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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I've not tried out Smithing Plus, but I used XSkills a lot back in the day for similar reasons. Metal was expensive, and recycling the material was an interesting prospect. Except, having a broken tool take up an inventory slot is a bit annoying, since then you have to stop what you're doing and go home to retrieve a new tool if you didn't already have a new tool with you in order to keep working. Basically, just a net loss of an inventory slot, and making tasks take longer overall due to the back-and-forth nature of it all. Yes, it's probably possible to just repair the tool before it actually breaks, but that in itself can feel wasteful if there was still durability to be used before it really needed repair. There was also the problem with steel; steel bits couldn't be recycled, since there's nothing in the game currently hot enough to smelt steel. Overall, I agree, the vanilla system isn't the most realistic thing, but the balancing works when it comes to videogame logic. When a tool breaks, that's an inventory slot freed up. If a tool is about to break, it's easy enough to bring another one with you so you can keep working instead of needing to go home. It also makes sense that the player will need to actually seek out more raw ore from time to time, instead of essentially just find a single deposit and never needing to find more for the rest of the game, especially on long-lived worlds. The new tempering system should give players even more control over how long their tools last, depending on how they decide to work the metal when forging.
  2. Nope, but like I said, it's crazy enough to be true. Just quoting here because it's convenient, and a sensible post to quote. But I do want to point out that Tyron and Saraty are the original creators, and building the game they want to play themselves. That doesn't mean they won't add options where they deem appropriate for others who might not want to play the same way, but the options they add are going to be what they feel is appropriate to maintain their creative vision. That's also why the game is as solid as it is; they're building their dream game, and not just throwing together a bunch of popular tropes and shiny visuals as a quick cash grab. The moment that passion is lost though is the moment the game starts to decline.
  3. I've thought about trying it, but not really keen on that level of gore, even if the mod itself isn't particularly grisly. Much easier to just turn off the eldritch stuff in Primitive Survival and take advantage of all the other goodies the mod has to offer.
  4. I actually disagree with this one. Sleeping to pass the night is perfectly fine, as long as you have some breakfast to eat since sleeping will burn energy. It is true that the player character doesn't need to sleep(at least, not at the time of this writing), but it's much easier to work in the daytime and safer as well since monsters are more likely to spawn at night. The more important thing to note here, I think, is that beds do not set the player's spawn point--a temporal gear is required for resetting one's spawn point, and even then the number of respawns are limited. Thus it's better to settle somewhere within convenient travel distance of spawn, if one is prone to accidents. A couple more things to note is that the number of respawns per temporal gear can be changed in the world creation settings, as can many other things like hunger rate, tool durability, player health, etc. It's even possible to set a grace timer for when monsters start to appear, as well as keeping inventory on death. While I do recommend playing the game on the Standard default settings first, it's not a bad idea to adjust the settings to be a little easier when needed when one is first learning the game. The difficulty can always be turned back up later once the player is more experienced, and most settings can also be adjusted after world creation via console command and reloading the world for the changes to take effect.
  5. Interesting idea, but I'm not sure that it would really add to the immersion. Some plants don't do well in the shade. Grain crops are planted in large fields so shade isn't realistic. Onions and cabbage really need full sun. Turnips, parsnips, and carrots prefer full sun but can do okay in partial shade. Sunflowers need full sun, as do the tropical crops although pineapple can tolerate some partial shade. It would also start begging the question...if you can get away with planting crops deep in the forest and disregard the need for sunlight, then why can't you farm underground by default? Thus I don't think it's a desirable change. I will note though, that it's already possible to protect heat-sensitive crops in the game by planting them at higher altitudes during the warm seasons.
  6. @Maelstrom I'd believe it, given some hunting stories that I've heard. To be fair, hunting stories are similar to fishing stories, but there's often a nugget of truth in the mix somewhere. I've also heard that pronghorn antelope can run for quite a while despite being mortally wounded.
  7. I actually disagree, to an extent. The fun of variety, in my opinion, is just having all the options. There doesn't really need to be mechanics tied to every bit of it to justify its existence. I tried a mod similar to Novelty in Minecraft quite some time ago, as I had the same idea--give some buffs to a varied diet, to give a reason to actually eat something different. And it was fun for a little while...until I figured out that now it really wasn't possible to just eat whatever I wanted to eat in the game, without getting penalized for the choice. Thus the whole process becomes just an exercise in min-maxing, figuring out which food has exactly the right nutrients next in order to maintain all the buffs without triggering any debuffs. Maybe with the low variety that vanilla Minecraft offered for food, it would have been better, but that mod just really did not pair well at all with mods like Pam's Harvestcraft, which adds a TON of options. Thus I think the simple nutrition system we have for vanilla VS is just fine. It encourages the player to add a bit of variety every now and then, instead of surviving exclusively on steak or whatever(like Minecraft). But it's not so complex that the player can't just stick to a handful of specific foods if that's how they enjoy playing. Basically, if a player wants to survive on redmeat-turnip stew and cranberry pie, I think that's fine. Most players will probably take advantage of the variety of options, just for the sake of variety, which is also fine.
  8. To my knowledge, that is their "home", as it were. They'll find various spots to lie down and sleep, or that otherwise serve as shelter from the weather and predators. I would even say that's just standard creature behavior. Even livestock will have their favorite spots out in the pasture to hang out for shelter. This part I'm not so sure about, but I think the creature's first instinct is going to be to RUN if it has that option, and once it's escaped it's probably going to try to hang around in known safe areas if it's wounded. So making a beeline to a known safe spot isn't entirely out of the question. I would say the current hunting is okay for the current state of the game. It's not incredibly realistic nor is it particularly in-depth, but there's enough there to make it a bit interesting without making it incredibly overpowered. By the latter I mean that the player can't just hunt one large creature and be set for months when it comes to food, nor is hunting so strong that livestock becomes entirely unappealing. That being said, I do agree that it could be better, since just tailing a target for a couple of minutes as you whittle it down with spears/arrows isn't exactly the most interesting thing to do. I don't think we'll see too much change to hunting though until the implementation of a status effect system, as there's just so many suggestions about improving hunting that fall into that category. One thing I would definitely like to see though...more hunting trophies! I want to be able to hang the specific creature pelts on the walls, or use them as rugs, or have taxidermied creatures to decorate with in addition to the antlers and horns. The new fish trophies and unique fox/raccoon/bear pelts are a welcome step in that direction.
  9. I do agree, but I think a bush rework may very well make berries a seasonal food item. That is, there may only be one or two crops of berries per year, depending on the species, and the different species will probably produce their crops at different times of the year as well. Thus it could be very possible to have lots of different species in one area, without being overpowered. Basically, having a big berry patch available at spawn isn't going to do much good if they only produce one crop, and it's either not in season yet or the player has no means to preserve the harvest. Or if they're several different types with differing seasons, there may only be enough berries available to serve as a light snack at the best of times. I agree here. It would be similar to how Wildcraft handled it, in that breaking bushes would yield sticks or dry grass, depending on the size of the plant. Though I'm not sure about requiring a shovel to transplant berry bushes though. For actual bushes it probably works, but for stuff like blackberries and raspberries those grow on thorny canes that spread via sucker shoots. It makes more sense to take clippings in cases like that, rather than try to dig up the entire parent plant. Perhaps the propagation method might be dependent on the species? It might be a little clunky to implement, and learn to use, but it would give more depth to that area of farming.
  10. I haven't really had a thorough look through the handbook yet, but I like the new berry models, as well as the concept of turning flax grain into seed oil for uses elsewhere.
  11. I would say this is more practical for the other stuff that bony soil can drop--primarily candles, since bees can be a bit tricky to find sometimes and a candle drop can be used for an early lantern. Otherwise, it's a nice way to get the silver and gold needed for a pickaxe, or other basic tool, but not really for an anvil. Cassiterite can be difficult to find sometimes, but it is a relatively common ore so it's often worth checking Poor/Very Poor readings if better readings aren't available. That being said, if tin bronze isn't turning out to be an option, the next best option is bismuth bronze. Bismuth and zinc(sphalerite) ore are common finds as well, and it's not unusual at all to find those two when cassiterite seems to be rare. Additionally, it's also possible to purchase cassiterite from Commodities traders; bismuth and zinc as well, I think. Doing a little exploring and trading for rusty gears to buy the ore is likely going to be a lot less tedious than trying to pan for the silver and gold required to craft a black bronze anvil.
  12. LadyWYT

    Hi.

    Hello, and welcome to the forums! Don't forget to say hi to Dave when you see him!
  13. Definitely agree. While the rocket boars were a bug, it was a bit of an interesting prospect to have the target up and escape. Granted, once you figured out what was going on, it was easy enough to track down the boar and finish it off. Likewise, the occasional target will still sometimes escape, even with a mod like Bloodtrail that adds a tracking mechanic. I don't know that targets should be able to escape more often, at least not when injured. But it does seem fair to make it harder to approach wild animals, or at least make them flee when a shot misses and not just when the shot actually hits them.
  14. I'll try to test it later, but I'd wager it depends on the class in question, and how the pig is being attacked with the spear. I want to say that in 1.21 it took 4 melee hits with a copper spear for a Blackguard to kill a pig.
  15. Yeah, I agree with @marmarmar34 here. It's a very trivial change to add, and sets the precedent for other trivial changes to be added as toggles/options, which just leads to settings bloat. I'm also fairly certain that the reason the offhand penalty exists, is to discourage players from using the offhandas a free inventory slot, or otherwise running around with a shield/lantern in the offhand all the time like it's the other block game. Same goes for the increased hunger rate while wearing armor--the extra protection is nice to have, but it's not something the player gets for nothing.
  16. To be fair, the current footsteps in 1.22 are pretty quiet. I'm not sure how much they'll help players notice approaching threats. That being said, the bears do have idle grunts and grumbles now, that are easier to notice, and they seem more inclined to wander around rather than sit in place. So I think overall, there might be fewer maulings in 1.22, but we'll see.
  17. Can confirm this is the case. I borrowed a trader's bed the first night in my world. It does, but packed dirt blocks kinda work too. The key I think is to just keep the lean-to tiny--just big enough to cover a bed and a campfire.
  18. According to the "Ghosts" short story...they set up pitiful little camps in the woods. In all seriousness though, I think it depends on the personality, aptitude, and cultural background of the seraph, as well as what kind of climate and materials they have to work with. Probably the easiest general shelter to set up, realistically, is some sort of basic lean-to that's just big enough to sleep in. For a more permanent structure, a log cabin makes a lot of sense if there's plenty of forest around, while a sod house makes more sense where trees are scarce. For a dry climate, building with adobe/wattle-and-daub is going to be an attractive choice. For me, I usually opt for a design similar to the one in the middle, though I make it a full A-frame in most cases, sometimes as a longhouse with 2-3 rooms. I also sometimes skip the thatch roofing and jump straight to the sod roofing instead. Is it very realistic? Eh...perhaps not, but then again there's quite a lot of progression in the game that happens faster than it realistically would. The way I've been handling that from an out-of-game roleplaying standpoint, is using bonfires to keep monsters away, camping out of sight and not making noise when there's rift activity about, and since there's two characters in the story--having one keep watch while the other sleeps. Staying the night at a trader's outpost is likely also an option, provided neither the seraph nor the trader is an absolute jerk. It doesn't really work long term, given that traders seem to prefer solitude, and the seraphs obviously have a mission to complete, but in a world that harsh leaving someone to fend for themselves in the dark is pretty much a death sentence.
  19. Welcome to the forums and the game! I daresay this is something we'll see when the status effect system finally gets added to the game. It only makes sense that wounds would be covered by such a system, and I think animals will likely be able to inflict wounds on players almost as easily as players can wound them. In the meantime, you might try out this mod: https://mods.vintagestory.at/bloodtrail While it doesn't make the animals bleed to death, it does make tracking them down a little easier.
  20. They can be tempered and quenched, yes. I've not played around with that mechanic yet, but as I understand it the first quench is basically a freebie, and it's only with successive quenches that the risk of breakage starts going up. Essentially, the more you push the quenching process, the more deadly the weapon can be, at the cost of potentially breaking the piece before you can finish it. Already that gives spears an advantage over the bow, however, the bigger factor, after further thought, is the charge time, I think. In previous versions, it was possible to essentially chain-fire spears, getting off several shots before a target could close the distance. The charge time for spears though has been increased quite a lot, so I'm beginning to think that a player will only be able to get one, maybe two spear shots off before a target closes the distance. If you really want Blackguards to struggle with food in the early game more, a much better change would be making wild prey animals avoid approaching players, similar to how deer and goats already run away when you get too close. It already takes Blackguards an extra shot to kill a target at range compared to other classes, or two extra shots when compared to a hunter; requiring an extra shot on top of that is just going to discourage more players from even giving the class a try(which isn't really ideal). However, some lucrative prey animals, like boar and sheep, will let you walk right up to them...which means that a Blackguard can walk up with a bronze falx and kill a boar in about three hits, or otherwise do enough damage in melee to finish a fleeing target with a single spear. And some lucrative prey animals, like male deer and rams, are easy to bait into charging you, so you can fight in melee instead of needing to hunt at range. By changing prey animals to notice players a little more easily though, and have them move away as the player approaches, that prevents Blackguards from exploiting the AI quite so much and pushes them to actually need to rely on ranged weapons if they're going to be doing much hunting, as well as makes hunting a little more interesting for all classes in general. That is, the animals can potentially die a little more easily to ranged weapons, but you're not going to be able to set up a good shot if you're giving them advance warning by running around through the bushes and otherwise making a spectacle of yourself.
  21. This is also why I upgrade to steel as soon as possible; not only are the tools faster, but they last a little over twice as long. Makes digging out lots of stone for building less hassle, same goes for stockpiling logs or digging up lots of dirt and clay. I typically build two refractories and run them at the same time, so I get 32 steel ingots per firing. Wintertime is the perfect time for this kind of work as well, since not only is the wind better for powering the helve hammer, but the hot coal piles underneath the refractories provide a convenient spot to warm up when working outside.
  22. This is what you must do to achieve calm water in Vintage Story; the water physics don't work like in Minecraft. Those bubbles indicate where the water flow is. If you empty another bucket of water on those spots the water should become calm.
  23. Amaranth, raccoons, purpleheart trees, whitetail deer, and pudu didn't exist in the Old World region either at the time, but we still have them in the game. So this is one case where an anachronism like tomatoes and potatoes would be just fine.
  24. Seriously. https://github.com/anegostudios/VintageStory-Issues/issues/8032 It also seems to mess with the ambience cues, and low temporal stability seems to be lacking monster spawns as well as triggering health loss about as soon as the temporal storm effects of low stability trigger. If you're trying to use a temporal gear to restore stability, it's also possible to hurt yourself without using the gear or restoring stability, if you release the mouse button too early. Oh for sure, and it's the kind of experience I think would be perfect for procedural dungeons as a rare encounter. It's just not something I'd want to see scattered everywhere like a fantasy biome. I ran into similar issues with biome mods in Minecraft, now that I think about it, and even the newer pale garden biome in the vanilla game. The new biomes were fun to find and look at and all, but some were a definite eyesore, and the ones that were more likely to spawn monsters just added to the problem.
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