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Everything posted by LadyWYT
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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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Just in case other players aren't aware, it's also safe to move saplings after they've sprouted. It does reset the growth timer, I think, but it won't destroy the baby tree.
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Make that plate armor anyway. Bronze plate has a different look--a sort of Greek style, if I recall correctly--and having a set of black bronze plate is a definite status symbol. Even if you don't wear it, making it will be a challenge, and it'll look really cool as base decoration. Also keep in mind that iron might have come easily, but that doesn't mean that steel will. Though even if it does, @WiggleStick has it right--sit back and enjoy the ride if the RNG is in your favor. Next map could easily go the other way.
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"Create Custom Class" option at character creation
LadyWYT replied to LadyWYT's topic in Suggestions
I thought about a trait template, but ended up leaving it out of the suggestion, since playing broken builds(good or bad) is also fun. Oh for sure--a mod is still a win, though that mod unfortunately appears to be outdated. Though there are a few players that just absolutely will not use mods for whatever reason as well, hence why I don't think having a vanilla option to create a class would be the worst thing. In that case, players could make whatever they want, and maybe there'd be fewer forum arguments over which classes should be added/how current classes should change. -
It's just goofy generation. Water occasionally forgets how to water.
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I mean...I know a way to "help" investigate the pit...and by that I may or may not mean pushing the hunter in...
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Welcome to the forums! I'm not a code expert by any means, however, I think it's easier to swap textures than it is to swap block names, since block names may be referenced elsewhere in the code and things are much more likely to break if those pieces of code are missed. This is true, but this also seems to be standard practice for Anego Studios. It's one reason the game is such high quality and the playerbase keeps growing. While I do think there was a bit of content that could have been pushed back, I can also appreciate that it made it in to 1.22, as that means the foundation is there to add even more stuff all at once in a future update.
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"Create Custom Class" option at character creation
LadyWYT replied to LadyWYT's topic in Suggestions
Oh for sure, it's impossible to balance, and goes against the general design philosophy to an extent. However, there are also several settings in the game itself that allow the player to play in ways other than the intended game balance, including dialing the difficulty down to almost Minecraft levels of easy. Hence why I also suggested that it be a feature turned off by default, that the player must enable themselves if they really want to play that way. I would also be really surprised if server admins allowed players to create custom classes. The main drawback I see is that custom classes just aren't going to be tied to the world in any impactful way, since NPCs won't have anything to say about the player's class choice. That's not really going to make for a very interesting game if the class is just a pack of bonuses/penalties and no real impact on the world otherwise. The player could also decide to give themselves all the beneficial effects, sure, but the drawback of doing so is that there's not really much challenge if one is good at everything. However, making a custom class that has all the negative traits, or exclusively crafting traits, or some other weird combination could make for an interesting challenge. -
I think in the earlier rcs it was fine, mainly because the bears could easily outrange the player in melee, so kiting was really dicey and armor or pit traps were almost required for bear fighting. Then I think the bears' reach got nerfed, so the player could easily dance around the bear and practically never get hit. While it might not be realistic for a player to outrun a bear, I think for gameplay it's fine if players can outrun bears, provided the player isn't wearing heavy armor and reacts in time. But the bear should absolutely have a long reach when it comes to melee, so that players need to do a bit of planning before tackling one.
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Given all the existing mods that add various new classes or make adjustments to existing classes, as well as discussions about classes in general, an option like this probably wouldn't be the worst thing ever. Players could select this option from the class menu at character creation and be taken to a third screen where they can pick whichever traits they want, as well as their starting outfit template from existing classes, and then give the class a custom name before playing. Of course, the player does this with the full understanding that NPCs will only ever offer the most generic interactions, with plot-relevant NPCs essentially saying "I have absolutely no idea who you are", since I mean...there's just too many variables to account for(though if the custom class name matches an existing class name exactly, then perhaps it will be treated as that class). Obviously, this could lead to severe balance issues, but I think that's fixed simply by having a toggle for the option in the settings, turned off by default. The player will need to turn it on themselves if they want to play this way, and in the case of servers, it allows server owners to limit players to premade classes and thus maintain desired balance. From a modding standpoint, I'm guessing this might make modding classes a little easier, at least for singleplayer, since players could probably just install a library of traits/outfits and then use the create-a-class feature to make whatever they want, rather than need to figure out how to actually mod a custom class. Do I really expect this to happen? Eh, not really, at least not anytime soon. But I think it would probably be a handy tool to have so players could more easily balance a class however they want, without necessarily needing to learn how to mod in order to do it.
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YES! Wildlife is actually going to be dangerous again! This makes me very happy.
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I would it depends on your personal playstyle preferences, and what kind of settings/mods you're running to alter the game experience from the defaults, especially if you're running mods like Combat Overhaul, which significantly alter the game. In such cases, advice that applies to the game on standard settings may not be very useful. Generally speaking, bronze is quite useful in the mid-game, but quickly gets replaced by iron once the player has found an iron vein and processed a few ingots. In the late game, bronze can still have some limited applications in expendable tools like shears, axes, and shovels or crafting materials such as nails, but iron/steel will be outright better in most cases. Iron supply isn't much of a concern due to how massive iron veins are. For the mid-game, many veteran players will do the bare minimum needed with bronze to acquire and work iron--10 ingots(pick + anvil), though many players will add a few extra tools/weapons into the mix as well. Personally, I've found that making a set of bronze lamellar is quite useful as well, since doing so allows the player to confront dangerous wildlife, basic caves, and lighter temporal storms with relative safety, and the armor is easily repaired. Gambeson is better, yes, but the player will probably want to save their first flax harvest for windmills and other things. Keeping in mind that tin, bismuth, and zinc are all common ores and relatively easy to find, so while it's ideal to dig at Decent or higher readings it's often worth digging at worse readings as well. The percentage numbers I tend to just ignore, unless I'm trying to pinpoint the best digging spot. Do keep in mind though that as long as lore content is enabled, trading for those ores is also an option, since Commodities traders will often sell nuggets of those ores at reasonable prices. As for the time it takes to find the stuff...prospecting is something the player can easily do while out exploring, foraging, or hunting. The map can be studied during "down time"(like at night or during a storm) to figure out where to dig. Digging itself tends to only take part of a day, depending on how far away the digsite is. Tending crops/animals and preserving food really doesn't take that long, and most other chores aren't particularly time sensitive. Regarding bismuth bronze...it's not weak. Yes, it does a little less damage than the other alloys, but it's also more durable. The damage difference also isn't enough to be noticeable when it comes to combat. In this case though, I think the best answer to your question is worry less about bronze and focus on finding iron as quickly as possible. Hematite tends to be the most solid option to look for, since limonite almost never appears and magnetite is dicey to find(though will also be your only real option in andesite-heavy areas). Forty ingots' worth of bronze should be more than enough for you to find an iron vein and start working it, and that should solve your material concerns.
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Is it just one world that crashes, or Vintage Story in general? Any mods that could be affecting things? Have you tried rebooting your PC or backing up your saves and reinstalling the game to see if that solves the issue? Unfortunately I'm not the best at reading crash reports, but from what I can tell it doesn't seem to be a mod causing the issue. Hopefully someone more experienced with Apple can shed more light on what's going on, but otherwise I'd say best to submit the crash report over on the Github bug tracker so the devs can look into it. Do keep in mind that if you are using mods, the first question will most likely be "Does the issue happen without mods", so it's best to verify that the issue can be replicated in vanilla before submitting.
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The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
Eh, it's too niche/uninteresting mechanically, and doesn't track with the lore. The world isn't the same as it used to be and much has shifted out of place, not to mention that the player character has, quite literally, just popped into existence and has no knowledge of where anything is. Player characters are already capable of reading things that others cannot(as certain NPCs will note). Mechanically speaking, one common complaint about Tailor is that the class doesn't offer anything particularly useful, while suffering several drawbacks. To be fair, Tailor is meant to be a challenge class/"fish out of water", and it makes sense that Scholar might be similar, but in terms of flavor it's not ideal to have two classes that are too similar to one another. Doctor/Herbalist/Alchemist or Noble would be better choices, since those options are both going to fit the role of scholar but with more distinct, useful traits and flavor that doesn't overlap as much with other existing classes. -
Rivers aren't being implemented in 1.22, though the devs have made progress toward getting the game ready for them. Maybe in 1.23 they will be added. As for the Watersheds mod, that could prove to be an issue in the future, depending on exactly how rivers are implemented in the game and what the mod author decides to do. For 1.22 though, it should be fine, since it seems to be getting updated regularly. Maybe, but that's outside my expertise. The best I can say is do some research on it, then make a backup and try it to see what happens. It might work, and it might not.
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The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
In addition to some kind of doctor, I'd really like to see a noble class. Granted, nobles don't exactly seem to be prevalent among the ranks, for many reasons, but I think it could make for a cool challenge class, with some rather unique NPC interactions, especially since there's nothing to really cement their position as nobility anymore but they likely still think of themselves as higher-class citizens. -
The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
I think the idea might be more that it's a weapon that very easy to improvise, both in terms of making the weapon itself and supplying ammo for said weapon. A bow can be improvised as well, I supposed, but a bow can't really fire just any ammunition, whereas a sling can throw all kinds of stuff, at least in theory. I would say that perhaps the sling recipe just needs to be cheaper, maybe just rope? Then it's easy to craft from raw materials or scavenged goodies. Ammunition could include pretty much anything that the player can throw, that also is small enough to actually fit in said sling(so not spears). From a class lore standpoint, a sling can also be easily concealed, or worn as a belt/otherwise tied around the body for ease of transport, which is convenient if one is a shady character. Granted, this isn't actually a function in gameplay, though I suppose it could be. Maybe, but I think you could just as easily give some lockpicks to pick basic locks in ruins(like you mentioned elsewhere), or perhaps give them a bonus to crafting and resisting poisons when such gameplay is introduced. The former allows the Malefactor more advantage when treasure hunting, while the latter takes advantage of their criminal background to help them stay alive. After all, if you're dealing with other criminal types, it's probably handy to know different methods of dispatching targets without attracting attention, as well as handy to know the side effects of said poisons and what the treatments are, should you ever find yourself on the wrong end of the knife. The upgraded improvised weapons does sound neat, but the main issue I see there is how does such a thing function when the player turns off class-exclusive recipes? It seems like it would end up a scenario like the tuning spear, in that only the Clockmaker can actually use it to the fullest extent since locust-taming is tied to the Clockmaker class and not the tuning spear itself. However, in this case, it seems like other classes would be locked out of crafting the stuff themselves, even with class-exclusives turned off. Perhaps scrap weapons could just last longer for Malefactors instead? Maybe even dealing a bit more damage with them as well. After my ranting in the farmer thread, I think classes in general may be due for some overhaul once more core game systems are implemented. By that I don't mean just adding more classes--while I would expect to see at least a couple more classes added to the roster, I'd rather have fewer classes that have a lot of depth in the world itself and little overlap compared to each other, than several classes that don't have much depth at all and overlap with other classes in many cases. Rather, I mean that the classes and associated traits that we have right now are fine for what the game currently has to offer. Though I do think that with a status effect system, "crafting" traits such as Malefactor's Improviser and Blackguard's Merciless could offer some other benefits aside from just being crafting traits. Improviser might mean that the Malefactor can treat certain kinds of injuries faster, or might be resistant to certain diseases or poisons. Merciless might mean that Blackguards ignore the pain of certain injuries(to an extent) in order to ruthlessly put down a target. I'm not really sure what the other crafting traits could offer, but you get the idea. I think the main sticking point on Malefactor to me is that the class seems to be geared towards avoiding combat when possible thanks to a questionable past, so giving them a sling is a bit odd but the improvised weapons don't quite solve the problem either, if the goal is to focus on scavenging and exploration and less on combat. While better medicine is better suited for an Alchemist or Herbalist class, having a few more options for simple remedies seems like it would be appropriate for Malefactor as well. Survival against all odds and whatnot. In a multiplayer setting, it also means the Malefactor can pair well with a class better at fighting, by helping scrounge up extra food and patching injuries/treating poisoning as needed.