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Everything posted by LadyWYT
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In fairness, those two are drastically different kinds of plants than simple berry bushes. Tomatoes one could probably get away with just copy/pasting the standard crop code, however, I think it would be better to add those once bellpeppers are properly working(in which case it would also be ideal to add similar multi-yield crops like peas, beans, eggplant, etc). Grape vines can be propagated via cuttings, I think, but they are climbing vines rather than bushes and needs proper support to grow, which is more complicated to code, I'd wager, than a bush block. Basically, those are things I'd expect to see at some point in the future, but not necessarily right now. I will also note there are other berries(like cloudberries and raspberries) that are in the files but not yet added properly to the game, I think due to the assets not yet being finished.
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Oh the happiness. My friend and I wanted olivine on our last world but couldn't find any. It's a handy thing to have access to later in the game. Also, welcome to the forums and the game! Surface copper can be hard to spot, so while I would say it's probably just a lack of experience, some world seeds are just lacking when it comes to easy-to-find surface deposits. If you are playing on Homo Sapiens or Wilderness Survival it will also be harder to find surface copper since the frequency of the deposits is turned down, however, I doubt either difficulty is the problem here since most new players will start on Standard or Exploration. When it comes to rock types that copper can form in, to my knowledge it's all except bauxite(which is bright orange), so you should be able to find it most anywhere. Slowing to a walk instead of sprinting everywhere can help you spot details you might otherwise miss. Likewise, gravel plains and deserts are prime spots to look for surface deposits, since there is very little vegetation to block your view of ore bits and threats. Worst case scenario, you can pan for a pickaxe, hammer, and prospecting pick, and then prospect for a deep copper deposit(this is basically what I'm doing in my current world). Those are relatively common finds, and while it does take a bit more work and risk to extract that ore, it can be a decent way to advance without just restarting the world. Simply find a good dig site, sink a vertical shaft with ladders and use the node search every so often to pinpoint the location of the copper deposit. If you have access to traders, also keep in mind that some of them will sell pickaxes, so if you want to do some bartering that can be a great way to get an early bronze pick.
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Modern games can no longer compete with retro games.
LadyWYT replied to hstone32's topic in Other Games
The same way it always has: product quality. There's no reason to buy RPG #1 if it offers almost the exact kind of thing that RPG #2 offers, however, if RPG #1 has a well-written story or good performance and RPG #2 does not, well, guess which game customers are more likely to buy. Likewise, while graphics aren't everything, they do make a difference, so a game with gorgeous modern graphics that performs well on the code side and has well-designed story/mechanics will probably be more attractive than a retro game that has limits on what resources it has to work with. I think the main problem with a lot of modern games is that they've become too much of a corporate product built to make money, rather than labors of love created by people making games they wanted to actually play themselves. There's nothing wrong with making money, mind you, but the problem of placing profit as the sole priority means that whoever is responsible for the game's development(that is, who actually funds it) is going to be very averse to taking risks and will prefer to stick to what's known to make money. Oftentimes, that means that there's no innovation or creativity, and games end up getting sequel after sequel with only superficial changes at best. When enough companies opt to play it safe, it also means that games end up very similar to each other, since they're all using the safest designs possible in an attempt to maximize profit. That, plus lack of competition can also easily lead to companies cutting corners and offering customers inferior products for more money, much like a beloved restaurant turning to prepackaged frozen food rather than fresh made in-house. That being said, when markets start stagnating like that, that's the prime time for new talent to come onto the scene, and that's primarily why so many indie devs are doing quite well today while a lot of the old iconic names are struggling to stay relevant. -
I like the rework as well--the berry bushes feel more like actual plants now instead of just generic leafy blocks that also happen to produce fruit. The traits and bush health I'm finding especially interesting though. A trait like "Heavy Bearer" will increase yield by 15%, which equates to an extra berry or two. Same for bush health--healthier bushes will produce a couple extra berries and more sickly bushes will really only produce a couple berries at most. Now it's easy to look at that and go "oh, what's the big deal? A couple extra berries just for one bush just isn't worth the effort". If bushes were solitary plants then that might be true. However, berry bushes aren't supposed to be solitary plants; they naturally occur in patches, and the player is supposed to plant a large patch of them at base if cultivating them. So a few extra berries per bush adds up quite quickly, especially for classes like Malefactor that have a gathering bonus, or classes like Blackguard and Tailor who have penalties to gathering. I love finding the healthier, heavier-bearing bushes as a Blackguard, because it's just so very satisfying to pick a large handful of berries off a single bush rather than only get a few berries. As for the fertilizer requirement, I'm not worried about that, especially with Tyron's comment: Bonemeal is something that is just so easy to come by, but doesn't have much of a use otherwise. So it's quite nice to have something to do with all those bones now. From the sounds of it, it's not something that needs to be done often at all either, and if the world is played long enough it also sounds like something the player will eventually be able to ignore entirely.
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Could also perhaps let Tailor start with clothing in better condition, as well as let their clothing take longer to degrade than other classes. The former isn't terribly useful on the Standard temperate start, however, it does give some interesting niche on colder worlds or worlds where the player's temperature tolerance has been changed to something higher than 0C. As for the latter, the sewing kit already allows Tailor to repair a bit more efficiently, however, it stands to reason that they'd be very good about not tearing up their clothes to begin with. That could also be the reason they're less effective at harvesting--it's not just a lack of skill, they're being extremely careful so they don't get all dirty!
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How do you intend to prepare your long-term worlds for version 1.22?
LadyWYT replied to Vratislav's topic in Discussion
Depends on how easy the bug-swatting process goes. The trailer's up on YouTube so I would say maybe a couple weeks, but quite a lot of changes are getting added with 1.22 and there's a lot of bugs that need fixing, so it could be longer. -
Here you go:
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Maybe it's a case of: Anyone can do it once, but it takes knowledge and skill to repeat the endeavor with a consistently good outcome. At a glance it seems like it would be okay, but I think that it might overall make Tailor more unattractive than it already is. The reason I say that is that in the case of singleplayer, class-exclusives aren't a big deal since the player can just turn off the class-exclusive recipes and craft whatever they would like. In multiplayer, having fancy class-exclusive clothes and access to the best clothing repair is what helps give Tailor a niche, since class-exclusive recipes are more likely to be enabled in multiplayer for encouraging more cooperative play. That way, everyone can stay clothed, but if they want to look their best they'll want to visit their friendly neighborhood tailor. However, if anyone could craft the clothes if they buy a sewing kit, then sewing kits are all the Tailor will be able to really trade. And it would likely have to be rather cheap at that, given that NPC traders sell sewing kits for a rather cheap price. From a logic standpoint though, the problem I see here is that the fancier clothes should take a lot of special skill to craft--skills that only a Tailor is going to have. It's pretty hard to picture a class like Blackguard, which is distinctly described as being unsuited for delicate work, doing any kind of embroidery or sewing any kind of simple form-fitting outfit, let alone something really fancy.
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Speaking of rapids...they do make very fun waterslides, if you manage to find one with the right setup.
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I think in terms of backwards compatibility, I think this is where creative mod is a rather useful tool for helping update older worlds in an easier, less risky fashion than trying to regenerate a lot of chunks. For something like rapids, placing the source manually at a spot that looks like rapids would naturally occur or otherwise replacing a regular pre-existing waterstream with rapids is a convenient way to adjust an older world without feeling too cheaty. I wouldn't mind having a granite world again like my last one. That being said, I'd like to use andesite for its blue color, but peridoite would make an interesting start. I wouldn't mind having access to slate either. Am I likely to get those things? Eh...probably not, but one can always hope.
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It depends on who you ask. Overall it's still buggy, but that's to be expected from unstable releases. So far I quite like the changes, and it feels stable enough to boot a new world and play around without much crashing, needing to cheat items due to recipe conflicts, or other strange behavior in general. I wouldn't recommend playing a cherished world on the current RC though--wait until stable for that, or at least make a backup of the world first in case something breaks(which given what other users are posting it does seem that things break at the moment). Kind of? I haven't noticed any huge issues regarding world gen, however, the safest option will be waiting until a stable release before starting a new long-term world. While worlds made in RCs might upgrade to stable just fine, it's also possible there might be tweaks and adjustments that you might want to take advantage of from the very start of a new save file. In other words, your mileage will vary. My current strategy is just playing around with a fresh world now for the RC, before starting a fresh long-term world once the stable version is released.
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Clay Strikes Again Now we all know by now that clay, if indeed clay were a person, would be a shifty individual. The type that everyone knows and sees frequently around town, but is never actually able to be found when needed, y'know? In any case, with the 1.22 rc launch, I did as usual and booted a new world to go play around with all the new goodies. World gen wasn't the best but wasn't the worst either, and the resource that was lacking this time...was clay. Okay, fine, not a big deal since I did find a deposit when initially scouting around, so while it's some distance from where I chose to set up base it's not exactly dire prospects. I dug some up, brought it back, got my first pit kilns going... ...and then it happened. I walked down the little hill I had built on and found a clay deposit.
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It's a bug: https://github.com/anegostudios/VintageStory-Issues/issues/8535
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Someone mentioned a system like Minecraft's bundle, in that the player could stack like items with like items up to the maximum stack size for that type of item. For example, stones stack up to 64, so instead of carrying around 4 different types of stones that each take up an inventory slot, the player could combine those stones into one slot, to a limit of 64 stones for that "bundle".
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Lassos, especially when used from horseback, tends to be something that came to prominence in America and Mexico during the days of the "Old West". Given that Vintage Story is set in the medieval period, it'd be a bit anachronistic, but I don't think it's entirely out of the realm of reason that someone could have figured out in the VS setting either. That being said, I wouldn't want to rope a bear--that's just asking for trouble. It would be interesting, but likely for the wrong reasons. It'd be fun for pranking friends, or perhaps PvP scenarios, but more than likely it would be used to troll on servers.
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Forum reputation? I think it's mainly just a collection of all reactions that one have received on their forum posts, possibly balanced against any moderator actions that have been taken, though I'm not sure on the latter. As for what it does...nothing, really. It's possible to look at what kind of reactions a user tends to get and how many reactions they have received versus how many posts they've made, and come to some general conclusions, but that's about it.
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Meadows - natural and artificial, for hay, fodder, herbalism and aesthetics
LadyWYT replied to MKMoose's topic in Suggestions
Yes please! There are meadow-type areas already in the game, but I do think they could stand to have some bigger variants. I know the states of the Great Plains tend to get laughed at a lot for being so flat, however, to me that's also part of what makes them so interesting. There's nothing but grass or corn or other crops for miles and miles and miles. -
@Zane Mordien@MKMoose It looks like wild fruit trees might be able to fruit in the first year now, judging by the recent patch notes.
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I wouldn't say that item bloat is never a concern, but the devs do a pretty good job of optimizing the game so it's not something that I'm particularly worried about when they choose to add more options. As for searching things in the handbook, as far as I can tell the handbook is getting some more polish so that things should be easier to search for. How easy that is in actual practice I'm not entirely sure, but I've not had any issues aside from the standard bugs that come with unstable releases.
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I feel like I've seen this character before, I can't quite place her.
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Pretty much my same thoughts as well. I'm really looking forward to playing around with the bush traits and cultivation, as well as just excited about having some new berry options in general. I wouldn't say variety is a priority, but it is appreciated. I find the new smithing a lot more fun. It was okay before, but honestly...it got really tedious hammering out everything, even with a helve hammer. The new smithing can still be a bit tedious to me as well, but working the bellows and getting things just right for quenching/tempering breaks it up enough to help keep me focused longer. I keep forgetting the worms exist. I've been using bushmeat stinkbait myself. So far the fishing seems to work rather well, and the fish actually feel pretty rewarding to catch since they bite baited hooks rather quickly and yield quite a bit of meat. I also really like that there are special trophy catches, and that fish in general can soaked in borax and hung on the wall. The dev comment in question: Depends on what you mean by "old style", but I do intend to be using the basic small windmill as temporary starter power, or devoted power for things like querns/pulverizers. They're expensive, but useful for running a helve hammer 24/7 if you happen to have access to rapids. It's one of my favorite changes. The balance also feels pretty solid to me at the moment, but I won't really be shocked either if it gets some adjustments before stable. There are proper trader settlements--I've seen one. They are on the rare side though. I like the change too, but it feels like it might need some adjusting when it comes to cookpots. Cookpots that have several servings seem to take a bit more fuel now than they did before. It's not bad though, but it could be tweaked a bit. It's something I look forward to playing around with, but keep forgetting is now an option in the game. Pretty much. I had kind of wondered before why the fat wasn't prone to rotting like everything else, despite not being processed. I think fennel and licorice are meant to be more for stinkbait and less for meals. They can still be cooked into meals like other vegetables, they just aren't as filling. I think it depends on what color of clay you use. Red clay fires into the earthy orange color. Blue clay will fire into the original dark brown. Fire clay...I'm not sure, but if a player has access to fireclay they probably aren't using it for basic pottery.
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Welcome to the forums and game! You should be able to resmelt ingots as long as you break them down into nuggets with a chisel first. You can do so by combining the ingot with the chisel in the crafting grid.
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
It'd also be cool if some of those events could potentially be journal entries. Then we lore nerds have even more goodies to go find, in a brand new fashion! It's also the kind of mechanic that could be repurposed for some story location, in that we could watch echoes of what happened there in the past. Kinda like the Avanchenzel or Labyrinthian questlines in Skyrim. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
Please see the following(emphasis added). Only a few examples, but one cannot go out and fight in temporal storms on a regular basis or otherwise play with them turned on unless they interact with the storms at least a little bit. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I mean, I'm pretty sure that there were at least a couple other posters in the thread, aside from myself, that said they like temporal storms. I'm also pretty sure that we all agreed that temporal storms had room for improvement, but that's not the same thing as disliking a mechanic. It's possible to like things while also believing that said things could be better.