Jump to content

LadyWYT

Vintarian
  • Posts

    5695
  • Joined

  • Last visited

  • Days Won

    260

Everything posted by LadyWYT

  1. Welcome to the forums! To my knowledge there's been no dramatic increase in hardware requirements. It could be a bug, but when mods are involved it's generally a mod that is the culprit. Are all of your mods updated for 1.22? Sometimes older mods do work on newer game versions, but there were a lot of changes in 1.22 that broke a lot of mods. Providing a modlist may help narrow down potential issues there. Does the issue happen when you play vanilla, or is it just occurring with mods?
  2. Actually, I have to disagree here. Granted, it depends partly on playstyle preference and player skill, but bronze lamellar is relatively low-effort to make and sturdy enough to hold up in the early game storms. Copper lameller would probably work too, in a pinch. In any case, those extra rusty gears can buy quite a lot at the traders, so the player doesn't necessarily have to rely on physically finding all the supplies they need. Flax fibers can be turned into better bandages. Jonas parts can be used later on, and the extra temporal gears early on mean that the player can reset their spawn a little more freely than they would otherwise be able. Old lamellar armor also makes a very good beekeeping suit, since angry bees don't always target the straw dummies.
  3. Oh, I dunno...Saraty has mentioned a desire for custom tapestries, and the models for some of those are about the right size for a surcoat(which often gets mislabeled as a tabard). So if mechanics for that kind of weaving are introduced then I'm not sure it's too much of a stretch to apply the same mechanic to a piece of clothing.
  4. Welcome to the forums and the game! I agree with @Rainbow Fresh. We don't know this guy as you know him, nor do we really know your own situation. To me it reads as a friend who perhaps just struggles with the unknown, or perhaps has very specific tastes, and is therefore reluctant to try new things. It could also be that your friend struggles to accept gifts, although if this is the case there will probably be other clues elsewhere, and not just with games. I think overall, if you really want to buy him a copy of Vintage Story and have the money to burn on it, it's fine to gift him a copy. Do be aware though that he may not enjoy the game; not everyone does and that is okay. In the event he doesn't enjoy it, he may or may not change his mind later, but the important thing is don't try to force him into it. It's also fine to take a break from games that you're suffering burnout on, though if the break starts to become an extended one you'll probably want to find alternative hangout activities for the group in order to keep the friendships strong.
  5. Oh you can, it's just not the best idea if you're prone to tabbing out or misclicking. I smacked one with a torch once and the gesture was less than appreciated. To my knowledge, it does not. Being near a heat source only raises one's body temperature. Unless the player is in an insulated space or far enough underground to escape the elements otherwise, they're still going to be burning those calories trying to stay warm.
  6. That when an NPC or item in-game is warning you something is dangerous, you should heed that warning. In Vintage Story's case, it's not just a cute plot device meant to flavor the setting. It's worth building a set of metal lamellar armor and fighting through the first temporal storms, if you can. The early storms have fewer and weaker monsters, on average, and the rusty gears will be a big advantage at this point in the game since you can use them to buy all kinds of resources from the traders. Basic lamellar armor is also great for tending the bees, if you wish to avoid the stings. Flint can be cooked in a bloomery, which is more efficient than the firepit. In keeping with this one somewhat--armor is meant to keep you alive and fighting for a longer period. It's not meant to make you utterly invincible to enemies, as many videogame armors tend to do. You'll need to allow yourself respite every now and then in order to heal, especially when fighting tough monsters. Likewise, just because you can pick a fight with something, doesn't mean that you should. The game doesn't really have "safety rails" and will happily toss you more than you can handle. Be aware of your limits and plan accordingly.
  7. Are there actually any problems with the server though, aside from what's reported in the log? I'm not saying it's not a problem, since it's not really ideal to have errors, but my first suspect is the Watersheds mod, since the first message in the attached image explicitly states that it may cause a harmless error while it does what it needs to do with the game. In that case, it's probably nothing to worry about.
  8. Or on the flipside...you respawn next to whatever killed you(or something just as dangerous), with no way to escape. While PvP would be the primary concern, I can think of a few places otherwise that I definitely would not want to get stuck.
  9. Probably an oversight, though perhaps the slag just needs to be at a higher temperature to actually break off. Either way, good to hear that it's working!
  10. The only thing that comes to my mind is reinstalling the mod on the server and then making sure that nothing is burning--no kilns, torches, or anything else that could produce smoke. That way all the smoke has time to dissipate and you should hopefully be able to remove the mod without issue. Otherwise, I'm not sure. You could also make sure that you have the latest version of the game and mod, since if you're running an older version you may be encountering an issue that a new version fixes.
  11. Welcome to the forums! Are you trying to work the steel at 800C? I've not exactly tested it, but iron and steel both require fairly high temperatures in order to actually work, and simple forge heating isn't enough to get much done on iron typically, and may not be hot enough to work steel. I'd recommend using a set of bellows to heat the steel to a higher temperature and see if that doesn't solve the problem. Not sure, but this is/was a known issue for some mods--that is, they were flagged as incompatible for the game version, without actually being incompatible. That being said, mods are often the cause of strange issues. I'm not sure that's the case here, but these mods aren't the most recent version available, nor is the game, for that matter. I'd recommend updating everything to 1.22.2, since that should fix other issues that may be underlying, if not this one as well. If you've tried heating the steel to a higher temperature before working, as well as updating your game and mods, and are still running into the issue, then I would recommend doing as @Vexxvididu says: disable your mods and test a fresh world to make sure vanilla works correctly. Once you can verify that vanilla is working, you can re-enable mods one by one and test(again, on a fresh world) as you do so to see when the problem reappears.
  12. First off, welcome to the forums and the game! Lore aside, it's probably as @Rainbow Fresh noted: a challenge for the player to overcome. By default, the player respawns within 50 blocks of the world spawn if they've not set their spawn point elsewhere; on Wilderness Survival though that radius increase to about 5000 blocks instead, meaning that an untimely death leaves the player essentially starting over from scratch. There's also the angle too, that if the player respawns where they died, then they can't get extra equipment from home or choose to retreat and do something else. There'd also be no incentive to reset one's spawn point elsewhere, or build the terminus teleporter to teleport back to the last point of death. It's not quite that death loses its bite entirely, but it would definitely lose some of the challenge and swap current complaints for different ones. From a PvP standpoint, if players are just respawning where they died, then battles are likely always going to result in a stalemate, or somebody getting easily spawn-camped. Neither one is particularly fun.
  13. It could be due to seasonal variation. Winter often has more frequent strong winds, and spring seems to have more rain than other seasons. Could also be a factor that if it's not raining/cloudy in nearby chunks, it won't rain wherever you're at either in order to avoid really patchy weather systems. But I'm not entirely sure.
  14. It was confirmed intentional behavior in 1.20 or 1.21--I don't recall which. It does happen at a much lower rate than underground or at night though. I think the general idea is to keep the player on their toes a bit during days of high rift activity, rather than the player happily ignoring rifts entirely and going about their business.
  15. This is my general thoughts as well. Additionally, one common complaint I see regarding clutter is that by default, it needs to be glued before it can be picked up, so I doubt making clutter even more fragile is going to make it more appealing to players. It would be rather unsatisfying to find a piece of clutter you like, only to destroy it because you accidentally stepped on it or got thrown into it by a monster's attack. The better option, I think, is to add more fragile structure that can collapse under a player's weight, or otherwise be stuff that the player can destroy in protected locations in order to open up a secret passage or something. These blocks could also be blocks that stronger monsters are capable of tearing through; imagine exploring a story location and seeing iron bars with the flavor text "Old, rusted, and lacking their former strength". It seems innocent enough until a deepsplit shiver or some other large nasty comes screeching out of the dark and rams through the bars like they were toothpicks. Of course, there's also the classic "cracked wall" section that the player could destroy to reveal a secret path leading to treasure, or collapsible floor that leads to a deadly drop/pit the player must find their way out of.
  16. Seems like a potential bug/oversight. That being said, this shouldn't matter in singleplayer, since enemies don't use armor, as far as I'm aware. In a PvP situation, it may stop spears from being so powerful that they become the default weapon for both ranged and melee combat, though in fairness I'm saying that under the assumption that arrows aren't limited to tier 0. Not really. The initial nerf was a bit much so the devs walked most of it back, but overall, spears just got rebalanced in order to account for the new iron and steel spears getting added. The steel spear, as it stands now, does about the same damage unquenched as the old bronze spear; the player can quench iron and steel spears to boost their power though, and the first quenches are relatively low risk. The fire rate was lowered a bit as well, I think, to prevent the spear from overshadowing the bow too much when it comes to ranged combat. As for the old scaling...sure, the devs could have kept it, but that would most likely mean that iron and steel spears end up doing around 10 damage or more per shot, and around 5-6 damage per melee hit. Potentially more if the player is allowed to quench the weapon on top of that. What that means is players default to using spears in ranged combat because the bow just cannot compete with those numbers, and the spear also becomes the default for melee since it does the same damage as the falx but at a longer range. That's not very ideal for game balance. Spears are a solid general purpose weapon, but aren't the master of either weapons category. In melee, they're good at poking things from a safe vantage point, or otherwise keeping them at arm's length, but they don't hit so hard that the falx loses its place. In ranged combat, they hit harder per shot, which makes them good for softening up a target, as well as hunting in the early game. The main drawback is that the spear can't be fired quite as fast or as far, will cost more to replace if lost, and requires more inventory slots for multiple shots. The main reason spears were so strong prior to 1.22 is that it was possible to rapid-fire them into targets, making them the default "best weapon" for all classes, including Blackguard, which is supposed to be bad at ranged combat. Hunter is the class built for ranged combat, which is fine, but that also means that any weapon that is a little too strong at range is going to be made even stronger from the Hunter class buffs.
  17. I think the key is to simulate enough ecosystem for the world to be believable, rather than try to make it a 1:1 replica of reality. Even if singleplayer poses less issues than multiplayer when it comes to balancing that kind of thing, you're still going to run into problems of players getting upset that they collapsed the entire ecosystem because they unwittingly took too much of certain resources, or players upset that the ecosystem collapses due to a key predator getting stuck in a hole/tree/bush and not being able to keep prey animals in check. Or in other words, typical videogame goofiness. With a rough simulation though, you can provide enough detail for the player to get immersed in the world, while also providing enough safeguards to make sure they don't accidentally kill their world due to forces they either couldn't understand very well, or had no control over.
  18. Yep, that'll do it. The handbook does have some basic information on different room types, but the wiki also has a pretty detailed rundown: https://wiki.vintagestory.at/Room Clothing just increases the player's resistance to freezing to death, rather than reduce the rate they burn calories to stay warm in the cold.
  19. The better argument I can think against it, is that adding new site features tends to be a lot of work, and this kind of feature relies upon mods getting tagged correctly. Which seems like it would be rather difficult to enforce. It can't be left up to the community alone to add tags, as there's quite a lot of stuff that get accused of being AI when it's not, and leaving it entirely up to the moderators to go through everything can get expensive rather fast. And of course, resources that go into that, are resources that aren't going toward other areas of development. Ultimately, I don't think it's the worst idea, but I do think it's better to wait and see how much of the "fire" the report feature gets under control first. In the meantime, best to support the mods you like to use, and ignore the ones you don't like--AI or human-made. Quality tends to rise to the top and lack of it tends to sink the ship rather fast.
  20. Maybe. But I think it could be argued that if the user had the option of filtering out the stuff they don't like, and then deliberately went and harrassed anyway...moderation actions could be more strict in those scenarios since it's harder to argue that the user wasn't intentionally looking for a fight.
  21. The interior space needs to qualify as some sort of insulated room in order to remove the hunger penalty from cold.
  22. This is why many threads gets locked/deleted in general. Outside of violating the rules, the "discussion" isn't a discussion anymore, but rather personal insults and almost outright threats, in a few cases. It's fine to express displeasure with an idea by politely criticizing it, and it's fine to dislike whoever proposed/supported the idea, but what's not fine is trashing the individual for having different beliefs rather than politely debating the ideas.
  23. My biggest goof was probably the times I picked a nice ruin as a base, set down a reed chest and hay bed to make it somewhat cozy...and then built my pit kiln inside once I had the roof on so it wouldn't get rained on. Built and lit right next to the reed chest and hay bed...with me standing right there as well. A good handful of worlds got deleted in this fashion, because it's a mistake that definitely happened more than once. There was also that time I thought I was fine just sleeping in an open shelter, since I had a grace period for monsters and there were no bears or wolves nearby. What I didn't count on was the local bighorns wandering in during the night and taking offense to a sleepy seraph.
  24. Easiest way to keep things organized would probably be some kind of menu-style crafting system for a specific crafting station. Then the player can just supply the parts that are appropriate for the general armor type they desire and pick the design that they like. Overall, I wouldn't worry too much when it comes to concept art though. It tends to be rather plentiful since the goal at this stage of development is to get a large pool of ideas and then select the best options to refine and implement. Ideas that were passed over can always be added later as the team has more time to do so.
  25. Welcome to the forums and the game! I like it. The only thing I have to add is that since quartz glass has a "hazy" appearance, you could easily use a bit in the cave to make a secret "peephole", similar to the eyeless paintings in old movies and stuff. Of course, maybe you already did that here and I didn't notice.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.