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Everything posted by LadyWYT
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About the books from the Resonance Archives... (spoiler-ish)
LadyWYT replied to Krähenwolf's topic in Discussion
It shouldn't be possible--I believe that's been patched. The barricade I was referring to is the one blocking the hallway to the library, forcing you to drop into the hole and fight the eidolon under normal circumstances. There was once a bug that let you "bounce" over it, that has since been fixed, but you can still bypass the fight and get to the library that way if you have the means to get over the wall. There's no invisible barriers to stop you. You do not. The drop is just to help you acquire an elk to help you travel. You actually don't need to visit the Archive at all to progress the storyline, as it's possible to essentially skip to the end of chapter 2 if you know what to look for. However, you'll miss out on a lot of interesting lore by doing that, and it's highly unlikely you'll be able to achieve such events anyway as it would mean finding certain very hard to find things without using a map. But it is possible, in theory. -
Why Aren't My Deer Antlers Growing To Their Maximum Potential?
LadyWYT replied to Sir_Reginald_Duff_III's topic in Questions
I'm guessing it's probably luck of the draw on what size antlers a deer will grow that year. I'm not sure if the size is locked to the individual creature, or randomized per year. In any case, I'd assume it's coded that way so that there's more variety in antler drops, as well as ensuring that the largest horns/antlers are proper trophies. -
I don't think it's been directly explained as to why some areas of the Archive have been copied. My general assumption, without spoiling too much, is that during the events of the initial cataclysm and the resulting temporal storms after, some parts of the structure fared better than others. Canonically, the temporal storms used to be a lot stronger than the ones we face now, and there were forces strong enough to shift locations like the Archive around, though those forces may or may not be related to the temporal storms. In any case, some parts probably got duplicated in the process, and the parts most affected also seem to be the parts that are covered in the weird rusty tendrils. Such tendrils seem to be a recurring motif so there's certainly some sort of connection.
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About the books from the Resonance Archives... (spoiler-ish)
LadyWYT replied to Krähenwolf's topic in Discussion
Just a side note, but if you switch to spectator/creative and fly over the barricade, or have a mod that allows you to climb over the barricade, you can still skip the fight. Friend has such a mod installed on his server, and we discovered the other day that we could climb the barricade and skip the fight entirely(though we did go fight the eidolon anyway). -
Or perhaps make flint available as a trade item sold by certain NPCs? That would solve the issue for really old worlds, while also acting as a currency sink for players that would rather spend a few gears instead of looking for flint themselves. I like this idea better though.
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That's odd...sows should give similar drops to boars. If they aren't dropping anything at all, and assuming you aren't playing with mods that could be affecting the drops, sounds like you've found a bug to report.
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Welcome to the forums! The time switch ability should be functioning as soon as you reach the Tower, however, it can be a bit finicky if you teleported/flew there instead of traveling there on foot. I would give it a minute or two to sort itself out and then try again; the ability icon should be a teal blue when it is ready to use. Now if you've given it plenty of time to stabilize itself, and it still doesn't work, even after a relog, then I would consider making a bug report. If you're playing with mods, I'd also check your modlist to make sure there's nothing that could be conflicting. The final thing you can try to fix it is to back up your world and start over with a fresh install of the game. Sometimes things go haywire, and a fresh install will usually fix it.
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I think the general aggravation about necro posts is that they shove fresh topics to the wayside, and I'd also assume that's why many forums have rules against necroing posts. @gogeode is right, in that the old threads would still be available for the reading(unless deleted for some reason), so that's not really an issue. But if a thread hasn't seen any new posts in a year then I wouldn't exactly call it part of a productive discussion anymore. I mean...it would be really nice if posts were kept to a single relevant thread that already covers said topic, but given how often we see the same things posted in Suggestions, for example? How many new bird suggestions a week, instead of posting in a pre-existing thread suggesting the same thing? I think it's easier to just lock really old threads, instead of trying to corral everything into its own special mega-thread. That way the fresh discussion stays at the top.
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Welcome to the forums! What you're seeing here is a snippet of one of the story locations in the game. You can begin the story by talking to a treasure hunter about interesting places. Of course, if you just want to teleport to the locations without doing the story, I believe the command is /tpstoryloc, followed by the appropriate location name that you would like to teleport to. Edit: The specific place pictured in this screenshot is...
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Which version are you playing on and do you have the temporal stability mechanic enabled or disabled? There's been a few bugs regarding monster spawns in 1.20.8/9; if I'm recalling correctly, most of the issues have been fixed in 1.20.9, save for a lingering bug if you have temporal stability disabled.
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Welcome to the forums! The recipe should be the first two slots occupied by eggs in the cooking, combined with optional vegetables or cheese. However, this is for the vanilla recipe. If you're using the Expanded Foods mod, you'll need to crack the eggs into a bowl first, then add the liquid egg to the cookpot(0.2 L per serving).
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What @Zane Mordien said, though bear in mind if you change world-gen settings like forest coverage after the world has been created, the new settings will only apply to new chunks. If you want to apply those settings to old chunks, you'll need to regenerate them.
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Hmmm, which version and have you tested a few other worlds to see if maybe it's just a bad seed(hardy har)? I'd check your modlist too, if using mods, in case something there may have gone awry.
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Anyone Else Having Issues With Spawns Inside Their House?
LadyWYT replied to Unsp0ken's topic in Discussion
Welcome to the forums! It could be a lingering bug, as the last couple of patches have had some issues regarding monster spawns. However, it could also be that the light level inside is too low to stop monsters from spawning. Oil lamps are great for moody lighting, but not great for stopping spawns, so you may need to invest in better lights for certain areas. I would also check for rifts near the problem spots; sometimes rifts can spawn right outside and produce monsters inside in certain cases(usually a lighting issue). Outside of upgrading your lights, you can also try cluttering up open spaces with decor like pelt rugs and whatnot...but it's not foolproof and can make navigating your own house difficult. -
Suggestion about the hunger mechanics and death that follows.
LadyWYT replied to Zee Meyer's topic in Suggestions
Welcome to the forums! While it's true that one can survive a few weeks without food in real life, this is one of those cases where realism doesn't make for very fun gameplay. That ticking health bar is meant to motivate you to find food, quickly, or else you'll die and have to recover lost ground. If it took much longer for the player to die, food would pretty much never be a concern(and to be far, unless one really cranked up the difficulty food isn't much of a problem by default) as you could just wait for berries to ripen or crops to mature instead of needing to forage. Of course, one could also skip farming entirely at that point and just forage every once in a great while. Perhaps a fair exchange for slowing down death from starvation. However, the more you weaken the harder it is to fix your situation, and at some point you're too weak to have a chance of fsecuring food but death is still a bit far away. Now granted, one shouldn't be reaching that point in the first place, but it's possible that inexperienced players might end up in that situation. While realistic, I don't see it being very fun at all. Of course, you could make the debuffs less harsh, but I feel like that would actively encourage players to just ignore food even more. The only way I really see a system like this working is if you impose harsh penalties up front for missing meals, and have a requirement of the player staying well-fed for a certain length of time to reduce/remove any incurred penalties. In any case, I think the system we have in place already does its job very well. On standard settings, food is something that the player will need to keep an eye on, but not so much of a concern that it will be the thing that dominates most of their gameplay(save for perhaps the early game). For players that don't really want to worry as much about that mechanic, the hunger rate can be turned down so that starvation is even less of a concern. -
Welcome to the forums! Antlers will only grow over the fall and winter, and shed in the early spring. Antlers will also only grow on male creatures that are capable of growing them. Horns are different; they do not shed and instead grow over time(to the best of my knowledge), and grow on both male and female creatures that have horns. I would check your moose to see if it's a male or female. If it's a male, it should start growing antlers towards the fall, and shed them as springtime approaches.
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I would assume so, yes.
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To my knowledge you can send them through translocators, but it does take quite a bit of effort to carve a path big enough to get them to the machine. You'll need the bone flute to help maneuver the elk, for sure. Whether the effort is worth it or not is up to the player decide. For what it's worth, the travel times on foot versus on elk are similar, assuming that you're deadheading between locations. The advantage to traveling on foot is that you can easily cut through forests, over mountains, and raft over lakes. On a mount, you'll need to find a way around most rougher terrain and large bodies of water, however, you won't burn as much food while riding and your mount can carry a lot of stuff for you. If I'm not mistaken, the devs added an option to set the distances between story locations, though I'm not sure exactly where said option is. In any case, once you find it, you should be able to shorten the distances you have to travel. Personally I like the default distances--they work very well for actually making the world feel as big as it's supposed to be, without being too big. Several games tend to scale their worlds down quite a lot, and while some scaling is often necessary the world doesn't feel particularly genuine if locations are supposed to be hundreds of miles apart...but reachable within a five minute walk real-time. It's also worth noting that you only need to make the full trip once for chapter two; the reward at the end of the chapter unlocks a method of "fast travel" between your base and the main points of interest. I also suspect that chapter three may not require nearly as much traveling, perhaps being more on the scale of what we had for the Resonance Archive. If you happen to have access to a terminus teleporter, you can use it to teleport to your last point of death. Otherwise, it's a good idea to bring a temporal gear or two with you if you're going far afield for an extended period of time, as you never know when you might run into trouble. Aside from that, one can also just turn on "keep inventory on death" temporarily(if it wasn't already enabled), and use the console to teleport back to where they were to save some frustration.
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the shiver realy isnt well made for this games combat
LadyWYT replied to Mir 616's topic in Discussion
Welcome to the forums! @Thorfinn's right on the money with this one--situational awareness is critical when it comes to shivers, since they give you much less reaction time than other monsters. They are fast, yes; they need to be fast in order to close gaps and deal with ranged enemies(that is, they keep players from being able to just waltz around shooting whatever they please). As for outrunning the player though...entities aside from the player aren't particularly good at navigation to being with, and the shiver's speed is slower than the player(depending on your gear). An unarmored player should be able to easily outrun a shiver, and I've worn brigandine and chased down many a shiver as well. I will note that they almost always give a warning growl before they come at you, so as soon as you hear something that sounds like gargled gravel you should be either running or readying your weapons. Likewise, they will have strokes at random, and during that time you can either get some free hits in or put some distance between yourself and the shiver. Their fondness for hit-and-run tactics also gives you a short window to put some distance between yourself and the shiver, as it may take one a couple of seconds to regain interest in chasing after biting you. -
As far as I'm aware, as soon as you clear your folder on the forum to make space for new pictures, the old pictures will be gone from where they were posted. The posts will still be there, but there will be no images to go with.
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If it's a small cellar, you can also stand outside the door/on the threshold and still reach everything inside, without needing to actually enter the cellar and trigger the cave ambience.
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Welcome to the forums! Clay is one of those resources that's hard to spot at first, but once you figure out what to look for it's much easier to find. What I tend to do is focus on other tasks while I'm out and about, and just mark down the deposits as I find them. That way I'm getting multiple things done, and know where the clay is so I can return to the deposits as needed. A couple of important things to keep in mind as well; clays have specific spawn requirements in addition to the general spawn requirements that all share. Clay deposits only spawn in climates where it's warm enough(not the arctic) and has enough rainfall(they won't spawn in deserts). Red clay spawns at higher altitudes, while blue clay spawns around sea level. Fire clay only generates naturally under black coal and anthracite deposits, and can also generate in small deposits in bauxite biomes(I'm not sure if rainfall is a factor in this case).