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Everything posted by LadyWYT
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I think so, yeah. Not really sure how, but sometimes, it's best not to ask too many questions. Bellhead shivers are a lot less fearsome than I thought though. Still very dangerous, but difficult to take seriously given the buckethead look and the "bonk-screech-bonk-screech" they do.
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It's a matter of dosage. A small dose, and it's medicine. A large dose, and it's poison. It's an interesting idea and is well-suited to an herbalism system, however, I'm not sure about potentially killing the player. It seems a drawback that may be too easily worked around by simply using other items(like bandages) to heal.
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Which game version did you create this world in, and which are you playing now? This kind of glitching looks very similar to some of the issues that were had in test candidates for 1.21. There were some tweaks made to terrain generation, and the chunk blending had a few hiccups. If this is a world that you created in an rc candidate, or if you're somehow playing on one of the rc candidates still, that's probably what's going on. However, you also mentioned playing with mods. I would check your modlist to see if there is anything that could interfere(like mods that alter terrain generation), as well as test the game to see if you can repeat the issue in vanilla. As always, make backups of your beloved worlds before testing like this. If terrain is still generating funky in vanilla on the latest stable release, then you've probably found a bug and should go report it on the bug tracker.
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I knew Skyrim had a space program, but I didn't know that Vintage Story had one too!
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This, plus survival games in general tend to implement a sanity mechanic, Don't Starve being a notable example. It's also not until later in the story that temporal stability and its relation to seraphs starts to get explained a bit, so unless the player has read the handbook to know what the mechanic is, it's easy to just assume it's a sanity meter.
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Welcome to the forums! For testing purposes, you can make a copy of your world, rename it, and use the copy for testing, aside from making a backup just to be extra safe. As to the whys, I don't know. My best guess is that if you're playing with mods, there's probably some mod interference going on. I would check your modlist to make sure there's nothing in there that affects temporal stability, as those would be the primary suspects. Likewise, as @idiomcritter already noted, if you can't find anything amiss simply by looking at your modlist, the best way to figure out if it's a mod is to test the game with the mods disabled(don't test on worlds you intend to play, unless you've made backups/are testing on a copy). If you're still having issues even with mods disabled, it's likely you've encountered a bug, in which case you'll want to head over to the github bug tracker and report it. The only other thing I can think of to try here is reinstalling the game and testing again in vanilla(if you do this, you'll want to temporarily relocate your saves and mods to different folders, and then place the contents back into the appropriate spots upon reinstallation).
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Apples, pears, and cherries will all grow just fine in a temperate climate. Warmer climate trees like peaches will most likely need to be grown in a greenhouse in the temperate climate zone, given that winters will probably be too cold for the trees to survive. Tropical trees like mangoes can pretty much only be grown in the tropics, or some slightly cooler climates with the aid of a greenhouse. The biggest thing to remember on fruit trees, is that the cutting needs to vernalize before it will start growing into a proper tree, and cuttings by default only have a 40% to establish themselves even if the climate is right. The best time to plant cuttings is somewhere in mid-February, as the temperature will be cool enough to prompt them to vernalize, without being cold enough to freeze them entirely.
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Welcome to the forums! The only concrete answer is death, since while seraphs can die, they return to a fixed place/status in time rather than moving on to the afterlife. Otherwise, the exact differences between seraphs and humans are still unknown. As you've already noted, the main reason a lot of these features aren't in the game, is that realism doesn't always equal fun. It's possible that some could be added in the future, should the devs wish to, but there is a lot that's handwaved for the sake of having a fun videogame.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Right, but my point is that if Salty and co. succeed in their quest, then it's a proof-of-concept for whether or not it's a good idea to remove the gear in favor of visual/audio cues for instability instead. Not so much whether making that kind of change makes instability easier for a player to notice. Same, though I also spent a good chunk of my first several hours of playtime just reading through various sections of the handbook to see what all there was to grasp. One of those sections was the bit on temporal stability, so I figured out pretty early on the basics of figuring out what's a good spot to build in versus what isn't. Even just going underground, walking into a rift, or a temporal storm should provide some immediate clue to what that bright teal gear in the middle of the screen indicates, given that instability is most noticeable in those instances and the gear is always spinning counterclockwise. In contrast, the gear tends to spin a little slower in stable areas, so aside from noticing that it's spinning the opposite direction, it might take a minute or two to figure out that the gauge is being refilled and not drained in that instance. Of course, that's pure speculation on my part. The only time I can recall actually draining the gauge enough to trigger temporal storm effects, was when I was testing some of the new content at a certain story location, so it wasn't a big deal. But even then, I was hanging around the area for at least a couple in-game days before my stability dropped to such a critical level. -
What may be happening there is the items are getting tossed into a solid block and then spit out the other side out of sight, since the item cannot occupy the same physical space as the block. I've not messed with support beams all that much, but from what I recall the main method of removing them is to search near the "base" of the beam--that is, the point you first anchored it. There should be a small hitbox there that allows you to break the entire thing. As for building with beams in general, unless you're building diagonal accents, I would recommend chiseling out supports from wooden blocks or other materials. Much less hassle, while still looking very nice if you're keeping the details oriented to a grid layout.
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This is basically how Primitive Survival handles it, save for locking it behind bronze(it's locked behind copper since you do need planks). Smoking meat reduces satiety points a bit, but increases the shelf life to be roughly on par with sealed crocks of stew, with the added benefit of still being able to cook the smoked meat into meals. The vanilla salted meat lasts much, much longer, however, last I checked it can't be cooked into meals for whatever reason.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Apparently the guys behind the Temporal Symphony mod are looking into a way to remove the gear and make instability clues more immersive. Personally, I'm still skeptical about it all, as outside of a niche appeal, it seems like it's exchanging one meter that's easily noticed or ignored(however one wishes at the present time) for a system that isn't so easily tuned out when one wants to focus on other things. However, I do hope they can pull it off as an optional feature for their mod, as then there will be an actual proof-of-concept to test. -
To my knowledge, there is not. The rift activity will always factor into monster rates in some form or another. The exceptions are locust nests, and most story locations(these tend to have static spawns, if they have monsters). What's probably going on, is the area that has a higher monster population is most likely more unstable than the surrounding areas. Areas with more instability tend to be at higher risk of spawning monsters, if spawning conditions are otherwise met. Just to make sure all the bases are covered though, that is an older game version, with the most recent version being 1.21.5. I don't recall any issues with underground spawns in 1.20, but I suppose it is possible, so you may try updating to the most recent version and see if that fixes the issue(if you can update, anyway). If you try this, make a backup of your world first, just in case.
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I'm laughing, because it's technically true! Way back in the early days of Minecraft, I impersonated Herobrine on a friend's Minecraft server in college and spooked a couple of other college friends. And when I say "impersonated", I meant I just switched my player skin and pretended my account got "hacked"...so a pretty poor excuse that anyone with a lick of sense should have seen through more clearly than a brand new glass door. The really stupid part though...the friends bought it hook, line, and sinker.
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For simplicity's sake, I would say no, that way the game doesn't need to calculate the boat's position while the player sleeps. As for how to handle the boat's bed mechanics, I would figure that a bed would take up the same space as an elk, so...two slots, to my knowledge. The sailboat must be anchored before the player can sleep, and if the player sleeps they will wake back up sitting at the rudder or the spot next to it(in the event that there are two players sleeping in the boat). With that kind of setup, I'd figure that two players maximum can sleep in a sailboat at one time.
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H I believed you dropped something. Welcome to the forums! I would try what @Professor Dragon said, and hopefully that should fix whatever is going on here. However, judging by your hotbar appearance there, it looks like you might be using mods as well. If that is the case, I recommend checking your modlist to make sure that everything is up to date, and that there are no issues being reported on the mods' pages. Older mods will sometimes work with newer game versions, but it's never a guarantee, and as a general rule it's always good to test mods on a throwaway world first before adding them to a played world, as well as making backups of played worlds before making major changes.
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The only stuff I'm practically guaranteed to have on me at all times: 1. Knife 2. Sword 3. Bow(or spear, if early game) Slots 4, 5, and 6 are reserved for food, bandages, or a lantern, and the order of occupation just depends on what I'm doing at the time. Sometimes the bandages and lantern are stowed in the packs. The remaining slots are typically used for other tools and building blocks, but are otherwise kept empty when possible. In my packs, I usually have a propick for prospecting while I'm out and about(and I almost always forget to actually do this), as well as a handful of rope ladders for exploration and rescue(because let's be real, "I've fallen, and I can't get up!" is NOT something you ever want to say or hear in this game). As far as actually organizing slots? The hotbar is the only thing that stays anywhere remotely close to consistently organized. Everything else just gets tossed into packs as needed, and tossed into boxes when I return to base.
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To my knowledge, bosses will ignore players who are in creative mode. Try switching to survival mode; the Crow should show up, though it may take a minute or two depending on where exactly the Crow is at the time. Ordinarily, the creature patrols the waste and will circle the Tower once the player reaches that area and begins the climb. However, if you're in survival mode and it's been several minutes, it's also possible that the boss is bugged(this issue has cropped up a couple of times over the patches), in which case you should head over to the github bug tracker and report it.
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Possibly, but they yield a LOT of redmeat, hide, and fat, even at low weights. I would say one low-weight auroch can easily be the equivalent of 4-5 high weight pigs, perhaps even more, depending on whether it's a cow or a bull. Keep in mind too that generation 3 creatures can be dispatched immediately via the butcher knife. Cattle are a significant investment up front, to be sure, but they should be paying big dividends later once you get them going.
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+1 I was just thinking the same thing.
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It's actually the Malefactor trait you need--Hunter crafts bows. I dunno, I would say kind of, but it depends on the item in question. A sling doesn't seem that hard to craft, and neither does a sword or a bow, but it's not as simple as slapping a piece of metal onto a stick or making something bow-shaped and calling it a day. Perhaps this is where it could be as you said--"improper" classes could still craft those items, but at a way worse quality. But if that were the case...why would you, when you can get more out of the same materials crafting something else? And if those crafted items are only slightly worse when crafted without the trait, then the items aren't really as special. Oftentimes, the class-exclusive items aren't that much better than their standard counterparts, and are just more of a nice bonus with extra flair than anything. Many can also be obtained through ruins or trade, so it's still possible to acquire stuff like recurve bows or special clothing without disabling exclusive recipes. I think the current setup is fine for handling it. For singleplayer, items can already be easily accessed by simply turning off class-exclusive recipes, and the same can be said for multiplayer as well, if the server admins don't wish to enforce the rule. The only class item that the rule doesn't apply to, is the tuning spear--it can be crafted, but only Clockmakers can utilize the locust taming feature, as that's tied to class and not item. Perhaps an alternative is simply giving the crafting traits a bit of extra benefit and drawback, so it does something other than solely allow crafting certain items. Or perhaps those traits just unlock even more interesting dialogue with some of the NPCs. Otherwise, those traits are basically just dead traits when crafting-exclusive is set to false.
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It's a little more common that you might guess, but still pretty rare. Nice find!
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does hunter's ranged damage increase count when throwing rocks?
LadyWYT replied to Mansa Musa's topic in Questions
Welcome to the forums! I would assume that it does, since a thrown rock is technically a ranged weapon, though I would expect the extra damage to be negligible in this case. As for whether the extra damage is actually calculated...that I'm not sure. That would be neat, especially since they have decreased range. It's a bonus I'd apply only to the sling though, as otherwise Malefactor starts to intrude on Hunter's turf.