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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums and the game! Going along with what @Zane Mordien already said, to my knowledge new worldgen content will only appear in new chunks. Old chunks will remain the same, unless you use a command to regenerate them.
  2. You might try standing a bit closer to it, as that seems to be a factor. However, there is a known bug with firing smaller items. Kilns containing large items will ignite but kilns with small items(like bowls and cookpots) will not.
  3. I'd be more inclined to say let it smoke for a while before it actually ignites. That way the player has a clear visual indication that there's a problem, while also having a chance to stop the machinery and fix it before bigger problems arise. Or I suppose the player could also decide to just allow their machinery to operate at such speeds for the convenience, while risking the whole setup potentially burning down if they push it too far.
  4. Welcome to the forums! You should be able to leave a review here:
  5. I mean, pretty much. There are a few things in the game that I have some pretty visceral reactions to, and that happens to be one of them. Whether or not it changes and how is entirely up to the devs, but I think it's just as fair to point out what I like/dislike about the mechanic and suggestions just as it's fair for others to point out what they like/dislike and suggest changes. The end result is feedback that will produce a more polished product if a change does occur. I do want to note that when the devs are implementing a change, it typically comes with a detailed explanation as well as screenshots/video when necessary to help demonstrate the concept. In my case, having that clear picture is critical for deciding whether or not I like a concept.
  6. It is though. It spins to the right if the area is stable. It spins to the left if the area is unstable. It also tracks how much stability the player has remaining. Or I just...don't install the mod in the first place. I wasn't saying it's a bad mod, just explaining why I don't like such a feature. If something similar were implemented into the vanilla game, I would almost certainly be turning it off in the settings or via mod. To me, such a change removes all thought from the stability mechanic. The teal gear is quite noticeable, yes, but it's not so obvious that it doesn't sometimes get forgotten about. Different colored fog and floating particles are pretty hard to miss, and given how many players already seem to have issues paying attention to the teal gear, I would expect implemented changes to need to be so obvious that they're impossible to miss. The current gauge. Yes, it's right there, staring at the player. Yes, you can see it from the corner of your eye. But it's also easy enough to get distracted by other things happening on the screen that one forgets to pay attention. My point is that the changes I generally see getting proposed change the indications from something that occupies a tiny part of the screen's edge, to something that fills the whole screen. That is, it's not going to matter where I look, there will be some reminder telling me point blank "THIS AREA IS STABLE" or "THIS AREA IS UNSTABLE". At which point I'm going to be less enjoying running around marveling at the natural beauty of the landscape, and more rolling my eyes at weird colored fog, particles, noises, etc.
  7. Sometimes this is me. Sometimes I don't want to go off exploring and just want to chill out at base. Sometimes that is due to me primarily taking the reins on exploration and foraging, so I take a break and let my hunter friend go take care of it. But my point is that yeah, staying behind at base while friends go off and do stuff isn't always the worst thing in the world.
  8. The eldritch stuff can be turned off in the mod's config. I believe it's just a matter of toggling off the relics and setting the spawn instances of the mod's monsters to 0. Outside of the smoking and drying steps...that's already how meat is preserved for really extended periods in the game. That is, the salted meats will last for a handful of in-game years, with the current drawback of being unable to be added to meals. I don't think it's really necessary to extend the shelf life even further than that, as there's really no reason to be storing food for more than a year or two unless you're trying to create supply caches at outposts or something. There will be plenty of opportunities to acquire fresh food otherwise, unless the game balance is changed to make fresh meat incredibly difficult to acquire(I don't really see this happening). As for smoking, I think Primitive Survival has a rather good balance for it. A smoker is easier to set up than trying to find a halite deposit or trading for salt. The smoked meat doesn't keep as long as salted meat, but the shelf life is enough to last through roughly a year and the smoked meat can also be cooked into meals.
  9. Welcome to the forums and the game! Primitive Survival is the only mod that handles meat smoking, to my knowledge. I'm not sure anyone else has really tried to make a standalone meat smoking mod given that most players who mod their game tend to include Primitive Survival on their modlist. But I could be wrong. I do agree that smoking meat would be a great addition. However, I will also note that purchasing salt from Commodities/Survival Goods traders is a good option if a player has not found a halite deposit. Likewise, cooking the meat into stew and sealing it into crocks is quite a good option for early long-term storage.
  10. That's what the teal gear in the middle of the hotbar is for. For something more obvious, you might try out this mod: https://mods.vintagestory.at/mistsofstability Personally I'm not a fan of what that mod does, as the effects are much too in-your-face. I don't want a bright teal glow blanketing stable areas any more than I want unstable ones to look rusty and drab. I like the more subtle implementation that currently exists, in that the world as a whole seems fine and outside of story locations, it's not immediately obvious which areas are stable and which aren't.
  11. There are commands to regenerate chunks, but it will likely be difficult to try to use them to regenerate everything but the chunks around your base. A better solution is to use the world editor tool to save your structures as blueprints, then place them in a brand new world. You may also want to make a list of stored resources, as I'm not sure that chest contents and whatnot are saved in the blueprint.
  12. Very fair, but to split hairs, I'd rather an extreme outlier like the furious dragons be contained to a specific area of the world, and have a more manageable temporal storm, angry bear, or even just a high rift activity day as a general encounter. My reasoning for this, is that the latter are things that are very deadly if you get caught unprepared, but are also things that you could reasonably expect to survive by running away, hiding, or possessing extremely sharp combat skills. The dragons, however, would feel very unfair, because there's not likely to be another outcome aside from instant death.
  13. I don't think it's a shiver, as the legs are wrong. The limbs are thicker, and the front limbs have "hands" for grasping or slashing, while the hind limbs are more frog-like or cat-like. Thus I suspect it's some new kind of monster. Both, I'm guessing.
  14. I tried this once in Skyrim, in that I installed a mod that overhauled the bandits and their hideouts. One change that it made to the hideouts, was making the number of bandits that could be lurking within random, so instead of just the vanilla minimums there could potentially be an army of bandits waiting inside, in places that you wouldn't expect them to spawn. It didn't take me very long at all to figure out that feature very much was not enjoyable, as it resulted in no way to really plan for what was inside. I still have that mod; I just never fully enable it since I like the predictability of the set spawns. That predictability acts as a set of "rules", so that I can plan accordingly and then either have fun wiping out the bandits or getting my own rear paddled in the attempt. All the mod does for me in this case is swap the generic bandit classes into variants of ranged/melee/caster, though the vanilla variants can still spawn in the mix as well. Thus I can know exactly where the ranged bandits will be versus the casters and melee, but not know if the ranged bandit, for example, will be one that has more armor, is better at piercing armor, or remains invisible until attacking.
  15. Or I mean, just mod it back to pre-1.22 behavior. Or perhaps even chisel it, if chiseling it is still possible. I've not tried the chisel method in 1.22 to see if that will stop the ice from melting or not. I would assume that it would, but would probably destroy the ice's ability to server as a glass substitute in the process. Even if that's not the case, it's easier to just make some real glass rather than try to chisel out a bunch of glacier ice.
  16. On this screenshot...what exactly is that figurine sitting to the right of the jester toy? The one that looks like a shiver crossed with a drifter. Is there a new monster potentially getting unleashed sometime in the near-ish future? It looks positively terrifying, if that is the case! Based on the appearance I'd expect it to be around the same size as a shiver, perhaps slightly larger, and able to potentially climb properly as well as reach into small spaces to grab a target and pull it out from safety.
  17. Given that there seem to be some crashing issues related to fishing, I'm not sure there's a good answer, yet. But based on what I've read in the patch notes, the fish that are caught seem to be dead, in which case you cook, fillet and cook, or mount them as taxidermy. I'd like to do this as well, but until we get the ability to catch and transport live fish, I'd recommend just spawning a few in from creative.
  18. I'm thinking it's mostly going to be a problem for the eldritch windmill monstrosities that have like, four rotors minimum and each one facing a cardinal direction. That is, the kind of windmill that would never work in real life, since the windmill blades would collide with each other and other basic physics concepts. I would also say that the concept of friction stopping, or even damaging machinery, isn't exactly a new concept either when it comes to videogames. The Create mod for Minecraft is incredibly popular, and utilizes similar concepts. In the case of Vintage Story, it wouldn't be the first time that machines got "broken" with an update either. I think there used to be a way to build windmills underground, and that has since been patched out as it's obviously not intended behavior for a realistic survival game. Pretty much. While I don't really care how others want to play the game, building functional greenhouses out of ice seems better suited to the whimsical nature of the other block game, rather than the realism of Vintage Story. It's also not a mechanic that I exploited myself, but I have seen it exploited before and it definitely left me scratching my head as a result. Glacier ice is fairly easy to get and unlike glass, requires no processing, so why would players sink resources into glass instead of scaling a mountain once? Edit: Reading the patch notes again, I'm guessing that pre-existing ice elevators will still be functional. It's just that no new ones will be able to be built, and tinkering with old ones will likely break them.
  19. This is typically me as well, but I might actually start using spears a bit more now outside of the early game. Lower damage than a falx, but more reach. A good poking stick will likely come in very handy for the caves and base defense. Plus those are easier to throw close-range, so I'm interested to see how they handle as a side arm in temporal storms. I've not played the new update extensively, but the spears feel fine to me. I was able to kill a boar in about the same number of hits as I could in previous versions, and I say that as a Blackguard.
  20. I haven't delved into it too much, but my initial impression: wow, just wow! Everything feels so fresh and crisp, and what the devs have been doing under the hood I don't know, but the game feels a lot more responsive than before. Not that 1.21 felt clunky, per say, but the framerate feels better at higher graphical settings, and picking up items in particular feels very responsive. As long as you're facing the item in question you can pick it up pretty much instantly. The bears also seem to have received some love, as they now look more like real bears and less like antique teddies. They're also very fluffy and I would love to pet them, though I know that would be a very bad idea. At a glance, trader distribution feels about the same, however...the world feels a LOT bigger when I can load in for the first time, look at my map, and see no obvious sign of civilized life. Before, it was rather simple to open the map and spot trader wagons, at least if true map colors were enabled. A few of the new traders are quite obvious on the map, but others not so much. I have yet to play around much with the spears, but the damage tweaks seem to be pretty solid to me. The spear is still pretty good in the early game, but not to extent that it will necessarily outclass the falx and bow with ease. Judging by the numbers, it looks like it will also remain quite relevant into the late game as well. Love the new boar models as well, though I'm definitely gonna be hearing the Razorback fight song every time I see one.
  21. Welcome to the forums! Because with the current balance, bronze spears do around 8 points of damage when thrown, and spears are the best option for early game weapons in general due to the high damage. If the current scaling were kept, iron+ spears would be doing much more damage and be outclassing bows and even the falx. Thus to add in iron and steel spears and keep the other weapons viable, without changing creature health, it makes sense to rescale the damage of spears. Didn't know ice elevators were a thing, but I mean...ice only lingers where it's cold enough. If an ice block is placed in warm temperatures, it stands to reason that it would melt. We're getting water power and other mechanical upgrades, which are an often requested and much anticipated feature. From what I understand, players tinkering with the update will also have the chance to test their current machinery setups to see whether or not the machines will break in 1.22. That is, if I read the post right, the machines will start smoking in the current 1.22-prelease, but won't fully break until the stable release of 1.22. And the reason that many mods exist is that certain features don't yet exist in the base game. Some of that is changing in 1.22. Understandably, some mods will become obsolete, or otherwise need to modify their code in order to account for the changes. It's fine if you don't like what's been presented for 1.22, and fair to criticize, but it's certainly not the end of the world.
  22. You had me at fish, but can we turn this into candy?
  23. Well look on the bright side--if that happens, you get to be the guy that reports it so the devs can fix it!
  24. To my knowledge, they're all possible, but then again I've not tried to catch them all either. Still though, butterfly hunting is pretty fun, especially when you're at a loss for what to do in the game and just want to unwind after a long day. You'll probably want this mod(or something similar) though in order to display them easily: https://mods.vintagestory.at/butterflydisplays
  25. The first thing I would check is making sure you're on the Info tab of the chat logs. If General chat is very active, or has been active recently, the tab doesn't always switch. So it's possible that the propick could be working just fine, but seems like it's not since the prospect data doesn't appear automatically. Otherwise, I would suspect mod interference. Are you using any mods that affect prospecting, or mods in general? If you are, I'd recommend creating a vanilla world and making sure that vanilla is working properly, then re-enable mods one by one, testing each one until the problem reoccurs.
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