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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! Which game version are you playing? The most recent version of 1.22 is 1.22.0-rc2, and traders should be spawning. A couple versions prior though, traders were not spawning in their outposts due to the ongoing trader appearance overhaul. If you're playing on one of those older versions, or the world was created in one of those older versions, that may be why you're not seeing them. As for the berry bushes, they should be spawning with the same parameters as previous versions. However, their appearance has been changed to look more realistic to the plants in question, and less like boxy bushes. Thus they can be hard to notice sometimes, especially since the berries are smaller and don't completely cover the bush when ripe.
  2. Friction is a real concern when designing machinery, especially if the parts are wooden. If those parts heat up too much, they should logically catch fire. From a game balance standpoint, I think this change is meant to prompt the player to think a little more carefully when it comes to designing machinery, and cut down on the "Frankenmill" designs that exploit game mechanics to make stuff like the helve hammer operate at warp speed. The Create mod for Minecraft had similar concepts, I think, as did some other tech mods. Basically, if the machinery or wiring was under too much stress, parts would grind to a halt, break, or the wiring might burn up if the voltage was too high, etc. Berry bushes weren't very realistic before, given that the player could easily break bushes and plunk them back down at base for large yields of fruit with little effort. While there are certainly different opinions on what the most realistic change should have been, it's not entirely unrealistic to need to propagate new bushes via cuttings and fertilize the plants annually to keep them healthy and producing. From the gameplay standpoint, this should give players more chances to have their own berry patches in multiplayer, as under the old system it was a common occurrence for all bushes within a reasonable distance of spawn to get transplanted elsewhere. In singleplayer, it tips the balance of the game pacing to the player needing to rely more on hunting and foraging their first in-game year while they get themselves established. Realistically, fat needs to be rendered or it will spoil, so for a game that wants to lean heavily into realistic natural processes this sort of change makes sense. I will note that the fat renders rather fast, and only one stick of firewood is needed to render a full pot of fat(which is currently 6, and could stand to be more in my opinion). I think @Zane Mordien is pretty spot-on. I wouldn't call VS a game that grinds for the sake of grinding, since the grind does have meaning aside from just making the player play longer. However, I do think that it's intended to be slow-paced game, in that it's one the player completes over the course of several play sessions rather than a single weekend of play. Now that being said, the devs are quite good about providing a variety of options for players to use to tailor the game to their own liking, which includes making things easier or harder as needed. Likewise, the players themselves are also quite good at making mods to tailor the game further. If you're having trouble finding a way to adjust certain things in the game it also doesn't hurt to ask around the community to see if anyone knows of a fix. I also want to note too that when major changes to mechanics roll out, it's not unusual for things to get a little uncomfortable for a while since old strategies become obsolete and it takes players time to figure out new ones. In the event something proves to be undertuned/overtuned, it typically gets adjusted sooner or later.
  3. And here I thought it was going to be about actual beehives. In any case, oof, I didn't know it was possible to explode one of these, but good to know!
  4. I don't know if it was a bug or just something that hadn't been polished yet, but in any case it's supposed to have been changed in 1.22. Prior to 1.22, the armor would reach 0 durability and stop providing protection, but wouldn't actually break so the player could still repair it. To be fair, I haven't tested it, but all I expect it to really change is the player will want to make repairs a more regular occurrence rather than wait until the absolute last minute.
  5. It's limited to weapons and tools only right now. Maybe at some future time we'll be able to temper armor as well. I will note though that armor is supposed to break when it reaches zero durability now, so it's a good idea to keep one's better equipment in good condition. There's also the option to buy linen and gambeson from traders. Clothing merchants will sell the gambeson and linen, I think, while Commodities and Survival Goods can sell linen but not gambeson. There may or may not be balance changes to come on that front, though my guess is that it's not likely to change right now. The best solution I've found is to plant much bigger fields, which is easier to do now that the wild grains spawn in larger clumps. In my current world I have around a stack and a half planted, which is probably still a little on the low side but should be more than enough for a complete small windmill and a little extra leftover for other things.
  6. It's not a setting I would play with myself, but...I like it. Definitely not something that should be on by default except for Wilderness Survival, maybe, but as an optional difficulty? Sure, why not. It gives an option for players to allow mobs to be more destructive, in a way that's reasonable, without needing to mess with the block placement/chisel system. Also helps that I'm reading all that with this note in place. One possible way to cheese this is by just making sure all the glass is chiseled, however, that could potentially be accounted for by making all glass-type chiseled blocks act as glass and fall out of place, perhaps. Blocks that qualify as stone or wood could remain as-is, which still allows players the option of chiseling fancy windows if they so choose.
  7. It's an interesting idea and I could see it being a thing, but it also seems the kind of thing that fits under the tool durability umbrella already(or should, if it doesn't). I'm curious as to which armor you're using and what you're trying to fight. Early game armors like leather and copper are tier 1, for the most part, and their main benefit is that most of them are fairly easy and cheap to craft, in addition to helping keep you alive. The drawback though is that while they're relatively cheap, they aren't very durable, and getting attacked by higher tier enemies(tier 2 like wolves, bears, and tougher monsters) will shred the armor even faster. Gambeson or bronze lamellar is better, since at tier 2 it will hold up much better in a fight, but it will still struggle a bit against corrupt/nightmare tier monsters. Iron can counter most threats quite well; it'll still take some damage from nightmare level enemies, but can still take quite a lot of punishment before it needs repair(and when it does repairs will be fairly easy to make given that iron deposits are quite large).
  8. I do think it would be a nice touch that some player-planted trees could turn into old growth trees if the player decides to play that world for 25-50 in-game years or so. That being said...I'm not sure that most players would play a world for that long, so I doubt that kind of detail is going to get added anytime soon.
  9. There shouldn't be--the first quench, as far as I'm aware, is supposed to be free, and items that have never been quenched shouldn't have anything listed in the tooltip. In that case, if it broke, then it's probably a bug, or potential mod interference if you're using mods(probably not the case here though). One other possibility, though it's a bit of a longshot--did you dunk the item in water after forging before trying to heat it back up later? I forget sometimes and dunk my items to cool them off like I did in prior versions, and in many cases the item is hot enough for the dunk to count as a quench. So that may have been what happened--an accidental quenching followed by a really unlucky roll on the chance to break. I think the first quench, at least for power, applies a 10% breakage chance, which is quite low but not zero.
  10. Maybe the sewing kit could make clothing degrade twice as slowly? That way it's a more desirable item to actually have.
  11. I'd be okay with this. Definitely videogamey, but it would be a nice quality of life feature for players who want to rearrange their base. It could also be pretty cool in multiplayer, since then players could decide to set up plant nurseries and sell the mature bushes to other players. Rather than a shovel or needing to take up a backpack slot, I think I would just let them stack in the regular inventory, but need a few days to re-establish themselves at the new spot before they can start to produce crops again. And by "re-establish" I don't mean they downgrade the soil or anything, just that they get a few days' time out so that players aren't constantly carting bushes around.
  12. It's under "Small water wheel". You'll need a hammer, one axle, and two small iron 4-way hubs. The hammer goes on top of the axle, and the hubs on either side. After that, it's a matter of placing the resulting water wheel part down next to the rapids you wish to build on, and then following the crafting prompts it gives you after. Fair warning--you'll need a lot of beams, boards, and resin, as well as several bronze or better nails.
  13. Maybe next rc? There's still a couple of nasty little bugs lingering in the current.
  14. I'd at least like to see an option to search by mod author, and not just by keywords/mod titles. Yes, you can just click on the mod author's name while looking at a mod and go to a page to see all their other mods, but here's the thing. Oftentimes I can remember who made the mod, but not necessarily the mod's name, which can make searching the database a little tedious when I'm trying to look something up to answer a question on the forums or whatever. Now to be fair, such a feature could exist already and I've just not been able to figure it out, but to my knowledge it's not really a thing at this time.
  15. I know that these do sort of already exist in the game, at least for oak trees. But I do agree, it would be nice to see some other variants on old growth forests as well.
  16. Bowtorn + any other monster/reasonably sized opponent ought to hurt a bit if the corpse falls on you. That, and they really ought to stop rocketing up ladders when dead.
  17. Depending on what item you're after, there's possibly a way to obtain some "restored" clutter items via a specific NPC that will sell those kinds of things in 1.22. You can meet said NPC in chapter 2. I think mostly though that a lot of the nicer clutter is unavailable simply because the devs haven't worked out a good system for the player to obtain most of it, in a way that isn't just buying it.
  18. As far as I can tell berry bush cuttings don't have any chance for failure.
  19. I think all you'd have to do is perhaps just lessen the amount that linen sheets/twine can repair. That makes Tailor more valuable in multiplayer as well. Singleplayer maybe not so much since the player can easily turn off class-exclusives, but it would still lend a bit more value there as well, I think.
  20. TIL. I don't know that I really qualify as a proper "old guard", but in fairness, the bowtorn were overtuned/bugged when released, especially for temporal storms, so it was pretty rough. Plus no one had really figured out how to deal with them yet, and something that looks that terrifying you don't necessarily want to go interact with to figure it out. In any case, a lot of the rage subsided, I think, when the bowtorn numbers were adjusted a bit and players actually figured out how to counter them. As for me personally...I don't really like them that much, but it's in the same fashion that I don't like several other things in this game and in others. They fill a certain niche of enemy and are quite good at the job; simple monsters to deal with, but complex when mixed with others and complex enough to try to avoid letting the player walk right up to them in melee.
  21. It's quite simple really--you can put up some decent debates, which I can respect. And like I said before, I like to see various perspectives on things, so even if I don't necessarily agree with whatever's being said, it gives me a better idea of what others are thinking. Plus seeing new information gives me a chance to re-examine my own views on some things and change my mind when appropriate. One of my favorite bits has actually been that time you called me on the ruins stuff, believe it or not. It was messy and very aggravating at the start, to be sure, but I went and had some cocoa and then explained my reasoning a bit further since something seemed to have gotten lost in translation. And you had a pretty good argument in response, so I've since changed my mind a bit on the subject. To be fair though, I'd rather avoid the messy arguments when possible, as they aren't usually very productive and my patience does have limits.
  22. It's either that, or we're all slowly turning into drifters.
  23. I'm not really sure what causes it, but there seems to be similar behavior when stacking rocks as well.
  24. I would like this too, as well as perhaps small "streams" of water particles dripping out of rocks/cliffs/bluffs/small overhangs to simulate little springs. Perhaps placing an empty bucket or other container underneath them could slowly fill up the vessel. I'm inclined to agree, however, given that videogame water can be a little goofy, I don't necessarily mind it either, at least in part. The main reason I say that is that while the player should be careful when it comes to exploring their environment, it's probably going to be frustrating for many players to break blocks underwater/explore something underwater only to get sucked into a spot from which they have no escape. Personally, I've found it fairly easy to get pushed around by moving water in VS, and fairly difficult to swim up the waterfalls. I'm not saying it can't happen, mind you, just that it's quite difficult compared to TOBG and can result in players trapping themselves. I mostly agree, though I think I liked the way my friend put it the other day when we were talking about it. Something like the Vigor mod would probably be more appropriate here, so that way the players can walk around normally but have a stamina limit for things like sprinting and swimming. Wearing heavy armor increases the amount of stamina used for such actions, and running out of stamina means the player can still walk but can't sprint until they recover a bit. In the case of swimming, there could be a "fast swim" the player activates with the sprint key to get a short burst of speed in the water, which burns stamina faster, while the normal swim speed is much slower but also burns stamina at a much slower rate. In that way, armor and action choices now have a bigger impact on the entire game, and not just a specific area. Instead of swimming across a massive lake, the player will probably want to build a raft. Since sprinting costs stamina, the player will also want to pace themselves in combat, as well as when exploring, since running too low on critical can mean no escape options when the player really needs them. I still think this would be too harsh, and better suited for a mod, or at the very least an optional challenge in the game settings that is toggled off by default. Wearing four different backpacks should realistically restrict one's movement, however, it would realistically affect more than just swimming and I don't think most players would really enjoy that kind of realism. Granted, I could be wrong, but limited inventory is a somewhat common complaint. That would definitely be a nice change. I don't know how feasible it would be to code, or for performance, but for filling in those weird pond gaps it would be great.
  25. I don't mind that large stacks take a long time to heat up, but I do think that they(in this case meaning the firepit and item stack) should take a proportionally longer time to cool down as well. In that fashion, it would be easy enough for a player to get a large stack of stuff up to temperature and then add a bit of fuel every now and then, rather than needing to drop a small stack of fuel just to keep the stuff cooking. Currently, the change doesn't exactly feel horrible, but it does feel a bit overtuned so I do expect to see it adjusted a bit sometime in the future.
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