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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Luckily someone in the community already created such a tool: https://mods.vintagestory.at/worldpainter
  2. Fair enough. I would say that a large chunk of the game is tedious tasks, but I mean...the devs have managed to make the gameplay fun. So if/when they add weaving I'd expect them to concoct something appropriately entertaining there as well.
  3. This is probably the biggest general factor, in my opinion. Word of mouth advertising might be quite slow, but I mean...what's more likely to get you to buy a product? An ad you see on TV or plastered on some website? Advertisement from a streamer, which could very well just be paid advertising(insert RAID SHADOWLEGENDS meme here) and not an actual quality product the streamer enjoys themselves? Or a glowing endorsement from a good friend with similar tastes as you? The last option is the strongest one, in my opinion. It's quite easy for an advertisement to make things look better than they actually are--look at most food commercials. Likewise, it's quite easy to get media personalities to say whatever you want, if you give them enough money. Fast growth isn't always healthy for a game either, especially not one that's still very early in development. Early access games are very prone to bugs, and there's always the possibility that the game may never get finished(though I don't think this is really a concern for Vintage Story). Likewise, a sudden influx of new players can overload existing services, extending wait times for support tickets and causing issues for servers. Such problems can easily lead to more complaints, which can negatively impact the community as a whole. There's also the factor of...some people will pick up a game and start playing just because it's popular, and not because it's something they actually enjoy. In this case, it's not really unusual for the players to complain about what they don't like and demand the game change. It can be a real problem when you throw internet personalities into the mix--remember the glowsquids in Minecraft? A lot of players were very upset about that mob vote because...well...the mob vote was basically mobbed by a big streamer's fanbase. The glowsquid may or may not have won in spite of that, but it's certainly not a factor that's going to be very positive for the community. Pretty much. I suspect that while Vintage Story might not ever become the titan that Minecraft is...it will almost certainly go down in gaming history as one of the games that redefined the concept of survival gaming and voxel sandbox.
  4. I dunno, I would say it makes some sense. Building out on the open plains leaves the trader a clear field of vision to spot incoming threats, human or otherwise, but it also makes them quite easy to spot as well. I'm not sure exactly how monsters detect humans and seraphs, but they might have a harder time locating targets in a forest. Likewise, the forest provides lots of easy firewood and foraged food, if one knows where to look. When it comes to threats like outlaws...that's a threat I would expect to be more around a proper settlement, but while the world may be lacking in population, it's realistically not out of the question that there could be a roving band or two out there that would absolutely take advantage of a solitary trader.
  5. The main hurdle to weaving that I see is, how do you make such a tedious task something fun to do in a videogame? The clothing part I'm not really worried about, as I don't really see spinning and weaving affecting clothing very much. It would mainly affect the production of cloth, which is used for a lot more than just clothes. A few clothing tweaks would, however, be in order for adding cooling factors to clothes, in addition to the warmth factors we already have. If such a system were added, it'd be a prime time to add things like wool, so then you have warmer wool clothes for cold weather and linen clothes for hot weather.
  6. I think the two major things currently on my to-do list, aside from trying to break the release candidate in spectacular fashion(accomplished this last night with a knife and thatch roofing): Kill a bear with my bare hands/a stick. Actually finish a build for once.
  7. That is how it currently works. Some of the streams are rapids, and have a slightly different appearance to the water in addition to being rather noisy(but not unpleasantly so).
  8. Tagging @Thorfinn here as well, but in any case I can confirm that a Blackguard can kill a fox in 2 hits with a flint spear in 1.22. The flint spear only does 2 hp of melee damage, but the Blackguard bonus of 30% should bring it up to 2.6, which means that 2 hits is just enough to kill a fox. I seem to recall it taking 3 hits prior to 1.22, but I could be mistaken. It's also possible that the Blackguard damage bonus was not being applied to spears correctly before, and has been corrected in 1.22. In any case, throwing the spear still does more damage, even as a Blackguard, but for that class specifically the damage for spears will be roughly similar regardless of being thrown or used in melee. So still better to throw it, but not a bad idea to opt for stabbing it either if chasing the target down is an option.
  9. Depends on what worldgen settings you have, but yeah, default worldgen settings can produce stuff like that. Typically there aren't that many floating islands though.
  10. Prior to 1.22, I doubt there was a way to do so, outside of mods. The new waterwheel though gives a consistent power option, and the larger windmills a faster, more powerful option for mechanical power. That alone is reason enough for the eldritch setups to no longer be viable. As for the mechanical friction and combustion mechanic--yes, that's obviously meant to stop the player from building eldritch windmills, but I think it's also intended to give more depth to planning machinery in general.
  11. I'll have to test it next time I boot up the game. Usually I stick a torch in the middle of the pit kiln, or somewhere near the lower edge, but I usually load it beginning with the upper lefthand item slot first when firing multiple small items.
  12. Was that the spot you placed the first item into the kiln, perhaps? Or is it consistently that spot every time? I've had no luck firing kilns containing small items so I've currently just cheated the items instead.
  13. Assuming it is intended creature behavior and not the result of a bug, I'm wondering how it will affect the playerbase at large. If creatures aren't immediately aggressive, I would think there would be fewer player deaths. However, if wildlife is more unpredictable, I could also see more player deaths happening due to players getting complacent around the wild creatures. The footsteps are a nice touch, as are the idle bear noises, though the former seems a little too quiet currently to be very useful for detecting nearby creatures.
  14. Maybe. To my knowledge the fox hadn't been damaged. I'm pretty sure that the spear was flint, but it could have been my obsidian spear given that I have access to obsidian on my current map. The Blackguard melee bonus might be enough to kill in two hits. They do, was just mentioning that. I think there may have been some adjustments somewhere in the code. Boars(not sows) may aggro even if no piglets are around, if the player gets too close, but I'm not sure. Wolves and bears I'm also not sure about; wolves will attack if you get too close, but the attacks don't seem to land as frequently as they did in 1.21 and the wolves also seem to be inclined to flee as much as they are inclined to fight. Perhaps the threshold for retreat has been raised, so they have a chance to flee prior to being critically injured?
  15. Revisiting this now, but if you haven't seen it in the 1.22 patch notes yet: The toilet thing might actually be possible in 1.22!
  16. Regular ladders have always required planks for their construction, to my knowledge. Rope ladders, on the other hand, can be crafted from rope and sticks. So I would imagine making wood-typed ladders is as easy as just requiring all the planks to be the same type of wood.
  17. Is there a time limit on thread deletion or something? I thought the thread author could delete their own thread at any time by editing the original post. Or at least, I thought it was a listed option if you open the original post for editing.
  18. I'll also note that while they aren't particularly hard to find, if you do happen to have trouble locating a treasure hunter you should be able to ask any other trader where you can find one. They'll tell you, for a small fee of course.
  19. I'm thinking it's a feature that will be very useful for Blackguards, but that remains to be seen. Really looking forward to testing it but...kinda need the metalcasting and whatnot to be fixed first. As well as the critical hit crashing, which seems to be a thing. Currently the spears are what's throwing me. The damage still feels okay so far, but the windup on throwing them feels a bit slower, and the range seems a bit shorter than before so the spears feel like heavier weapons overall. I'm also wondering if creature hitboxes and behavior in general have been adjusted. The wildlife has been a bit more unpredictable as to whether the creature will run away or try to fight. I killed a fox with two melee hits from a flint spear, when I'm pretty sure it took more hits than that before. Likewise, I encountered a couple of wolves, and while I survived easily enough thanks to fast reflexes it felt there were at least of couple of wolf attacks that should have landed in 1.21, that did not land this time. Could be a bug, but it could just be that some things were adjusted behind the scenes.
  20. I would actually keep the oak/pine mixture--it matches very nicely with the green of peridotite. Oak is valuable for leathermaking, yes, but unless you're playing in the arctic it's fairly easy to acquire oak wood. You don't always need everything to be perfectly symmetrical. Having some deliberate asymmetry can help draw the viewer's eye to different parts of your build and make the build overall more interesting. The key here is to be intentional. Depth almost always helps a build to look better. Tying it in to my above statement regarding asymmetrical design--one easy way to make such design appealing is to build little offshoots/extensions onto the building in those areas. Not only does it make such a design look intentional, but you'll have more space inside to do stuff, as well as a more interesting building design than a basic box. Going back to color scheme for a moment--I'd recommend including some light colors in the mix for accents and other highlights. Light colored woods like birch, larch, or bald cypress are good picks, but light colored stone or plaster/daub can work just as well. You might also consider including light-colored planters and other pottery as decorative clutter, and choose plants that have brightly colored flowers so they'll really pop against the dark background colors.
  21. Story content in Vintage Story works a bit differently than other games. It differs from Minecraft in that there's an actual story that unfolds, but while the story is advertised as linear, the actual execution is rather flexible. The story is linear in that events are intended to unfold a certain way, but it is possible to skip certain events(though this is unlikely) or otherwise complete certain events in different orders without breaking the story logic. As for uncovering lore in general, while all lore is somewhat related and playing the story is the best way to uncover much of the lore, there is also a lot of lore that is just...there. It's interesting exposition on the world and its history and found in various places, but not absolutely critical to playing the story or otherwise understanding what's going on, in most cases. You're on the right track here. It's not really much of a spoiler, but the trader type you will need to talk to is a treasure hunter. While it does not matter which treasure hunter you talk to, you will want to stick to the same treasure hunter, as the related objectives and progress are specific to the individual NPC and not something tracked by all treasure hunters in general.
  22. In this case I'd just let the cog keep spinning clockwise in stable areas when the player is at 100% stability. Regarding the new footsteps for bears and wolves, I do like them, but they might need to be a bit louder. While wild creatures don't just crash through the surrounding foliage, the current footstep volume makes them rather hard to notice. Or at least, perhaps make the footsteps louder when the creature actually becomes aggressive.
  23. There was a mod that did similar there a while back, and it was pretty rough on performance as I recall. While it would be nice to have living forests like this, I would definitely be concerned about performance, especially when it comes to running the game on lower end hardware. I like the volcano idea, but not so much the earthquake bit. I think it's probably better to just ignore the earthquake damage here entirely. It might not be realistic to do so, but it will avoid the inconsistency of "why are only these specific blocks damaged but not others". Based on what we've seen so far from temporal elements and how they interact with the world, I'm not sure how such things really tie in to meteors. Otherwise, I think meteors are better left as the craters we have, when it comes to collecting resources from them, and left as a cosmetic-only effect in the night skies(rarely in daytime). That way there's no possibility of player structures getting damaged, or weird interactions with NPC structures, or natural resources/landscape getting obliterated. At the very least, it's the kind of thing that should have a toggle, similar to lightning fires.
  24. I would still check mod versions, just in case, as well as disable the mods and test a new world to make sure that vanilla is working as it should. You may also want to check mod configs, as the default config could have been modified for the server.
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