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Everything posted by LadyWYT
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In vanilla? Currently, you don't. The only way to smelt steel nuggets back into something useful, is via installing a mod that allows such. Otherwise, you can switch to creative mode and swap the appropriate amount of nuggets for ingots, before switching back to survival. Even with the modded route, you'll almost certainly need to use coal coke in order to smelt steel, as it's the hottest burning fuel in the game. However, I suppose it also depends on what the mod allows as well.
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I think a different sort of sound, like a loud stomach growl, would be more interesting and useful. That way the player immediately knows both what the problem is and how to solve it, instead of hearing a generic "hurt" sound and needing to figure out if it was a monster, hunger, cold, fire, or something else. But this is also why the sounds are as aggressive as they are. If it was just the occasional complaint from the character, it would be much easier for the player to end up ignoring/missing entirely, and starve to death as a result.
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Welcome to the forums! You do not need to purchase the elk in order to start the next story chapter. The option is there, and having the elk will make travel a little easier, but it's not required. The treasure hunter should just give you the map to the Lazaret when you ask him about the locations. If you didn't get the letter, make sure you have inventory space to receive it. If you have the inventory space, and it's not lying on the ground, you could try leaving the area and coming back to try again, and/or reloading the world before trying again. If you've tried all of the above and still have no letter, then it's probably time to submit a bug report to the github bug tracker. I will note though, if you are using mods, you should probably disable them and test on a fresh vanilla world to see if the quest yields a letter. If you get a letter, it's highly likely that there is mod interference somewhere, in which case you'll end up needing to test them one-by-one as you re-enable them in order to figure out which is causing the problem(assuming there's no obvious culprit). Otherwise, you can pop into creative mode and give yourself the appropriate map, then switch back to survival and continue as normal.
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Iron bloom didnt spawn with enough voxels to finish the thing
LadyWYT replied to NastyFlytrap's topic in Discussion
Pretty sure that's why there's been a suggestion or two to allow the player to chisel said bloom back into bits for smelting, and include a note in the handbook about it, if the mechanic remains in effect. -
Carbon-copy paper as a way to copy chiseled blocks.
LadyWYT replied to Andrei Panitkov's topic in Suggestions
I like the idea, but it's better suited to a blueprint or schematic, and not carbon paper. Carbon paper is more used for transferring 2D designs from one surface to another, not so much making a record of a 3D design. -
HELP! Can't get Anvil out of mold. What do I do?
LadyWYT replied to SrFrodoSwaggins's topic in Questions
It could also be some players didn't read the patch notes for whatever reason, and broke the anvil mold before the metal inside was completely cooled. If the player does this, they will get a mess they will have to resmelt, instead of an anvil they can use. -
ABSOLUTELY! I'm not even joking with the emphasis there. It's due purely to the material the armor is made from, since steel is the appropriate tier for nightmare monsters. Do bear in mind their attacks will still hurt, but the damage to both you and the armor will be less(for the armor, much less). I gotcha. In that case, it's just a matter of picking the right material for the job. For nightmares, that's going to be steel. On my friend's server I have a set of steel brigandine that's been through the first couple of story locations, as well as several temporal storms and a couple of caving expeditions, and it's barely scratched. Steel might be expensive, but the expense is offset by just how durable and effective the stuff is at the job.
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I imagine we'll get them once Tyron figures out how to implement flying birds. Otherwise, they aren't much more than a reskinned chicken.
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I figured it was a bit of an inside joke, that may or may not actually turn out to be true.
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First off, welcome to the forums! Armor is a bit difficult to explain, but basically what happened is the armor you had equipped wasn't tough enough to handle that kind of enemy. Bronze gear is tier 2, and while plate specifically is resistant to higher tier damage, you were up against a tier 4 enemy. To be fair, bronze armor is better than nothing in this situation, but nightmare enemies hit HARD and bronze armor is mostly just buying you enough time to escape(though plate is the worst armor to try to escape in). Basically, what you want to do, is wear the appropriate tier of armor for whatever tier of enemy you're trying to face. For nightmare level enemies, this will be steel. However, if you're decently skilled, and have plenty of healing supplies to work with, iron will work just fine as well(or even gambeson), but you will need to be more cautious due to the armor not mitigating as much damage. Fair warning, but nightmare level enemies are no joke, even with steel. Steel is very protective, but attacks from nightmare enemies are still going to hurt, and you're not going to want to be bogged down in an extended battle with them, if you can avoid it. As for armor type, steel plate is the most protective, but it's generally better suited for base defense or caving, and not so much for adventuring. Steel chain tends to be the best for adventuring, since it offers great protection along with good movement and decent accuracy. Scale is similar to chain in that regards, but sacrifices some speed and ranged accuracy in return for a bit more protection. Brigandine has the worst protection of this tier, with more penalty to speed/accuracy than chain I believe, but the advantage of brigandine is that it's cheap to craft compared to its counterparts, which makes it a decent choice for adventuring. Which armor piece takes the hit is kinda luck-of-the-draw, to my knowledge, but as stated previously, the reason it was shredded so fast in this case was due to being the wrong tier of armor for nightmare enemies. A mod could be affecting things as well, so it doesn't hurt to double-check your modlist just in case something slipped through.
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This would be my vote, given the trader rework that is coming and whatnot. However, this also depends partly on how attached you are to the structures in your current world. I won't say it's easy to let go of a world you have so much history in, however, I would only worry about copying over structures if they are things you just can't live without. Otherwise, a new world offers a fresh slate to start anew, with plenty of space and resources to make even more memories, and screenshots can help preserve the memory of the old.
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They do, although it does depend in part on which you install, as some of them cover more tropical regions. Kind of, although it depends on which ones you have, and whether or not you end up in the right region to take advantage of certain additions if you have Biomes installed. The added forage plants don't feel OP, but the New Zealand pack does add in a flax plant that is easy to find and harvest, which makes it easier to get your hands on twine. However, if you have Biomes installed, then you'd actually have to be in an Oceanic region in order to have access to that plant.
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You could try to reinstall, but my advice would be to just play singleplayer for a while and learn some gameplay basics, and then try the servers again later. Most likely what's happening is that there are issues present with hosting services. Give it some time, and if you still have issues connecting to servers then it's probably time for a support ticket.
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I do want to note that you need resin to make glue, which is really important if you're playing by default rules and intend to salvage decorations from ruins since you'll have to glue them back together first. And it takes a LOT of glue to do that. Otherwise, I do agree that resin doesn't have that much use. Perhaps if pitch were added, and we had to use pitch to waterproof certain things, maybe it would see more use?
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RE: 1.22 - Berry bush rework (i.e. add greater mechanical depth to them)
LadyWYT replied to Phantom72's topic in Suggestions
Possibly, but that also means that the bush can be lost permanently. If the player just takes a cutting, that leaves the parent bush intact for use, so it's still able to be foraged, or used for more cuttings later once it recovers. The way Wildcraft handles it, the cuttings need to be planted fairly quickly, or otherwise they will dry out. I'd probably add on to the concept by allowing cuttings to potentially fail, but with a higher success rate of taking root than fruit tree cuttings. -
I am inclined to agree, but when it comes to changing underground temperature distribution I'm a little on the fence about it. On one hand, it makes sense, but on the other hand, it seems like it could easily open the door to "farm anything, anywhere, as long as you turn on underground farming". Not that there aren't already farming exploits along those lines, given one can dig to the mantle for warmer temps or build on a mountaintop for colder temps, but both of those options require a lot more effort than just building a farm plot a few meters below the surface. Possibly, but I think I would be more inclined to give the warmer climates some more unique food options as compensation, as well as allow agriculture traders to sell blue cheese in greater quantities(and perhaps a little more frequently). I'd actually disagree here, especially if the underground temperatures are supposed to be more realistic. The better way to handle a concept like this is perhaps let players acclimate to the local climate over time, so that players who spend a lot of time in cold areas will end up being able to tolerate much lower temperatures before they actually start to get cold. Likewise, players that spend a lot of time in the tropics will get cold more easily, and likely need a jacket or something when venturing into cooler temps. Of course, I'm not sure how feasible that is to actually code though.
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I second this. Though most of the big cats are solitary, some will spawn in prides, like lions. And I'm not talking about just African lions either... FotSA mods overall are great additions. While they can make hunting a little easier in some cases, some of the wildlife is NOT to be trifled with, like elephants and rhinos. If you can kill one, it's a lot of resources, and if you can manage to tame one it's a powerful animal to have work for you. But good luck doing that without getting stomped. There's also a mod series that adds dinosaurs, though I'm not 100% sure if it's possible to get them working properly on the recent game version. That being said, if you want an ultimate caveman experience, that might be something worth looking into.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
LadyWYT replied to jerjerje's topic in Discussion
Or basically, when pretend maintenance simulator tries to compete with real life maintenance tasks, real life is going to win every single time. While it may be a paradox in some ways for a hardcore survival game, I do think that the "cozy" vibe fits outstandingly well. Why? The player actually has to work pretty hard and think carefully in order to achieve that state in the game. Achieving the cozy state could be just making sufficient progression to have a good base built up with the very best tech, but it could also mean figuring out how to tune the settings or install relevant mods to achieve the flavor of game one desires. At any rate, it's definitely a quality that the player has to earn for themselves, and not a quality just handed to them right out the gate. -
Any ideas for making creations based off this game?
LadyWYT replied to captainglorpus's topic in Questions
Welcome to the forums! Honestly, it's entirely up to you, and whatever you have the skills/determination to make. For tapestries, you might look up the ones in the game for inspiration, and for clay models...well there's many different options in that case. The monsters could be pretty fun to make if you have bits of wire/junk metal lying about to use for details. -
Nothing has changed, save for the addition of the large crate trap to catch baby elk. Definitely a mod issue in this case. Are you running Wildcraft mods? There is a mod that makes them "work" on the latest game version, but Wildcraft itself hasn't yet been updated for 1.21. My friend and I tried it on our server and ran into the same issue, so that's what I would check for first. If you aren't using Wildcraft, then it's some other mod causing the issue. The best thing to do in that case is to doublecheck your modlist, looking for anything that could affect the animals in this fashion and then checking those modpages to see if any issues have been reported. It's also a good idea to make sure that the mods you are using are up to date for the current game version, or at least known to be working properly in the event they're older mods. If that doesn't solve the issue, the next step is disable your mods, test the mechanic in vanilla to make sure it works, and then re-enable your mods one by one, testing as you go, in order to pinpoint exactly which one caused the problem.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
LadyWYT replied to jerjerje's topic in Discussion
Yeah and if this is implemented, then the player is forced to choose between babysitting their farm, and doing other things like prospecting, mining, metalworking, exploring, the main story, etc. The main story itself requires the player to spend quite a bit of time away from home, and it's not fun to feel like you have to allow your homestead to fall into disrepair in order to do the story. Likewise, as @Thorfinn already noted, there are already mods that tried to add mechanics like this, and said mods weren't popular at all. The farming mods that are popular tend to be the ones that add more crops, which I think is a better way to increase the difficulty without increasing the tedium. More crops means that players will either need to choose carefully which they plant, or put in the effort to make bigger farms. More crops also potentially distracts the player from other activities, in that if they spend too much time exploring for different things to plant they'll end up progressing very slowly, or perhaps even be underprepared for winter. The health boost is more important than you think, especially at harder difficulties. Each nutrition bar is worth 2.5 HP, if I'm recalling correctly, and only relying on 1-2 foods means that the player will be sacrificing 5-7.5 HP(10 if you count dairy in the mix, which I do not). That's at least an extra hit or two the player can take, on average. Or in other words, 2.5 HP doesn't sound like a lot, until that 2.5 becomes the HP that would have allowed you to survive that fight, if only you had it. It's also worth noting that dairy isn't feasible to get until later in the game, which means that realistically, the player would be forced to suffer at least one debuff for quite a long time before they even have access to a way of fixing it. I actually do think some things could be harder on newer and older players alike, but increasing the challenge does need to be done carefully, and in a way that's actually fun. Which realism doesn't always equate to fun, especially when it comes to gameplay. Vintage Story is an uncompromising survival game, yes, but it does make a few concessions in order to keep the gameplay from getting tedious to the point that the player stops having fun and quits(though there are a few cases this has happened). -
I already commented on the other thread, but I'll comment again here...I think adding a fantasy adventure mode to Vintage Story itself would be a pretty bad idea, unless it's done via mods that is. The main reason I say that, aside from the fact that the mere thought of a such a thing generated a lot of community backlash, is that Vintage Story already has three separate game modes: standard survival/story mode, creative, and Homo Sapiens. Standard Survival and Homo Sapiens are similar, however, Standard Survival is the primary game mode that everything is balanced around, since this is the intended version of the game itself. Homo Sapiens is just Standard Survival without any story or lore; a pure realistic survival experience. Vintage Story has a specific story to tell, with specific challenges, and trying to add a fantasy game mode is essentially going to require a rewrite of the entire story, as well as a rebalance of the gameplay entirely for that mode. That's a whole lot of work, that's going to end up slowing down development times significantly, as well as make it tougher to add new things to the game since there's at least two game modes that conflict with each other. Therefore it's much better to just let "fantasy mode" be a different game, or otherwise use mods to turn Vintage Story into a fantasy-style game.
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Regarding 4, I think grains are like that in order to keep the code a bit on the simpler side regarding implementing farm crops. As to 5, I think the main reason the farming system is still "simple", is that the game is still tuned to provide a consistent experience to a wide variety of players. Not every player enjoys farming, and the player also has several other things they will need/want to do in the game besides tend a farm(like doing the main story, which requires quite a bit of travel). That being said, I think reducing wild crop spawns and adding a way to allow crops to go to seed in order to have more seeds to plant would be a fair way to increase the challenge of farming, without making it too tedious.