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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. It's an oversight. Homo Sapiens is a feature for those who just really want nothing but a realistic survival experience, and is not the game mode that the game itself is developed around. Therefore it's pretty easy for some details to slip through the cracks(like gray/black dye).
  2. Five seconds doesn't seem like a lot, until you have to wait five seconds after placing each block while building in order to make sure you don't pick it right back up. I prefer the current system. Misclicks happen, yes, but they don't happen all that often and when they do it's very easy to just break the block and place it where it was actually supposed to go.
  3. LadyWYT

    Caribou

    They also used to live in the eastern US. I'm guessing though that creature ranges perhaps aren't fully fleshed out in the game, yet.
  4. I don't know that it would help against monsters, since those seem to rely on senses other than sight, but for wildlife it makes sense. PvP servers would probably get some use out of it as well, and there's also the classic "mess with your friends" option too.
  5. At the very least you could hold on to the save and try it again later if the mod author responds to your report, or the mod is otherwise clearly updated. Otherwise...yeah, the simplest solution is just starting a new file and double-checking the mod list to make sure everything is up to date and/or known to be working correctly. If it's just decorative clutter you're after, you might consider popping into creative mode and using some of the clutter items in the vanilla game, instead of relying on a mod to do so. Saves on system resources and is less dicey when updating game versions.
  6. Ah, that's a shame. I'm guessing that that particular mod may not be updated to 1.21.6, but it's hard to tell for sure. I don't see a game version listed on the Nexus page, and the comments section doesn't yield anything useful other than some...interesting...information about the mod's apparent history.
  7. I'm thinking this one might be the culprit, based on this error: Is that mod up to date, and/or does it add clay buckets to the game?
  8. Welcome to the forums! Just my two cents, but I would go ahead and introduce your friend now, rather than wait. You'll both have plenty of fun, and your friend will learn a lot about the game as well. Then when 1.22 launches you can both jump right into a new world and have even more fun playing around with the new stuff, while avoiding mistakes you made in the old and otherwise adjusting your world settings as needed.
  9. Weird. Is there any consistent circumstance it does this? Looking at specific objects, opening menus, etc? Unfortunately I don't have any other ideas outside of perhaps submitting a bug report and seeing if one of the devs can help. AMD processors seem to be a common denominator with issues like this, but there doesn't seem to be any consistent cause or fix that I've seen.
  10. Welcome to the forums! Interesting idea, but I think this is more micromanagement than what the average player will really enjoy. As a mod it would be fine, but for vanilla I think just having separate sliders for fat and muscle mass as a cosmetic option would be much more popular. A couple problems with this, first and foremost being that there are several spaces in story locations that cannot be navigated if the player is unable to fit through a gap that's one block wide. Story locations are protected areas, so it's not possible for the player to alter the terrain within those areas. If muscle is a stat that actively buffs the player and requires significant time/resource investment to build, it's not a good idea to be forcing the player to undo all that progress just to do the story content. Likewise, big muscles do not necessarily mean strong ones. It's very possible to have a smaller build and still be incredibly strong; there's a guy called Anatoly who runs around with a special mop and bucket(they're very heavy) at gyms pranking bodybuilders. If you look at a lot of medieval armor, you'll also notice that quite a lot of it fits a physic that is not herculean. The final issue I see here is that while it makes sense for bigger physiques to require specially made clothing and armor, that's not really practical to implement in gameplay without bloating the game files significantly. Copies would have to be made of most attire, complete with their own special models. This runs into similar issues as muscle mass. Regarding fat reserves staving off starvation damage, there's actually some code for that already in the game, but it's not code that's actively being used. Why? I don't know. My best guess is that it's likely a concept that's still a very rough idea, and may or may not actually be refined enough later to implement. The bigger issue I see with balancing this kind of mechanic is that while it's not very realistic to starve to death after a day of eating nothing, securing a food supply is one of the basic challenges that keeps the player grounded in reality. Food supply is so simple, but if the player can't manage to successfully keep themselves fed they're really going to struggle with everything else the game throws at them, and overlooking food supply will quickly humble even the most veteran players. If the player can just gorge themselves and then proceed to go an in-game month before needing to eat again, then they no longer need to ever concern themselves with things like preparing for winter or long travels. Overall, I think if you'd like to see more in-depth dietary mechanics, you're probably better off poking around the database and trying out a few of the mods that alter such. I'm not sure that there's one that covers muscle mass specifically, but there is this one: https://mods.vintagestory.at/expandedstomach
  11. I can say from experience that it can make resource gathering more interesting as well. Last server my friend and I had, there was an area we dubbed the "happy hunting grounds" since it was the only reliable place to find prey. It was a decent walk from our base, and dominated by instability, so it wasn't really a place we could expect to linger in for more than a day. The stability mechanic also caught me off-guard once when I returned to base from a mining trip deep underground, only to have a temporal storm come rolling in before I had a chance to recover. That's one of the few times I utilized a temporal gear for restoring stability. As for including a toggle in the settings, one thing I forgot to mention in my initial post is that the settings tab for temporal stability doesn't have many options at all, so cluttering the tab isn't really a concern. Mulling this one over a little more, I could see this working, although I would still make stable regions return the player to 100%. Unstable regions I could see getting capped at a certain floor, in that the gauge can drain quite a lot but not so much that monsters start appearing or the temporal storm effect triggers. That would allow the player a bit more building freedom, with the obvious liability that if they build their base in that area they're not going to be in for a good time during a temporal storm due to the stability loss(if I recall correctly a light storm can drain as much as 25% of the gauge, while a heavy storm can drain 60%). Overall, I think I still prefer the current iteration of the mechanic, and would rather see some sort of Jonas device added as a way to make an unstable region stable.
  12. Welcome to the forums! Are you using any mods that could be affecting bowtorn behavior? If not then it sounds like it's time for a bug report on the Github bug tracker. From what you've described, I'm wondering if the ranged attacks/turret behavior is missing some sort of flag in the code to make it obey aggression rules.
  13. Welcome to the forums! You already suggested a very good solution in your post, really: Temporal storms and temporal rifts both have separate toggles, so having a toggle for surface instability specifically doesn't feel like too much of a stretch(it's a fairly common suggestion as well). The main hurdle, I think, would be overhauling the code to separate the surface stability from the underground. Temporal instability tends to be more pronounced underground, but not to the point that the player can't reasonably complete basic exploration and mining tasks. On the surface, what seems to happen is that players wind up neglecting the temporal gauge(there are several reasons this can happen) and end up placing their base in an unstable area, which ends up causing problems later once the gauge drains enough. Temporal stability, unlike other stats, isn't something that is restored at respawn(as far as I'm aware); the only ways to restore it are spending time in a stable area, sacrificing a temporal gear and some health, or killing monsters. As it currently stands, monsters will start spawning around the 25% mark on the gauge, with the player entering a state similar to a temporal storm and losing health once the gauge is fully empty. The time it takes for the gauge to fully empty though is rather generous, so unless the player is deliberately standing in a temporal rift they should have plenty of time to correct the problem. As for the lore behind the temporal stability mechanic:
  14. It's not wasted time if you learned something and have a funny story to tell later. If nothing else, there may turn out to be resources that you need later in the area that you explored.
  15. Welcome to the forums(and the game)! You should be able to make a forge from any cobblestone--granite is just one option. Finding new rocks is really just a matter of exploring the world. If you happen to find a ruined translocator(this is only an option if lore content is enabled), you can repair it and teleport a few thousand blocks away in an instant, which makes it easier to find new rock types. Igneous rocks like granite, andesite, and peridotite are also found on the bottom rock layers, so it doesn't hurt to dig down or explore some caves to see what's available. If you dig near the mantle, basalt isn't an uncommon find either, and I've also heard this is where phyllite often spawns though I've never found it myself.
  16. You should be able to just download the game on the new computer by visiting the Client Area at the top of the page. If you have worlds that you want to continue playing or don't want to download mods all over again, you'll need to transfer those files manually. In the case of transferring worlds, bear in mind that the map data is stored in a separate file from the world save itself, though I'm not exactly sure where. In any case, if you miss transferring the map data, you'll still have your waypoints, but will need to explore that portion of the map again to see the actual lay of the land.
  17. Welcome to the forums! If you've not yet done so, I recommend playing through the main story of the game, which you can start by completing a quest for a treasure hunter. There are currently only two of a planned eight chapters implemented, but there's quite a lot of content to experience. Yeah, I don't think so. There'll be some drama, sure, but Hytale, while sharing similarities to Minecraft and Vintage Story, is quite different. Which game is the "best" choice depends heavily on individual preference, and a good chunk of players will likely play at least two of them consistently. Minecraft is great if you want something whimsical with lots of building options, as well as something that kids can easily handle. Vintage Story is great for the lore and realism, and offers more creative freedom with the chisel system, but the game is a bit darker and tougher than what younger audiences will probably enjoy and the building options cater more heavily toward medieval and steampunk aesthetics. Hytale, from what I've seen of the trailers, looks to be similar to Minecraft, but with a heavy emphasis on RPG mechanics and catering toward the older side of the child audience. The team of former Hytale that Tyron hired is separate from the VS team, as is the game that they're working on: Project Glint. As I understand it, Project Glint is supposed to be much more of a proper RPG with a more light-hearted feel than Vintage Story, despite the fact that both games are getting built on the same game engine. Things that work well in one game might be modified and applied to the other(like Project Glint being a potential testbed for procedural dungeon generation, and that code getting used in Vintage Story later), provided that it's something that would fit within the game's design. In any case, it's still very early in development, but you can read more about Project Glint here: As far as merging Hytale and Vintage Story into one game, no, absolutely not. The two have very different artstyles, lore, and gameplay goals, not to mention that both games are owned by separate people.
  18. Oh, that's a great point. I always forget that's a thing, but yeah, a lightning rod is a must given how fragile chickens are.
  19. I'd actually opt for making the base thicker instead, and add more detail in that area. I'm not sure the top of the tower can be tapered at all without the windmills looking goofier than they already are. Regarding terrain blending, that can be done with extra dirt to make it look natural, or a stone retaining wall for a nice terraced look. A tree or two can help add some more nature, but some little houses or storage sheds would also look nice. FINALLY! A windmill worthy of the flower fields I've been wanting to build!
  20. Out of curiosity, how exactly are you lighting the fuel pile? Are you building a firepit on top of the firewood stack and then lighting the firepit before covering, or are you setting the fuel stack itself on fire? The firepit is crucial, as that's what turns the structure into a recognized charcoal pit. Otherwise, you're going to wind up with nothing but ashes when it finishes burning.
  21. Welcome to the forums! Have you tried limiting your max FPS? If you are using mods, you may also want to try disabling them and see if the issue persists in vanilla, just in case there is mod interference going on. If you're running other programs in the background while playing you might check them as well to make sure they aren't interfering either; otherwise the only other thing I can think to check is making sure the game is recognizing the correct graphics card, should your machine happen to have more than one.
  22. Depending on how patient you are, you can wait until you get generation 5 piglets and simply scoop them up in a reed chest, or wait until the parents are generation 3 and then place baited traps in the pit at your leisure. Adult pigs that are generation 3 won't attack the player when piglets are nearby, and can be easily dispatched via butcher knife. Piglets will still spook though, so they can still be herded as needed without interference from the adults.
  23. Okay, I'll humor you. Pulling straight from the home page itself: The first 30 seconds of the trailer itself showcase temporal storms and instability, with "Endure temporal storms" itself being showcased at the 1:05 mark: All that alone demonstrates that the feature is baked into the game design and intended to be part of the core experience, not to mention that both temporal stability and temporal storms are enabled by default in the Standard game mode(which is listed as the default survival experience). The only game modes that do not have those mechanics enabled by default are Homo Sapiens, Creative, and Exploration. Homo Sapiens skips the lore entirely in order to provide only the realism; Creative is there for full freedom to build and mess around with stuff; Exploration makes it clear that the focus is primarily on exploration and building, not combat and survival. Getting into specific NPC dialogue(spoilers for obvious reasons): Further lore annecdotes: There's probably a detail or two that I missed, but based on the above it's pretty clear to me that temporal storms are a major part of the story and worldbuilding, and I expect there to be more references made as more updates are released. Obviously not everyone enjoys the mechanics hence why there's an option for the player to turn them off if they so choose, but the mechanics themselves can't otherwise be removed without major rewrites to the entire story and setting. I will also note that players who don't really pay that much attention to the story will probably miss a lot of these details, which is perfectly fine. But I don't think it's a good reason to go removing whole mechanics and forcing major rewrites.
  24. Like I said, I could be wrong, but I'm pretty sure it used to rise in the west and set in the east. It also didn't take moon phase into account with solar eclipses, and there was a time that the moon could cover the sun but no eclipse would happen at all. I wouldn't be surprised if someday we had lunar eclipses in the game in addition to the solar eclipses.
  25. Okay with this sort of explanation your earlier suggestions make a lot more sense and it's something I can lean toward supporting, though it seems like moving the loot drops from the monsters into some sort of special resource node would worsen some of the complaints about monsters feeling like a waste of time. I'd still prefer smaller changes to start with, like the Jonas tech and more uses for temporal gears, and see how much that changes things with temporal storms before worrying about adding more stuff to them. It's probably because I've seen several MMO reward systems that just weren't done very well, as well as perhaps the personal opinion that at least some of those systems work fine for multiplayer-oriented games but not singleplayer. I'm also suspicious that at least a few MMO systems feel good because they're designed to prey on brief dopamine rushes and thus keep the player chasing the rush, but aren't actually very good systems otherwise. For the record, my MMO experience consists mostly of WoW(late Pandaria-early Shadowlands), with a brief stint in ESO(beta, and trying it again later in the Morrowind expac) and FFXIV(pre-Dawntrail launch, didn't enjoy the game very much). Overall, one general complaint I have about many of my experiences in MMOs is that it's not unusual at all for the events to feel like a party game first, with the barest of lore tacked on as an afterthought so it "fits" in the world. That is, the events/gameplay don't actually feel like part of the world, as much as they feel like stuff just tacked on to get players to sink more time(and money) into the game. It's one reason I'm not inclined to play MMOs(or many new games) anymore. It's definitely a concern to consider when it comes to design, but I don't think repetitive tasks are always bad either. Most tasks in Vintage Story are somewhat repetitive, I would say, and yet players still find them fun. Forging is one of the worst offenders when it comes to repetition, but that's also why the helve hammer exists--to cut down on the most tedious parts. I would agree that rushing out to gather up a special resource right before a storm hits and then running to safety doesn't carry the same risks as needing to fight through the storm to obtain the resource, however...I think the problem that arises there is that players are going to get upset about needing to drop whatever they're doing to grab the resource, or otherwise get upset about getting caught in the storm because they didn't collect as much as they wanted. Sure, the argument could be made that the special resource could be obtained in much smaller quantities outside the storm as well, but I think that if the storms are the most efficient way to get the resource then that's what most players will opt for(whether they like the storms or not). For me personally, while I obviously have no control over when temporal storms arrive, how long they last, or what kind of loot I get, I do have control over whether or not I choose to go fight and acquire some loot or stay inside. Both options feel like they have fair benefits and drawbacks. A change that makes some special resource node spawn right before a storm though feels like it tips the scales too much toward "complete this event or else miss out on this special thing you'll absolutely need a lot of later", which just sounds like a chore(to me). Sorry I try to be pretty clear in my writing and make distinctions between generalities, specifics, and specific personal opinions, but sometimes stuff gets scrambled or lost in translation anyway. I would take "implemented changes should feel integral to the game world" as a general given rule, however, over time I've also seen enough suggestions(for various games, not just VS) that throw that logic completely to the wayside that I don't really take it as a given anymore.
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