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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Depends on what worldgen settings you have, but yeah, default worldgen settings can produce stuff like that. Typically there aren't that many floating islands though.
  2. Prior to 1.22, I doubt there was a way to do so, outside of mods. The new waterwheel though gives a consistent power option, and the larger windmills a faster, more powerful option for mechanical power. That alone is reason enough for the eldritch setups to no longer be viable. As for the mechanical friction and combustion mechanic--yes, that's obviously meant to stop the player from building eldritch windmills, but I think it's also intended to give more depth to planning machinery in general.
  3. I'll have to test it next time I boot up the game. Usually I stick a torch in the middle of the pit kiln, or somewhere near the lower edge, but I usually load it beginning with the upper lefthand item slot first when firing multiple small items.
  4. Was that the spot you placed the first item into the kiln, perhaps? Or is it consistently that spot every time? I've had no luck firing kilns containing small items so I've currently just cheated the items instead.
  5. Assuming it is intended creature behavior and not the result of a bug, I'm wondering how it will affect the playerbase at large. If creatures aren't immediately aggressive, I would think there would be fewer player deaths. However, if wildlife is more unpredictable, I could also see more player deaths happening due to players getting complacent around the wild creatures. The footsteps are a nice touch, as are the idle bear noises, though the former seems a little too quiet currently to be very useful for detecting nearby creatures.
  6. Maybe. To my knowledge the fox hadn't been damaged. I'm pretty sure that the spear was flint, but it could have been my obsidian spear given that I have access to obsidian on my current map. The Blackguard melee bonus might be enough to kill in two hits. They do, was just mentioning that. I think there may have been some adjustments somewhere in the code. Boars(not sows) may aggro even if no piglets are around, if the player gets too close, but I'm not sure. Wolves and bears I'm also not sure about; wolves will attack if you get too close, but the attacks don't seem to land as frequently as they did in 1.21 and the wolves also seem to be inclined to flee as much as they are inclined to fight. Perhaps the threshold for retreat has been raised, so they have a chance to flee prior to being critically injured?
  7. Revisiting this now, but if you haven't seen it in the 1.22 patch notes yet: The toilet thing might actually be possible in 1.22!
  8. Regular ladders have always required planks for their construction, to my knowledge. Rope ladders, on the other hand, can be crafted from rope and sticks. So I would imagine making wood-typed ladders is as easy as just requiring all the planks to be the same type of wood.
  9. Is there a time limit on thread deletion or something? I thought the thread author could delete their own thread at any time by editing the original post. Or at least, I thought it was a listed option if you open the original post for editing.
  10. I'll also note that while they aren't particularly hard to find, if you do happen to have trouble locating a treasure hunter you should be able to ask any other trader where you can find one. They'll tell you, for a small fee of course.
  11. I'm thinking it's a feature that will be very useful for Blackguards, but that remains to be seen. Really looking forward to testing it but...kinda need the metalcasting and whatnot to be fixed first. As well as the critical hit crashing, which seems to be a thing. Currently the spears are what's throwing me. The damage still feels okay so far, but the windup on throwing them feels a bit slower, and the range seems a bit shorter than before so the spears feel like heavier weapons overall. I'm also wondering if creature hitboxes and behavior in general have been adjusted. The wildlife has been a bit more unpredictable as to whether the creature will run away or try to fight. I killed a fox with two melee hits from a flint spear, when I'm pretty sure it took more hits than that before. Likewise, I encountered a couple of wolves, and while I survived easily enough thanks to fast reflexes it felt there were at least of couple of wolf attacks that should have landed in 1.21, that did not land this time. Could be a bug, but it could just be that some things were adjusted behind the scenes.
  12. I would actually keep the oak/pine mixture--it matches very nicely with the green of peridotite. Oak is valuable for leathermaking, yes, but unless you're playing in the arctic it's fairly easy to acquire oak wood. You don't always need everything to be perfectly symmetrical. Having some deliberate asymmetry can help draw the viewer's eye to different parts of your build and make the build overall more interesting. The key here is to be intentional. Depth almost always helps a build to look better. Tying it in to my above statement regarding asymmetrical design--one easy way to make such design appealing is to build little offshoots/extensions onto the building in those areas. Not only does it make such a design look intentional, but you'll have more space inside to do stuff, as well as a more interesting building design than a basic box. Going back to color scheme for a moment--I'd recommend including some light colors in the mix for accents and other highlights. Light colored woods like birch, larch, or bald cypress are good picks, but light colored stone or plaster/daub can work just as well. You might also consider including light-colored planters and other pottery as decorative clutter, and choose plants that have brightly colored flowers so they'll really pop against the dark background colors.
  13. Story content in Vintage Story works a bit differently than other games. It differs from Minecraft in that there's an actual story that unfolds, but while the story is advertised as linear, the actual execution is rather flexible. The story is linear in that events are intended to unfold a certain way, but it is possible to skip certain events(though this is unlikely) or otherwise complete certain events in different orders without breaking the story logic. As for uncovering lore in general, while all lore is somewhat related and playing the story is the best way to uncover much of the lore, there is also a lot of lore that is just...there. It's interesting exposition on the world and its history and found in various places, but not absolutely critical to playing the story or otherwise understanding what's going on, in most cases. You're on the right track here. It's not really much of a spoiler, but the trader type you will need to talk to is a treasure hunter. While it does not matter which treasure hunter you talk to, you will want to stick to the same treasure hunter, as the related objectives and progress are specific to the individual NPC and not something tracked by all treasure hunters in general.
  14. In this case I'd just let the cog keep spinning clockwise in stable areas when the player is at 100% stability. Regarding the new footsteps for bears and wolves, I do like them, but they might need to be a bit louder. While wild creatures don't just crash through the surrounding foliage, the current footstep volume makes them rather hard to notice. Or at least, perhaps make the footsteps louder when the creature actually becomes aggressive.
  15. There was a mod that did similar there a while back, and it was pretty rough on performance as I recall. While it would be nice to have living forests like this, I would definitely be concerned about performance, especially when it comes to running the game on lower end hardware. I like the volcano idea, but not so much the earthquake bit. I think it's probably better to just ignore the earthquake damage here entirely. It might not be realistic to do so, but it will avoid the inconsistency of "why are only these specific blocks damaged but not others". Based on what we've seen so far from temporal elements and how they interact with the world, I'm not sure how such things really tie in to meteors. Otherwise, I think meteors are better left as the craters we have, when it comes to collecting resources from them, and left as a cosmetic-only effect in the night skies(rarely in daytime). That way there's no possibility of player structures getting damaged, or weird interactions with NPC structures, or natural resources/landscape getting obliterated. At the very least, it's the kind of thing that should have a toggle, similar to lightning fires.
  16. I would still check mod versions, just in case, as well as disable the mods and test a new world to make sure that vanilla is working as it should. You may also want to check mod configs, as the default config could have been modified for the server.
  17. Welcome to the forums and the game! Going along with what @Zane Mordien already said, to my knowledge new worldgen content will only appear in new chunks. Old chunks will remain the same, unless you use a command to regenerate them.
  18. You might try standing a bit closer to it, as that seems to be a factor. However, there is a known bug with firing smaller items. Kilns containing large items will ignite but kilns with small items(like bowls and cookpots) will not.
  19. I'd be more inclined to say let it smoke for a while before it actually ignites. That way the player has a clear visual indication that there's a problem, while also having a chance to stop the machinery and fix it before bigger problems arise. Or I suppose the player could also decide to just allow their machinery to operate at such speeds for the convenience, while risking the whole setup potentially burning down if they push it too far.
  20. Welcome to the forums! You should be able to leave a review here:
  21. I mean, pretty much. There are a few things in the game that I have some pretty visceral reactions to, and that happens to be one of them. Whether or not it changes and how is entirely up to the devs, but I think it's just as fair to point out what I like/dislike about the mechanic and suggestions just as it's fair for others to point out what they like/dislike and suggest changes. The end result is feedback that will produce a more polished product if a change does occur. I do want to note that when the devs are implementing a change, it typically comes with a detailed explanation as well as screenshots/video when necessary to help demonstrate the concept. In my case, having that clear picture is critical for deciding whether or not I like a concept.
  22. It is though. It spins to the right if the area is stable. It spins to the left if the area is unstable. It also tracks how much stability the player has remaining. Or I just...don't install the mod in the first place. I wasn't saying it's a bad mod, just explaining why I don't like such a feature. If something similar were implemented into the vanilla game, I would almost certainly be turning it off in the settings or via mod. To me, such a change removes all thought from the stability mechanic. The teal gear is quite noticeable, yes, but it's not so obvious that it doesn't sometimes get forgotten about. Different colored fog and floating particles are pretty hard to miss, and given how many players already seem to have issues paying attention to the teal gear, I would expect implemented changes to need to be so obvious that they're impossible to miss. The current gauge. Yes, it's right there, staring at the player. Yes, you can see it from the corner of your eye. But it's also easy enough to get distracted by other things happening on the screen that one forgets to pay attention. My point is that the changes I generally see getting proposed change the indications from something that occupies a tiny part of the screen's edge, to something that fills the whole screen. That is, it's not going to matter where I look, there will be some reminder telling me point blank "THIS AREA IS STABLE" or "THIS AREA IS UNSTABLE". At which point I'm going to be less enjoying running around marveling at the natural beauty of the landscape, and more rolling my eyes at weird colored fog, particles, noises, etc.
  23. Sometimes this is me. Sometimes I don't want to go off exploring and just want to chill out at base. Sometimes that is due to me primarily taking the reins on exploration and foraging, so I take a break and let my hunter friend go take care of it. But my point is that yeah, staying behind at base while friends go off and do stuff isn't always the worst thing in the world.
  24. The eldritch stuff can be turned off in the mod's config. I believe it's just a matter of toggling off the relics and setting the spawn instances of the mod's monsters to 0. Outside of the smoking and drying steps...that's already how meat is preserved for really extended periods in the game. That is, the salted meats will last for a handful of in-game years, with the current drawback of being unable to be added to meals. I don't think it's really necessary to extend the shelf life even further than that, as there's really no reason to be storing food for more than a year or two unless you're trying to create supply caches at outposts or something. There will be plenty of opportunities to acquire fresh food otherwise, unless the game balance is changed to make fresh meat incredibly difficult to acquire(I don't really see this happening). As for smoking, I think Primitive Survival has a rather good balance for it. A smoker is easier to set up than trying to find a halite deposit or trading for salt. The smoked meat doesn't keep as long as salted meat, but the shelf life is enough to last through roughly a year and the smoked meat can also be cooked into meals.
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