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Everything posted by LadyWYT
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Is there any difference in silver solder vs lead solder?
LadyWYT replied to InternetDragon's topic in Questions
No lead poisoning. The only difference currently is the materials used to create the solder. If the player doesn't have tin to spare, or lacks a source of tin entirely, they can opt for silver solder instead if they have a bit of silver lying around. -
I believe all creatures are capable of climbing ladders, but not every creature is able to climb back down.
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Echoing what others have already said, but you're doing everything right as far as I can tell. The spoilage rate will fluctuate a bit with the seasons, but overall the cellar will be the best spot to store food due to significantly slowing down the spoilage rate. 0.26x is about the best rate you will get during the hotter months of the year. The main thing to keep in mind is just make sure that you're preserving things like berries and animal products shortly after harvesting, if you're not intending to eat them within a few days. Likewise, you'll also want to make sure you're finishing off last year's harvest before it goes bad.
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I would say most of them are still quite useful. Traders will buy bronze tools and weapons, so the molds are handy for making some gears. As for useful tools for the players themselves, bronze axes are good for chopping firewood, and bronze shovels are good for digging if you don't want to invest in an iron/steel shovel. Bronze tools in general can also be useful as emergency kit/throwaway weapons, if you happen to have an accident or otherwise want to do something dangerous without risking your really good stuff. I'd like this too, though I'm not sure that some of the patterns would fit properly on small items like jugs and bowls. At the very least, it would be nice to have labels for jugs, similar to what crocks have, so that you could easily tell what kind of alcohol is in them.
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What would your suggestions be for better temporal immersion?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Given what's going on with computer hardware right now, and what's likely going to continue being an issue until supply can catch up with the demand...I don't think it's a good idea to set an end goal to be something that is hardware intensive. -
Welcome to the forums! To my knowledge a berry bush rework is still on the menu for 1.22.
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What would your suggestions be for better temporal immersion?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
I don't think that all lootables should respawn, as that's just a bit strong. For procedural dungeons though, I think it's probably fine to have some respawn after the first clear, since such locations will require the player to fight some monsters and/or complete some puzzles in order to claim the treasures within. While it's an obvious videogame mechanic to keep the location "fresh" over the course of a long playthrough, it could be explained as new monsters creeping their way in after a time and bringing a few goodies with them. -
Welcome to the forums and the game! The error that's being generated is related to Combat Overhaul somehow. Are you using mods? If you're trying to playing vanilla singleplayer, I'd recommend making sure that you have all mods(except the three game modules) turned off, or otherwise recommend cleaning out your mod folder of old/unused mods. If you're intending on a lightly modded game though, and Combat Overhaul is a mod you intend to use, I'd recommend checking that you have the correct dependencies for the mod installed, as well as the correct versions of mods for the game version you're playing. Mods made for older game versions will sometimes still work fine on newer versions, but it's always best to test them first to be sure before adding them to a world you actually intend to play.
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It's been said in various ways, but that's kind of part of the problem. @CastIronFabric already noted that filling a crock from a hot cookpot is fine. Bowls, however, as other users have noted, aren't fine. CastIron is right again in that pouring hot liquid into a ceramic bowl can result in the bowl being too hot to hold with bare hands, even if the ceramic is quite thick. Happened to me a few times this week with my noodle bowls. https://github.com/anegostudios/VintageStory-Issues/issues/8097 It's also a known issue on the bug tracker though. The inconsistent behavior between bowls, cookpots, and crocks also suggests that it wasn't an intended change(that and the fact that the ticket hasn't been closed as "won't fix"). Something likely went wrong when the devs were working on the new forging mechanics and some cookware got lumped in somehow(possibly because cookpots and crucibles both cook in firepits), and it'll be fixed by the time 1.22 stable releases.
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Potential visual difference between stable and unstable areas
LadyWYT replied to LadyWYT's topic in Discussion
Somehow I missed this when I read it initially. But I don't think stability is actually disabled in story locations. At least, not fully, perhaps. I think locations where the player is expected to be spending quite a bit of time might have stability "paused", so that it neither increases or decreases despite whichever way the cog is turning. Smaller locations where the player isn't expected to spend a lot of time though still seem to have stability rules in effect(with one exception), though it'll take a full day or two of lingering to actually drain enough stability to be in danger. -
What would your suggestions be for better temporal immersion?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
I will note that is kind of the point--the monsters aren't supposed to feel like part of the natural world, because they aren't natural themselves. I think even little helper bots, when we get them(pretty sure we will at some point) will likely feel just a bit out of place given that the setting is mainly late medieval tech and that such automatons are implied to be just a little unnatural themselves when it comes to whatever animates them. I don't think this would be a very good change, for reasons similar to what others have given. It makes the game too much like Minecraft, for starters, and one of the appealing things about Vintage Story is that it's very different. The crafting process is more involved, the gameplay is more challenging, and there's an actual story and lore to find. As for traveling between dimensions, the fact that the player can't travel to the Rust World is part of what keeps the Rust World special. All the player has to work with are descriptions of the place and the little slivers that manage to leak through into our reality; the rest is left up to their own imagination. In that case, the player can imagine pretty much anything they want, and change that picture however often they want to keep things fresh. The imagery can also vary from player to player, so one player might imagine something like classic 1800s style steampunk architecture and creatures, while another might imagine cyberpunk Tokyo with a bunch of gundams flying about. In contrast, the Minecraft Nether is all laid out for the player, so there's not a lot of wiggle room for imagination, and the Nether itself becomes a bit stale as players quickly figure out what resources are available there, and how to get those resources for the lowest risk. As for monsters crawling through the portals instead of popping into thin air, that I would like to see. But I don't think the Rust World should be visible through the portals, for the above reasons. That being said, I also suspect that the player may get to witness the Rust World, and perhaps venture to a small pocket of it very briefly, as a one-time occurrence for a future story mission, but that remains to be seen. That kind of experience I think is fine, since it's very limited and preserves most of the realm's mystery. As @ifoz already noted, that's what all, or at least most, of the ruins in the game are. Most are remnants of the Old World, though it's possible that some were built post-apocalypse and died out for whatever reason. I think we'll probably see more ruins added as time goes on, but most ruins will likely remain pretty simple so that the game can run smoothly on a wider variety of hardware. The more complex ruins I expect to be reserved for procedural dungeons and story locations, where the extra detail is needed more. -
https://mods.vintagestory.at/slowtox You might try SlowTox. It boosts health regen and damage, while also potentially poisoning the player if they drink too much at once. Very fun mod, and best paired with something like Daymare's Cup Mod or some other mod that adds smaller drinking vessels. Because otherwise you'll be downing 1 L of alcohol at once, which is quite a lot.
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chiseling One way to copy chiseled blocks (In survival)
LadyWYT replied to LeShinoo's topic in Suggestions
Welcome to the forums! Could probably just require a piece of parchment to make a blueprint so that it's not too easy in survival, but not prohibitively expensive either. The blueprints could be copied and traded with other players, or simply stored in scroll racks for later use. -
Honestly buying an elk is the easiest way to acquire one, if you're playing with lore enabled. You can get a discount if you bring the treasure hunter a strange gearbox from the first story location. If you'd like to catch one though, the best places to look are high altitude plateaus and taiga regions, since elk prefer cooler climates. For the default temperate start, higher altitudes will be the better bet, but with a cool climate start altitude may not be as much of an issue. They also tend to spawn in grassy regions and sparse forest, not so much deserts or thick forests. They are a bit of a rare find though, as I've only seen them in the wild a handful of times in all my playthroughs. I will also note that finding them is the easy part. You'll need to catch a baby one specifically and to my knowledge, elk can't be penned and bred like livestock animals.
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In survival I'm not sure there's a way, other than water bucket. You could try placing some dirt or other non-combustible blocks into it, however, I'm not sure if that's possible to do in survival. The best strategy, I think, is to use creative to tweak the lava as needed, and then switch back to survival to continue playing as normal. That not only ensures that you can fix mistakes when making adjustments, but also ensures that you don't burn to a crisp by accident while making said adjustments.
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To my knowledge the tier system doesn't apply outside of PvP and calculating how much damage a player should take from a creature's attack, since NPC opponents rely on health and not armor or blocking. Against NPCs, it's the raw damage output of the weapon that matters, so whatever deals the highest damage per hit and can be swung/fired quickly is going to be the best when it comes to fighting. I think the damage for the falx is fine, and actually expect the damage output to be better than previous game versions thanks to the new quenching/tempering and sharpening system. I think the falx might currently be the only weapon that can be sharpened as well, which means that it's currently the only weapon that can perform critical hits. Based on that, I'm thinking that falxs could potentially land the strongest hits of any weapon, but at the cost of needing to actually engage in melee combat as well as sacrificing some weapon durability to keep the weapon sharp. It will likely also rely somewhat on RNG, in that a critical hit will actually need to be triggered. Thus my current expectation is that ranged and melee weapons will end up fairly evenly matched. Melee will probably have more damage potential based on the sharpening mechanic paired with the quenching and tempering, but will require the players to put themselves at risk in melee combat, as well as actually put in the effort to forge the weapon properly. Ranged damage might not have the same damage potential, but the damage done by ranged weapons will be smoother, less reliant on RNG and keep the player safer since the player will be able to more easily kill most targets before they can counter-attack.
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Welcome to the forums! Adult elks can't be tamed, at least not yet. You can, however, trap a baby elk in the crate trap, and feed it to have a semi-tame adult elk. You can then saddlebreak the semi-tame adult over the course of several days to get a fully tamed adult elk mount.
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Fair enough. However, in hindsight I do think hunters were a little strong before due to how the spear was balanced. After tinkering around some more in 1.22-pre2 I'm more inclined to say that the spear damage could be bumped back up a bit without issue, since the major balancing factor now is the time it takes to charge one for firing. It's about twice as long as before, which means that the spear can't be rapid-fired. That slower charge time should also make it harder to fire while moving. I do think though, that the highest tier spears(iron and steel) shouldn't be doing as much base damage as the old bronze, at least not without one instance of quenching/tempering. As I understand it the first quench is risk-free, so the player putting in a little extra effort to make a good weapon a great weapon doesn't really hurt. Overall, right now I'm thinking that the spear will be a solid general-purpose weapon that's most ideal for hunting, softening up a target at range before engaging in melee, or otherwise poking at a target from a safe spot. For firing multiple shots in rapid succession, or firing while moving, the bow will be much more ideal. For hunters specifically, they'll still remain strong at range, but may want to switch between bow and spear depending on whether they're hunting animals, or fighting monsters. They'll still be a favorite pick due to strong traits and being easy to play, but they may not be overshadowing all the other classes quite as much as before.
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Probably similar to how water turns to ice, and vice versa. Or how weeds grow on farmland, albeit perhaps at a slower rate than that since the weeds can spawn pretty fast sometimes. Perhaps just overwrite the forest floor with the patchy grass blocks to start? It might not be the smoothest transition, but it does make sense for patchy clumps of grass to spring up first before the area becomes proper grassland.
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The monsters are grotesque, yes, but they don't really look like real people/animals, and there's a different between rusty metal and ambiguous gray goop, and blood, flesh, and tendons. Hence why I suggested premade cuts of meat as drops earlier. It's more likely that some will be squeamish around the carcass, than perhaps they would be around a model of just raw meat(like would be found in a grocery store).
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I like it, but my main concern would be how demanding on the system resources such a thing would require. There was a mod I tried a long time ago that implemented similar forest-growth mechanics, and it was really bad when it came to performance. In this case, I might make some sort of exception for the forest floor if everything is chopped down and no trees planted behind. If there's no more trees left, and no seeds planted for more trees to grow, the forest floor really ought to slowly turn to grassland over time. Trees that are planted on grassland could have the opposite effect, in that if left alone for long enough(like, an in-game year or two) they start turning the ground underneath them into forest floor. That way, the player could, with enough time and devotion, start their own forest. I would that regular bushes and scrubby trees should be primarily what grows back first after a recent forest fire. Perhaps there could be a small chance of berry bushes springing up there as well, but I think in the case of berry bushes and propagation, that's mainly what the player should be doing at their base. The loss of berry bushes can also serve as a deterrent to players intentionally starting forest fires to quickly kill animals/clear land.
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Potential visual difference between stable and unstable areas
LadyWYT replied to LadyWYT's topic in Discussion
That's pretty much what I'm expecting for procedural dungeons. If monsters enjoy hanging out in unstable areas for whatever reason, then it makes sense that procedural dungeons, which should contain several monsters to fight, should also be unstable. The instability also adds another layer of challenge onto the dungeon since, as you've already said, the player can't linger indefinitely in those areas. It would probably also cut down on cheese strats a bit, since those tend to rely on the player spending a decent chunk of time to utilize said cheese. -
Maybe. I reported the issue and it's still on the tracker, so I daresay it's not exactly intended behavior. If not fixed though, I expect the handbook entry will at least be clarified, though it makes more sense to just allow players to dump the fat directly out of the cookpot.
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I don't know that I would call it a huge change since it's pretty easy to account for. The bigger issue with that particular change currently is that the handbook description of the process suggests that the player can just pick up the cookpot and dump out the contents, which isn't the case. Picking up the cookpot will empty it immediately without producing anything useful. Likewise, bowls can't be used to empty the contents either--it has to be bucket.
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Maybe I need coffee this morning. Could've sworn you were gonna mention a restaurant down near the railroad track.