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Everything posted by LadyWYT
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Just adding my two cents to the mix, but it's basically stable enough to play, but not enough that I would really trust it for a long term world yet. Aside from the handbook and crafting issues, the worst bugs that I'm aware of are the story content being a bit softlocked right now due to the treasure hunters not having the correct dialogue options yet. Certain areas from chapter 2 may also be bugged, since they got rather broken in one of the prereleases and I'm not sure they've been fixed yet.
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I like to sleep through the night with a hay bed, but do keep in mind that will drain hunger, so if food is tight you might not want to do that. Panning isn't the most exciting thing to do, but if you can hole up with some water it can be a nice way to get some goodies. You can also spend the time reading through the handbook(make sure the game is unpaused while reading), or otherwise study your map and make a plan of what to do when daylight arrives.
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Alcohol is a useful way to preserve fruit for the winter in the early game, especially if the player doesn't have access to bees yet. Pies are good too, but they don't last as long, so having some wine around is handy for topping off fruit nutrition towards the end of winter/early spring. Whatever alcohol isn't needed can be distilled into aqua vitae, which is very useful for healing after fights, especially when at home.
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You might try setting the land percentage to 80% from the 97.5% it is by default. While I prefer land-based maps myself, I also like to see the ocean every so often, so the 80% setting typically gives me maps that are primarily land but with enough ocean that I'll actually be able to see/utilize a few of them in my travels. I play with the default resources for Standard without much trouble. That being said, if you're worried about resources you can always change the spawn rates of global deposits(affects all ores) as well as the spawn rates for surface copper and surface tin specifically.
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Yes, mushrooms can grow back. I think it depends on the species of mushroom and where you found them. Generally, the more rain that an area has, the faster the mushrooms tend to respawn. The weather should also be decently warm, since cold weather really puts the damper on much of anything growing. Puffballs, red wine caps, and field mushrooms seem to be some of the faster spawning varieties. They don't necessarily spawn on the exact same blocks, but will respawn in that general area. It depends entirely on whether or not you want to keep harvesting those mushrooms. If you want to keep that spot for foraging, best not to build there, but if you don't really care then build away!
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Can confirm, this is how it works. Old-style berry bushes become legacy blocks, and the player won't be able to obtain more through the creative menu. The legacy bushes can still be picked up and placed as normal, and will still operate according to the old berry bush rules, which means they won't have traits, produce cuttings, or otherwise require any sort of care.
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Welcome to the forums and game! As far as I know, traveling to freshly generated chunks should be enough. You can also try using commands to regenerate old chunks, but doing so can produce unintended results so use carefully and backup your world first if you go this route!
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There really is a mod for everything! https://mods.vintagestory.at/decoclocksrevival
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Actually, it looks like at least once clock mod already exists: https://mods.vintagestory.at/decoclocksrevival
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Traders should be spawning in worlds created in 1.22.0-rc2; I just created a brand new world and found several different trader outposts, each with a trader inside. However, it's possible that worlds created in prior 1.22 versions may not be spawning traders correctly. I will also note that I play on Windows, so it's possible that the traders might be spawning correctly in the Windows game version but not in Mac or Linux. Just to make sure all bases are covered--if mods are in use, try disabling the mods and testing a brand new vanilla world to see if traders spawn correctly.
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Fast travel, better caves, and empty desert or gravel landscapes
LadyWYT replied to WilliamClyde's topic in Discussion
Welcome to the forums! I only agree since there are teleporters in the game to support such. Currently, the player can't exactly craft their own outside of mods, but I think it would be a good(but expensive!) late game tech option for some future update. For now, the player can find and repair broken translocators around the world to serve as a teleport points. As for the videogame concept of fast travel? I get that it's a feature that exists entirely for player convenience, but I don't think it really fits in games like Vintage Story that are meant to be slow-paced. To cite Skyrim as an example here, fast travel is very convenient for completing quests and skipping the walk to High Hrothgar, however, if the player fast travels everywhere then the world ends up feeling very small as a result and the adventures had within in it aren't as interesting since, well, the player isn't actually out in the world dealing with other travelers or getting distracted by points of interest. As @Vratislav already noted, the game is still early in development and some features, like caves, will feel barebones because, well, they are. Jonas tech and caves both, I think, might need another story chapter or two before they receive a full update, since there's lore tied to those things that may need to be established a little more first. The first procedural dungeon has been added in 1.22, which should help flesh out the world a little more. They're still supposed to be pretty rare finds, but are more interesting to explore than the typical ruin. Rivers didn't make it to 1.22, but it sounds like the devs have made good progress in that area so we might see them in 1.23. For some natural finds, I'd like to see something more like the hot springs, in that it's a rare natural feature that's not necessarily incredibly useful, but very neat to see. Something like Devil's Tower, Niagara Falls, the Matterhorn, etc. Some extinct flora and fauna would be cool as well, like dodo birds and the Hawaiian 'o'o bird(honestly not sure how to spell the name), since they hadn't gone extinct yet in the medieval times. -
Welcome to the forums! This is probably why it gets used a lot. Easy to use, can generate a nice image in minutes, and skips the artist fee. For the mod my friend and I made, I drew the cover art but we have an AI image in the description. Eventually it'll get replaced once I get around to drawing up new art, but for now it's being used as a funny placeholder(because AI doesn't understand how candles work). Pretty much why it's not always a good idea to opt for the most convenient route. It's kind of like getting a coffee mug from the bigbox store versus buying one from a pottery studio. The store mug will be much cheaper and good for everyday use, but it's probably not one you're going to care much about. The studio mug will be more expensive, but will come with intention behind the design--that is, it will have little quirks that show the artist's thought process, and there won't be another exactly like it.
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I don't know about calendars, since we already have changing seasons to indicate the passage of time on that front, and the paper calendars as we know them today weren't really a thing in the medieval period. Clocks I would like to see though, especially as some sort of unique craftable for the Clockmaker class. I would say perhaps a large grandfather clock version(3x1), a small basic clock(1x1), and a pocketwatch cosmetic that the player can wear. I'm not sure that they need to be end game items really; mid-game should be fine since the player should have access to brass and quartz at that point. A "temporal clock" item that's craftable by all classes would also be rather nice. The main idea behind a temporal clock is being able to tell when the last temporal occurred versus when the next one is due to arrive. It's probably also the kind of thing that would require temporal gears and a couple of Jonas parts to create, and temporal gears to fuel. As for why it's craftable by all classes? It could be a clockmaker exclusive, but it's the kind of utility that every class should have access to, I think, especially given how other class-exclusive items tend to work(that is, mildly useful but easily skipped).
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The traits can be handy. Hunter is ideal for players who prefer ranged combat, or like the extra food early in the good. Malefactor is good for players that want to avoid unwanted attention or want to forage more from wild crops or get more rusty gears from ruins. Blackguard is ideal for melee. Clockmaker and Tailor are in kind of weird spots for singleplayer. Overall, I think what it boils down to for singleplayer is what kind of character does one want to play. Each class has its own background, which results in different interactions with NPCs. While those interactions are a little barebones right now I do expect them to become more numerous and refined as the game progresses.
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Golden words beat swords - Potential of player's instrumental voice.
LadyWYT replied to Shpick's topic in Suggestions
This is a thing in 1.22. I'm not sure what the threshold is, but for hunger damage and tiny falls the character vocals are rather muted. I like the idea that the player could use emotes to potentially scare away wildlife, but I don't think it should be a tactic that works on monsters since, well, they aren't normal creatures. If monsters were attracted to player-made sounds that might be different, since that is a thing in the "Ghosts" short story, but I'm not sure how well it would actually work in practice in the game. It's a neat idea, but not a thing that should be in the game, in my opinion. Players should just pick the vocals they prefer to listen to. If those vocals have unique game effects and aren't just sound, then players are going to feel pressured to pick the "best" option for the class they intend to play, which might not be something they find pleasant to listen to. Sure, they could just adjust things via mods, but I don't think that's ideal in this situation. -
'Tis why @Teh Pizza Lady made a mod to fix it. It will still take quite a lot of fuel to get a large stack of items to temperature, but those items should cool off at a much slower rate as a tradeoff.
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Please give us craftable palisade walls and spikes!
LadyWYT replied to Heegrim's topic in Suggestions
I'd like these options as well, though I wouldn't want to see Valheim-style raids. I do appreciate what Valheim was going for, but I just don't find the implementation very fun in singleplayer for that game. -
Hydrate or Diedrate does a pretty good job of such a concept. I do agree that a thirst mechanic would fit in VS, however, I disagree that it's a mechanic that should be made vanilla. Given its similarity to the hunger mechanic, it seems like it would probably be more micromanagement than what many players might want to deal with, and it doesn't seem like the kind of mechanic that should just be toggled on/off either. The other problem is story locations: some of them aren't designed with a thirst mechanic in mind. It's quite easy to spend a handful of days in a few of them, and the player will likely go through beverages faster than is comfortable for completing/exploring the locations, and probably won't want to lug around lots of liquid containers or otherwise drink what's essentially wastewater. Thus I'm more inclined to leave such a mechanic to the modded realm. I mean if the player is desperate, they'll probably eat it even if it's a little gross. Otherwise, I think "player logic" might be an advantage here. Some players don't like to waste resources, and will eat food that is starting to spoil because hey, food is food and might as well use it(especially if the player doesn't want to bother with compost). Thus there could be some sort of adjustable chance of poisoning depending on how spoiled the food was when the player ate it. Unspoiled food is obviously fine. Food that's slightly spoiled is probably fine too, but the player could get really unlucky and acquire a very mild food poisoning status effect for a few in-game hours. Food that's spoiled enough to look off, but not spoiled enough to be covered in mold might still be okay to eat, but there's a decent chance the player is going to get a case of food poisoning for the next in-game day as a result. Obviously rotten food could always poison the player for a couple of in-game days, since, well, the player had multiple clues by that point that the food wasn't fit to eat.
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Welcome to the forums! Which game version are you playing? The most recent version of 1.22 is 1.22.0-rc2, and traders should be spawning. A couple versions prior though, traders were not spawning in their outposts due to the ongoing trader appearance overhaul. If you're playing on one of those older versions, or the world was created in one of those older versions, that may be why you're not seeing them. As for the berry bushes, they should be spawning with the same parameters as previous versions. However, their appearance has been changed to look more realistic to the plants in question, and less like boxy bushes. Thus they can be hard to notice sometimes, especially since the berries are smaller and don't completely cover the bush when ripe.
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Friction is a real concern when designing machinery, especially if the parts are wooden. If those parts heat up too much, they should logically catch fire. From a game balance standpoint, I think this change is meant to prompt the player to think a little more carefully when it comes to designing machinery, and cut down on the "Frankenmill" designs that exploit game mechanics to make stuff like the helve hammer operate at warp speed. The Create mod for Minecraft had similar concepts, I think, as did some other tech mods. Basically, if the machinery or wiring was under too much stress, parts would grind to a halt, break, or the wiring might burn up if the voltage was too high, etc. Berry bushes weren't very realistic before, given that the player could easily break bushes and plunk them back down at base for large yields of fruit with little effort. While there are certainly different opinions on what the most realistic change should have been, it's not entirely unrealistic to need to propagate new bushes via cuttings and fertilize the plants annually to keep them healthy and producing. From the gameplay standpoint, this should give players more chances to have their own berry patches in multiplayer, as under the old system it was a common occurrence for all bushes within a reasonable distance of spawn to get transplanted elsewhere. In singleplayer, it tips the balance of the game pacing to the player needing to rely more on hunting and foraging their first in-game year while they get themselves established. Realistically, fat needs to be rendered or it will spoil, so for a game that wants to lean heavily into realistic natural processes this sort of change makes sense. I will note that the fat renders rather fast, and only one stick of firewood is needed to render a full pot of fat(which is currently 6, and could stand to be more in my opinion). I think @Zane Mordien is pretty spot-on. I wouldn't call VS a game that grinds for the sake of grinding, since the grind does have meaning aside from just making the player play longer. However, I do think that it's intended to be slow-paced game, in that it's one the player completes over the course of several play sessions rather than a single weekend of play. Now that being said, the devs are quite good about providing a variety of options for players to use to tailor the game to their own liking, which includes making things easier or harder as needed. Likewise, the players themselves are also quite good at making mods to tailor the game further. If you're having trouble finding a way to adjust certain things in the game it also doesn't hurt to ask around the community to see if anyone knows of a fix. I also want to note too that when major changes to mechanics roll out, it's not unusual for things to get a little uncomfortable for a while since old strategies become obsolete and it takes players time to figure out new ones. In the event something proves to be undertuned/overtuned, it typically gets adjusted sooner or later.
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And here I thought it was going to be about actual beehives. In any case, oof, I didn't know it was possible to explode one of these, but good to know!
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Game Settings: Separate setting for Armor durability
LadyWYT replied to coolAlias's topic in Suggestions
I don't know if it was a bug or just something that hadn't been polished yet, but in any case it's supposed to have been changed in 1.22. Prior to 1.22, the armor would reach 0 durability and stop providing protection, but wouldn't actually break so the player could still repair it. To be fair, I haven't tested it, but all I expect it to really change is the player will want to make repairs a more regular occurrence rather than wait until the absolute last minute. -
Game Settings: Separate setting for Armor durability
LadyWYT replied to coolAlias's topic in Suggestions
It's limited to weapons and tools only right now. Maybe at some future time we'll be able to temper armor as well. I will note though that armor is supposed to break when it reaches zero durability now, so it's a good idea to keep one's better equipment in good condition. There's also the option to buy linen and gambeson from traders. Clothing merchants will sell the gambeson and linen, I think, while Commodities and Survival Goods can sell linen but not gambeson. There may or may not be balance changes to come on that front, though my guess is that it's not likely to change right now. The best solution I've found is to plant much bigger fields, which is easier to do now that the wild grains spawn in larger clumps. In my current world I have around a stack and a half planted, which is probably still a little on the low side but should be more than enough for a complete small windmill and a little extra leftover for other things.