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Everything posted by LadyWYT
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I think it's supposed to be able to be used in place of animal fat when crafting machinery.
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Flint takes super long to get up to temperature to make Calcined Flint
LadyWYT replied to Danglewood's topic in Questions
Welcome to the forums! 1.22 changed the firepits so that the item temperature no longer resets when a new item starts cooking, but it takes longer to heat up stacks of items as a result. As for calcinating flint, if I'm recalling correctly the temperature needs to be 1000 C for it to calcinate, so you'll want to pop some coal/charcoal in there as fuel to get it hot enough to actually cook. As for Better Firepits, I'm not sure if that mod is still working correctly on 1.22, but I don't think that's the issue here. -
You need oak logs, not pine. Just swap the log types and it should work.
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Multiplayer is a pretty good reason not to add such. To be fair, I don't think this is a bad idea, but it slides more into the modded realm for me rather than a good fit for the base game, mostly because systems like this make it very easy to snowball in multiplayer so that players who can't/don't play as much quickly fall behind without a good way to catch up. As it stands, the current progression system means that players can still fall behind, but they can easily catch up with some work or help from friends. Personal player stats though can't exactly be shared. The beginning of the game is when the player really wants to be outrunning the wild animals though, given that they don't have any other tools for really dealing with such threats. While it might not be completely realistic to be able to outrun a bear, I think it's fair from a game balance standpoint to allow that to be an option for a player if they react fast enough. Overall, I like the idea, especially since I've been brainstorming with a friend on similar lately. However, I think this is maybe too complex for what most players would find fun to manage. A better solution for this kind of thing in vanilla, I think, is definitely to include a basic stamina meter to make sprinting a more strategic choice, but outside of that I think things like extra damage and workspeed should either be handled by a status effect system or otherwise be a benefit of acquiring better tools. In the case of status effects, players could perhaps earn new traits by doing certain tasks enough times or paying NPCs for training, but could also potentially lose those benefits if they happen to fall out of practice. These benefits don't need to be limited to just damage bonuses, as they could be applied to other things such as foraging, farming, stealth, etc. Basically, status effects can do what you've suggested, but push the idea much further. On the tool improvement, making tools from better materials and quenching/tempering them gives the player more control over their bonuses, in that they can improve more than just workspeed and can also retrieve the tool to keep the benefits should they happen to die. This also allows players to share progress with their friends in order to bring them up to speed if they've not played in a while. Just a side note on the increased hunger for being stronger though--it does make sense, but it's also one of the major turn-offs for some players, at least when it comes to picking a class. Blackguard implements this concept in that the class is described as physically stronger and gets a bonus to melee damage, mining speed, armor movement, and total health, but also receives an extra 30% to their hunger rate to maintain that strength. So even if the suggested strength bonus doesn't kick in until later in the game, when food is less of an issue, I'm still not sure how popular such a thing would be.
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My best guess is that implementing something like this is the easy part. The hard part is probably going to be figuring out how to get it to do exactly what you want, how you want, in addition to fixing whatever the mod manages to break in the process.
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Oh I'm aware, and I don't really expect the mod authors to go to that much effort. But if they did want to integrate stuff like the trait system and whatnot, I sure wouldn't mind seeing it happen. Maybe, but that's also partly what mods are for, is it not? To my recollection, there's been other game changes, like the quern crafting recipe and I think fireclay crafting as well, that had mods to revert them almost as soon as the changes launched. Hence my surprise that there's not yet been a mod to revert the berry bush changes entirely, or otherwise modify the parts that some players really don't like.
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Allow the player to distill seawater into freshwater and salt
LadyWYT replied to Byrnorthil's topic in Suggestions
Not necessarily. If lore content is turned on, Commodities and Survival Goods traders can both sell halite, while Commodities(and maybe Agriculture) traders can sell potash. Seawater has a slightly darker coloration, in addition to containing saltwater flora and fauna like kelp and coral. I believe it also tends to have a sandy bottom. Freshwater will have plants like lily pads, crowsfoot, or milfoil, and tends to have muddy gravel bottoms rather than sandy(though not always). If nothing else, scooping a sample via bucket or other liquid container will tell you whether the water is fresh or salty. -
Adding Flower Bushes / Shrubs, like Azaleas for Foliage Decor
LadyWYT replied to MelffyCafe's topic in Suggestions
I'd like this too, though I suspect it's the kind of thing more likely to be added with herbalism than just a standalone feature. In that case, we'd not only be getting nice foliage options for decorating, but those bushes and flowers would have practical use as well. -
Wonder no more! https://mods.vintagestory.at/wildcraftfruit At a glance the mechanics seem to be unchanged from old Wildcraft, so no bush traits, new visuals, or care requirements other than potentially needing trellis or making sure you plant the cuttings at the right time. Which is a shame, in my opinion, but oh well. Maybe they'll include an option in the config later for the new vanilla mechanics. For as many complaints as there have been, I'm a little surprised that no one's made a mod to revert it yet.
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I don't know how well this works, or whether it's an option for the server you play on, but luckily there is a mod to fix this, at least. https://mods.vintagestory.at/universalhusbandry
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If it's in a boat and not a player, it seems like it really ought to be safe from pests and other hazards. Can one of the server admins replace your stuff for you, maybe, since it was an accident/glitch? It seems like it would be a reasonable request. Also because inquiring minds just got to know...can you eat the elk after it dies, or does it just turn into a bony carcass?
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Try throwing the spear instead of stabbing with it; as far as I know, throwing spears still works. Be warned though that some fish will try to bite back if the first hit doesn't kill them.
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Personally I'm not really a fan of the hunger change, at a glance, but that's also why I linked the "Hungry While Injured" mod earlier. That way we both get to enjoy our preferred game balance. Good luck with the story content, and if you have any humorous encounters make sure to post them here:
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I think the short answer is "Yes, but it depends on the player preference". I don't know that anyone has taken a shot at modding allergies, but there was a disease mod(XDiseases) that was...decidedly not popular. Probably because the common cold was way overtuned, but otherwise the diseases didn't really pose any threat unless the player was deliberately sabotaging their own gameplay. Such things are also best handled by a status effect system, which the game doesn't have yet. Disease would make sense to add as some of the negative consequences that players could experience from certain things, but it does need to be done carefully since diseases, for the most part, aren't exactly fun. The key to making disease mechanics fun, I think, is to make sure that the player has clear options for mitigating risk of catching them/avoiding them entirely, and otherwise has good options for treating diseases they do catch(especially in the early game). I think Elder Scrolls games are a decent example of how to make a disease mechanic more fun than annoying; there are clear actions that result in diseases, like getting attacked by dirty animals/vampires or getting caught in filthy traps, and the player suffers a penalty to certain abilities until they drink a potion or visit a shrine for a cure. In the case of Vintage Story though, the player isn't necessarily going to have the correct medicine on them for treatment, and may need to gather herbs and make camp or otherwise return home to rest for a few days before they make a full recovery.
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When you play Blackguard, anything edible tends to become lunch if it's not fast enough to escape you. As a general rule though, I don't bother them if they don't bother me, but if they're too close for comfort or I otherwise want a nice new rug and meat to compost, I'll hunt them down. Wolves I'll provoke in melee since they're easy enough to kite around, but bears I tend not to mess with unless I have some decent weapons and passable armor. Before the bears were buffed again for the stable release, I was kiting the bears around too.
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Had this happen as well. Definitely a bug, though I dunno what causes it.
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balance Instability should be significantly more dangerous
LadyWYT replied to Byrnorthil's topic in Suggestions
Oh there definitely is room for adding more, and I have a sneaking hunch that the devs have already teased one, as per my post here: That little figurine looks nothing like an animal; rather, it looks like a drifter that's been crossed with a shiver and given enormous scythe-like claws and powerful hind legs for jumping. I'm guessing it might fit the role of "climber", since the only enemy we have right now capable of actual climbing is locusts, and those aren't particularly dangerous unless there's several of them(or it's a sawblade). It might also be much more of an ambush-type enemy, given that front claws like that aren't very good for running. That's assuming, of course, that it can't just go sprinting around on two legs. -
This isn't mine, but one scene in the trailer comes to mind, if you haven't seen it: It's probably not a very efficient way to farm at all, but it does look very nice.
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For those who want injuries to drain satiety faster though, there is this mod: https://mods.vintagestory.at/hungerpatcher
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Personally I wouldn't recommend sharpening it beyond the bare minimum for show. When it's purely for display/cosplay purposes, it doesn't need to be sharp and making it so increases risk of accidental injury when handling it.
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Shouldn't tier 1 shovels be wood instead of stone or flint?
LadyWYT replied to DeanF's topic in Suggestions
It doesn't make a lot of logical sense, but I'm guessing that it might be strictly for non-cosmetic gameplay purposes. A bone handle adds +20 durability, as I recall, which is a pretty nice bonus early in the game since stone tools don't last all that long. For a metal knife though, +20 is practically nothing, especially once the player reaches iron or better since those knife blades can be quenched for far better stats. -
I think that could be said of both sides of the argument in this thread. Not everyone is going to place the same value on the same things, but the thing is most suggested changes are things that change the game for everyone, and not simply a toggle in the settings that someone can enable if they want to play that way. Extremely niche things are typically better suited for mods, especially if the niche thing is easily overridden by existing game mechanics(like the knife that every player will have). In that case, the player can have what they want, without changing the game for everyone else or otherwise chewing up development time and resources that could have been spent on better things. Incidentally, I searched the database to see if there was any existing mod that allows players to harvest grass by hand, and couldn't find anything. I think if players really wanted this feature, there'd be at least one mod for it.
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balance Instability should be significantly more dangerous
LadyWYT replied to Byrnorthil's topic in Suggestions
I don't entirely disagree, but I think it's also important to keep in mind that players, especially newer players, need a chance to figure out what the problem is and how to fix it. Once a player learns how to manage the mechanic it's not all that dangerous, but I've also read plenty of posts on the forums about players who didn't have a clue about the mechanic, ran low on stability, and got frustrated because they didn't know how to solve it. Also worth noting that low stability can spawn higher tier monsters that can more easily kill a player as well; that might not be an issue if the player has enough space to kite/run away from the monsters, but it can turn deadly very fast in cramped conditions like the underground. I also recall reporting a bug that monsters didn't seem to be spawning correctly at low stability, so if that bug hasn't been fixed yet that could also be contributing to why it doesn't feel as dangerous as it should. Personally, I think a status effect system will likely introduce some more serious consequences for remaining at low stability for too long and other temporal effects. Agreed. And the fact that players can turn off the mechanics entirely makes them difficult to balance as it is, because whatever gets added to flesh out those mechanics has to be something the player can turn off without hurting their progression or locking themselves out of entire portions of the game. It's one thing if they pick Homo Sapiens, because that's a deliberate choice to play only the realistic survival part, but if they're playing with lore enabled then they're gonna want to use all the cool gadgets and stuff. -
Maple seeds are a favorite because of the detail put into them. They will actually spin when dropped like they do in real life.
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I would actually like to see at least some damage reworked once status effects arrive, since that kind of system opens up more interesting options than "player did bad thing, takes damage as result". Some, like death caps and funeral bells, should obviously kill or seriously hurt the player, but others could simply be rather unpleasant and give the player the runs for a few days or something(drains nutrition faster but not satiety?) I'm pretty sure they're working on this a bit, given that some mushrooms now send the player on trips when eaten.