food to last through the winter too. However, it's also easy to counter both of those problems by just building bigger farms. Food isn't really a big issue, as a general rule. If you have your food supply locked down, the rest of the game is pretty straight-forward. That being said, you could try cranking up the hunger and spoilage rates; you'll need more food that way, and the food you have won't last nearly as long. I think there's at least one mod floating around out there that will let you adjust day length, though I don't recall the name and I'm not sure it's up to date. Keep in mind too that sleeping helps pass the time if you want the years to go by faster. Likewise, shorter days mean that time will pass more quickly, which results in faster years as well, but also shorter, less meaningful seasons. Depending on what you're doing, by default you don't really need to eat more than a couple times a day. Eating a full meal from a bowl in one sitting will give a saturation bonus, so you won't get hungry again for a while. If you're away from home doing a lot of work, pies are a better option since they're very filling and easily stackable. For a day's work away from home, a pie or two(depends on filling) should be plenty to keep you going on default settings. Now if you're packing supplies for spending several days away from your base, that's different. In that case, inventory management is part of the challenge of planning such a trip, and if you don't want to sacrifice extra slots for food, you'll need to plan on hunting, foraging, or some other method of resupplying. You'd need a mod for this. Technically one exists...but it's not yet released. No, but you can change the hunger rate and the food spoilage rates to be faster or slower. As I mentioned earlier, you could try increasing the hunger rate, so that players need to eat a bit more than they'd need to on default. Keep in mind that doing that also means players will be needing to eat more often as well. Nutrition will decay slowly over time. If you aren't eating a balanced diet, it's easier to notice, since you won't be replenishing certain areas of nutrition at all. Current nutrition is also cut in half when you die. Possibly...but as it currently stands, there is not, to my knowledge. At least not yet...I would keep an eye on the database. As I said before, you'd need a mod to accomplish what you're asking for the hunger, and there's not yet any available that really cover that territory. I will also note that if you are going to be modding a multiplayer server, the hosting needs to support mods, which means third-party hosting since the official servers don't support mods currently.