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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! I think to balance it, the rapids could just switch to normal flowing water after a certain distance from the original source. That way players can have a bit of freedom when building watermills, with the watermills still being more limited than windmills when it comes to location. Basically, you could reasonably build a little aqueduct nearby for a watermill if you don't want to build right next to the source, but you're not building an aqueduct halfway across the local area or otherwise splitting the flow to power multiple water mills from a single source.
  2. Welcome to the forums! I think this is an intended change, though I could be mistaken.
  3. I'm guessing the issue might be related to the firepit changes. While each item still cooks individually in a firepit, the stack of items heats up as a whole and retains that heat, so the heating process isn't starting over from scratch.
  4. Nope! Look for a trapdoor. Some traders have their living quarters underground.
  5. Heh heh, nope! Crucibles seem to be crashing the game currently when smelting ore, and waterwheels also seem to be crashing clients when trying to place/click them. While there are some work-arounds I can do via creative, I'm somewhat waiting on a new rc before really going crazy.
  6. Like @Broccoli Clock already said, borax is borax and doesn't have an alternate name like some of the other ores do. That being said, it tends to be easier to run around examining surface stones in sediment rock biomes, given that many borax deposits tend to be surface deposits and thus won't show up on a density search.
  7. Yes hello, and welcome to the forums! I'm a little late to the party here, but I suspect that the website is also getting unintentionally stress-tested right now with the recent 1.22 news. I had some issues yesterday getting to the downloads page, but in my case just taking a few minutes to go eat lunch and then trying again was enough to solve the problem.
  8. Regarding TES6, I think of it kinda like Kitchen Nightmares. The food will arrive...eventually...and when it does it'll be cold, raw, spoiled, bland, etc. as well as being overpriced, and the atmosphere in which it's presented will feel dated compared to the competition. At which point players will start doing their best Gordon Ramsey impressions. I'd believe it, though I suspect he got hamstrung by corporate bureaucracy and wasn't really able to do what he wanted with the game. If that's true, that's gotta hurt from a creative standpoint, to see the thing you really wanted to make crash and burn like that, and have to pretend it's okay lest you lose your job.
  9. I think I've watched exactly one blind playthrough, but otherwise I agree for the most part about the crafting grid system. Having immersive options is nice, but isn't going to be what most players try to do first, and it's not ideal to frustrate new players so much to the point they quit the game. That's not just the loss of one player, but potentially more since they will certainly tell their friends about their experience. Of course, that's not to say that everything in the game needs to be easy for new players to accomplish either. Oh to be sure, but even the smartest person in the world can look dumb if you catch them at the right time.
  10. Given Bethesda's recent track record, the industry in general, and the fact that none of the people who created the ES setting seem to be involved in the development now...yeah I wouldn't get my hopes up either. One really good point I saw made recently is that Skyrim's Anniversary Edition speaks volumes about the current design philosophies. That is, instead of fixing bugs and polishing up cut content to add to the game, they just slapped on a bunch of community mods and called it a day. Skyrim itself was watered down a lot from its predecessors, so assuming the trend continues(I don't see what it wouldn't) I can only imagine how much more water will get added to the mix. Whether you love it or hate, if it got your attention, it's doing it's job now, isn't it?
  11. Given the recent patch notes, it looks like a lot of grid processes are getting ground options, so perhaps in the future those processes will remove the grid and rely on the ground process/whatever immersive process was added instead. The ore smashing, for example. Typically you do that in the crafting grid, because force of habit and it's quite easy and fast. But if you wanted to do that immersively, then you'd put the ore on the ground first and then actually swing the hammer to smash it.
  12. Ironically, that is one thing I am expecting players to complain about. Mainly because the footsteps are fairly soft, so unless the player actually stops to listen and take in their surroundings, they're likely to miss the sound cues and instead aggro the bear by charging wantonly through the bushes.
  13. Oh yeah, for sure. If the trader outpost is sitting in the middle of the bushes, it really ought to be a ruined outpost. I don't know that we'll get ruined outposts, but it would be an interesting rare find, similar to the ruined villages you can sometimes encounter in Minecraft. Except in the case of Vintage Story, there could be little clues scattered about the build that hint at what may have destroyed the outpost.
  14. Maybe, but I think that depends on the general audience that Project Glint is geared towards. Hytale, from what I've seen, seems to be aimed at a younger audience. Perhaps not little kids, but the early pre-teens and teens maybe. Project Glint, I'm guessing, will probably be somewhat similar to Vintage Story or even TES titles/other RPGs; that is, it doesn't necessarily contain adult content(outside of a clever joke or two), but the gameplay might be tuned to be more difficult than what a younger audience will really enjoy.
  15. The issue seems to be related to brown bowls and meals. I see that Culinary Artillery and Expanded Foods are both installed; neither mod has a stable release for 1.21, to my knowledge, so that would be my first guess as to the culprit. Other mods that affect bowls though could also be at fault, or there could be some strange interactions going on between mods. The easiest way to pinpoint exactly which mod is the problem is to disable all the mods, verify that vanilla works properly, and then re-enable the mods one by one, testing them as you go. It's tedious work, but it will be quite obvious which mod is the problem when the problem reappears. You might also consider checking to make sure that you're using the appropriate mod versions for your game version, as well as update your client and modlist for 1.21.6, given that the most recent stable versions will contain more bugfixes and whatnot. If using older mods, you'll want to make sure that they're working properly on newer game versions before adding them to worlds you intend to play.
  16. To my knowledge, no. The world file exists on the host computer only. If the drive containing that file died, then you're probably out of luck unless you have the tools and knowledge to recover data from a broken drive(assuming the data is even recoverable). While it is possible to make world backups, the backups are stored on the same drive as your other worlds, so unless you moved those files to a different drive yourself... I would say either be patient and try to salvage the data from the broken drive first, if you're really attached to that particular world. Otherwise, it's likely easier to just start over fresh. A fresh start means new scenery and the chance to improve your skills from previous worlds.
  17. Luckily someone in the community already created such a tool: https://mods.vintagestory.at/worldpainter
  18. Fair enough. I would say that a large chunk of the game is tedious tasks, but I mean...the devs have managed to make the gameplay fun. So if/when they add weaving I'd expect them to concoct something appropriately entertaining there as well.
  19. This is probably the biggest general factor, in my opinion. Word of mouth advertising might be quite slow, but I mean...what's more likely to get you to buy a product? An ad you see on TV or plastered on some website? Advertisement from a streamer, which could very well just be paid advertising(insert RAID SHADOWLEGENDS meme here) and not an actual quality product the streamer enjoys themselves? Or a glowing endorsement from a good friend with similar tastes as you? The last option is the strongest one, in my opinion. It's quite easy for an advertisement to make things look better than they actually are--look at most food commercials. Likewise, it's quite easy to get media personalities to say whatever you want, if you give them enough money. Fast growth isn't always healthy for a game either, especially not one that's still very early in development. Early access games are very prone to bugs, and there's always the possibility that the game may never get finished(though I don't think this is really a concern for Vintage Story). Likewise, a sudden influx of new players can overload existing services, extending wait times for support tickets and causing issues for servers. Such problems can easily lead to more complaints, which can negatively impact the community as a whole. There's also the factor of...some people will pick up a game and start playing just because it's popular, and not because it's something they actually enjoy. In this case, it's not really unusual for the players to complain about what they don't like and demand the game change. It can be a real problem when you throw internet personalities into the mix--remember the glowsquids in Minecraft? A lot of players were very upset about that mob vote because...well...the mob vote was basically mobbed by a big streamer's fanbase. The glowsquid may or may not have won in spite of that, but it's certainly not a factor that's going to be very positive for the community. Pretty much. I suspect that while Vintage Story might not ever become the titan that Minecraft is...it will almost certainly go down in gaming history as one of the games that redefined the concept of survival gaming and voxel sandbox.
  20. I dunno, I would say it makes some sense. Building out on the open plains leaves the trader a clear field of vision to spot incoming threats, human or otherwise, but it also makes them quite easy to spot as well. I'm not sure exactly how monsters detect humans and seraphs, but they might have a harder time locating targets in a forest. Likewise, the forest provides lots of easy firewood and foraged food, if one knows where to look. When it comes to threats like outlaws...that's a threat I would expect to be more around a proper settlement, but while the world may be lacking in population, it's realistically not out of the question that there could be a roving band or two out there that would absolutely take advantage of a solitary trader.
  21. The main hurdle to weaving that I see is, how do you make such a tedious task something fun to do in a videogame? The clothing part I'm not really worried about, as I don't really see spinning and weaving affecting clothing very much. It would mainly affect the production of cloth, which is used for a lot more than just clothes. A few clothing tweaks would, however, be in order for adding cooling factors to clothes, in addition to the warmth factors we already have. If such a system were added, it'd be a prime time to add things like wool, so then you have warmer wool clothes for cold weather and linen clothes for hot weather.
  22. I think the two major things currently on my to-do list, aside from trying to break the release candidate in spectacular fashion(accomplished this last night with a knife and thatch roofing): Kill a bear with my bare hands/a stick. Actually finish a build for once.
  23. That is how it currently works. Some of the streams are rapids, and have a slightly different appearance to the water in addition to being rather noisy(but not unpleasantly so).
  24. Tagging @Thorfinn here as well, but in any case I can confirm that a Blackguard can kill a fox in 2 hits with a flint spear in 1.22. The flint spear only does 2 hp of melee damage, but the Blackguard bonus of 30% should bring it up to 2.6, which means that 2 hits is just enough to kill a fox. I seem to recall it taking 3 hits prior to 1.22, but I could be mistaken. It's also possible that the Blackguard damage bonus was not being applied to spears correctly before, and has been corrected in 1.22. In any case, throwing the spear still does more damage, even as a Blackguard, but for that class specifically the damage for spears will be roughly similar regardless of being thrown or used in melee. So still better to throw it, but not a bad idea to opt for stabbing it either if chasing the target down is an option.
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