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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I will note that players aren't guaranteed to find absolutely everything they need for progression within a day's walk of the world spawn. There are seeds like that, but most of the time there's going to be a couple of resources that the player will need to spend some time searching for. In the case of limestone and chalk, when those rocks appear, there's a LOT of them. Borax can spawn in pretty much any sediment rock, I believe, so even if there's no lime or chalk nearby, there's still a decent workaround. Now don't get me wrong, I do think that shells would be a good addition to the panning loot tables as a semi-rare loot drop. However, it's also worth noting that there's already another alternative to looking for shells, if one cannot otherwise find lime/chalk/borax, and that is traders. Survival Goods and Commodities traders both sell lime, I do believe, for a quite reasonable price. Provided one is playing with lore content enabled, it's not terribly hard to do some wheeling and dealing when necessary. Two barrels of limewater, actually. Each shell grinds into two lime. I will note that there are mods that offer solutions to this(such as the one @dakko mentioned), if one finds it a problem. And mods do not change the game for everyone else. Also worth noting that what's been proposed above only solves potential supply issues for leatherworking, plaster, and mortar components. Borax is still going to be an issue for the late game, as it's a mandatory resource for moving past iron.
  2. Well, actually...halite will show up on the density search readings. It will not, however, show up for a node search reading. Of course it's also possible that's what you said, and I just misunderstood it.
  3. Based on testing, I would say the drawbacks start becoming noticeable around the 25% fat mark, which is also when the player receives the first warning(assuming the warning messages are enabled). However, whether or not it's a concern depends partly on the player's preferred playstyle, and their choice of class. Classes with an inherent bonus to movement speed, like Hunter and Clockmaker, ironically won't suffer as much from bad habits as other classes. We may or may not need to take a look at that.
  4. I dunno, maybe instead of changing when seasons start/stop, just tweak how the daily temperatures work. The template we have now could just be the average expected for that region, but the actual daily high/low temp could vary by a couple of degrees. Overall, it doesn't affect too much, but it does make early/late plantings a lot more dicey depending on what you plant, since there's no guarantee you won't have one last night of freezing temperatures in late spring, or an early killing frost in fall. Likewise, it's possible to have a day or two of record highs during the summer, that messes with the heat-sensitive crops.
  5. Are you sure you're not a Blackguard? Maybe you're the cousin of my hunter friend, given that he enjoys cleaning out the cookpot in front of me. Now there's a name I've not heard in a long time!
  6. "Should Have Seen That Coming"
  7. Subaru isn't the same as Subawoo...just sayin'
  8. What about if shot in the face instead of the back?
  9. This happens to me frequently. I'll scour the landscape and be lucky to find a handful of deposits within decent running distance, and then many in-game days later will be fiddling around near my house and stumble across all the nearby deposits...that I no longer need.
  10. The description on the prospecting picks' pages mention specific deposit types, yes. However, I think it's worth noting that the handbook might not be entirely up to date either, given that the description doesn't list olivine or cassiterite(tin) at all, and lists halite as "rock salt". Lead deposits near the surface could fall into this category, however... This is true, that the JSON files seem to make specific distinctions between surface deposits and deep deposits, at least when it comes to copper and tin. Lead doesn't seem to have any distinction between deposit types, which suggests that the propick might be able to detect them with a density search. However, this is where I'll hop on @Maelstrom's wagon, and point out that based on my experience, prospecting for deeper lead deposits is a waste of time. It's a rather common ore, so it's not terribly hard to find--if you find one deposit there will almost certainly be more nearby. It's also an ore that only spawns in sediment rock, which is only ever going to be found near the surface. The one exception is chunks that have thick layers of sediment, but even in these cases the sediment rock gives way to igneous around the "mid layers", or about Y 40-60 if I had to ballpark a number. Given that lead ore has a dark color, and most sediment rocks are lighter colors, it's rather easy to spot even at a distance. Thus it's more efficient to canvas the surface looking for bits on the ground or patches of the ore nestled into a cliff face, than it is to spend time actually prospecting for the stuff like one might for other ore. That's just my two cents.
  11. Welcome to the forums! Panning is both the safest method of obtaining copper, and the most tedious. Most players will scout nearby territory looking for bits of copper on the surface, and use those to obtain their first pickaxe and hammer. Mark the location of the ore bits before picking them up, as bits of ore on the surface indicate an ore deposit underneath. Finding surface ore bits is typically easier to do in gravel plains/desert, since there is much less foliage to block one's view and the ore bits stand a little more. However, slowing to a walk and looking around carefully also helps one notice surface bits more easily, as it's very easy to miss smaller details when sprinting around.
  12. "Full Metal Alchemist" -- equip the Forlorn Hope armor set, while wearing all alchemist clothing and accessories.
  13. Honestly I think all this is the easy part. The hard part is figuring out how to do it, with a reasonable amount of system resources, given it seems like something that would tie up quite a lot of them. Likewise, I'm not sure how one balances this for multiplayer. Not every server admin wants to deal with players making mallets that look like swords, or a sword that acts like an axe, etc. not to mention all the rude-shaped weapons that will almost certainly crop up. As a mod though? Sure, why not! Then players can choose whether or not they want to spend the resources on that kind of chaos.
  14. Have you considered just making the builds into blueprints and porting them to a new map instead? If builds are the only concern, that might be a lot less hassle, as well as save on disk space.
  15. Probably depends on where one lives. Subaru owners around here have a...reputation.
  16. This is the main purpose of achievements, no? Pushing players to do things nigh impossible, or that they wouldn't normally do, purely for the sake of bragging rights.
  17. Base game wolves don't breed, yet. That kind of function comes from mods currently.
  18. "The Other Block Game" -- using a shield, block 20 rock throws from 20 different drifters. "An Unexpected Adventure" -- complete the main story without ever using the map items. "You're Finally Awake!" -- use a bed in a trader cart. "Ultimate Cave Man" -- beat the game without metal tools or weapons. "For Whom the Bell Tolls" -- die to a monster summoned by a bell "Dances With Wolves" --survive attacks from 3 different wolves within 3 minutes, while not wearing any armor.
  19. "Right to Bear Arms" -- killing a bear...with your fists! "Killer Rave" -- have 10 drifters die to other drifters within a minute. "Elder Abuse" -- kill Tobias "Robots in the Skies" -- die to a flying mechanical creature
  20. I think it depends heavily on what sort of wilderness one wants to be dropped into the middle of. Dense forest is fine, but if the player is hoping for more "African savannah" or "Australian outback" or "Mongolia", it's going to be a pretty disappointing experience if there's just nothing but trees.
  21. YEP. Though do keep in mind that it does take a while for effects of bad habits to show themselves. The drawbacks are pretty sneaky like that. Of course, if you or a friend has admin powers, they could always expedite the process via the console.
  22. Could easily just be the modded effect.
  23. My friend and I play with 80% landmass. While land-based travel is still dominant, the sailboat still comes in handy in certain cases, provided it's not wintertime. If there's an ocean nearby, it's a lot more efficient to sail to various points for exploration and resource collection(which you can stuff into boat storage for easier transport).
  24. You might try out this mod: https://mods.vintagestory.at/show/mod/247 It doesn't add achievements, exactly, but you can level up your character by doing various things in the game and pick rewards as a result. There's also this mod too: https://mods.vintagestory.at/show/mod/14390 You get a health boost for sampling different foods. Otherwise, I don't think most VS players are really interested in an achievement system. The mod I found that adds such a system does have a few thousand downloads, which is nothing to sneeze at, but it's not so many that I would call it a popular mod either. Achievement in VS isn't so much flashy sounds and shallow pop-ups, as much as it is figuring out better ways to do things, completing parts of the story and uncovering new lore, or enjoying how effective new equipment is compared to the old.
  25. Well I mean...that's a desert for you. That being said, I think the disappointing thing here isn't that there's foliage...it's the kind of foliage found. Currently, there's not many options when it comes to desert plants. The pine trees do make sense, after a fashion, but I would rather see the stubby, twisty variants, or even better--new tree types entirely. Pair that with some sage, mesquite, cacti, etc. and it starts feeling more like a desert than just a gravelly expanse. I believe you can, but if so the changes will only affect newly generated chunks, which is likely to look pretty jarring. As for the main topic of the post--I do like the comparison shots, and I do think turning up the foliage like that is pretty, but as for actually playing the world...I wouldn't do that unless I wanted a LOT of forest and brush. The vanilla settings feel pretty solid to me, although I feel like there could stand to be a bit more pure grassland(like Kansas-style prairie). I just ride face-first through the trees most of the time, and use the minimap as a navigational aid.
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