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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Kind of? I'm probably butchering the explanation here, but it's reducing the speed while increasing the torque. The speed might be slower, but it's producing usable power, in other words. The helve hammer requires quite a bit of torque(power) in order to operate. I'll also note that if you have multiple things hooked up to one windmill, you'll want to build transmissions and clutches in order to toggle them on and off as needed, or otherwise disconnect the unused machines from the power source as needed. The more machines you try to power at once, the more power you will need.
  2. Pigs...eh, maybe. But sheep and goat poo? Not really worth the effort, unless you already have them contained in a pen. Same goes for chickens. For running around collecting it in the wild, it's more ideal for look for where large herbivores have been--preferably those that gather in herds, like bison, buffalo, elephants, etc. Not only do large herbivores produce more poo, but the herd itself makes enough poo to fertilize a field or two, if you find a herd that is. Would also note that when said poo dries out, it could be used as fuel as well. Might be a little gross, of course.
  3. Tried adding a bit of milk to the egg mixture...the end result was definitely better than just using only eggs.
  4. Welcome to the forums! Have you tried connecting the windmill to the side of the big gear rather than the main axle? I'm not the most adept at the mechanical side of the game, but I think that may be the problem in this case.
  5. Welcome to the forums! If you've been through the usual troubleshooting steps(doublechecking that the credentials are the correct ones, making sure there are no typos, checking caps lock, etc) and haven't had success resolving the issue, then it's time to submit a support ticket. The support team will have the tools and information needed to resolve account issues.
  6. Valheim is a pretty big offender here, I think. It's been a while since I last played, but to my knowledge it's possible to play a single character across multiple worlds, in both singleplayer and multiplayer. While that does make for some flexible gameplay, it also leaves the door wide open to cheating since anyone can use console commands in singleplayer to give themselves whatever they want before hopping into multiplayer.
  7. Welcome to the forums! I kinda just...make it up as I go along. I'll have a general style in mind when I start building, but for VS a lot of my choices end up being based on the materials I have available near my base. For example, building a Spanish-style villa probably isn't going to work if there's nothing but basalt, slate, and shale for miles around. A foreboding castle would probably be a better choice. Typically I'll build the exterior shell first, then finish the interior. However, during this process I also try to make sure that the design makes sense. That is, a kitchen area will be near a dining/general hangout area, as well as have convenient access to a cellar to make retrieving cooking ingredients simple. If there's a fireplace and the climate is colder, it might be ideal to put the fireplace in the middle of the structure and build the living spaces around it. The design won't actually provide extra warmth, but it'll feel like it realistically could. Likewise, if building in a hot environment, having large windows and doorways will help the building look like an inviting place to cool off, rather than a stuffy structure that retains heat. Never let comparing yourself to others become a habit. It's quite a destructive one. It's fine to look at the work of others to draw inspiration and learn how to do stuff, same as it's good to examine your own work to see where improvements could be made. There will, however, always be someone else with more skill, not to mention that you yourself will have your own individual style. The world would be boring if everyone were the same! Mistakes will happen, yes, but that's just part of the learning process. A mistake is only a failure, I think, if one doesn't learn from said mistake.
  8. Oh yeah for sure, PvP is an entirely different beast.
  9. Welcome to the game and the forums! Rather than type everything out here, I recommend reading this guide instead: You don't need to follow it to the letter, necessarily, but it provides a solid walkthrough of the basic first steps of progression. I did this quite a lot when I first started too, as I found it easier to just start over with a new world when I messed up rather than continue the old and try to fix my mistake. Once you get more experience, it becomes easier to hold onto worlds rather than start anew. Do note that I'm not encouraging you to start a new world whenever you make a mistake! That's really just up to you based on your own preferences. I'm just saying it's not necessarily a bad strategy when learning the game. Aside from the guide I linked above, I would say that your first big goal should be establishing a secure food supply and surviving your first winter. If you can't establish a secure food supply, you'll struggle doing everything else in the game, surviving winter included. If you can establish that supply though and survive the winter, you should be able to achieve anything else you set your mind to. Also don't be afraid to make the settings easier or harder as needed. Most settings can be adjusted via console command after a world's creation; you'll just need to reload the world for the changes to apply.
  10. This kind of ruin complex seems like it would a prime way to add in the procedural dungeons.
  11. Is that finishing the game in 15 minutes or advancing to Feudal in 15 minutes? Getting the AI to surrender within 15 was pretty easy on the original game version--all it took was finding the enemy town and then distracting the villagers with your scout. Getting to Feudal in 15 minutes depends mainly on how good one is at managing multiple things at once. Speed running can be fun, and I usually speedrun the early game as I don't really like to start really serious building until I have iron tools. Bronze and copper just aren't durable enough for what I do. That being said, speedrunning and trying to min-max everything also leads to burnout within short order in Vintage Story. I haven't been speedrunning in 1.22 much at all, mostly due to certain bugs making it impossible, but the slower pace has been rather refreshing. Ironically, I think that's partly why AoE 3 didn't really catch on like its predecessor. Was still a really fun game, but it did change quite a lot and made civ strategies much less flexible. I do agree with Thorfinn though: When it comes to Vintage Story, I don't get the impression they change just for the sake of change, which is what some games do(MMOs particularly). The changes that are implemented build on what's already there, often come with explanations, and the reasoning behind them is usually also quite easy to figure out .
  12. Perhaps instead of trying to change the wild translocators, simply give players the means to set up their own teleporters as a late game piece of tech. Then the players can just choose where they want to set up the teleports(provided they're willing to invest the resources), and thus ensures that the teleports are always useful. As for the wild translocators, they could be broken down into parts, repaired or not, which can then be used to build other contraptions. Yeah, I agree with @Thorfinn here. There are already several player complaints about iron ore(which fills this criteria) being too difficult to find, and it's also not unusual to run across chunks of map where the density search produces no results. I think the better option here is just allowing traders or other NPCs to sell some of these resources so that players have the option to buy it if they're not having any luck locating the resource or would otherwise rather trade for it.
  13. Rhadamant, I think, is a decent example of what the average VS veteran does to progress, and he's definitely not wrong about needing to get the lay of the land anyway. I rarely pan much these days, save for the occasional bony soil. When I first started playing though, I panned quite a lot since exploring felt very dangerous due to my lack of skill, and panning was a very safe, if boring, alternative.
  14. A fair enough point, which I counter with Vintage Story's own development. The devs patch out undesired strategies, yes, and that's not really unusual when it comes to game design. The boss fights of VS are a good example to use here, I think, since both had cheese strategies when initially implemented, that have since been fixed. The first boss could fling the player into nearby alcoves, which allowed the player to potentially skip the fight entirely, or otherwise shoot at the boss from safety. The second boss had a stairwell the player could hide in to avoid getting knocked out of the arena(and falling to their death) and otherwise duck into to damage the boss from safety. It's not really ideal for the player to be skipping the fights like that, hence why both strategies have been patched out. However, the devs have also been known to walk back certain changes, or make alterations as needed based on player feedback. The changes to healing are a good example of that. The initial change canceled the bandaging process if the player fell for longer than one second, making the first boss fight tougher than what many players could handle. While the devs obviously want boss fights to be challenging, they don't want the fights to be so difficult that most players can't beat the fights either. Thus the healing change was adjusted so that falls no longer interrupt the bandage process. The second boss was also adjusted to have a slower, more predictable attack cycle, so that the player can more easily damage the boss and dodge incoming attacks(and just...overall tell what's happening in the fight). The oncoming spear controversy is another good example: spears were too strong before, and have received some adjustments to compensate, as well as some new options to bring them in line with the available materials. The initial adjustments seem to have been a little too strong, so they're in the process of making more adjustments to the numbers so the weapon feels better for players to use while still being in line with the intended game balance. I would say that applies to most things in the game, really, not just rifts. There are certainly plenty of players that don't enjoy X mechanic, but I'm not sure that alone is a good enough reason to delete certain mechanics or rework them. Pleasing everyone is an impossible task. Best for the devs to design the game they wish to play themselves, since that will ensure the highest quality.
  15. Welcome to the forums! This kind of trader already exists in the game--the agriculture trader. Advanced cooking and more crops are often requested, and to my knowledge, more stuff like that is planned for the game. 1.22 is supposed to contain a berry bush rework, and with it some new berries; you can already find the new berries in the handbook, but they don't yet spawn in the wild since the bushes/plants for such don't yet exist. There are also some new mushrooms to find. Otherwise, while I would like to see more cooking and food options myself, it's not something that I think is a priority right now. There's already a decent variety to work with, and it's more important to flesh out other existing systems(like late game tech) or add systems that are still missing(like the status effect system).
  16. A fair point. In this case, I would say that the animation could still play as normal, and pop the monster out on the nearest available block, which could be on top of a fence if necessary. Or the monsters simply crawl out of the air/ground/whatever block is within range of the rift. To my knowledge, a block can be placed on top of a rift without destroying it, and getting close to a rift is already dangerous due to the stability drain and monsters. Thus to actually block spawns by placing blocks, the player would need to be placing quite a lot of them, and fast, in order to actually block the spawns before running out of stability. In other words, I'm not sure that it's something that could be patched out entirely, or even needs to be if it could, since blocking spawns like that is likely a lot of effort for a very temporary benefit. Not to mention it creates an ugly mess that the player will need to clean up if they want to use that space, or reuse that material. I think the root of the issue is how convenient the hack is for the player to achieve. It's possible to cheese prospecting by placing blocks of stone on the surface, three blocks apart, and then just mining those instead of digging holes or searching for caves/cliff faces. However, it's not one the devs intend to patch out at this time, to my knowledge, since the effort required to get stone blocks outweighs the benefit of the prospecting, at least to them. Otherwise...I mean if there is easy cheese, players will absolutely abuse it. Some won't, but just having fun intended mechanics isn't enough to stop cheese, if the cheese is incredibly lucrative. Far example, if the intended game design is the rifts being dangerous because they produce monsters, and the player stops that by developing gadgets to safeguard areas, then it's really not going to matter how fun it is to build the gadget if the player can just stop spawns by placing rocks everywhere. Rocks are cheap. The player could build the machine, if they really want, or they could just use rocks and use the expensive materials for other things.
  17. I was actually thinking about this yesterday when playing Skyrim. The old Hunterborn mod operated in a very similar fashion, requiring the player to dress the carcass and then spend time harvesting the hide, meat, and ingredients independently. The player could also carry carcasses to other locations(like a campsite) if they so chose. Very customizable, more realistic than just taking random drops from the carcass, and there wasn't any gore involved--a short animation would play and the screen would fade to black while skipping the appropriate amount of time. If the carcass was very large, the player might need to spend extra time harvesting all the hide and meat.
  18. No, I really mean most creatures, though to be fair, I've only witnessed monsters specifically climbing the ladders, and never really cared to test creature climbing ability otherwise(I don't utilize pits). The funniest one I've seen is probably the bowtorn.
  19. My guess is that it was probably a change intended to stop players from yanking things out of molds before the item in question was completely cooled, but got applied to cookpots and bowls by accident. But I also wouldn't be surprised if it were some leftovers from experimenting with a status effect system.
  20. I figured as much. Making them smaller is probably fine, but making them larger is where it gets a little more difficult. It can easily lead to clipping issues.
  21. I'm going to post behind spoilers in case you've not played through the main game, but there is at least one vanilla entity that exhibits the kind of behavior you're wanting to create. You might try looking up that entity's code and using that as a reference. Unfortunately that's about the best advice I can give.
  22. Forlorn Hope amulet works as well. Hoenstly I had forgotten about that when I wrote my initial comment, and I'm not really a fan of going back to edit old comments so I just left it. That kind of limited utility I don't really mind so much, since it is, well, only useful in very specific circumstances. Mostly, I don't want to see the trinkets become like Skyrim jewelry or MMO trinkets. It's nice to be able to wear small items to customize character appearance, without having to sacrifice character stats in the process.
  23. As Facethief already noted, there's at least two different sizes of fish; more if you count the reef fish and ambient schools of pixel-fish that occur in reefs. The model consistency is probably the biggest factor. It's a lot easier to have a handful of general fish models and then apply different textures as needed, than it is to try to make a unique model and texture for every single fish. I wouldn't mind some trophy catches as well; I want to say there are already some rare catches meant to serve as trophies, but I'm not 100% sure on that either. That being said, to continue my previous thought above, it would probably be easier to implement trophy catches as rare texture variants of their more common counterparts. Fewer models chewing up disk space, and fewer models to account for when figuring out how to fit them onto displays. For really big trophy catches though, I think that would be the realm of deep sea fishing and whatnot. The player would need special fishing equipment to catch those fish, as well as perhaps a sailboat, given those fish are much stronger due to their size, and may not live near the shore. I'm talking fish like swordfish, sailfish, goliath groupers, sharks, arapaima, etc.
  24. It would be nice if it could be a toggle, but I'm not sure how something like that could efficiently be made a toggle for the vanilla game itself. If the player has to physically skin the carcass and then chop it up into cuts of meat, it seems like a change that would be difficult to just toggle on and off. Assuming it could be made a toggle though, the bigger problem that I see is, someone is still going to have to model the skinned carcass and then maintain that model. It's one thing to model something like a steak or chicken leg, given that while those are animal parts they aren't still part of the animal. A skinned carcass though still looks like the living creature, and that will usually be what more people are squeamish around since it still looks like an animal. In any case, if the squeamishness is due to the grisly nature of a skinned carcass, but the raw cuts of meat themselves aren't a problem, then it seems like different cuts of meat could be added as hunting drops to give hunting a little more depth, without grossing the devs or players out in the process. If the issue is with realistic cuts of meat though, then more realistic butchering should be left to the modded realm for the time being. If the development team gets shuffled in the future and there's no reservations about such depictions though, then maybe it could change in the future, but I don't think it's something worth hiring or firing specific devs over. Personally, I don't really want to see a butchering process much more realistic than what's already depicted in the game. I'm certainly aware of how gruesome a process it is in reality, as I've been there, done that, but it's not the kind of thing I'm looking for when it comes to videogames. Pretty much this. It's also why some choose to send their animals to a reputable local butcher in real life, rather than doing the work themselves on the farm and saving some money.
  25. Would be nice to have some snobby hedge options to decorate with though! Then pruning wouldn't be something strictly for farming.
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