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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I stuffed some locust nests under there too, since they conveniently look like stalactites. Thanks! There probably is, but for a desktop icon I'd be more inclined to use a silhouette of the thing with "VS" stamped on top, or different art entirely(like one of the gear examples earlier in the thread).
  2. @Tyron Rather than just stick to verbal feedback, I decided to take a crack at redrawing the logo. My plan was to keep as much of the original design as possible(with a few minor additions), but draw it in the styling of the new. I scaled back the mechanical parts, so there's just enough there to get the viewer to start asking questions about what's going on, but not so much that it's going to give away the plot, so to speak. As for the nature motifs, I opted to keep it simple so that while there's a lot of detail, the viewer doesn't get overwhelmed by too many things fighting for attention at once. Some of the colors are a little muddier than I would really like, but not bad for an afternoon's work. Drawn in Procreate, for those wondering.
  3. Welcome to the forums! It might help to post a mod list, since that narrows down the options at least a little bit.
  4. Echoing what others have said, the easiest way to tell is the sound. Rapids are LOUD, and sound much more energetic than regular water flow. They also have a few more particles that bounce around, as well as a brighter color and slightly different "watery" overlay. Probably also worth noting that if you play with the Watersheds mod, it can make it a little harder to tell since that mod tries to add running water sounds for its streams, but the streams aren't necessarily rapids.
  5. This is the bigger issue with the system, in my opinion. Small items should require a single portion of glue to fix, medium items two or three, and large items three at minimum. Still gets a bit pricey, but resin and charcoal are renewable so...not that big of deal, at least in my opinion. Tapping trees for resin, as you mentioned, would help(along with allow other possibilities like syrup production), but there could probably also be bone glue or something as an alternative as well.
  6. Sure, but I'm guessing most players probably wouldn't be too excited about the addition of cultivated flowers if all that can be done with them is make dye.
  7. LadyWYT

    WE ARE ONE

    Out of curiosity, did this happen in multiplayer? I'm guessing it was probably a desync issue.
  8. Yeah I getcha. Personally, I'd say that maybe both should be labeled. If generative AI wasn't used at all, that's a definite selling point that can be taken advantage of, and if generative AI was used, it's helpful to list how/where so that potential customers can more easily make an informed decision. Even if they don't buy the product, they'll probably appreciate that the label exists.
  9. Welcome to the forums! Turning down both Landcover and Landcover Scale should produce a world with large oceans and large islands that are somewhat like a mini-continent, but I'm not sure that it's currently possible to get "real-life" style continents, if that's what you're after. When it comes to using world gen mods though, your mileage will vary. I'd assume that turning down the above settings would still produce vast oceans and large islands/mini-continents.
  10. I dunno that this analogy works all that well, given that there are a lot more labels that can be applied to food, not to mention that some labeling only follows the letter of the law but not necessarily the spirit. Or the possibility that the label could be outright lying. If we're going with food analogies, I suppose I'd equate generative AI use to be akin to serving frozen/premade food in a restaurant. Sure, it's legal, and not exactly hurting the customer or producing a terrible product...but I wouldn't be keen on returning to that restaurant if I found out the meal I had was frozen/premade, and I wouldn't be as likely to go there in the first place if I knew the food was like that. The only exception I can really think of is fast food, where no one really expects high quality as much as they do fast and cheap. Ultimately, it's probably best to do some research before making a decision, even on things that appear to be trustworthy. A lot of marketing appeals to emotion and uses flowery language and framing to give products the impression of being one thing, when the reality is quite different.
  11. Did you check the entire area? It's possible to have a pocket of unstable in a large area of stable, and vice versa. Stability also isn't just limited to the horizontal place--it's vertical as well. If you built towers or dug underground, it's very possible that the surface could be stable but shift to unstable with a bit of elevation change. In any case, echoing @Zane Mordien, the stability map is tied to the world seed and does not change, so it should be the same even between game versions. The only thing I can think of that might change the stability of an area is either some weird bug(which there aren't any bugs like that to my knowledge), or some kind of mod interference if you're using mods.
  12. I wouldn't say it's quite that simple...if it was, there probably wouldn't be so many artists fighting over who copied who. In any case, I'll echo what you already said about mod creation: generally, it should be something one does if they have an idea they really want to invest in, because the results will generally be better if the creator actually cares about their creation. This is also a concern, as well as pressure to add X or Y feature, or make a different mod entirely. It's up to the mod author on what they want to do, but personally, I'd say it's fine to only make what you'd like to see, with no requirement on keeping it up to date. Yes, it's frustrating when mod authors don't update their stuff, but community forks are a thing and the mod author isn't really obligated, in most cases, to keep their stuff maintained. It's a similar case for "how much time does modding actually require". It depends heavily on one's skills and the type of mod they're trying to make. Mods that require a lot of art assets or that are code-heavy will generally take more development time than simpler mods. That doesn't mean that a mod author needs to carve out hours of their week in order to make a beast of a mod, of course--that's entirely up to the mod author--but it does mean that it will take much longer to develop with only an hour here or there. Fair warning--there's probably going to be haters, probably for some of the stupidest reasons. My advice: be genuine in your effort, make the mod you want to make, and ignore the haters.
  13. Not really. Winter sometimes gets dreary, yes, but it's a great resting period in the overall pace of the game. The cold and strong winds make it a great time for refining iron and steel, and it's rather nice to just go for a walk and admire how calm nature is. The plant life is dormant, as are most of the animals, and you know that kind of peace is just temporary since spring will return soon enough and bring with it a cycle of new life.
  14. The reason I say that hiding is "safe but less fun" is that that design is intended to be a useful option for players in emergencies, or in the early game, or when they otherwise want the flavor but don't necessarily want to fight, but not necessarily the option that the player resorts to every storm. When the heavier storms start showing up, the player should have sufficient gear for battling through them, in which case hiding starts losing its appeal. Stability I do think could drain faster during storms, but light storms should still be "safe" for the player to hide and do no fighting for the entire duration. As for how temporal storms could be tweaked to be more fun without necessarily being easier or "free loot", I'm becoming partial to an idea suggested by a certain old friend: Agreed. I appreciate the mod exists, as there are some that prefer to play that way, but it's a good example, I think, of why temporal storms are hard to balance. Some players don't always want to fight, so extending the storm is just going to punish them for playing it safe(which, they may not always have a choice). Likewise, shortening the duration based on monsters killed punishes the players who actually want to go out and fight, since that means fewer chances at loot. As a side note, I do want to point out that it's very possible to fight through the first temporal storm with little equipment, at least on standard settings. The first storm is almost always a light one, so there won't be as much distortion and the enemies will be fewer and weaker, generally. A set of bronze lamellar is plenty for dealing with this, and it's easy enough to duck inside to heal as needed. It's also possible to survive with only a bronze lamellar chestpiece and a bronze falx and no hiding spot, but you'll need to be very fast with your feet and your bandages. For newer players, I would still recommend hiding, but for those who are more experienced I'd definitely recommend trying to tackle the early storms. The temporal/rusty gears are the most useful at this stage of the game.
  15. Why do I kinda know what these are...maybe it was those computer science classes in college.
  16. Maybe. I'll need to check the ruin more thoroughly next time I run across one. In my experience though, the door is already open but the entry is blocked by drystone, which I'm not sure can be broken by hand.
  17. Not really. I always have something in my off-hand in Minecraft simply because there's no reason not to. The 20% hunger penalty doesn't really bother me in VS either, but it's enough to make me think more carefully about what I'm doing, and that seems to hold true for the majority of players. So if that penalty were removed, a walking stick that allows the player to move faster would practically never be unequipped, because it gives benefits with no drawbacks. Somewhat, but I'm not really sold on the idea either. I wouldn't mind seeing such an item give a bonus to movement speed in return for draining more hunger, as that seems an appropriate travel cost. But at the same time, I'm not sure that it adds that much to the game either. At the very least, if such a thing were added, I'd rather see at least a handful of style options, or the ability to socket decorations like gems or metal caps onto the staff so I can be Vintage Gandalf. In the case of left-handed people, it would be a penalty for holding/using item in the right hand slot, as the interface would be properly flipped. Which I mean, it'd be nice to have an option to flip the interface in the settings, but I doubt that's something we'll see anytime soon.
  18. They should be. It should be the "Block interaction help" options in the Interface settings, with the shortcut to toggle on/off being ctrl + N on Windows. Well think about it realistically...what would you use to harvest a mushroom? Your hands, a knife, or an axe? The axe would be my last choice, simply because while it technically can do the job, it's going to be very unwieldy and likely to smash the mushroom rather than harvest it. My hands would be better, but a knife would be the best choice to ensure a clean cut and unblemished mushroom. Plus from a gameplay standpoint, the player is always going to have a knife on them, but not necessarily an axe. In any case, the better solution here would be to boost the harvest rate of the knife for plants, and perhaps lower it for the axe.
  19. So much this. If you ever watch a blacksmith work, it's not unusual for them to reheat a piece a few times before it actually gets finished. Granted, it also depends on what they're working on, but smithing in general is quite tough. Prior to 1.22, pretty much any forge item could be cranked out with one heat, with time to spare. It's still possibly to finish workpieces with one heating now, of course, but you've got to be pretty fast and heat the item hot enough to do so. I think if the heating system still followed the old rules, the bellows would probably feel a little extraneous to the entire process and be skipped over by a good chunk of players, plus the player wouldn't be able to produce the same volume of pieces either since everything would take much longer to cool. Yes, quenching is an option, but you don't necessarily want to be quenching things once you start working iron, and needing to wait most of a day before you can work with an item gets a little tedious.
  20. Mods that affect knapping would be a prime suspect. Also make sure that your mods are updated for 1.22, or known to work correctly if it's an older mod. Otherwise, the easiest way to figure it out will be to disable all mods, ensure vanilla works as it should, and then re-enable and test mods one by one. It'll be quite obvious which one is the problem once the problem reappears.
  21. Oh I do like combat, but I've got pretty specific tastes when it comes to that kind of thing.
  22. Spectator mode is also handy if you need to clip through blocks for some reason.
  23. Does the issue still happen without any mods? If it does, time for a bug report on Github. If the issue doesn't happen in vanilla though, then it's most likely a mod causing the issue. If that's the case, you'll want to make sure that all your mods are appropriately updated for 1.22 or otherwise known to work correctly if an older mod(not likely due to changes 1.22 introduced). From there, it's just a matter of re-enabling mods and testing one by one to see when the issue reoccurs. Tedious, but effective.
  24. Welcome to the forums! Does the issue happen without any mods? I would make sure that your mods are updated for 1.22, or otherwise known to work correctly in the event of older mods(not likely due to changes 1.22 introduced on the back end). Given that the crash seems to be related to meals, my first suspect would be Expanded Foods. The most recent version of the mod is a dev version for 1.21, which is not only more likely to contain bugs, but is also likely to have issues on 1.22 as well.
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