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Everything posted by LadyWYT
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The warm climate zone has the Mediterranean cypress that you're talking about, but the biomes you'll get will vary. If you want a world that overall feels more Mediterranean, you might consider using this mod: https://mods.vintagestory.at/floralzonesmediterraneanregion There's also this mod too, though it focuses on plants with a more global distribution than regional: https://mods.vintagestory.at/floralzonescosmopolitanregion
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Possibly, but taking an extra hit to kill a monster can make a pretty big difference, especially if you're getting swarmed. It's also possible that hardening a weapon too much might mean that it can potentially shatter in combat, regardless of the durability remaining. However, that seems a bit complex to add. I think the main hurdle in terms of rebalancing the damage is that if flint spears have lower damage than current then everything at the stone tier feels underwhelming. However, if all the metal spears have their current damage nerfed then they don't really feel like too much of an upgrade. The pike would be my pick for the "different polearm" solution to the above dilemma though. I rolled the pike and lance into the same weapon since they're somewhat similar and it's a bit simpler(in theory) to account for one weapon instead of two different ones when it comes to code and game assets. I do agree that it would be an odd fit, but skewering enemies from horseback(elkback?) would be pretty fun in a temporal storm, as well as just staying out of drifter reach while mounted in general. As for fighting with a pike on foot, the extra poke range could be rather interesting, but the minimum range would be a necessity for balancing. Otherwise players are likely to rely too heavily on pikes. Eh, I would argue that a weapon with a larger hitbox should still be very effective against single targets, with the drawback being that the player needs to have enough space to effectively maneuver the weapon. That is, the player shouldn't be able to just haul a greatsword into the narrow passages of the Resonance Archive and expect to slaughter everything in their path--that's a job for the falx! Provided the player has enough space to use the big weapon effectively, they should definitely have the advantage when it comes to controlling an area and dealing with multiple opponents. The other drawback to consider here though, is friendly fire--these aren't weapons that you can use while playing with your friends in multiplayer, unless everyone is really watching their positioning. -
Elk Suddenly Incompatible With Immersive First Person?
LadyWYT replied to -Glue-'s topic in Discussion
I'm sure it'll get more love in the future, but I'd wager that most of the fine-tuning for it will happen after the player animations receive more polish. The ones we have now aren't exactly bad, but it is fairly obvious that they're placeholders and not a finished work. It might also be polish that occurs after a proper third person camera is added to the game, if third person perspective is intended to actually be playable. Animations that work for third person don't necessarily work for first person, and given how the IFP is set up currently I would expect it to be using the same animations as a third person camera. The jankiness is probably why a lot of players don't use it. That, as well as possibly just being unaware it exists as an option. Best I can really say here is note the issues you run into while playing with IFP enabled and make sure to report them on the bug tracker, if they haven't been reported already. -
Welcome to the forums(and the game)! Exploration is something that's going to be a risky business regardless of skill level, as there's always the potential for something to go wrong. Making sure that you're appropriately equipped for what you're doing and paying attention to your surroundings are the biggest keys to staying alive when away from base. For equipment, make sure that you are adequately armed and armored, with some healing supplies to patch yourself up should you run into trouble. Also make sure that you have adequate food for your travels, or at least, the means of acquiring and cooking more food should you run out. For new players though, the biggest way to counter this fear is to just turn on the "keep inventory" rule. You can change the rule either at world creation, or by running the command /worldconfig deathPunishment keep after world creation(reload the world for the change to take effect). It doesn't lower your chances of dying, but it does make death much less frightening when it happens since you won't need to worry about losing your stuff(clothing and armor will never drop on death, regardless of the rule setting). Once you get more confidence and skill, you can easily switch that game rule from "keep" to "drop". For bears specifically, armor can help, but you'll need tier 2 armor or better before they really stop being a threat. The more effective way to counter them is to simply pause every now and then and carefully examine your surroundings for danger. It's much easier and safer to avoid them if you can. As for outrunning them...it can be done easily enough but your chances of success depend heavily on your own navigation skills and what kind of bear is chasing you. Polar bears and brown bears are faster than the rest, but bears(and enemies in general) don't navigate rough terrain that well. It's also very possible to dig a deep hole and trap them, but if you go this route make sure the hole is at least three blocks or more deep, with no other way for the bear to climb out(they can climb ladders). Hiding in trader wagons is a good choice, and they tend not to care if you use their bed either. You can also get away with sleeping in the open, but it is risky and I really don't recommend that for the average player. The general strategy is to just dig a hole and seal yourself in and then wait until day, if you don't want to run around in the dark. When it comes to temporal storms, it's best to save your extended travels until after they have passed. They follow a predictable schedule--by default, a temporal storm will occur every 10-20 days--so as long as you're keeping an eye on the calendar you can plan around them. If you do happen to get caught in one, it's best to either dig a hole and seal yourself in, or hide in a trader wagon and wait for the storm to pass. If for whatever reason neither of those are options, then it's best to just keep moving and avoid the monsters as best as you can(though it will be a harrowing experience). If you have keep inventory turned on, there's nothing that you'll have to worry about. The worst that you'll have to deal with is lost nutrition, as that is halved upon death, but that's also quite easily recovered with a couple of good meals. Just a side note on monsters, but if you're really struggling with combat, you might consider setting creature aggression to "neutral" so that things will only attack you if you attack them first, or even "passive" so they don't attack at all. This does make the game easier, but you can always turn the aggression back up once you feel ready. I'll also note that you might also consider adjusting your health pool and damage outputs(for you and other creatures) as needed in the world settings.
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Welcome to the forums(and the game)! During the warmer seasons you'd need a travois. I'd expect it to function like the sled in terms of cargo, but move slower and lack the ability to transport players or creatures.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Or just add iron/steel lances as a weapon separate from spears, and let it be a thing you either use like a proper lance while mounted(by the time you get iron/steel you can easily get a mount, outside of Homo Sapiens), or more like a pike on foot. That is, it's not a weapon that you either stab or throw, like the basic spear. I think that would give both weapons a good niche without either one overshadowing the other. -
Welcome to the forums(and the game)! My first question is, how big was the room? Torches aren't terribly bright, so if the room was anything bigger than a cubbyhole it would be very easy for the rooster to run into a dark corner and eventually despawn. That being said, I'm also not sure that torches are bright enough to stop animals from despawning in general; a lantern would be much better, or some kind of skylight. Like I said above, animals need enough bright light in order to avoid despawning. They will still despawn in a space that qualifies as a room if it's too dark. The only reason you need a space to qualify as a room is if you yourself want to be able to warm up there without needing a fire. There already is feedback, provided that you have information overlays turned on that is. The information overlay that appears at the top of the screen when you mouse over the animal will inform you whether or not it's light deprived and at risk of despawning. However, I will note that the warning might not appear right away. Unless I'm mistaken, animals need to spend a few moments in the darkness before the warning will appear, as I'm pretty sure that I have chased plenty of animals into caves while hunting and not seen the warning.
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I had no idea that lunar events are in the game!
LadyWYT replied to ShootEmUpDown's topic in Videos, Art or Screenshots
In fairness, I think they are even rarer now than they were before, thanks to some tweaks to the lunar cycles. Previously, they would happen roughly a couple times per year in the spring and the fall, and did not take the moon's phase into account. Now the eclipses should only be happening with a new moon that is close enough to cover the sun completely(partial coverage is possible but produces no visible effects). -
Elk Suddenly Incompatible With Immersive First Person?
LadyWYT replied to -Glue-'s topic in Discussion
Probably the same way that most bugs slip through testing into the main release. Sometimes, there are certain things you just don't think to try when you're attempting to check code function. You might be. It's not something I use as I find the current animations jarring with it turned on, as well as the fact that IFP makes it harder to build(held blocks are in the way). I can't recall having ever seen anyone else mention using it either, so I do find it likely that it's a very niche thing at this time. -
Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Speaking of smithing, it looks like we're going to be getting some proper tempering mechanics next update. While I don't expect to get new weapons, I think it'll make the weapons we currently have more interesting since the player can have some control over specific properties. A sword with more durability will last longer before it breaks, but make require an extra hit or two to kill an opponent since the softer metal can't hit as hard. A sword with a harder temper might do more damage and thus be more efficient at killing enemies, but that damage boost comes at the cost of the weapon having a lower durability. -
Elk Suddenly Incompatible With Immersive First Person?
LadyWYT replied to -Glue-'s topic in Discussion
That's got to be a bug. If I'm recalling correctly, the player's riding animation recently got some tweaks to adjust the seat, so I'm guessing that IFP probably wasn't appropriately accounted for when making those adjustments. -
To my knowledge it's just a factor of temperature. Areas that are warm enough will have it, while colder areas won't. Temperature is a little finicky in that it does vary from block to block, though not enough that it will be inconsistent for the chunk as a whole. It's how you can have some crop tiles get damaged by the cold but have adjacent tiles of the same crop type be unaffected, I think. As for exact calculations, that I don't know.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
The way I look at it is that it's perfectly fine to share an opinion without being willing to discuss it or otherwise have a change of mind. However, sharing said opinion on a public forum makes it fair game for discussion. Where it starts to really be a problem, is when said opinion is getting relentlessly shoved at other posters without any sort of counter-argument or willingness to discuss why it may/may not be a good idea. Pretty much. I would say even some of the worst takes can be taken seriously, as long as the poster making them is open to polite(or at least, relatively civil) discussion with everyone else. Even in the event that no agreement is reached, there's at least a decent list of pros and cons about the different ideas. Just my two cents here, but in my experience it's not unusual for combat suggestions to tip the game into "combat simulator" territory, as Valheim and other games explicitly focused on combat often get cited as examples of what VS combat should be. Not all combat suggestions are like that, mind you, but many do seem to come from players who seem to want primarily combat and don't really care about the other things the game has to offer. My general opinion on VS combat is that I would rather see small changes implemented first, like a status effect system and herbalism(poisons) as well as some hitbox/animation tuning, and see how those changes affect the overall balance before resorting to more drastic measures like reworking the entire system from the ground up. The simpler "point and click" system we have now also makes it very easy to jump right into the game and start playing decently well, regardless of whether the player is brand new or a veteran that just hasn't played in a while. However, there's also enough nuance that the player can still tailor their equipment to better fit their given situation; that is, plate armor is good for base defense, but not for adventuring. Gambeson is great for adventuring, but not so good for venturing deep underground. Spears do the most damage at range but bows can shoot farther and are more efficient on inventory space. It's not quite the other block game's kind of simple where the player just dons diamond/netherite, picks a weapon, and then calls it a day. -
Ah, I see. Unfortunately that's not the impression I got from reading your initial post. But that clarification makes a lot more sense, and with a closer examination makes sense to add to the game as well.
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Poor/Very Poor deposits aren't the ideal places to dig, but if those are all you have to work with it doesn't hurt to try either. The density search will only list what likely spawned there, not what actually did. As for percentage readout, I tend to ignore that unless I'm trying to find an exact dig spot. For tin specifically, it's a fairly common ore that occurs in small deposits, so the percentage reading is often rather low. Since it's a common ore, it's usually somewhat easy to find, even at poor readings.
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I value my time as well, but I also value my inventory space. The last thing I want is my inventory getting crammed full of some resource the game arbitrarily decided was so important that it just picked it up for me. Loose items are one thing, but I'd rather be the one making the decision on what I pick up or otherwise interact with in the world, as I am the one that's playing the game. Pretty much. I would also say that streamlining gameplay is one reason that the other block game gets reamed as hard as it does sometimes. Still a great game, in my opinion, but there's practically no meat to it outside of building/redstone, as the game will almost play itself for you. As others have already said, you don't need wind power, and how much flint it takes depends entirely on how much fire clay you need. Eight flint will make a stack of fire clay; all you have to do is calcinate the flint in a firepit, grind it into powder, and then mix the powder with red/blue clay. If you're near a bauxite biome, you can try looking for fire clay deposits, as they will spawn naturally here sometimes. You can also try searching under seams of black coal or anthracite, though there is no guarantee of finding a deposit here. Cracked vessels will sometimes contain a bit of fire clay as well. As for traders...I'm not sure if some of them sell it or not, but it probably doesn't hurt to check with your friendly local building traders or others that you think might carry it. As for the reasoning behind the changes, my assumption is that the change was made to make the early game a bit more meaningful. Prior to the change it was very easy to jump straight to the endgame stuff and skip most of the early tech; now the player actually needs to invest in a copper anvil and chisel(usually, but not always) if they want to get early access to the bread oven and glass.
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You shouldn't need to crouch to place the dough--it should be as simple as right-clicking on the table with the dough. Otherwise, I don't see reports of this issue in the mods' comments, however, do keep in mind that both mods are still in development for 1.21 and do not yet have stable releases, and therefore likely to have issues. If you are using other mods in addition to these ones, it could also be interference from a different mod, and not the fault of one of these two.
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Odd. There should have been an email with the key. Did you check your spam box to make sure it didn't end up there somehow? Otherwise, I have no idea.
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Either that, or the health bar is shrinking a bit due to other nutrition going down. One easy way to find out, potentially, is that if OP is actually taking damage, there should be information related to what kind of damage it is listed in the Damage info tab. Given that the OP is holding tongs in the offhand, it's possible he could've stepped on a fire/molten metal while eating, and mistaken that for the stew causing problems.
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It's also very similar to another term that also rolls off the tongue easily--a term that I won't be repeating here, but it aptly describes the situation the player finds themselves in when they encounter one of these things. I do agree here, but a drop rate that is too high can also make the item feel rather cheap. Diamonds in the other block game suffer from this problem; they're very valuable and the first set of diamond gear the player acquires feels awesome...until the player figures out just how easy it is to acquire diamonds en masse. Also agreed. I'm not even sure if most players are really aware of what they can craft with the Jonas parts. That is a risk, for sure, but to use the base return teleporter as an example I'm not sure that kind of consumable is meant to be used frequently. That item in particular is best used for an expedition to the tropics or other very long exploration mission where you don't want to have to travel all the way back home. The drawback, of course, is that the item is expensive and requires the player to travel on foot, but if it's a trip you're only going to make once or twice it's not as big of a deal. Also agreed. I think the temporal gear drop rate is probably fine, but the Jonas parts will probably need to have the drop rates tweaked, or otherwise have certain NPCs sell for, as a certain gem-obsessed bear would say, a "small fee".
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Welcome to the forums! Did you by chance break your shovel during this process? And are you playing with mods that could be affecting tool behavior, or blocks like sand and gravel? The reason I ask is that sometimes there is goofy behavior when tools break, that can result in "ghost items" and behavior similar to what you're describing. However, in my experience that kind of thing tends to happen more often when clayforming(when you run out of clay and try to use a new stack) or chiseling(chisel breaks but can sometimes briefly reappear as a ghost item). In the case of ghost items, a quick relog typically fixes it. If a mod is causing the issue though, you'll need to do some additional testing to figure out the culprit. The general method is to disable all your mods, ensure that vanilla works properly, and then re-enable them one by one, testing as you do so.
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To my knowledge, the spawns for story locations are static, save for the latter location mentioned above. It's why there are always certain monsters in specific places, and why locust spawners in story locations don't spawn hordes of the mechanical menaces. I'm guessing that most story locations are built this way in order to help better illustrate the narrative for that location, while still keeping the challenge for the player reasonable. I'm glad you asked, because I was just fixing to note that before getting to this question. I'm certain that I've seen more than one of those special enemies in a storm, though I would note that only one of each seems to exist at any given time. That is, you can encounter a deepslit shiver and a double-headed drifter at the same time, but not two of the same at once. However, the chances of getting more than one per storm in singleplayer are rather low, and the chances of seeing two specials at once lower than that. As for the chances of getting more than two per storm...I don't think that's even possible in the vanilla game. After seeing that code snippet though I'm going to need to pay more attention to what those shivers are labeled as in the game. I swear the nameplate says "deepslit", but if they're marked as "deepsplit" in the code then perhaps there's a typo that needs reporting.
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Welcome to the forums(and the game)! I will note that if you venture too far from natural light or too close to a rift, the game music will stop playing and switch to the appropriate ambience instead. The game music, by default, also does not play all the time, just at certain intervals similar to the music in the other block game. You can change how frequently the music plays in the Settings, however, if you're not hearing any music at all then there's likely an issue somewhere. A fresh install will probably fix it, but make sure to backup your cherished worlds in a separate folder before doing so. As for the hotbar + backpacks being scrollable, check to see if you are sprinting when this occurs. Holding the sprint key and scrolling essentially "unlocks" the entire hotbar, allowing you to scroll over any slot as long as you are holding the sprint key. The missing items, I'm not sure. It could be a mod issue, if you are playing with mods, but it could also be a bug in the vanilla code. If you die and aren't playing with the "keep inventory" rule turned on, do make sure that you pick up your items before quitting, as to my knowledge quitting will cause the dropped items to despawn(at least in singleplayer). You can turn the "keep inventory" rule on at any time after world creation by running the command /worldconfig deathPunishment keep, or off by writing "drop" instead of "keep". You will need to reload the world for the change to take effect.
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It's possible to have more than one deepslit shiver or double-headed drifter spawn in a single storm, but it's a rare occurrence. Most of the time, you'll only end up getting one per storm. I will also note that it's possible to find at least one deepslit shiver outside of a temporal storm, but that's a special case. Two is the highest that I've seen for sure, but I want to say that I've been able to obtain more Jonas parts than two from a single storm, at least in multiplayer. In multiplayer, however, you have the advantage of friends to help you mow down the monsters, so the chances of finding the special ones are likely much higher since more monsters are spawning in general(thanks to the higher kill rate). As for finding Jonas parts, I would still consider temporal storms the better method to obtain them rather than the underground, simply because it's much easier to fight in the open spaces on the surface than it is in the cramped underground conditions. Jonas parts in general, I think, are supposed to be rather difficult to come by regardless of how one obtains them. I've never seen one outside of creative mode. To my knowledge, they don't spawn in storms, as I've never seen one there and my friend hasn't mentioned seeing one either the times he's cleaned out the post-storm bowtorn herds with the admin blade(thankfully, such instances don't seem to happen anymore). I've not poked around in the deep underground that much, but the underground in general doesn't seem like the best place to find bowtorn in general. My guess would be that you might find one wandering around in a certain story location, but it's also possible that that particular enemy might not be implemented at the present time. Or perhaps it was meant to be able to spawn, but is currently bugged, similar to how there was a certain mushroom that was in the code but unable to actually spawn during worldgen.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Oh yeah for sure, I was just stating it in overly simplified terms.