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Everything posted by LadyWYT
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Welcome to the forums! Well, for starters...pies are not foods that are stored in crocks in general. Crocks are for soups and stews, and while crocks can be filled from two different sources, the ingredients of the soup/stew will need to be in the exact same order for the meal to fill the crock. Most likely that's due to code limitations, and may or may not be further refined in the future. As for dumping bowls of food into crocks...to my knowledge this isn't currently a feature, though I could be wrong. Though I'm guessing the idea is that if the player went to the effort of filling the bowl(which is a deliberate action), then it can be safely assumed they're intending to eat the meal within. Cured meats and pickled vegetables...no idea. Probably the devs just haven't gotten around to balancing that area and writing the code to support it. As it stands now, salt curing is a great way to preserve food for a really long time, but meals require fresh ingredients in order to get their benefit. Ultimately, you're on the right track when it comes to preserving food. A properly built cellar will extend the shelf life of food items by quite a lot. Putting soups and stews into crocks can help extend the shelf life a little more, but you'll want to seal the crock with beeswax or fat in order to greatly extend it.
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Welcome to the forums! This actually is a thing in the game, though there's currently no stretching frame for it. The player can lay out soaked hides on the ground and then scrape them with the knife, rather than use the crafting grid(which the grid recipe may or may not be removed in the future). As for a stretching frame, that may or may not get added. I wouldn't mind seeing one, since that makes more sense than laying hides on the ground, but in the meantime the Ancient Tools mod implements such a thing, along with other fun little toys.
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One other benefit of simpler ruins that I will note, is that it makes them very easy to demolish if one is so inclined(without feeling like you're messing up a landmark), or otherwise rebuild without feeling pressured into following a strict template. I think the ruined village would be a good variant of procedural dungeon, in that it could be a rare find that the player stumbles across every once in a while, although if we want to get technical there is a rare variant of trader outpost that will spawn with multiple traders. In any case, when it comes to loot, I think a ruined village might give some nice starter tools, or provide an interesting base for the player to refurbish, but not much else otherwise since surface ruins have probably been picked over pretty well by surviving adventurers and whatnot. Right, clothing and other worn items take damage, but the seraph themselves is essentially reset to a healthier status. Time itself doesn't actually rewind, just certain effects, although given what happens in story chapters I suppose it could rewind just for the seraphs and not anyone else. In any case, even in the short story, it just makes more sense to me that if the seraph is walking around alive, there's not going to be a body to find. How long it takes a seraph to "return" after suffering fatal death though, I'm not sure. The Ghosts story suggests it can take a couple of days for them to reconstitute, in which case it makes sense that there'd be a body for others to find and interact with in the meantime. From a gameplay standpoint though, losing a few days like that may be a concept that's either yet unimplemented, or too harsh of consequence for what the devs want for balance(there is a mod for this though), thus the player respawns immediately after death. The other reason I'm partial to the "seraphs don't leave a lingering corpse" idea, is that in the event a seraph suffers multiple deaths in a row...that would logically lead to a pile of bodies that would obstruct dungeon passages and things. Obviously, the body could simply disappear once stuff is retrieved, but that feels contrived at best and a plot hole at worst; just overall not satisfying, in my opinion. Probably, but keeping inventory makes things a little too easy. Granted, turning that rule off is a bit of a plot hole in itself, but it seems a more tolerable one to me than the above. I've always chalked it up to the clothing items perhaps being more "attuned" to the player, and thus remaining on the player after death, since clothing items are pretty much the closest thing to the player at all times. Though in fairness, in terms of plot holes, it could just be similar to the Hulk's shorts. Logically, Bruce Banner shouldn't keep his pants when transforming into the Hulk, but the alternative is a naked Hulk/Bruce running around every time, which isn't ideal for obvious reasons. Letting the players keep their worn items also gives the player the freedom to wear the rare clothing items without worrying about losing said items if they have an accident. Also a big YES to these two. Temporal Symphony is one of the few mods I play with consistently, and also about the only thing anyone seems to actually agree on when it comes to how to change temporal storms for the better. As for Equus, I just like horses. The elk is nice and all, but it's just not the same.
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Also known as the moon...at least, I'm pretty sure that's what that is.
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https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ There's a short story on the forums that illustrates the process, as well as other hints you'll find just by playing the story. Granted, it's a bit vague on the details though. To me it just seems that when a seraph "dies", they don't really die/reincarnate as much as reconstitute themselves at a specified point. They're still the same person they were before, and it seems like the old body would just disappear when the reconstitution takes place. While ledge-jumping would be neat, I would say the opposite and stick with the simpler movement system, and perhaps add a grappling hook or some other tool to allow the player to more easily climb around, while still being something that could perhaps be more reasonably limited in certain locations. Reworking entire story locations is a pretty big ask, and isn't necessarily as simple as just adjusting a few walls and things. I'd rather see the time and resources put in to fleshing out other areas of the game. It does look awesome, yes, but the performance is...not great, and the ruins are not procedural(to my knowledge). In fairness, it's been a while since I used it, and my hardware was a bit weaker then, but while the ruins were fun to look at, the game tended to lag a bit with that mod installed, and that was with mid-tier hardware. When it comes to performance, graphics can always be turned down, but it's not really possible to adjust the complexity of ruins in the vanilla game, so lower end machines would likely end up struggling to run something like this. Honestly, the complexity is also why I've shifted away from Better Ruins over time. The ruins look nice by themselves, but seem too grandiose otherwise, in some cases outclassing the vanilla story structures. As a result, the world ends up feeling rather unsatisfying. Additionally, not every player is a great builder, so it's not ideal to have everything be so grandiose that the average player feels they can't build anything themselves that fits the world. Right, but keep in mind that Tyron and Saraty have their own vision they wish to implement, which may not track with what Better Ruins does. And while more content is nice to have, quantity isn't the same thing as quality. Like I said, this kind of thing is better suited for the procedural dungeons. Those should be complex enough to be more interesting than the typical ruin crumbled away to time, while reserving the truly epic stuff for the story chapters where it be able to leave the most dramatic impression upon the player. In fairness, I do want to clarify that I'm not saying I don't want to see improvements to the current ruins, just that I don't think it should be anything as grandiose as Better Ruins, as that brings with it performance issues and can discourage players in their building abilities.
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Given that mods are really more of a personal taste thing, I'm just going to note that I agree with most of this list, but there are a few exceptions. Speaking on mods in general though, there are several that I think could easily fit into the vanilla game, but shouldn't necessarily be added, since parts of the mod don't really fit or the mod might be more than what most players really want to deal with. I actually don't think this should be vanilla. While it is a convenient mod, the information is already listed in the Character Info window in vanilla, and screen space is valuable. Having too much stuff on the screen at once can easily make things look cramped or cluttered. Plus most of the information the player can also figure out easily enough just by paying attention to what's going on in the world. A strong wind will sound and look different than a gentle breeze, and the exact time doesn't matter so much as the position of the sun in the sky. Given that player respawns are actual canon lore, I'm not sure that leaving a corpse behind is very immersive either. I think the better option here would probably be to figure out a way to have bags and tools get automatically put into the nearest available ground storage if the player dies. That way the player isn't losing their most valuable stuff, but will still need to work to get it(if said player died from a fall, better hope nothing landed on a ledge), and avoids the need to explain why there are corpses of a near-immortal being everywhere. I like Golden Combs, and would love to see some more in-depth beekeeping options, but honestly I think this mod goes too far for what vanilla should be. I have to say no here. It's not that I don't like the idea, but it would require a rework of two major story locations since it would completely break the set design and allow the player to essentially skip all the puzzles. Just telling the player "no you can't do that here" is also an option, but not a very good one. Negative. Better Ruins adds extraneous lore, and also tends to be rather demanding on performance due to the size, complexity, and I think items added. It's great that the mod exists as an option, and I wouldn't mind seeing some more complex ruins, but I think that is probably better left to story locations and procedural dungeons, where there is more things for the player to do and more reason to add complex details for story telling. Overall though, the game needs to be able to run on a variety of hardware, as well as not outclass the average player's building ability so much that they don't feel they can build anything cool that fits in the world. Plus if every ruin in the world is huge and detailed, then the story locations lose a lot of their wow factor since, well, there's epic stuff everywhere.
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I would suggest to make a game that works before selling it to people
LadyWYT replied to Lol Turkey's topic in Suggestions
Welcome to the game and the forums! Multiplayer can be tricky sometimes, and issues can arise either on the player's end or the server end. Hard to know for sure without more information. You might try posting a more detailed write-up about the problem and relevant computer specs in the Questions section, as there are usually at least a handful of other users lurking around to help troubleshoot. However, if the game isn't to your liking right now, that's okay too. The devs have a pretty generous refund policy, that you can read here: https://www.vintagestory.at/refund.html/- 3 replies
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Only on the range; the damage will still be unchanged. They're similar to Clockmaker in that regard, in that they can't throw things as far but will still do full damage. Which I've been wondering if the range debuff on Frail shouldn't be swapped with the Near-sighted debuff on Blackguard, or the Near-sighted debuff reworked to reduce accuracy rather than damage. I can understand why Near-sighted is the way it is, but it doesn't make a lot of logical sense given that it takes a lot of strength to draw and fire a bow, and being near-sighted just means that it will be harder to hit targets at a distance. The shot itself isn't going to do less damage if it hits the target just because it was fired by a near-sighted individual, but being near-sighted does mean that it will be much harder to aim accurately, especially at a distance. To be fair, it would be more annoying to miss more shots rather than deal less damage but hit shots more consistently. That being said, I do think it would make more sense, and tweaking the debuff in that fashion would still be a damage loss for ranged weapons since a missed shot does no damage. While I'm rambling, Frail could be reworked to penalize range and ranged damage, since if the character doesn't have enough strength to fire the shot as far, there's obviously not going to be as much power behind the shot so it should probably do less damage. In that case, perhaps the Tailor should be the Frail one, and thus be worse in combat than the class is now, with Malefactor and Clockmaker being switched to Weak instead. Both classes keep the health penalty in that case, and neither one seems especially suited to mining either.
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Ironically, it's the other way around regarding the lore. The player character is able to read older written language, while most of the NPCs are not. The spoken language is similar enough that the player character can talk to NPCs just fine, but will also speak with a "funny accent" from the NPC point of view. It'd probably be the equivalent of a modern-day English speaker trying to have a conversation with an English speaker from the 1600s/1700s or so--the languages are still similar enough that conversations can be had, but both parties are definitely going to notice that something is a little off with the other.
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I don't even know how to start solving this.
LadyWYT replied to VoidNeko's topic in Using Mods Troubleshooting
Welcome to the forums and the game! What's likely happening is that either a mod is causing issues with the game, or you're running more mods than what your current PC hardware can handle. However, it's also worth noting that big modlists in general take a while to load. If you're trying to use a lot of mods, you might try a smaller modlist to see if that helps. Alternatively, you could try hosting the game on a different machine so that the PC you play on doesn't have to work as hard. Either way, do keep in mind that mods that add lots of new items, blocks, or entities tend to be more demanding on performance than mods that are relatively simple. Ultimately, the easiest way to troubleshoot issues with mods is to disable them all and verify that the vanilla game is working first, and then re-enable each mod one at a time, testing as you do so. It's a tedious process, but it'll make the problem mod quite obvious. Of course, do make sure to do your testing on a throwaway world, and otherwise make backups of the worlds you care about before testing things on them. Edit: also make sure that the mods you're using are up-to-date for your game version, or otherwise known to work correctly in the case of older mods. -
Being a vegetarian was the mistake, or more precisely: not hunting more. You don't necessarily have to eat the meat that you hunt, as it can be composted, but hunting is the primary source of fat. Killing wolves, foxes, and raccoons is relatively easy and typically yields at least one piece of fat(though foxes and raccoons don't always drop fat), and pigs are a great source of redmeat for meals and fat. Hogs are handy to have, as they produce big litters and mature relatively quickly, but do keep in mind that livestock does require some time and effort to really get going. Hunting will be your primary source of meat, fat, and hides in the early game, even if you manage to pen wild hogs on day one. To my knowledge, no, the drop rate hasn't changed. As I said above, the main issue seems to be that you haven't placed much priority on hunting. Most players will hunt fairly often, especially in the early game, if for no other reason than to acquire hides and fat. As to the question of whether oil lamps and pelts are worth making...yes, but it also depends on your playstyle preference. Pelts make good winter clothing, which you won't need in warmer climates. Huge pelts can make crude bellows, which you don't necessarily need either if you have access to leather. Pelts can make good decor too, but decor isn't critical to survival. Oil lamps don't provide enough light to stop spawns, but they are cheap to make and will provide enough light to see what's in the area, and dealing with visible threats is much easier than trying to deal with threats obscured by darkness.
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Do you have a moment to talk about Drying Peat and Wood?
LadyWYT replied to Emeal's topic in Suggestions
Incidentally, if you want a rough idea of what players think of drying mechanics: Granted this is only pertaining to pottery, but I daresay there'd be similar results for needing to dry fuel as well. As luck would have it, there is a mod for that, so we don't have to wait. https://mods.vintagestory.at/realsmoke Edit: I will note that smoke mechanics I'm not typically a fan of, as it's not something I enjoyed in Valheim. However, this mod implements the concept very well, in a way that's challenging but not so much that it becomes restrictive to fun. -
Welcome to the forums and the game! I'm not sure that such a feature exists at the moment. The best way to achieve this is probably to schedule specific times for everyone to play, much like a dedicated tabletop game night, and shut down the server outside of those times.
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Like @Facethief already noted, there are plenty of New World creatures and plants in the game, which does make sense given that the world kinda got scrambled and all. I think the "Old World only" part pertains more to the lore, in that the main setting for the Old World was based primarily in central Europe, with parts of Asia and North Africa/Middle East being referenced as well(so the literal Old World). It's not that New World cultures didn't exist, just that there's no real evidence of contact with them before or after the world scrambling.
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Do you have a moment to talk about Drying Peat and Wood?
LadyWYT replied to Emeal's topic in Suggestions
Nah, I would actually add drying pottery before firing it to the list. Because I mean, that is a required step, and makes sense to add if fuel needs to be dried before burning. That being said though, the main pushback against ideas like these tends to be that many players don't really want to wait around for fuel to dry before they're able to use it. The Seasoned Firewood mod is very good at implementing and balancing this concept for firewood though, adding a variant of firewood that takes time to cure, but burns much longer at the cost of of burning at a lower temperature. In that case, the cured wood becomes much more valuable for cooking and heating, but the uncured stuff still remains valuable for quick fires or cheap fuel for smelting. I think this is where, if it were added to the vanilla game as a mechanic, the green stuff needs to be burnable, but at a less efficient rate and with the risk of giving the player some kind of negative effect from all the smoke if they decide to hang around the fire. This way, the green stuff might have some limited benefits, in that it could be ideal for smoking meats, emergency heat, or signal fires, but the cured stuff will be better for most purposes. -
Maybe 1.22 is the update for generous mines. My friend and I stumbled across a cave that was just loaded with black coal, iron, halite, and other goodies.
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Making regular backups while playing unstable versions will probably help guard against that. If you have to roll back, you might lose a bit of progress, but not the entire world. I'm not familiar with your series, but in the worst case scenario that you do need to start over for some reason, is there a way to spin it into a story about some villainous character sending your player character to a different reality/rewinding time, or even just an unfortunate side effect of sampling the "special shrooms" in a temporal storm? Tweak a couple of settings or throw in a couple of small mods to give the new world something different, and you're golden. I'm also not at all saying you're going to lose your world, just suggesting a potential workaround to salvage a series if something does goes wrong in the future.
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As a veteran player, I had the worst time finding red clay when it was first added, until I'd found a couple of deposits to learn what to look for. Of course, sometimes the world gen just decided that clay was going to be the tough resource to get. Welcome to the forums and the game! It might be a joke, but part of what makes it funny is that it's also somewhat true. There are certain things that every player has to go through when learning the game, and figuring out how to find clay deposits reliably is no exception. Though after you've found a few and know what to look for, they tend to be easier to find.
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Welcome to the forums! Without a crash log, it's tough to say what the problem is. I recommend looking through the server and client logs to see if there's any clues to what could be causing the crash. I'd also recommend that your friend try rebooting his computer to see if that helps, as that can sometimes clear up unknown issues. Tagging on to what @TheeButterMan said, knowing your friend's PC specs and how the game is being hosted can help pinpoint the problem. Given that mods like Better Ruins can be demanding on system resources, it could be that the PC hardware isn't strong enough to handle that modlist without some issues.
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Go to the "My Attachments" section of your profile and make sure there's enough space to actually upload the image. If the space there is almost full, that might be why the uploads are failing. If that does turn out to be the case, you'll need to clean out older images to free up some space for new uploads.
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PETITION TO ADD CHICKEN NUGGETS TO VINTAGE STORY!
LadyWYT replied to COMMANDER_GEB's topic in Discussion
Only if it's the chicken nuggets that actually look like chicken when you bite into them, and not the meat paste kind. Those are pretty gross. -
First off, welcome to the forums! Which is fine, but do keep in mind that while the vanilla game is optimized as much as the devs can when it comes to performance, performance can get dicey very quickly when mods are involved. Mods that add lots of new blocks, items, or entities tend to be especially performance-heavy. Running a dedicated server for the game on a different machine can help, since in that case it won't be a single machine trying to handle the entire workload. When a modded game has issues, and isn't generating a crash report or other immediate clue as to the culprit, the only real option to figure it out is to go through the log files to see if anything is amiss, or otherwise disable the mods, verify vanilla works correctly, and then re-enable and test each mod one-by-one to see when the problem reappears. It's definitely tedious, but it's generally the most effective way to figure out which mod is causing the issue, and one drawback of using a bigger modlist.
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Is my skep not detecting flowers because its too cold
LadyWYT replied to rereretrograde's topic in Questions
What game version are you playing? As of 1.22, horsetails don't count as bee/butterfly food. -
The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
I took a stab at drafting a Noble class a while back: Not really sure how well it holds up now, but yeah. Pretty much. The general idea I had when writing up the above concept is that the Noble could act as the classic monster-slaying medieval hero, with specific bonuses toward equipment upkeep and fighting bosses/minibosses, but faring rather poorly when it comes to "peasant work". As for how such a class interacts with NPCs, they don't necessarily have to be rude, as much as they could be just friendly but wildly disconnected. Kind of like the usual stereotypes of city people visiting rural friends/relatives and having no clue about what happens on a farm, or the stereotypes of rich people not understanding how the middle/lower classes live. As far as harvesting penalties though...while it makes sense for the most part, I could see them perhaps getting a boost to hunting specific animals, mainly the tougher ones. Hunting was a favorite activity of nobility, especially larger "trophy" animals like bears, bucks, large boars, etc. -
Looks good to me, though I think it's also something that will be hard to balance without some playtesting. Sometimes the numbers will look good on paper, but not work as well in practice. Go for it. If nothing else, you could always make config options for it all, so players/server admin can choose what bonuses they want to allow and how strong those bonuses should be. Even to the point that the bonuses could make some vanilla elements unnecessary, provided there are enough followers participating at the shrine or whatever.
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