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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! Honestly, I keep forgetting travertine exists.
  2. For those wanting electricity in the game, there is at least a mod for that.https://mods.vintagestory.at/show/mod/25300 Otherwise, I agree with the other sentiments posted here. Electricity doesn't really fit the vision of what Vintage Story is as a game. There are a few advanced technical contraptions that the player can make use of, but that's the key: there's only a few, and they have very niche uses. Gameplay in general is otherwise rather down-to-earth. Plus it's not really much of a survival game if you can just hook everything up to "the grid".
  3. Welcome to the forums and game! Classic example of bad RNG. I've had worlds like this, where I trekked several minutes to get clay, only to figure out later that there's five different deposits right outside my base. It's a similar case with surface copper. My very first world, I didn't have access to lime, borax, or bauxite, so it took me a while(and several thousand blocks' worth of search) to find it. While aggravating at the time, it turned out to be a rather fond memory, and there was more satisfaction in finally accomplishing the mission than what a lot of games tend to produce.
  4. It's much better than before, but still makes for a bit of a confusing read due to the formatting. I think it's due mainly to the numbers functioning similar to asterisks, and there being one about every other sentence. ||1|| could have been cut entirely, with the rest being carefully merged into their respective places in the paragraph as a whole and still have everything make sense, if a bit rambling. Basically, using wildly different text colors is distracting(lightly colored text also tends to be more difficult to read, unless the background is very dark), and providing too many footnotes can end up distracting a reader from what you're trying to say.
  5. Welcome to the forums! My guess is that this is the usual reasoning behind such advice. The one-click install is convenient, but it defaults to the C drive(or whatever the default installation is for the OS in question). That means that if you installed the game somewhere else, or have multiple installations for some reason, the mod likely won't end up in the correct place if you use the one-click-install. As a general rule, you want to make sure that older versions of the mod are cleaned out of your folders, since leaving an older version in the folder can sometimes cause issues, especially in server mod folders. That, and deleting old mods will free up disk space. Tags are just an option to make certain kinds of content easier to find, but there's no requirement to use them. Too many tags or irrelevant tags on a thread though can give the wrong impression. I don't recommend doing this. It might be more convenient to write that way, but it's very difficult to both read and understand. That makes it easier for readers to get confused and miss what you're trying to say, or otherwise prompt them to ignore the post entirely. Posts that are easy to read or have well-organized thoughts tend to get more attention, while posts that are poorly formatted or have too many irrelevant tangents tend to get ignored.
  6. I suppose the better question is...exactly what kind of niche does a fridge fill, that's not already covered in the game? Jonas tech items are not cheap, and keeping it powered is going to be extra cost on top of that. If the storage time is the same as the current cellar/standard temperate winter, then there's no real reason to build such a thing because the existing methods are much less effort. If the storage time is considerably longer, then you run into the problem of farms and orchards being useless because fresh food isn't needed nearly as often...which begs the question, what exactly does the player do with that time? Part of what keeps the game interesting in the long-term is needing to deal with the natural cycles of the world,
  7. It's a 25% chance, I believe, to rip out a piece of loot for you to pick up, so you don't have to harvest the corpse to get the loot. That being said, you need to interact with the corpse to make it disappear, and there may be loot still left on the corpse. I'm not the biggest fan of the falx design either, but a specific bonus against certain types of monsters would make sense if it needs some extra punch over other weapons when it comes to monster fighting. As a tradeoff, perhaps the falx doesn't fare as well against traditional metal armor, or is weaker against human/animal opponents. For myself personally, I'd still be inclined to use other weapon types in spite of the falx potentially having bonus damage against monsters. Sometimes it's more about the character preference than it is what outputs the best numbers. I chalk them up to being the same as undead creatures in other franchises. Yes, they might technically have organs, or what's left of organs, but they don't really require such in order to function, same as they continue to function in spite of a broken bone or torn flesh. In such circumstances, the general idea is to inflict as much damage as possible to make sure it actually dies, rather than going for a specific weak spot or otherwise injuring it and returning to finish the job later. These might have more penetrating power, but that quality also makes them more likely to get stuck. They also don't have the sharp blade to rip through more flesh on the way out either. Generally, I assume that the metal in their bodies is what serves as their skeleton, albeit with extra bits twisted throughout. If you've ever seen an armature for a sculpture, that's probably what's going on with the monsters. Bludgeoning weapons probably aren't that effective since flesh acts as a shock absorber and metal isn't going to snap like bones will. Pretty much. If nothing else, the autoloot chance could be increased before worrying about giving it bonus damage against monsters. That sort of convenience is really hard to ignore in a temporal storm.
  8. Sure, but refrigeration just feels too modern for the theme the game seems to be going for, and I don't think it's necessarily a good idea to add an item that essentially renders the other preservation methods obsolete. Currently, machinery in general is geared towards making the most tedious processes(such as milling or refining iron blooms) much less so, with the Jonas tech items being novelty items or otherwise highly situational uses(such as the base return pylon or night vision helmet). Hence why I think it makes more sense to have a basic icebox that the player has to keep supplied with ice and sawdust, rather than an actual refrigerator or freezer. It's a bit more grounded for the setting and won't be raising questions of why one modern appliance exists but others do not(like ovens, lasersguns, cars, etc). As for ships and other long distance travel...that's the purpose of pickled foods, salted meat, alcohol, and other foods that keep well(like hardtack), and every climate already has options to support this. And like I mentioned before, if the goal is for players to rely on the resources available in their region specifically and make special expeditions/trade for more exotic things, then it's counterproductive to give players methods to just grow anything they want at their base(ie, if you want a steady supply of tropical products, you either need to live near the tropics or trade with someone who lives there).
  9. Posting in the Suggestions forum, or otherwise posting somewhere else the devs are likely to see(Discord, YouTube, etc.) is really all there is to it. Of course, the devs actually have to like the idea enough in order to add it to the game, and even then there may not be any word of such until it's actually added. As a general rule, the suggestions that get the most traction are those that are both thought out well and fit the developers' vision for the game. For my personal take on this suggestion, I don't really think a mechanical refrigeration system is necessary or fits very well with the game as a whole. Icebox storage with ice blocks and sawdust is a simpler way to offer an alternative long-term storage solution, and one of the core parts of the game is managing your food stores by acquiring fresh food from time to time and figuring out how to preserve what's not used immediately so that it doesn't just rot. Allowing the player to build a freezer/refrigerator and thus store fresh food almost indefinitely means that farming and other preservation methods can be ignored almost entirely after a year or two. As far as I'm aware, that's intentional game design. Players aren't supposed to be able to grow everything in every climate; some resources are going to be unique to specific environments and the player will need to adapt to whatever the regional resources are. For example, pineapples can technically be cultivated in the temperate zone, but it's going to require a greenhouse and otherwise be very difficult to get an undamaged harvest. That doesn't mean the player is locked out of fruity foods; it just means that pineapples are probably going to be a special treat if they live in a colder climate.
  10. Lacking the last set of sails doesn't really help, but overall, I think it's just bad RNG on the wind. Nothing stands out as being a real issue with the setup otherwise.
  11. I actually disagree. A scrap-metal space vehicle powered by temporal witchcraft doesn't really fit anymore than an Apollo-style rocket, because the devs have been pretty clear about wanting to remain relatively grounded in reality when it comes to what the player can do in regards to technology. So you have things like the library gasifier and the resonator being rather fanciful in their design, but it's pretty clear that the former is a steam-powered lighting system and the latter is a phonograph. Bells, locusts, and eidolons push the envelope a bit more, but it's not too difficult to imagine someone looking at an animal and then trying to build a clockwork version of it. Space flight, however, poses the problem of accounting for gravitational forces, friction, oxygen systems, etc., which is all stuff that someone from the medieval times isn't too likely to be aware of, and is difficult to learn about purely through trial and error. It's also difficult to justify developing in the fledgling stages of a technological revolution(and given what the lore is, it doesn't seem the Old World ever had a chance to move past that stage), especially when teleporters exist as a means of travel. Now of course, for a mod, anything goes, but more successful mods tend to remain fairly faithful to the established setting of the world. There's also a limit to how many times you can use magic to justify something before the audience sees it as a cop-out. What the "magic" can't do is just as important as what it can do, and when there are no limits then the story lacks tension, since it becomes a question of "well why didn't the characters just use magic to solve the problem". Pretty much. It's why a lot of IPs are struggling these days, while older versions of the IPs are still quite strong. Ever-changing lore means that there's no foundation for an audience to get attached to, and no attachment means no reason to give the thing your attention.
  12. Regular weapons don't work so well because the creatures have metal hidden in their flesh and their blood flows like sludge. So you can't really rely on killing them via bleedout, and metal is going to be difficult to cut through when it comes to slicing and dicing. The falx is effective most likely because it concentrates the force of a swing into the tip of the blade, so it can more easily bypass the embedded metal and tear open a large wound upon exit. For new weapons, I would assume that means functional versions of the ruined weapons you can find in the game. In terms of gameplay, the falx will still be better for monster-fighting in general due to the falx's autoloot feature, though the falx could receive a buff if needed in order for it to remain the prime monster-killer. Regular weapons will probably function more like the Blackguard shortsword--decent at fighting, but you'll have to loot the corpses yourself, and you don't always have time to do that in a fight.
  13. On hay, I think it would be okay if perhaps it had to be dried first before it could be turned into a haybale for storage, since that is how it works in real life. If I'm recalling correctly, the reason you don't bale freshly cut stuff is that the moisture in the grass will cause it to rot much faster, which in turn can potentially start a fire since the internal bale temperature can increase during decomposition. For a videogame though, I think it's enough to just let the grass dry within a couple of in-game hours after cutting. It gets the idea across and pushes the player to do their mowing on a sunny day rather than a rainy one. A couple of hours also isn't prohibitive to the early game when it comes to making torches. I'd vote for that as well, since that makes more sense to me than eternal cuttings of live plants. I wouldn't go so far as to make seeds perishable though; while seeds do lose viability over time, they aren't nearly as time-sensitive as a cutting, and it's also possible that the player might decide to skip a planting or two. In that case, the player is going to want to have seeds available for the next time they do plant, and they may not want to go scavenge an already-scavenged countryside or hunt down an agriculture trader. Also worth noting that perishable cuttings is by no means a new concept. Wildcraft has had that mechanic for a long time, and it's one of the most popular mods out there currently.
  14. Welcome to the forums! I'd recommend checking the condenser to make sure it has water in it. If it's run dry, the alcohol will continue to be boiled away, without actually producing anything for the effort.
  15. It does make sense, but I think you're overlooking the sheer knowledge and skill cap differences between Minecraft and Vintage Story. Minecraft has a lot of stuff in it, but it doesn't ever really push the player to their limits or require them to do much thinking in order to beat the game. And while it might be an easy game and prone to holding the player's hand...it's also not very good at providing certain kinds of information to the player. For example, redstone is a rather complex system, but there's not exactly any in-game information on how it works, aside from the player's own experimentation and the rare simple contraption in a generated structure. Regarding combat and other systems...yeah, there's some neat tricks the player can pull off, but the general gameplay after a hundred hours' worth of experience is about the same as it is after only a few hours. In contrast, Vintage Story demands a lot more from players, expecting them to learn several gameplay systems and then use that knowledge to survive, or else suffer the consequences. However, Vintage Story also gives the players a handbook containing information about most everything in the game, including short guides on how more complicated systems like mechanical power and temporal stability work. Combat is rather rough at first, but once you start getting the hang of timing your movements against enemy attacks you can start pulling off some crazy moves. Basically, any game could be summarized as "button-mashing", and many modern games fall into the trap of allowing the player to succeed no matter which buttons they press. Vintage Story allows button-mashing as an option, but unless the player is carefully thinking about what they're doing and applying what they learn about the game, they're not going to get very far. One important thing to note is that there's multiple different things requiring the player's attention in Vintage Story, so the more time that a single system requires is less time that's left for everything else.
  16. Have you considered trying to start your own server? It's a lot of work, but you'll have full control over how it's set up and what the expected behavior is. Ultimately, the key to multiplayer is finding a group of players that you both get along with and enjoy playing with. Sometimes that can take a while. Large building projects in Vintage Story are something that, in my experience, are better handled in smaller chunks over the course of the game, rather than trying to build the entire thing within a session or two. That helps keep the project from getting too overwhelming since you'll only need to acquire the materials for a small chunk of it at a time, rather than trying to produce, say, a hundred lanterns to light up a huge mansion or something. It's also a prime opportunity to play a class you haven't played before, mess around with mods, or attempt some sort of challenge playthrough(like snowball earth or sticking exclusively to a nomad lifestyle). Of course, it's also perfectly okay to take a break and play something else for a while too. Burnout happens to everyone, and taking a break is a good way to recharge and come back refreshed when a new update drops.
  17. Okay yeah that makes more sense. I could see repeatable monster fights, since the respawning could be under the premise that such locations are attractive to monsters and new ones move in after enough time has passed. That would also work rather well as a source of "renewable loot", though respawning monsters means that it's going to potentially be tough for the player to make that their base, if they so choose, or that the player otherwise has incentive to try to turn it into a mob grinder. I don't know about re-randomizing the dungeon though. It's an interesting premise, and definitely prevents the location from being turned into a mob grinder, but it does offer the same problem of...the player can't decide to clean it up and use it as a base. Not to mention that the player could turn it into a different kind of loot farm by just harvesting the valuable stuff from these dungeons and then selling it to NPCs, selling it to other players, or otherwise using it as a convenient way to avoid the effort of crafting more rare blocks.
  18. How did you have the axles connected? To get the most power, the correct method, I believe, is to use an angled gear to connect the windmill shaft to the edge of the large gear. Connecting the windmill shaft to the center of the large gear will make it spin fast, but won't produce a lot of power in the process.
  19. It probably helps that I keep most of my raging off the forums.
  20. Wind direction is currently static, so there's no angles to consider. Windmills do produce turbulence though, so if you have multiple windmills and place them too close to each other they can lose efficiency that way. That's not a factor here though. Helve hammers require a lot of power in order to function, and pulverizers require a fair amount as well. Your windmill should be big enough to power either one though, assuming there's a decent wind. I'm guessing what's likely happened is that you're trying to use your windmill to power both at once, and a single basic windmill doesn't produce enough power for that. I'd recommend either implementing toggle switches so you're only ever running the machine you need at the time, or building separate windmills to power each machine.
  21. Welcome to the forums! As best I can figure, it's some sort of server error. You might just give it some time and try again later, but if that doesn't work I'd recommend submitting a support ticket or poking one of the moderators via Discord/forum DM about the problem. I don't think there's anything you can do to fix it on your end of things.
  22. Ah yeah, it used to be that cooking the shrooms removed the toxins, but they changed that before the stable release. There's also no warning about which mushrooms induce these effects, so unless you already know which shrooms are magic and which are not, checking the ingredients before eating a meal probably won't help.
  23. It's a neat idea but I don't think it's very workable in practice. A new game version can break older mods, yes, but it's also very possible to break mods by using outdated versions of other mods or mods that are otherwise incompatible. And several users are inclined to just say "it doesn't work!", rather than take the time to properly troubleshoot and figure out exactly why things aren't working correctly, in which case it's going to be all too easy for a mod to get several false "it doesn't work!" votes.
  24. I've heard rumors that the devs are experimenting with some puzzles and things. I don't think it's anything quite on the level of a story location, but I'd be surprised if they didn't add some puzzles, traps, and enemies to fight to some of the dungeons. The unique structures are reserved for story locations. Everything else is going to be more generic since it's what has to fill up the world, though some locations are a lot more rare than others and thus a little more special to find. It's not a ruin type I'd want to see too often, but it would be a neat one to find, especially if there was still some ore that you could loot/mine from the tunnels. Yeah I've seen those ruins a good handful of times. I think there's two different types of cathedral that can generate, as well as a couple of castle structures as well. They're pretty neat to stumble across even if they don't always much loot, simply because they are quite rare. I would say though, that instead of the unique ruins you mentioned above, there should just be a few more types of rare ruins that can occur. That way the player can have a slightly increased chances of running across one, as well as be more likely to find different types when they do find the rare ruins.
  25. That's a difficult question to answer since "anything" is a rather broad category. As a general rule, every player has things they think should be more engaging, but not everyone agrees on what those things are or what sort of mechanics count as "engaging". There's also the aspect to consider that a mechanic might be "engaging", but that doesn't mean that it's fun. MMOs and mobile games tend to be pretty notorious examples of that sort of thing, since the mechanics are designed to be addictive and keep players invested for as long as possible, but also tend to be mechanics that players frequently complain about. Likewise, mechanics can be rather fun, at least in the short term, but aren't necessarily beneficial for the long-term health of the game.
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