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Everything posted by LadyWYT
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I don't know that chickens really need a rebalance, but it would be nice to have the option to feed them fruit and vegetables, especially since I have more fruit mash than I really know what to do with. Feeding them grain isn't really an issue though, as flax grain isn't as nutritious for the player to eat and it's easy to grow a lot of grain per farming tile. I think the main strength of chickens over other livestock is that they're a lot easier to catch and aren't nearly as dangerous, and they produce a good, steady source of protein via eggs. Even if you're just raising them to butcher, they mature a lot faster than other livestock and are currently the only creature to drop feathers, which you will need to make arrows. And unlike other livestock, you don't actually need the rooster for chickens to be a good food source--hens will produce eggs on their own if fed, although the eggs will not be able to hatch. Now that being said, you're going to get more meat per animal with sheep or pigs, although they're a bit more difficult to obtain and take longer to raise. If anything, I'd raise the total number of eggs a hen can hatch at once to five rather than three, in order to make chickens a more attractive meat source. Even with a buff though, there's always going to be a method that's the most optimal mathematically, and players who are min-maxing are almost always going to pick that option rather than the ones that might be more fun/aesthetically pleasing.
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I think this could be safely avoided in Vintage Story given that the NPCs seem to at least try to act like real people that live in the world, unlike...whatever it is villagers do in Minecraft. Villages haven't been added yet, but from what I've read in the "Ghosts" short story and gleaned from other lore tidbits, I get the impression that the remnants of humanity have carved their own havens from the Rust horrors and likely aren't too keen on leaving their homes just because someone asked them to. Especially not for a weird-looking stranger that showed up out of nowhere and doesn't seem to be human. Even assuming the villager in question trusts the player highly, I would still expect them to turn down an offer to move to the player's base, as there is safety in numbers in the village and the other villagers are also fellow humans. Now all that being said... This would actually be a cool option for players that want to play a more villainous character and return things to the Old World noble hierarchy. That would probably require the game to have different ending options depending on which choices the player makes throughout their adventure though, most likely, and I'm not sure how such a thing would even work on multiplayer. Perhaps it would just be as simple as having an "overall village reputation" which is counted as the average of all villager attitudes toward the player. Players who abuse/exploit the villagers too much might find themselves on the wrong side of the torches and pitchforks if they aren't careful! On the other hand, bullying one villager but being nice to the rest might mean that Ben the Blacksmith no longer sells you stuff, but Tim the Tavernkeep will still sell you a drink or a meal. Definitely agree here. Those villagers are frustrating to deal with, even on the best of days. And I hate just locking them away, but if I don't they generally wind up dead pretty quickly.
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This idea might be a little half baked but I wanna throw it out there anyway. Now I figure they'll probably be added to the tropical regions at some future point to help liven them up(and possible species like Japanese macaques for the more temperate zones), and assuming they are added I think they could provide some interesting utility for players who care to bother locating and taming them. By default I don't expect monkeys to do much other than be kinda goofy, provide a source of food, and potentially annoy players by stealing their items. Stolen items could be retrieved by either killing/injuring the thieving monkey, or by trading some sort of food item for the stolen item. Some species might even be actively hostile to players that get too close, or at least be similar to boars in that they're neutral unless attacked or have young nearby. As a food source I'd expect monkeys to be rather difficult to catch given their affinity for climbing trees. I could also see them being a potential pest for fruit crops, but I'm not sure that's the best idea without a practical way to keep them out of your crops. A wall could work, of course, but doesn't seem the most logical thing to use against something that is very good at climbing. In any case, the potential that most interests me is item sorting via living entities. Other games have had similar systems, whether it be a core part of vanilla gameplay(Minecraft's allay) or a mod(Thaumcraft's golems). First you'd need to tame a monkey; I figure you'd do this by acquiring a breeding pair(feed them fruit or vegetables) and raising at least one generation of offspring. Then it's probably a matter of using something like a command stick/whistle to mark storage containers for them to access and a simple interface to tell them which items to be sorting into where. I'm not too sure on how those specifics would work on the coding side of things--that's just a rough idea to try to explain the concept. As for what difference the generation of monkey makes, higher generation monkeys could sort things faster/sort more things at a time/keep track of more containers, thus giving the player a reason to pursue the higher generations rather than stick to low generations. In addition to sorting items, monkeys could also potentially help harvest certain crops, albeit getting a smaller percentage of harvest than if the player harvested it themselves(to account for the monkey eating part of the produce as they work). I'm not sure how many players would actually take advantage of a mechanic like that, but players who don't enjoy the farming aspect of the game that much might find it useful. Last but not least, and an entirely useless feature aside from being funny--you could equip tame monkeys with certain clothing items so they can be just as fashionable as you! Perhaps not every article of clothing in the game, as that would be a lot to account for, but maybe just a few of the shirts and hats. Or have a handful of pet accessories you could fashion specifically for your furry little friend(whether it's a monkey or some other creature).
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Currently, helve hammers can forge either plates or ingots, but not the more complex items(such as sawblades). They're meant to help mitigate the more tedious things to forge rather than automate the process entirely.
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I think it does, yeah, depending on your setup. It'd be the first thing I'd suspect if it worked previously and then just stopped. Some of the machinery requires more power in order to operate and the bit I've messed with helve hammers, they seem to be one of the ones that require more power than something like the pulverizer. And less wind does mean that the machines run slower, but there also has to be enough wind to make it run to begin with. The wind threshold needed depends on what you're trying to power.
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Looking at the HUD in the upper left corner, I'd say that there isn't currently enough wind to power it.
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For me it's generally not scenarios as much as it is either playing a specific character or wanting a specific build style/environment. Some of it's due to getting distracted easily, but a lot of it is due to singleplayer limitations and none of my friends being the roleplaying types for multiplayer. What I usually do is play with the mod XSkills and then pick a class and skills that fit whatever character I'm playing at the time. For the actual story stuff though...that happens outside of the game for the most part, either writing little snippets or drawing stuff. In-game I tend to do whatever though since it's generally just me to account for.
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Would it be able to have a pre generated real world?
LadyWYT replied to Stejer's topic in Suggestions
I think in some other games players have essentially built the map's landmasses from scratch and then used scripts to generate all the resources and whatnot on world creation. I don't know how feasible that is for Vintage Story, but I do agree that it's just a matter of time before someone figures out how to make a real-world map, whether it be players or the devs themselves. -
Help with player model mod!
LadyWYT replied to FurryFreedom's topic in [Legacy] Mods & Mod Development
They aren't exactly full-anthro or explicitly canine/vulpine, but these two mods have both been updated to 1.19 at least. How well they work, I don't know, but the kemono one seems like some players are working on fixing and keeping it updated. https://mods.vintagestory.at/show/mod/7291 https://mods.vintagestory.at/show/mod/10189 Otherwise I'm not sure how difficult it is to change the player model. I think it depends on how much you want to change the model from what the vanilla model is; a few tweaks that still retain something close to the original may be as simple as sculpting a few adjustments in a modeling program. If there's new parts that require movement or major changes to the vanilla model though that's likely going to require some animating as well. That way you don't have any stiff parts or broken vanilla animations. -
What @ifoz said entirely. I've done this so many times in the other block game and it's really frustrating to have to keep fixing things that got debarked by accident, since putting bark back on the logs really doesn't make sense. By requiring debarking to use a different tool(like the adze) and adding a small delay to stripping the log, that at least provides a safety net to prevent accidental debarkings. Sawmill! Honestly could keep the crafting mostly as-is and just add a sawmill that can be built to automate the crafting of firewood and boards, similar to how helve hammers automate the creation of plates and ingots.
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I mean...that's more coop than my chickens have I suppose I should go build them a real home now...
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I feel like having a dedicated splitting log is probably a better solution here, given that just placing a log and hitting it with an axe to begin carving is going to cause issues when building with wood(as now there is no way to remove a misplaced log). How you would go about making such a chopping block though, I'm not really sure. Perhaps sticking a log into the craft grid with an axe yields the chopping block? This one is best suited for the addition of the adze as a debarking tool. Otherwise, woodworking sounds cool, but I'm not sure how fun it would be in actual gameplay to shape everything like that whenever you need a wooden tool or part. It would be more immersive than just a crafting grid, for sure, but I could see it slowing down crafting to the point doing anything becomes more tedious than it is fun. I do like the concept of advanced woodworking in order to build the parts for machinery though. Since it's not something the player does that often either, it runs less risk of being tedious to the point of frustration. It's probably better to use the knife or other dedicated carving tool to make it though, rather than the axe. I'm also not sure how you would incorporate the resin and animal fat into component construction either. Perhaps melt a mixture in a cooking pot and then grease the finished piece with it?
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Oh man, I completely forgot about that lore bit. Now I'm imagining the hijinks that ensue from a Blackguard-Malefactor survivor duo!
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I'd like this too, though mostly because I'm not a fan of how the Falx blades look. Plus class-exclusive recipes really shouldn't have their unique components be craftable by just anyone(even if it's technically not that hard to make, like a sewing kit), as that's going to frustrate newer players who aren't aware of the crafting limits. The thing about the Falx blade is that it feels like it's supposed to be the canon lore weapon for fighting the supernatural stuff, which I can definitely appreciate. So I don't want to see it passed over entirely just because it looks a bit strange. I'd let regular swords have the same basic stats, but give the Falx blade and Blackguard shortsword damage bonuses against supernatural mobs in order to stay faithful to lore. Alternatively, instead of that damage bonus, the weapons could have the same general stats but weapons that aren't specialized for fighting the unnatural could wear down faster when used on unnatural entities. Speculating on the design of the Falx blade itself and why it may be more effective than conventional weapons against drifters and the like--the Falx blade seems built to puncture rather than slash, focusing more energy toward the blade's tip. It's not really clear exactly what drifters are made of, but they have an unknown amount of metal embedded into their physical makeup, which is going to be hard on slashing-type weapons and resistant to bludgeoning. A Falx blade would be much more adept at puncturing thick hide at a critical weak spot, bypassing the metal bits, as well as being much smaller and easier to wield in tight spaces than a spear or bow.
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Nooooooooooooooo! *runs away screaming* In reality though that sounds like a really cool idea, if utterly horrifying! Though I imagine that that particular type of drifter would have the weapon fused into their arm rather than actually wield one like we do. The shield and armor could also be fused into the body creating an armored monstrosity that both hits hard and can't be killed quickly(outside of specialized counters, that is). Then again, one thing I've found rather fascinating and refreshing about Vintage Story is that the enemies are rather unique instead of the default zombies/skeletons/other stuff that is general player fodder. The drifters could probably qualify as undead, but there's just so much that is still unexplained about them that it's left up to the player's imagination.
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I had a thought the other day--if Dave is always there on the other side of the rifts, do you suppose he's responsible for the rift activity? Perhaps there's no activity when he's far away, but lots of it when he's nearby.
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Huh, so that's what they're doing when they're flailing about! Devious! I think what I'd do is first make sure that I'm using the best rocks for my weapons. The shiny sky rocks should do the trick, or maybe the salty pink ones. That way the target can see that it's something they really want, but can never pick up after I throw it! Also can't forget leaving a trail of rusty gears deep into a cave system. The deeper the better, and make sure nobody attacks them as they go further in. At the end, I'll stick a bell, ideally behind a wall or somewhere else it can't be easily reached. Then let the fun begin! Of course, there's always the tried and true method of getting the rift to open up near a seraph's basement or cellar, and spawning it to make a lot of noise. It gets even more effective if me and the boys unseal all the crocks stored there too!
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I'm not sure this would make the machine more dangerous, as much as it would enable players to easily set up a drifter farm for rare drops without needing to rely on temporal storms.
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What do you do in order to annoy the player and advance the cause of Rust? Any special strategies or items you keep on you to help with achieving your goal? And how are you going to make Dave proud? (Inspired by a corny idea for a special drifter class that unlocks after the player completes the game's entire story, in which the main gimmick is the rules on temporal stability are completely reversed.)
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Maybe it's how we seraphs develop enough core strength to go fight eldritch horrors! Now that I think about it, it'd be cool if the luxury traders sold the best bed. Having the best night's sleep is a luxury, after all! Or there could be a craftable bed upgrade such as a feather mattress/feather pillow, similar to the concept of upgrading lanterns for better lighting. And it would give yet another use for feathers as well.
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You just need to shove 64 rot into an empty barrel and then seal it. Wait 20 days, and your compost should be ready. No water required!
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Why doesn't alcohol provide satiation when your hunger bar is full?
LadyWYT replied to BudgetLimeSoda's topic in Discussion
I'm thinking this might be why they changed it. "Lovecraftian" brings with it certain expectations, and Vintage Story is branching off into its own thing that I've not quite seen elsewhere. Getting back on the thread topic--I'm in @Thorfinn's camp on this one. Temporal stability is a whole different matter and we already have a way to restore our stability via temporal gears(at the cost of the item and some health, of course). Plus while alcohol should have some obvious benefits, I really don't think the player should be encouraged to have their character be drunk all the time. I suppose if alcohol slowed the rate at which temporal stability is lost, it would be somewhat of a situational thing that you'd likely be using either during a temporal storm or exploring underground. In the case of a temporal storm though, a combat utility would be much better since they don't last that long and if you're out in them you're probably killing drifters in the hopes of getting some rare drops. And assuming drinking too much makes the player pass out, a temporal storm really isn't a time you want to be passed out as it likely means your death. As for exploring underground...losing stability at a slower rate would help you stay underground longer, but most trips underground(in my experience) really aren't that long. It's also a main theme of the game that the deeper you go the more dangerous it gets; you're not meant to be underground for long periods of time. And much like a temporal storm, the underground isn't a spot you want to pass out in, and the drunken visual effects are going to make whatever you're doing more difficult as well(for a fairly insignificant bonus, if you're drinking just to slow the stability loss). -
Sigh. Looking for a reason to not start a new game...
LadyWYT replied to Thorfinn's topic in Discussion
Also don't forget that if you're needing tools to use yourself and have a tough time acquiring materials to make them, you can always trade for them provided that you have the gears for it and access to the proper traders. It's not the standard route of progressing, perhaps, but it'll do in a pinch on those trickier maps! -
I didn't know this was a thing and checked my account settings to see if there was a setting for that. Lo and behold, there is! And it looks like I've almost hit my limit too, lol. Time to fix before it starts causing problems.
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It's Minecraft with a texture pack derived from Vintage Story, I'm pretty sure. As @ifoz already noted, there aren't any shaders like there typically are in VS, the bed and door are the wrong models for VS as well as the outdoors being styled like Minecraft. Particularly the trees. Vintage Story trees and Minecraft trees are both blocky, but Vintage Story shapes them in a more realistic fashion. Minecraft trees kinda look more like lollipops. The terrain generation differences I don't quite know how to describe, other than Vintage Story's generation feels both more realistic and more how beta Minecraft generation used to be(a lot more variation and cool landmarks to find).