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Everything posted by LadyWYT
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forging Quenching and tempering are overly gamified
LadyWYT replied to MKMoose's topic in Suggestions
I think it used to be a 0% chance, and got changed to make quenching a risky prospect. Basically, I get the impression that the system is there as a way for players to improve their tools/weapons beyond the normal means, but not without some risk involved. What I've found in gameplay is that having something snap on the first quench is pretty bad RNG and not likely to happen, so having multiple snaps in a row is really bad RNG. My general strategy of handling it is to sometimes not take the risk if it's an item I really need at that time. Iron is plentiful, so a little less power/durability or a broken item every now and then isn't a huge deal. I wouldn't say it's entirely unrealistic either, as even with the best skills sometimes imperfections get missed. A configuration option is probably better suited to a mod, since the shatter chance is a pretty small, specific thing compared to the other gameplay options. I would opt for just letting an appropriate amount of iron nuggets drop from shattered work, so that the player doesn't actually lose the material and can try again. As soon as someone mods it in, or the devs otherwise change their mind. Or more likely, both happen. It's more likely to be modded first, in which case both systems can be put to the test and the devs can take notes on the mod feedback(as well as try it out for themselves) and decide what changes they want to make with vanilla. -
It might be due to playing Blackguard, since the class can oneshot locusts. Typically I prefer to let the eidolon launch them and then clean up whatever is leftover once it dies. I agree with Zane--chapter 2's challenges are definitely a "love it or hate it" situation. I enjoy it, and it's come a long way since its introduction, but I can also understand why some players don't enjoy it.
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Make sure it's constructed from earth and stone, with stone being preferable since it can hold a colder temperature. Wood and other materials can make the space not qualify as a cellar. The door also needs to be solid, and the dimensions need to be at or within the cellar limits as well(7x7x7). A crude door won't count as a seal, and a space that is too big will make it not qualify as a cellar either. If you have chiseled decoration, you'll want to double-check that, as chiselwork can disqualify a space from counting as a cellar/room/greenhouse if done incorrectly. There are also limits on how much spoilage rate can be slowed. I think the lowest possible rate is around x0.22 on average.
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With wintertime comes colder temperatures. A room qualifies as an insulated space, meaning the player's body temperature won't drop and they won't need a fire to warm up in that space(though a fire is recommended since it provides faster warmth), but that doesn't mean that the space itself is particularly warm.
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This is probably the case for adding partial taming mechanics to allow the player to feed appropriate wild stock enough to make them cooperative for herding, but perhaps not much else until a few generations have passed. That kills two birds with one stone by making the traditional homestead route a little easier in regards to livestock, while also opening the door to a nomadic lifestyle. Though I would also say that this is a good niche for traders to fill as well, perhaps. Granted, livestock would be expensive, but being able to buy the occasional juvenile animal from a trader would be nice. In keeping with an idea that I mentioned in a different thread, if traders can be befriended by completing different tasks, then perhaps nomadic players could form a symbiotic relationship with a few and earn their keep via hunting or foraging. Once they've acquired enough animals to travel around then they could operate more independently.
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If it's buried in dirt, it should work. You are correct though, in that uncovering it will break the cellar effect, so the numbers will change for as long as you have it uncovered. You can bury yourself with it to read the numbers if you really want, but I wouldn't worry too much about it. Just try to use the food you collect before it spoils, and build a proper cellar with a solid door once you have access to a saw.
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Are you using any mods that could be interfering with the process? With the 1.22 changes, stacks of items will take a proportional amount of time to heat up, but once heated the item temperature won't reset. Thus once a stack of flint is up to temperature, it should cook pretty fast. Do keep in mind that you need to keep it at temperature, since stacks of items don't cool off proportionally to their size at this time.
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Does Vintage story, Sometimes have openings for new devs to join for work?
LadyWYT replied to Bella Bear's topic in Questions
Just my two cents', but social media isn't everything, and a lack of social media could be valuable depending on the employer, given that social media can be a liability. It will be necessary to have a portfolio though, so potential employers can see your work. I mean this with all due respect, but do make sure it's an opportunity he genuinely wants to pursue himself, and not just something you want him to pursue due to a higher interest in the game. I'm not saying he wouldn't be interested or wouldn't enjoy such an opportunity, just that it's possible he might prefer to keep the game as a hobby and take a different career path. -
Where do you have your storage vessel? Storage vessels are better for storing raw food items, however, they will need to be placed in a cellar to be of much use. If they're outside of a cellar and the weather is warm, they'll quickly lose any benefit they had for preserving perishables and instead speed up the rotting process(which can be useful if you want something to rot faster).
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Does Vintage story, Sometimes have openings for new devs to join for work?
LadyWYT replied to Bella Bear's topic in Questions
Welcome to the forums! I recall Tyron mentioning in an interview some time ago that getting heavily into the modding scene is a good idea for those who are serious about wanting to join the team someday. It's not a hard requirement to be a dev, nor is it a guarantee that it'll get you a job on the Vintage Story team, but creating and maintaining mods is a great way to showcase one's talent as well as shows that they're at least somewhat passionate about the community and game they're looking to develop for. That being said, one doesn't need to be a dev to have an impact on the game. Bug hunting on the pre-releases and submissions of detailed bug reports on the Github can help the devs figure out what they need to fix. Modded content occasionally finds its way into the main game, typically with a few tweaks to ensure it fits the devs' vision, but there are also plenty of mods that don't fit the vision of the game at all but are still beloved by the community. The devs also pay attention to player feedback, both on the forums and Discord, so being involved in the community can offer opportunities to add constructive criticism/praise as well as help other players out with various stuff. It's probably also worth cautioning that enjoying something as a hobby is quite different than working on it all day for a living. Not that the devs don't enjoy their work--they clearly do!--but working on a thing as a full-time job can dull interest due to overexposure. It's why wait staff often don't eat at the restaurants they work for; the food isn't bad but does lose its appeal if one is looking at it all day, every day. -
https://wiki.vintagestory.at/Plaque I think these are possible, since there's a story location that utilizes them...at least, if I recall correctly. But it may be the thing that requires a little help from creative mode to actually make, since not all building blocks can be obtained in survival. If you're chiseling letters, the sign will need to be bigger. If you're relying on writeable signs/plaques, you'll be a bit more limited on the decoration(maybe a chiseled border?). I would note though, that if we're talking medieval style signs, you don't necessarily need any writing on the sign. Literacy was more limited back then, and it wasn't unusual to have some sort of picture sign advertising what goods and services an establishment offered.
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Aside from individual preference, it depends on hardware. Stronger hardware will be able to handle more than weaker hardware. In my experience, it takes a LOT of chiselwork to start to lag a system, but it's also not an issue that I've run into since I have decent hardware. I think as a general rule, if your hardware can run around 50 mods in singleplayer and handle story locations(these often have a lot of chiseling) without any lag, you're probably fine. If you go crazy with the chisel and start to notice your PC struggling, then you might consider scaling back on some of it.
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Left-clicking with beeswax or rendered fat on the crock in the inventory should work as well.
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Temporal gears are an esoteric item that have yet to be explained, if they even are fully explained. In theory I suppose you could, but that would be OP from a gameplay standpoint. From a practical lore standpoint, I've always chalked it up to the gears will prefer to spin slowly on their own, if they can, but it doesn't take much to actually stop them from doing so. Hence why they can be tied onto ropes and stop spinning, or why you don't find machines with lots of little gears powering everything in perpetuity rather than being powered by more traditional methods. The main advantage to using them in machines, I'm guessing, is that they're more resistant to wearing out, so they need a lot less maintenance and can handle more rigorous work than gears of lesser materials. The main disadvantage to using them, aside from unknown side effects, is that they're probably difficult to actually make, so using them everywhere on a machine might make that machine very efficient, but prohibitively expensive to actually build.
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I don't think health should be bracketed to hitboxes, as that opens up the question...what happens if the HP for that area hits zero? Obviously, in the case of an area like the head, the target dies, but if it's a non-critical area like the legs or something, what happens if the area keeps getting hit? Does the target take no more damage than what they've already sustained(which doesn't really seem fair or make sense)? To me, it makes more sense to let HP serve as an overall measure of how well the player can stay in the fight, and let enemies have a percentage chance to attack each different slot and apply appropriate status effects. No one-shots on the player, as that tends not to be very fun, but depending on the target the player may be able to leave certain slots open or wear less protection. On other creatures though, there could be special hitboxes that, if the player manages to hit them, more damage is done. That could lead to better hunting on large prey animals, or perhaps some smoother boss fights, without making every creature a potential one hit kill.
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https://mods.vintagestory.at/thriftysmithing Given the comments on the mod page, it's a known issue with that mod. I will also note that that mod is also for version 1.19.8, and hasn't been updated for 1.22. Older mods do sometimes work on newer game versions, however, 1.22 introduced a lot of changes to the code as a whole, not just smithing, which broke a lot of mods. I would try disabling the mod and test a fresh vanilla world to see if the issue still persists. If vanilla works, then you can try playing on your old world without the mod to see if things work as they should--make a backup before you do this! If vanilla works but the old world is still having the issue without the mod installed, you may need to start a new world, as I'm not sure there's a way to fix the issue otherwise. If vanilla isn't working correctly, you may need to reinstall the game in order to get it working properly again. Make sure you backup your cherished worlds in a separate folder when doing this, just to be safe.
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Hmmmm...I don't see anything immediately wrong with it. Are you using the Real Smoke mod? If you are, you'll want to build proper ventilation for things like this, since if the smoke has nowhere to go it can choke out a fire. Otherwise I'm not sure. The glacier shouldn't be an issue, and neither should the clay, but I guess you could replace the clay with dirt and see if that changes anything.
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Welcome to the forums! Ashlar blocks should be fine--I've used them before, as well as cobblestone and drystone. I think the most important thing is making sure the space qualifies as a cellar first, and then giving it a minute or two tops to update once you've replaced all the blocks.
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Don't forget the village guards. From what I recall, they seemed to wear leather and gambeson, which in some ways is a little strange since they clearly have access to iron. However, perhaps they prefer lightweight armor that is more easily maintained since the fields produce plenty of flax and the local hunter surely provides lots of hides. Iron might be a very limited supply and thus more valuable for tools, weapons, and trade. It could just be for decorative purposes too, or some deeper meaning(it's a stretch) given that certain drifters have "antlers" and there are "eye" motifs scribbled in certain ruins. Granted, it's more ideal to have something functional that keeps you alive, rather than something that will just make for an attractive corpse, but the traders aren't really armorsmiths either. From a character design standpoint, it makes them look more interesting visually, as well as fits the idea that the "armor" is just stuff that was cobbled together by someone who did the best they could with what they had.
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Well on the brightside...at least it wasn't your house, with you in it. I'm pretty sure most every player has managed to set something on fire with a pit kiln when they first started playing the game.
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Welcome to the forums! To my knowledge, there's a report feature coming to the database...for both mods and comments, as well as safeguards for false reports. If it would get people to stop fighting about it, sure, but sadly I think there would still be problems of users getting harrassed for AI use(or perceived use). You'd also have to set rules about what kind of AI use requires an AI tag, and then get mod authors to tag accordingly...which can get pretty messy rather fast. So I mean...not the worst idea, but it might cause just as many problems as it solves. Probably better to just use whatever mods you want to use and ignore the ones that don't interest you(and report the ones actually breaking TOS). I'd like to think this, but I think that ship sailed a long time ago. At this point, the mod database is making the worst forum dramas look somewhat tame. Personally, I enjoy a short note about how generative AI was used and where in addition to the tag. Not that such an explanation is really necessary, but I find it interesting, if not helpful, to know the where and the how.
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It depends heavily on the player's knowledge, skill, and preferred playstyle. It's relatively easy to get to iron quickly, if one knows how and has the discipline to focus on that task. It's not necessarily fun though, and the player may end up ignoring other important things in that pursuit. Agreed, plus it's not an uncommon complaint that certain things, like pie-making and the quern, are locked behind metalworking already. Not everything should be accessible in the stone age, nor should everything be locked behind the late game materials, but "front-loading" the game's pace by moving iron tier tech to bronze tier isn't a very good option. Part of the main appeal of iron/steel tiers at the moment is those tiers allow the player to start building heavy machinery and the proper equipment to handle the really dangerous monsters without as much risk of death. Plus it won't really solve the "issue" of players rushing iron either, at least the ones who rush it for the equipment upgrade. I am definitely one of those players, since while bronze is useful it just won't hold up to the jobs I need my tools to do. I'm quite confident we'll be getting more stuff to do in the earlier parts of the game as Vintage Story receives more updates, which will slow the pace somewhat. However, I think the best answer here is for players to just play at the pace they prefer. It's not really necessary to play at a faster pace than one enjoys, and locking players to a pace that's too slow can easily result in frustration, especially if they have the appropriate skills to advance faster.
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I think the hit chance system is fine, but could use some fine-tuning to make it better, which seems to be essentially what you've suggested here. For example, torso should have the highest chance to get hit, since it's the biggest target area, with legs and head having proportionally smaller chances. However, different slots could have different injuries, meaning that the player will need to make decisions on what they want to invest in. A heavily armored torso might protect you from a lot of damage, but leaving your head underprotected could leave one at risk for much more serious injuries. However, putting the heaviest protection on one's head might not be the most ideal either, if helmet choice actually affects things like visibility or perhaps even sound(maybe everything is muffled when wearing fully enclosed helmets). Likewise, different armor types might protect from different kinds of injuries. In keeping with the above, enemies could have different weights on which areas they prefer to attack, or even can attack. Crawling drifters might only be able to attack a player's legs, while the others can attack torso and legs. Thrown rocks could always have a chance to hit the head slot, with the tier 3+ drifters also being able to potentially strike the head giving their longer arms, but at a lower chance than hitting the torso or legs. Shivers tend to lunge at the player, so maybe they have a higher chance of hitting the player's head or torso rather than legs. This kind of logic could also be applied to creatures as well, in that they can have different "slots" in which they have chances to receive appropriate negative effects, or perhaps some of them could have small "killboxes" where the player can do devastating amounts of damage if they manage to hit the creature there(like a locust's butt or a headshot on a wild animal). I do want to note though, that I don't want to stray too far from simplicity. The system shouldn't be as easy as Minecraft, but combat also isn't the entire focus of the game. One of the strong points of the current system, in my opinion, is that it's simple enough to pick up and start playing, without needing to remember a bunch of rules for, while also being nuanced to allow the player some creative decision making.
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No. Any old bushes that have generated will remain as legacy blocks. They'll continue to function the same way that they always have, including being picked up and put elsewhere, but you won't be able to take cuttings from them and you won't be able to spawn more into the world. This one I'm actually not sure, but fish rules have changed a bit.
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Only the babies are. The adults currently are not tameable, nor can they be bred without mods.
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