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Everything posted by LadyWYT
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https://mods.vintagestory.at/show/mod/7966 As long as there's still the quick option to take the hide, trophy(if applicable), and the best cuts of meat/fat, I think it would work well. That way hunting for food while traveling/early game doesn't get tedious, and the player can be rewarded for sinking more time into the effort but not punished for picking the faster option if there's other things they'd rather do. Where I see a system like this backfiring is if it's mandatory that the player go through the complete butchering process. Even if the gameplay loop is fun, it will become a tedious chore if it's enough of a time sink that it makes it difficult for players to devote time to other activities, like exploring and building. For my own personal tastes, I don't mind the simplified system we have already. It's immersive enough to be interesting, while leaving me with plenty of time to devote to building, exploring, or other tasks instead of constantly working on my food supply.
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This would make sense, since it's a major story location and the actions completed there will likely have significant impact later in the story, even if those points haven't yet been implemented. If the location could be regenerated fully, then it would probably result in players being able to pick different actions that result in consequences that conflict with the things already set in motion by the previous choices. The end result is that the door is opened for all kinds of ways for the game to break. Unfortunately, if that does end up being the case, I'm not sure that there's a good solution for all players to complete the story themselves in multiplayer then, outside of a gentlemen's agreement at the beginning of the game to tackle the main story when all(or at least most) players are present. My guess is that the optimal way to experience the full story and complete all of the puzzles will remain a singleplayer world, or in the case of multiplayer with a small handful of friends who are willing to play at the same pace.
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A couple more things that may or may not help fix lag in a modded world: 1. If you play with a gaming mouse, you may want to check its software settings to make sure there's not something fouling up the works, if not close the software entirely(if possible). I use a Corsair mouse, and closing the iCUE software has seemed to help game performance in some cases. 2. Try running Vintage Story as administrator. This should help make sure that the game is getting priority when it comes to computing resources. 3. If you use Windows, check the Windows mouse settings and make sure that enhanced pointer precision is turned off. This seems to have had a fairly significant impact on performance for me, and I'm suspicious that a recent Windows update may have enabled that option by default. You can find the option under Advanced Mouse Settings, like so: Also worthy of note--if you tinker with your mouse software and settings, you may need to tweak your mouse sensitivity in-game and/or in Windows settings afterward. I had to do so with mine, as my mouse speed became very sluggish initially when disabling certain things(mostly iCUE).
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Based on my own experience, I would assume that the endeavor is unlikely to produce the results that you're looking for, as I've not seen mushrooms grow outside of their original spawn points. I could be wrong though, and I expect that mushroom farming will be a mechanic that comes in a future update. If nothing else, you could always try to plant a forest and see if any mushrooms spawn. The worst case scenario is that no mushrooms spawn, and you have a new forest full of trees to cut down at your leisure.
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At this time, no. The same type of mushroom will respawn nearby, if not on the exact same block, once it's harvested/destroyed. That's assuming that spawn conditions are met. So if it's a mushroom that grows on the sides of trees, you'll need a tree nearby for them to grow back. Likewise, ground mushrooms will need open ground area(dirt or grass) to grow back. I think mushrooms that grow on the ground can overwrite grass, but not anything else. Cattails, reeds, rocks, sticks, and the like will prevent them from spawning. Aside from being able to find the mushrooms more easily and being less likely to be caught by surprise by a predator...not really. My usual strategy, should I find a good spot to harvest mushrooms, is to clear out the bushes near the ground mushrooms so I can get to them more easily without being chomped by a wolf or bear. For mushrooms that grow on trees, I take note of the tree they grew on, and then avoid cutting that particular tree down(as well as a tree or two nearby, if there are trees growing right next to the mushroom tree).
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I don't believe it will, unfortunately. I'm pretty sure that major locations important to the story(such as the Archive) are unique locations to the world. I'd say your best bet currently is finding a way to regenerate the structure, although I'm not sure if there's a way outside of generating a new map entirely. This currently seems to be a weakness of Vintage Story's multiplayer at the moment. Unless all the players are playing for roughly the same general amounts of time and keeping pace with one another regarding tech advancement, it's easy for the more ambitious players to pull ahead. For unique locations like the Archive, this will close off some opportunities to players slower to advance, unless there is some sort of server rule/agreement to only visit the location once everyone is ready. The other main drawback is that more ambitious players will advance the world time more quickly since they tend to play a little more, which can lead to food stores spoiling for players that don't play as often. I'm guessing a new singleplayer world would probably be the best way for them to experience the Archive from start to finish, assuming they want to solve all of the puzzles themselves. Now if they don't care that much about the puzzles and just want to see what it looks like, potentially fighting the boss and listening to the recordings on the resonator, you probably don't have to do anything. Any books that were in the library can be transcripted and shared by the player(s) who found them, and if you are a server admin, you could potentially pop into creative mode and manually sprinkle some appropriate loot around the Archive for the players to find while they're poking around. As for the boss, I'm fairly certain he will respawn on his own after enough time has passed, although you may also be also to make him respawn via a console command. In any case, it's not the exact same thing as being the first one(s) to explore it in a new world, but it's a decent workaround depending on your players. Another thing to consider too is that 1.20 is still slated for release sometime this year(although that could change!). New story locations are supposed to be included in the update, so if you're not too attached to your current multiplayer world, you might consider generating a new multiplayer world for 1.20, with perhaps an additional rule that major story locations should be visited for the first time as a server group(depending on your players).
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Well now I'm curious how bad it actually was. Loving that dining hall though. I really ought to get back to building in my world, but I get distracted way too easily.
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If there are more than one of a particular entity in the area, you might be able to change the description slightly. For example: "chicken clucks" versus "chickens cluck". Other descriptions, such as "ominous footsteps", can indicate either a single entity, or multiple entities. The loudest sounds should take priority, yes, given that those are going to be the most noticeable. There might be some details that don't translate well to subtitles, so the experience for the hearing impaired will differ a bit from the average player. However, while the main goal is to provide equivalent experiences for both sets of players, I think more priority should be placed on making sure the core gameplay is solid in spite of potential player handicaps. A handicapped player might miss some immersive detail here and there, but they won't miss out on the gameplay itself.
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I typically chop a few trees with a flint axe, use the logs to build a small house frame, and fill the gaps with dirt. I replace the dirt with cobblestone later, once I've acquired a pickaxe and get around to it. For roofing material, I tend to use thatch, as it's somewhat less tedious to cut a lot of grass than it is to make shingles. One good early base option is to find one of the more intact surface ruins and patch them up. It might not be the prettiest thing, but it'll save you a bit of time and resources that you can put towards collecting stuff for a more permanent home. In regards to cattails, they should grow back in a few days, provided it's not too cold outside. I think they tend to grow back faster if it's rained recently as well. Edit: One important thing to note in regard to cattails--they only grow back if the roots are intact. If you've dug up the roots, either for food or just harvesting without a knife, they won't grow back at all.
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Alternately: keep the hay bed as the default, and the only bed-and-mattress-in-one item. The wooden bed and aged wooden beds are replaced instead by bed frames; you could have a few options to pick from here: basic, fancy, double/bunk(only available from furniture traders), and antique(only found in ruins). To be able to sleep on them, you'll need to equip them with some sort of bedding. Bedding: The hay bed is the easiest bedding to acquire, but is also the least comfortable to sleep on. Adding linen sheets and pillows makes it more comfortable to sleep in, letting you sleep for an hour longer. Feather bedding is the most comfortable, allowing the player to sleep an additional two hours, but requires more linen and many feathers to craft. For an alternate basic bedding option, you could throw a couple of larger pelts together to make a fur bedroll, giving the same sleep option as the hay bed. You can change the color of linen bedding at any time using a bolt of colored linen. Likewise, you can throw a large or huge pelt over the bedding to change the bed type to fur instead. I do like this idea as well. I'd expect linen or other light fabric to add an extra hour of rest in hot weather, while potentially losing an hour of rest in cold weather. Likewise, covering your bedding with furs would probably add an additional hour or two of sleep time in cold weather, but lose an hour or so of sleep in hot weather. In regards to fur bedrolls, these would be optimal choices for camping in cold environments. Hay beds have a slight advantage in that they're easy to make as long as there is grass to harvest, and a better advantage for camping in hot environments as they don't hold as much heat in.
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Hmm, fair point. My initial thought was that the high passive block chance on the buckler would reflect the need for more precise movement for effectiveness, without the player actually needing to mimic such movements as there's no way to actually move like that in the game. The high active block + movement speed penalty on the tower shield was meant to give the player a high level of protection at the expense of mobility and needing to correctly time when they hunker down with the shield and in what direction. However, I like your suggestion much better! A high passive block on the tower shield leaves you the freedom to roam around and counter attack while soaking up a lot of damage, at the expense of being slower and sacrificing a good portion of your field of vision. The buckler could be just as durable and soak almost the same amount of damage without the penalty to movement speed, but the damage mitigation being tied to high active block chance means that you'll need to block at just the right time(ie, hitting the "crouch" key) in order for it to be effective. I think directional attacks would still be interesting in a PvE setting. For solo play, it means that you'll need to be more careful when confronting multiple enemies, as being flanked is much more dangerous. For multiplayer PvE, facing multiple enemies at once is a little less dangerous, as you have more manpower to handle the situation and can watch each other's backs, but flanking is still something to be mindful of. For boss encounters utilizing multiple minions, it's probably a good idea to make an exception to directional attacks for that fight, as it might be unnecessarily punishing for solo players otherwise. It's probably also a good idea to have a toggle for directional attacks in the world settings, so that players who don't enjoy that level of challenge can turn it off. Sounds pretty solid to me. Any thoughts on prioritizing shield damage over damage to other armor pieces? Perhaps not by a significant margin, but I feel that if something is most likely to be beat to smithereens in a battle(aside from a weapon), it's probably the shield that's going to break first. For mounts, I think the devs are intended to add a "mortally wounded" state for mounts that have been downed in combat. The idea is that the player will have roughly an in-game day to heal their mount before it actually dies, but I think even with that system many players would still rather take the hit themselves instead of having their mount take the damage. I'd say instead of giving mounts two separate hit locations though, keep it as one general hit-box separate from the player and instead include a small chance of the player being dismounted should either the player or the mount receive a big enough hit. Of course, forcible dismounting could also be something adjustable in the world settings, if it's added to the game.
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Cracked vessels should be pickable in some way in the lategame
LadyWYT replied to VadiK GricyuK's topic in Suggestions
I'm with @Thorfinn on this one; I think picking up the cracked vessels is best left as something unique to the Malefactor. Selling the vessels for a larger profit is just part of the bonus, although there's nothing stopping a Malefactor from gifting vessels to friends to sell, or simply sharing their profit of gears. The salvage bonus is also one of the primary reasons to pick Malefactor over the other classes. Removing that unique bonus leaves the Malefactor good at foraging(which Hunters have a similar bonus, but for animal loot, and are much better at range), and better at stealth(which isn't very useful if you're already good at spotting and avoiding danger to being with). I could also see repairing vessels with glue being an option, as that does introduce a cost to salvaging through other means, but glue is fairly easy to get early in the game. In which case, the Malefactor's ability to salvage cracked vessels should be replaced with something else. What would make a good replacement, I'm not really sure; it should probably be something that's more useful in the early-mid game though, as the Malefactor tends to be very strong early and weaken significantly in the late game. -
That's the fix I would figure, if there were too many sounds to effectively fit in a scrolling text box. I think you could probably still include minor ambient noises like "birds chirping" or "grass rustles softly", but give them low priority flags so they're omitted when higher priority effects are present(like drifters, bears, or beehives--things more critical to the player's attention). Footsteps could fit into "light", "medium", "heavy", or "humanoid" categories, with a "menacing" prefix to indicate something potentially dangerous and/or "metallic" to indicate a robot of some sort. Or if it's too much hassle, just leave out the most insignificant sounds and only subtitle the effects critical to gameplay.
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Very true, hence why I mentioned it depends on how familiar the player is with various sounds of nature. Or even sounds of the unnatural, as it applies to certain game modes. It's why if the ambient noises are just for flavor and have no actual source to produce them, I think they're more effective if they're the friendly, immersive kind of ambience. Some might be a little unnerving at first, to players unfamiliar with them(like a fox scream), but overall they should be a pleasing, immersive part of the world. In contrast, sounds that indicate danger are much more effective if there's actually something dangerous responsible for making the noise. A monster growl in the distance in the dead of night would certainly be scary the first several times you heard it...until you get enough experience to figure out that it's just an ambient sound effect and there's no actual monster to go with it. From that point, it becomes a sound that's either ignored entirely, or a nuisance because it grabs your attention despite there being no threat. On the other hand, if the sound if produced by an actual entity, then you're alerted to a threat that's nearby and can have a better chance to either avoid it or develop an effective plan to confront it. It also means that you can never fully ignore those sounds, as doing so will likely be to your detriment. Meh, I don't think that's a criticism, as much as it is an accurate assessment of what they are. Drifters are out of place in the world, because they're from a different dimension/part of time and are displaced by the temporal shenanigans. Whether there's a way to fix time, at least partially, and put a stop to at least some of the instability remains to be seen.
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The thought crossed my mind last night and I figured I'd post before I forgot. Having some shield variations would add some more interesting choices to combat, as well as some different appearances. The main archetypes could be as follows: Light Shields: These would be small, lightweight, and easy to wield, having a high passive block chance and slowing the player almost not at all, at the expense of having lower durability, fewer damage points blocked, and lower active blocking and coverage area than other shield types. Ideal for roguish hit-and-run types or archers, or those who really don't like to manage a shield. What it won't do is hold up well in close-quarters combat or provide much protection against higher tier foes, although it might be able to be equipped without much penalty to firing a ranged weapon. The general shield design that would fit here is the buckler design, or other small shield types. Medium Shields: These are basically what we have now. A solid, all-purpose design that offers good protection for most combat scenarios, although isn't ideal for using in conjunction with ranged weapons. Has a greater area of coverage(when actively blocking) than the light shields, and is likely the best choice to use while mounted. Alternate designs could include kite and heater shields. Heavy Shields: These shields provide the highest active blocking benefits, covering the most area and mitigating most incoming damage while being tough enough to last several battles before breaking. The drawback is that they are very heavy, so they will slow the player when equipped. Their bulkiness also makes them awkward to wield quickly, meaning they have the lowest passive block chance of all shield options. Ideal for the tanky warrior types that need to soak up a lot of damage while keeping enemy forces busy, though you will need to make sure that you're actively blocking with it for it to do much good. These shields would encompass your tower shields and other large shield designs. ---------------- Just a couple of side notes--the high passive block for the light shields is meant to reflect the idea that they can be easily maneuvered to deflect projectiles/light hits as a reflex action. They aren't something you can hunker down behind like other shields, hence the low durability and active block chance. Likewise, the heavy shields can soak up an incredible amount of punishment, but you need to have the shield in position first(active blocking) for it to be effective. You'll also be sacrificing mobility and ranged damage for the protection. In regards to mounted combat, I'm assuming that you won't be able to actively block with a shield, so the passive block stat will likely be the most important(if using a shield). I'm also not sure if shields block a specific area percentage when actively blocking, or if it's just calculated via numbers and the area coverage/incoming attack direction doesn't actually matter. Area coverage and attack direction definitely seems like it should be important though, so I tried to consider it in this case.
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I feel like the tornado would be interesting...until it goes through your base, that is. Although stronger storms in the tropics would make those zones more interesting and hazardous.
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Thinking about it a little more, I would say it's coded that way for balancing purposes. If having the spear was the only requirement, then in a multiplayer scenario with default settings, a clockmaker could simply craft a spear for each of their friends and thus allow everyone to have a locust. I'm not sure how badly it would destroy the balance of the game when it comes to combat(it would at least weight things even more significantly in favor of players), but it would remove one of the major things that make clockmakers stand out from the other classes. A decent workaround option would probably be to add some sort of craftable locust pet for the late game. Perhaps you'd need to forge a couple pieces from special alloy, add a Jonas part or two, and then animate the thing via a special part that can only be acquired via traders(expensive!), very rare dungeon loot, or crafted by clockmakers. The clockmaker would still retain their uniqueness, as they can access locusts much earlier than anyone else, can easily craft a locust without needing to trade/loot ruins, and are still the only ones able to tame the stronger corrupted locusts.
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If you set a grace period, supernatural mobs won't spawn at all from rifts, temporal stability, or darkness. However, the grace period only lasts for so long(ten days maximum), and once it's over the mobs will start to spawn. So it's the ideal option if you just want a few days to equip yourself well before dealing with monsters, but if you don't want to deal with monsters at all, it's not going to do the job.
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Copy/paste from my comment in a different thread: Using Minecraft as an example(although it's been a while since I played with the subtitles on), the subtitles indicate the sound type, the sound's intensity, and sometimes include a small arrow to roughly indicate where the sound is coming from(at least, right or left). They're also confined to a small scrolling list in the corner of the screen and fade after a few seconds, so they're not particularly intrusive. That's pretty much what I would expect. A small text box opposite the chat window(or wherever the player chose to put it) that contains very brief descriptions of various sounds nearby, as well as maybe an arrow with the text to indicate which direction, if important, the sound is coming from(like footsteps, entity noise). The text only needs to be displayed for a few seconds, and unlike the chat box text, doesn't need to be saved.
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I can usually pick out the bee buzzing, but sometimes I get really unlucky with the spawns or have issues picking it out from high wind/leaves rustling. In those cases, I just throw on the Buzzwords mod and go back to looking, then remove the mod once I'm done. I'd say if bee finding really becomes an issue with additional background noise, the bee noises could either be increased a bit, or perhaps there could be an occasional bee spawn within a certain radius of a hive that you could follow back to its home, provided you have sharp eyes. Similar to the Buzzwords mod and suggested in a different topic, game subtitles could also be turned on to assist as well. Using Minecraft as an example(although it's been a while since I played with the subtitles on), the subtitles indicate the sound type, the sound's intensity, and sometimes include a small arrow to roughly indicate where the sound is coming from(at least, right or left). They're also confined to a small scrolling list in the corner of the screen and fade after a few seconds, so they're not particularly intrusive.
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I love it, especially the kiln and mount stuff. Thanks Tyron! Though seeing the ship pics, I'm wondering if I'm correct in this hunch--do I sense a woodworking system in the works? I've noticed this a time or two when playing(although it looked like the sun moving over the moon instead) and wondered if we'd see eclipses factored into the game at some point. Though I also figured it wasn't likely as it's a small detail. Nice to see I was wrong though!
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Forest noises are creepy? A few of them can be, if you're not familiar enough with nature to know(or at least, have a good guess) as to what's making it. Now more ambient nature noises would definitely be appreciated, and add more layers of atmosphere to the game, but I think the more important factor to consider for triggering a player's terror is to make their own imagination do the work. The darkness level of the game's nighttime/underground already does a hefty amount of the work, as you're not able to see much, leaving your mind free to imagine whatever beasties there may or may not be out there. To hone in on that further with sound, I'd go for more indistinct noises, like a branch occasionally snapping, or dead leaves rustling, that sort of thing. Could have easily been the wind, or a rabbit or fox, but it could easily have been a bear lumbering around in the brush as well. Or even something worse, assuming the new rift monster is more of a stalking type creature. The drifters don't strike me as particularly stealthy creatures, and I'd imagine they'd make plenty of noise crashing through bushes in addition to their groaning. In regards to friendlier nighttime sounds--we're getting ambient frogs and insects added next update, although I don't know if they will have specific times/weather conditions to be making noises(aside from seasonal variation). Bird sounds would be awesome, even if we don't actually have any birds yet aside from chickens. The other benefit to friendlier background noise is that not does it give the player a cozier environment to immerse themselves in while playing...it also gets them to let their guard down more easily! Which makes the drifters and other monsters that much creepier when you do encounter them. Though I'd also say too that if you had a monster like that out in the woods, the creepier thing wouldn't be so much the noise that it might be making, but rather all the other noises that fall silent when it's around. Nature doesn't typically go absolutely silent unless there's something major about to go down, like a really bad storm.
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Most likely, it will enable ruins and trader generation as well as the story-relevant items(Jonas tech, lore books), while also enabling the supernatural enemies and temporal mechanics. So it probably won't be any different than one of the other standard game modes in that regard. It never hurts to try though! I could also see an option added in a later update that gives the player more control on the density and frequency of supernatural mob spawns. I doubt they'll ever be toggled off entirely due to story reasons, but the player might be able to adjust the settings to only allow 1-5 to spawn rarely, or have hoards of them running amuck most days if they so desire.
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Hello, and welcome to the forums! This mod may achieve what you're looking for: https://mods.vintagestory.at/show/mod/5603 It's a bit old, but judging from the comments it should still work in 1.19. And it should stop all the monsters from spawning, not just the drifters, while leaving wildlife and ruins alone. Otherwise, if you're going completely unmodded, the only way to disable monster spawns completely is to pick the Homo Sapiens game mode. However, picking this game mode will remove all lore content, which includes ruins, traders, and anything else that's not part of a real world survival experience.
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The only differences between seraphs and humans that I'm aware of, other than the seraph's ability to respawn at a set location, is that seraphs are about a head taller than humans on average, and have oddly colored skin and eyes. The clothing styles remain the same, as fashion likely hasn't been a priority for humans, and seraphs are changed humans from a bygone era that have only now reappeared in the world. So the seraphs are arriving with the clothes they wore previously, and likely stick with the human styles both for convenience and familiarity. It's also worth noting that depending on the dialogue options you pick with the traders, they remain polite but make a point of the fact that the player characters are "others"--not human. As I recall, when they mention the survivor villages, they don't explicitly state that the villages are populated by humans, but I believe it's implied given the traders' reaction to the player characters. If the villages were populated by seraphs, the player wouldn't at all be a strange entity to the traders, and the traders would probably make a point of directing the player to one of the villages(that haven't yet been implemented) for help, instead of giving a polite "Sorry, wish I could do more to help ya!" @ifoz The more I think about it, the more sense it makes to add villages as specific story locations and not randomly generated points of interest like the trader wagons or ruins. While it does ultimately mean fewer things to find in the world, I highly doubt anyone is going to try to explore the entire world map on standard settings. Plus the advantage of having a few specific locations instead means that the buildings and NPCs can be fleshed out much more thoroughly, to the extent that they can have actual personalities and not be identified purely by their occupation.