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Everything posted by LadyWYT
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Excitement? Or frustration? The challenge would certainly be there, but I don't see getting a build that you spent hours perfecting wiped out in a natural disaster being very fun. Or losing your high level livestock to a tornado, or an earthquake perhaps striking while you're underground and burying you alive(goodbye items!). Most unfortunate occurrences that are in the game right now are entirely preventable with good preparedness and situational awareness from the player. Natural disasters are a different story; yes, you can prepare to an extent, but in a lot of cases you don't have much(if any) warning, and the "preparation" is oftentimes more about cleaning up whatever mess it leaves behind than it is avoiding the damage. As a mod though, it'd be great, so players that want that kind of content can add the mod to their games. I don't see it working for the vanilla game at all though, unless natural disasters can be turned off(and should be by default anyway) so that players don't have to deal with them. I'm sure we'll get these sooner or later. I think we were supposed to have coral reefs to explore in 1.20, but they weren't quite working right and have been pushed back until they're ready. Another feature I'm sure we'll get sometime in the future. Like the above two, I'm sure we'll get cats(both big and small) as well. One change I would make to big cats, in order to make them a little different from the bears and wolves we already have as predators--perhaps give them a larger detection radius, but make them stalk the player instead of outright charging to attack. I believe Fauna of the Stone Age does this with their big cats, as well as making them faster as well, so they're entities you really don't want to encounter unprepared.
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- better weather
- more ocean animals
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I was more referring to fixing the rare bug or um...accident. "Accident" in this case typically meaning that I've gone and died in an inglorious fashion, and can't be bothered to shell out time and resources to make new stuff or retrieve my old stuff legitimately. I also don't like playing with "keep inventory" turned on, as it tends to lead to more reckless behavior on my part. So I'll opt for just sacrificing a bit of time to instead jump through some console commands, fix my mistakes, and then switch back to survival mode when I'm done. In that example, I was referencing playing in pure creative mode--no survival involved. When I'm just playing around with various things and mapping out build ideas, I like to work with several blocks at once, and have them all on hand without having to go into the creative menu to retrieve whatever isn't on my hotbar. In the other block game, I would just stash whatever I wasn't using at the time in the survival inventory, and pull those blocks back out whenever I needed to use them. Worked like a charm. I believe there's also a shortcut that allows you to copy whatever block you're looking at to your hand, but that can also end up requiring quite a bit of flying back and forth to reference various parts of the build. Personally, I've just found it more convenient to have a whole palette of blocks stored on my person to quickly reference, rather than searching the creative menu or constantly copy/pasting bits of a build.
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It's an old thread that got resurrected--the player voices haven't changed in 1.20.
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From the tinkering around I've done on some of my worlds, it would be handy for troubleshooting those times that things really go wrong in your game and you don't have the time or patience to fix it the "legit" way. It's also a handy storage spot for blocks when creative building; there's only so many slots on the hot bar and that way you can just swap blocks around in the inventory instead of constantly having to search for what you need.
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Welcome to the forums! I believe initial player spawn conditions are still being adjusted in order to prevent these situations from happening, and in my experience it hasn't really been too much of an issue. However, sometimes you just have bad luck. If you close the character creation windows without locking any choices in, you should be able to run to a safer spot and reload the world, which will prompt you again with the creation menus.
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Monsters will only spawn on the surface at night if there is rift activity and a rift nearby for them to spawn from. Higher rift activity means more rifts and more frequent spawns; lower rift activity means you might only have one or two rifts that may or may not be nearby, and fewer spawns. Calm nights means no surface activity at all. If there is a cave nearby, however, a monster or two could come crawling out regardless of rift activity or time of day, though it's still more likely to happen at higher levels of activity. The one exception is temporal storms: monsters can spawn most anywhere during those, provided there is enough space to spawn them. Light levels don't really apply while these are in effect.
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Those are the bowtorn. I don't think it's intentional behavior. If I recall correctly, there were already issues with the new mobs just hanging out in daylight in previous test versions, so it looks like that behavior might not be fully fixed yet. I will say though, that last temporal storm all the monsters did end up despawning properly...including a nightmare bowtorn that waited until he was one hit away from death before vanishing. He was pretty goofy looking though--looked like he was sporting a nifty pair of rusty Ugg boots.
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They're late game tech--if you've crafted steel, then you're probably at the point that you can start making rift wards, provided you have the resources. To my knowledge, they're not really a place-and-forget item like lanterns either. You'll need to refuel them occasionally with temporal gears.
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You need it to craft fire clay, since fire clay only spawns naturally under black coal/anthracite deposits now. And it probably will be an annoying change for some players, so I expect to see a mod or two that either makes the process easier, or makes fire clay spawn as it did previously.
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It's almost certainly going to be a mod. I'm not sure about a vanilla mechanic though. Maybe for the really late game, towards the completion of the full story, however I also think it's not necessary given this story reason(spoiler alert!):
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The only pattern I've recognized is that the game likes to wait until you're lulled into a sense of security and get complacent, and then spring high levels of rift activity on you at the worst time. In other words, it's just luck of the draw as to what you'll get at any given moment, and it sounds like you've been really unlucky. My usual strategy for working outside is to always have a shield on hand, that way I can equip it to deal with any hostile wildlife or monsters that spawn should it be nighttime. As for caving, I don't go caving unless I'm looking for ruins, and I never go in without armor. If the monster activity is too much underground, I'll leave and come back later when the activity has died down a bit. Yep! It's not often that it happens, but sometimes a rift will spawn right on top of you. Sucks when it happens though, as it's usually right where you're trying to work, but it does make rift wards a more valuable asset around the base. In fact, I'd say rift wards are almost a must-have now, given the new monsters and what's happened a few times with temporal storms and high rift activity...I've been able to deal with the mess outside my base so far, but life would be a lot easier with those wards in place. My guess is that if you were working on the roof, the rift probably spawned in the space under you. That really applies more to chunks--some are stable, some are unstable, and some are neutral. The status that they have is permanent, and does not change. Rifts have a higher chance of spawning in unstable chunks, I believe, than they do in stable chunks, but they can otherwise spawn pretty much anywhere on the surface when there is rift activity. I have noticed though that they tend to spawn in the same general spots, so if say a rift spawns in the middle of your farm, the chances of one spawning in that same general spot later are fairly good. The one exception to this rule is story locations--the stability varies wildly, and some locations can be quite unstable, but you won't actually lose your stability while exploring them. I presume this is to keep the overall theme in place that certain locations are dangerous, while still allowing the player to explore at their own leisure, especially considering some locations are quite large and complicated. I've also not noticed rifts spawning in story locations, and to my knowledge the enemies that spawn in these locations, if any, are specific and not random.
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Experimental Jonas-Tobias devices & Equipment
LadyWYT replied to Shadowlancer's topic in Suggestions
*looks at thread title* Spoilers, my man... In any case, welcome to the forums! It's a neat idea, but I don't think it really works that well in the long run. Ten years is a lot of time to pass in-game, and Jonas parts are quite rare. Most players probably won't play a world for that long, and definitely won't want to wait ten years per schematic. Likewise, I don't see a lot of players wanting to sacrifice Jonas parts to get a schematic that they will also likely need said Jonas parts to build in the first place. The other main reason I don't see this idea working long term is that blueprints seem directly tied to story events, which makes sense given that blueprints are for extremely uncommon, unconventional pieces of technology. It's more rewarding to retrieve this special stuff from completing adventures, rather than playing the waiting game and grinding out incredibly valuable parts. And I would expect to be seeing more blueprints to discover as more story pieces are added to the game.- 1 reply
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This is very true, but will also require more fuel upfront. By mass-production I meant there's not currently a way to stick several piles of flint into one receptacle and cook them all at once for a minimum fuel cost, like a beehive kiln or refractory. Multiple firepits will help speed up the process though, if one is willing to go that route.
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Pretty much! In all fairness, it was too easy in that respect, but I wouldn't say it feels like too much of a bottleneck now. I like having a use for all the flint I inevitably acquire, plus it gives more incentive to find the materials for the sturdier high-tier refractory bricks. And provided you stay on top of resource management, the fuel cost isn't bad even if you're using charcoal to cook it down.
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Welcome to the forums! I'm guessing that the chunk it's in is too far away from where you do most of your activities, and gets shuffled into the "inactive pile", as it were. So it's only going to update when you're close enough to flip it to the active category. I would consider moving them closer, or finding something to do nearby while they eat. I've not encountered issues with the ambient creature noise, but the climate I'm playing in is too cold for cicadas to spawn, I think, and it sounds like that's what you've encountered here. However, given real life experience, I can say that cicadas are very loud, so perhaps it's more accurate than intended. It depends on the rift activity, but yes, the nights are harder now thanks to the new monsters. Bowtorn are especially dangerous if you don't have anything to mitigate their damage, however, they also don't like you getting close and will try to flee. This is one I strongly suspect is unintentional. I've had a couple of temporal storms roll through and leave a bunch of them outside my house, when all the other stuff that came with despawned after the storm. Now I was able to deal with them without dying myself, and I suspect that leaving the chunk and coming back later would probably make them despawn. Having a rift ward active would likely help a lot as well. As far as bowtorn remaining in daylight after a typical night has passed--that I haven't really noticed. Usually if I see a monster in daylight, it either crawled out of a cave, or got caught in the morning sunlight and is trying to flee. Bowtorn are the slowest monster, so they aren't going anywhere fast.
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Welcome to the forums! Unfortunately I don't think there's currently a way to quickly mass-produce calcined flint. However, one piece of calcined flint equals eight pieces of fire clay, so you don't need a ton of it until you start thinking about steel or mass production of pottery. What I usually do is pre-heat the firepit with peat or firewood, and then throw a bunch of coal/charcoal on there to cook the flint while I do other things around my base. By the time I'm done tinkering, the flint is ready to be ground up and turned into fire clay. An alternate method of getting fire clay, I believe, is to look under black coal/anthracite deposits--it spawns naturally there. I believe you can also buy it from some of the traders, though that does require rusty gears that you may want to save for other things.
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The only real AoE item I can think of, that's in the vanilla game, is as @Grummsh said: the scrap bomb added by 1.20. You could also try @Thorfinn's suggestion with the pit kilns, and given that foxes run away from the player it shouldn't be too hard, in theory, to herd them into the fire. If you're not opposed to using creative mode for a few minutes, I think you can also place blocks of lava or boiling water to deal with them, and then delete the blocks and go back to survival mode when you're done. Or I mean...if you have a friend, have them join your session and just get your friend to kill the foxes for you. That way the foxes die, you don't have to do it by hand, and you don't have to use some convoluted plan to accomplish it either.
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First off, welcome to the forums! They're interesting ideas, but they really don't fit with the world and lore of Vintage Story at all. While there are a few loose religious references in the story, that aspect has been left mostly up to the player's imagination and individual interpretation, and I think that's the best way to handle that. Without spoiling too much, the main "fantasy" elements the game presents are the steampunk constructs and tech, along with a mysterious plague that's referenced and the eldritch monsters that like to pop out of rifts and temporal storms. The rest is heavily rooted in real world survival techniques and technology from the late medieval period. Adding what you mentioned here would significantly shift the entire focus of the game, in my opinion, from a realistic survival game with steampunk eldritch horror elements, to another generic fantasy voxel game. Personally, that's not at all what I signed up for when I bought the game. That's not to say the ideas don't have their place though. I think these would make a great mod, or series of mods, that would be enjoyed by players looking to add that sort of experience to their gameplay. I don't think anyone's made anything quite like this, yet, though I have seen a similar themed mod or two that were fairly popular.
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I feel like they're still a bit less intent on stomping your face in than wolves are ripping your throat out, however...I still treat them like I do any other hostile wildlife in the game. Avoid when possible when not on a hunting trip. I dunno, dangerous wildlife should be dangerous, although there already is an option to set them to "neutral" instead, so that they will only attack when provoked. One thing I have noticed though, is that with the change to animals that makes them flee when attacked, it's now possible to sometimes scare away the more dangerous animals instead of having to kill them. Of course, it's not a guarantee that they won't come try to attack you if you throw rocks at them.
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As I said before, you keep any clothing items on death--that includes armor. So you really shouldn't be running into caves unarmored if you died in one, unless you ventured in unarmored to begin with(which really isn't a good idea). I do agree though, it does punish reckless play, as it should. In some cases it punishes experimental play as well, but I would argue that it depends on what kind of experimenting you're doing too. I'd also point out that experimentation also usually carries additional risks(risks of the unknown, if nothing else), which the player will need to take into account before they dive into whatever they're wanting to test. Which is why it's good to be cautious when doing risky things, and consider resetting your spawn if far from home. And while it's true that other games don't have potentially lost items as a death penalty, those games also aren't trying to do the same things Vintage Story is and the death mechanics in them typically feels ignorable. One alternate mechanic that I've seen to losing items, that operates more on "currency" if you will...the way World of Warcraft handles(or used to handle, anyway) death. If you ran back to your corpse, you could respawn at that location with a sliver of health, no penalty except lose of some equipment durability. If you died in a spot that you couldn't escape from, for whatever reason, then you could revive for free at the graveyard(with equipment durability loss)...but suffer a steep one-hour penalty to health and damage, which generally left you twiddling your thumbs until it wore off. I don't think that kind of mechanic really fits in Vintage Story, both for lore reasons, and that it doesn't really make dying any less frustrating. Sure, you keep your stuff, but you're still going to potentially need to use more time returning to your corpse(perhaps multiple times), or waiting around for a debuff to wear off before you can think about doing anything other than basic chores around your base. The best option, in my opinion, is what the game already gives us to deal with item loss on death--turn "keep inventory on death" to true, which you can do at any time in a singleplayer world. That way you keep your stuff when you die, and the hardest penalty you'll have to deal with is just backtracking to your point of death should you want to continue whatever it was you were doing.
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Wild crops do grow, but it's very slow. You're really better off harvesting them for whatever seeds you can get, and then planting those seeds in a proper farm. That sounds about right for what medium fertility soil should produce in a growing season, when it comes to the faster maturing crops. I presume that the reasoning for such a slow maturation rate on wild crops is to spur players to actually build proper farms in order to survive, instead of just hoovering up all the wild crops come fall and having a large stash of food for the winter without much effort. If you kill enough drifters... Or just getting lucky with ruin loot, or haggling with traders. Buying linen might be expensive, but if I'm not using the gears for anything else it can help add another length of sails to the early windmill.
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Not really...it's mostly just a lot of traveling until you find white rocks. You do need to look in biomes that have sedimentary rock though, not igneous. If the rock type is granite, andesite, or some other kind of hard rock you'll need to keep moving, as limestone won't spawn here. One thing I have noticed though is that limestone likes to spawn with bauxite, and both like to spawn with slate on occasion. So if you see rock layers that are orange, chocolate, and white, there's your limestone. It's probably just bad luck; Vintage Story be like that sometimes. I'm assuming that you're after limestone for leatherworking? If that's the case you don't actually need limestone itself, although it is nice to have. Borax is more efficient at tanning, and also needed later on for blacksmithing work. Chalk and marble can both be ground into lime as well, I believe, although marble is quite rare so you'll probably want to save that for building. Seashells can also be ground into lime(two per shell); despite this being a tedious method, it's still useful if you're not having luck finding a source of lime otherwise. Last but not least, if you have some spare rusty gears, you can visit a survival goods trader and potentially purchase lime, provided there is some for sale. I think commodities traders might sell it too, but I'm not 100% sure. Sometimes you can also find limestone rocks in ruins loot, but the chances of that are very slim, so you're better off with either haggling with traders or searching for one of the other options above. Also welcome to the forums!
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This is what I'm wondering as well. Given that the game starts beginning of May, June isn't a very long time, even assuming planting things on the very first day. Hovering over the plant in question should tell you what growth stage it's at currently, and trees should give you an approximation of when they will sprout/mature once sprouted. Reeds probably take a week or two; they grow fairly fast compared to other plants, but don't give any kind of indication of when they'll grow back once harvested.
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So I think I figured it out. It wasn't a mod messing anything up, as I backed up my saves and started over with a fresh install. It seems the antler/horn mechanics have changed just a bit sometime between now and 1.19's first release, probably to make them more of a trophy item than things you can get several chests full of from wiping out the local wildlife. Come springtime in game I was able to pick up a set of shed moose antlers, so I now have a nice home decoration! In regards to horns, I'm assuming it's like @Grummsh noted earlier--a much rarer drop from hunting, and I assume that probably applies to antlers as well.
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Pretty much this. You get points for creating threads and posting comments. You don't get any points from reacting to other posts, but you do get points from the reactions that other players give your posts. I don't know if having your post selected as the answer to a question gives you any points toward forum ranks, but the number of answers you've helped find will be listed on your profile. Essentially, just be a good sport and participate in the community to increase your rank.