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Everything posted by LadyWYT
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/worldconfig temporalStorms off will turn them off. Or /worldconfig temporalStormSleeping 1 to enable sleeping through temporal storms. Either one should work to take the threat out of the storm. It seems like it has, though to be quite honest I've read so many various complaints and suggestions about temporal storms and temporal stability that everything has started blending together into one big mess. In any case, for this idea specifically, I don't think it works given the nature of temporal stability/storms and how they affect the world. Seraphs seem to be uniquely sensitive to it since their own foothold in the present is...tenuous, at best. Normal creatures and humans don't seem to be affected by temporal stability at all, although they can witness certain side effects like the underground becoming more dangerous the deeper one delves, etc. Temporal storms are a bit different--these are essentially a supernatural disaster that affects the entire world for a brief time, and is easily noticed by humans and seraphs alike. One important thing to note about the storms: Basically, temporal storms will affect both humans and seraphs(animals don't seem to be affected since monsters only target humanoids), while temporal stability itself is mostly just a concern for seraphs given their unique biology. I do agree with most of this, but as for the thought there at the end...I think perhaps several players do see the intent behind the design--they just really hate it. Temporal stability and related mechanics are quite a divisive feature, and I'm pretty sure that they're a feature that players will either like or dislike, with no in-between. Most changes I see suggested I really doubt would change that divisive quality; they would just change which players like it and which hate it. The best decision here is for the devs to just make the game they wish to make, and include options when feasible for players to tweak their experience. As I understand it, temporal storms and stability are also one portion of the game that's quite difficult to mod, so making that area of the code more mod-friendly is probably a good solution as well. Personally, I like the mechanic as it is and highly dislike most changes that I've seen proposed. The only things I would be inclined to change about it, aside from making the warnings something more immersive than text messages, is correlate monster strength to storm strength a little more(ie, light storms only spawn tier 0-2 monsters, with the occasional special monster) so that they're more approachable in the early game, as well as what @ifoz suggested: make the monsters spawn at a distance from the player. With the latter, players can more reliably hide, escape from monsters, or otherwise have a smoother combat experience.
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experience Public servers: let’s share our experiences
LadyWYT replied to Z6B3R's topic in Discussion
Welcome to the forums! I don't play on public servers as I prefer to play with people I know at least fairly well, so take my advice with a grain of salt. When it comes to running a public server, I think the most important thing to do is figure out what kind of experience you wish to curate, and then set up a framework of rules, game settings, and mods to support that kind of experience. It helps to be specific on what kind of server you want to run; a roleplaying server will need a different set of rules than a standard server, and a PvP-focused server different rules than a PvE server, etc. You can mix these qualities, but it's very difficult to offer some of everything and still have a high quality experience given that casting your net too wide is a fast way to achieve mediocrity. It's much better to pick one area to focus on and make that experience as high quality as possible. When it comes to rules, you will want to make sure that they're not only clear, but fairly enforced. One complaint I often see about bad multiplayer experiences is that the server rules weren't clearly advertised, so players will join the server expecting one kind of experience and get something else instead. Likewise, it's unfortunately not uncommon to read horror stories about server admins abusing their power to reward their friends/favored players and mess with players that they don't like/don't care about. When it comes to mods, do keep in mind that just because a mod is popular does not necessarily mean you absolutely have to install it. Like I said before, it depends on what kind of experience you wish to curate. Additionally, the more mods you have, the more likely you are to run into issues with performance(especially with players who have weaker hardware) and mods playing nicely with each other. -
If it's a bug you might consider reporting it here: https://github.com/anegostudios/VintageStory-Issues/issues
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There isn't, to my knowledge. The only other thing I can think of, outside of a potential bug, is that if you're using mods, there could be mod interference of some sort going on.
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This game NEEDS birds (and maybe squirrels but whatever)
LadyWYT replied to DuckyPiee's topic in Suggestions
Depends on the variety, really. The heritage meat chickens are still fairly decent flyers. It's generally the hybrid commercial varieties that lack flight. -
Gotcha. In that case I'd recommend reading up on all the changes that Combat Overhaul implements and relying less on the wiki. The wiki is quite solid when it comes to most vanilla game concepts, but Combat Overhaul, as I understand it, changes too much about the combat system for the wiki to really be that useful.
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That's pretty accurate given what's been laid out in the story and lore so far. Without spoiling too much, essentially some stuff happened in the past that brought about things like temporal storms and rifts, which is why it's probably not a good idea to go repeating those same actions from the past. Personally, I can appreciate that the "big bad thing" is actually allowed to be a threat, rather than something that's supposed to be a threat but clearly tailored for the utmost player convenience. It's not random. The storms start off weaker and get stronger as the game continues. On default settings the first storms will almost always be light storms, with the occasional medium storm if the player gets unlucky with the RNG. Towards the end of the first year, the average storm strength is medium, with a few heavy storms sprinkled in and few light storms. About midway into the second year is when the storms become predominantly heavy storms with a handful of medium storms mixed in--no more light storms. They do get harder over time though. Light storms don't have much visual distortion and tend to spawn fewer and weaker monsters. Heavy storms have a lot of visual distortion, making it hard to aim properly or navigate, and spawn mostly corrupt/nightmare level monsters as well as having more frequent monster spawns than lighter storms. Medium storms are a middle ground between light and heavy. With a light storm the player can probably get away with tier 1-2 equipment, but for heavier storms they will need tier 3+ in most cases.
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community Community Driven Development Folding 🚀
LadyWYT replied to Beardtrick's topic in Suggestions
I believe some mods have already been added to the game, after a fashion. The deer and goats are thanks to the Fauna of the Stone Age series, I think. A friend of mine helped swat a hunger bug recently as well. I will note though that when community content gets added to the game, it's not added directly, as much as it is used for inspiration and then worked to fit the devs' designs. I also think this is at least part of the reason that baking mods directly into the game is a rare thing. Some mod licensing prevents the mod content from being altered(and therefore added) without explicit permission given by the mod author. Some mod authors may not want their work added to the game, as then they lose control over how it's developed. Some expect compensation, which is fair, but the price they ask may be too much. I will also point out that while it might be flattering to have one's mod added to the game, doing that too often will end up setting a precedent, and players may begin to assume that Anego Studios is just relying on modders to do their work for them. It's not an issue right now, nor do I really expect it to be one, but it's definitely not an impression you want a playerbase to be getting about your game.- 5 replies
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While much of this is true, I would also say that it depends on the time and circumstances in question. Drinking alcohol was pretty standard in the past, since it was often safer than drinking water. Unless I'm mistaken, the typical alcoholic beverage had a lower alcohol content than much of what's brewed today. In addition to being safer to drink, it was also a source of calories for those out working the fields and whatnot.
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These are the original chickens, I'm guessing? The original wild-caught chickens won't have a generation listed, as they are generation 0--that is, wild. Chicks from the parents should be listed as generation 1 once they hatch.
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Right, but you need more than 3-4 berry bushes to keep you alive. That many bushes will, on average, give a player 12-16 berries, which is enough for one day and that's about it. This is true for most foods in Vintage Story. Plants take time to grow, as does livestock. Wild animals often respawn relatively quickly though, which is one reason hunting is more reliable. Like @MKMoose said, you'll want to scout a fairly wide area if you're relying on hunting and foraging for your food. Also keep in mind that most food has a shelf life--you don't want to collect more than you can eat in a couple of days unless you have some way to preserve it. Clay is usually difficult to spot until you learn what it looks like. If the sides are visible there is a noticeable difference in color between the clay and surrounding dirt; viewed from the top it's a little harder to spot as the patchy grass on top of the clay blends in to surrounding grass, but there will be bits of clay color peeking through. Red clay is the more common find, occurring wherever there's enough rainfall. Blue clay tends to be found around sea level, often by bodies of water, and like red clay also requires enough rainfall to form deposits. Fire clay is the rarest variety, spawning only in bauxite or sometimes underneath black coal/anthracite veins. If you're having trouble finding a deposit, you might try your luck with cracked vessels. Sometimes those contain small amounts of clay.
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Livestock generations should show up automatically in the information panel at the top of the screen. If you don't see any information panel there, try checking your Interface settings to see if it's turned off.
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This game NEEDS birds (and maybe squirrels but whatever)
LadyWYT replied to DuckyPiee's topic in Suggestions
I don't have to see them frequently; just knowing that they're there to find is enough. -
It's also not unusual for one or two resources to be missing from the world spawn/whatever area was settled in, and require the player to do a bit of searching to find the resource that they're after. Sometimes it's clay, sometimes it's borax, sometimes it's limestone/chalk, sometimes it's bauxite, etc. What is rather unusual is getting everything needed for progression within a reasonable stroll of the world spawn.
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This is probably one of the better breakdowns on weapon/armor tiers: https://wiki.vintagestory.at/Armor Basically, the weapon tier needs to match the armor tier in order to be fully effective. A low tier attack against high tier armor is much less effective, if not mitigated entirely. A low tier armor will still provide some protection against a high tier attack, but more damage will be inflicted and the armor will lose durability much faster. When it comes to fighting monsters/wildlife, I don't think they really have armor, so weapon tier doesn't matter quite as much. However, a higher tier weapon will be much better at killing stronger opponents simply because it does more damage than low tier weapons. When mods are involved, that's when vanilla rules tend to stop applying, especially in the case of mods like Combat Overhaul which changes quite a lot about vanilla systems. In this case, I'd recommend providing a modlist so that other users know exactly what's being dealt with here. This is definitely a mod change, as the vanilla Malefactor "Nervous" trait only gives a -15% penalty to melee damage. Based on what you've described here, I would expect the new trait to make a tier 1 piercing weapon cont as a tier 0 piercing weapon when wielded by a Malefactor.
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Pretty much, hence why they're an emergency food.
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This game NEEDS birds (and maybe squirrels but whatever)
LadyWYT replied to DuckyPiee's topic in Suggestions
I would say that small songbirds would be just fine as ambient critters without hitboxes, similar to the crickets and small fish. Larger birds that could feasibly serve as a food source and otherwise interact with various things in the world should behave as normal creatures. While most probably think of flight-capable birds whenever the subject comes up, there are several birds that don't fly that could be added prior to figuring out a flight system. Ostrich, emu, rhea, kiwi, penguins, dodos, and even potentially moa are suitable options there. But why not turkeys? Wild turkeys are actually pretty good at flying, so I don't include them here. While they only fly short distances, I think it's more appropriate to include them with proper flight mechanics, as well as giving chickens some limited flight ability as well. Such a change also means they ought to be easier to domesticate as well, to make up for being harder to capture and pen. -
Sounds like the Archive might have generated in the middle of a cave system that was already there. I'm not sure how far the location's boundary extends, but the location itself is quite large and has areas where you wouldn't necessarily expect them.
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You have to dig up the roots with a knife and cook them before you can eat them. Each root gives 100 points of vegetable nutrition.
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What class and difficulty are you playing? Blackguard will have an extra 30% added to hunger rate as well as a penalty to foraging and a penalty to ranged damage, which can make hunting more difficult. Wilderness Survival turns the hunger rate up to 125%, compared to the default of 100%. Playing a class like Malefactor or Hunter will make foraging or hunting easier, respectively. Likewise, turning down the hunger rate might be a good idea if you're struggling to the point of not having fun. Edit: Also keep in mind that holding things in your off-hand will result in a 20% increase in hunger rate. Sleeping through the night will also drain hunger, so while it's handy for passing the time it may not be ideal to do this if you're low on food. Farms are a good idea, but are more of a long term investment as you'll need to create farmland to plant crops and then wait for the crops to actually mature. Until you can get farms going, you will need to rely on what you hunt or forage. The default start is the temperate zone, and unless you get very unlucky, there should be some combination of berry bushes, mushrooms, and wildlife near spawn that you can use as an immediate food source. A handful of berry bushes alone will give you enough food to survive for a couple of days, as will mushrooms, but hunting will most likely be the predominant food source since meat is a rich food source. Spears are a powerful early game weapon, and easy to craft with sticks and flint or other hard stones. Small game such as rabbits, foxes, chickens, and raccoons are fairly easy to kill with little risk to yourself; while small game like this might not provide much, it's food and the calories will add up. You'll also want to get a cookpot and bowl as soon as you can, since cooking food into proper meals will pause the hunger drain for a short time. The pause effect is most noticeable for redmeat stews. In an emergency, don't forget that you can dig up cattail roots with a knife and cook them. It's not ideal, as the cattail plant will be destroyed in the process and the cooked root isn't that filling, but it's better than starving.
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Just to make sure all the bases are covered--you might want to make a backup of your world before messing with settings that govern world generation. Adjusting land/water ratios, rainfall percentages, enabling/disabling all lore content, etc. probably won't break your world, but could have side effects that are undesirable(like odd chunk blending).