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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I don't know about anchovies on pizza as I've never really been a fan of them, but pineapple on pizza is absolutely delicious when paired with Canadian bacon and a gooey stuffed crust.
  2. Well now I have to ask--what climate zone did you start in? Low fertility is probably the most common type, with medium fertility being the next most common(and occurring in areas with higher rainfall). Barren soil though...the only places I recall seeing that is the arctic, and mountaintops in the cool climate zone. By default, the starting climate is temperate, so if you kept that as default it sound like you may have gotten super unlucky and spawned on a glacier. In any case, you can craft terra preta, which is the best possible soil, but it takes a lot of time and resources, so you may want to start over with a better spawn in order to have an easier time with farming. The default month length is 9 days, and a day in Vintage Story is equal to 48 IRL minutes, I think. The actual amount of useable daylight you have in that day though varies depending on latitude and time of year, just like real life. In any case, you should have plenty of time before winter hits on default settings(around the end of October). Maybe, maybe not. It depends on how much time you sank into technology versus establishing food supply. Technological progress is always good, but you do need to keep yourself fed for it to be of any use. If you're good at hunting and gathering though, it's not hard to devote a day or two to hunting and foraging and sealing the resulting meals into crocks for later.
  3. LadyWYT

    Firearms

    It might be a meme, but that doesn't mean it's not true. I wouldn't necessary call medieval firearms weak, as much as I would very clumsy and ineffective compared to more modern firearms. The main advantages initially were the ease of training and the shock factor, because boomstick is very scary to those unfamiliar with the concept. Poor accuracy is compensated for simply by massing gunpowder units and firing in volleys. As for armor, guns are one reason that cavalry shifted away from full suits of armor to a heavy cuirass instead. The curiass will protect one of the most vital parts of the body, and the metal can be made thick enough to withstand gunfire while still being light enough for the soldier in question to actually use. If I'm recalling correctly, it wasn't just metal armor that was effective in withstanding early guns either; some Native American shields could stop musket shot, provided the rawhide used to make the shield was thick enough. In any case, it wasn't until muskets were introduced and improved, and rifling discovered(both of which were post-Middle Ages), that firearms became strong enough for classic armor to lose its value. From a gameplay standpoint, it's not out of the question to include firearms in a medieval setting, but firearms shouldn't be so strong that they easily outclass the other available weapons and become the default "must-have" for players to rush to acquire. They really ought to be just a supplemental weapon to the late game options we have already, so "expensive, slow to reload, poor accuracy/shorter range, and limited damage to heavy armor" is fairly realistic and balanced. I think Age of Empires 2 handled the balance of gunpowder in a medieval setting quite well: the gunpowder units were a late game option(for appropriate civilizations) and offered very powerful attacks, but were expensive, had slow rates of fire, limited range, and poor accuracy. In order for gunpowder units to be effective, you had to mass them in order to ensure enough shots landed to efficiently kill targets.
  4. Congrats on the find, and welcome to the forums! Just a side note for future reference--while tin bronze is probably the most common type to make(and the type you will need for a certain trader quest), there are two other bronze alloys as well if you're having trouble finding a good source of tin. Bismuth bronze can be made from copper, bismuth, and zinc, and has a bit more durability than tin bronze but a little less damage. Black bronze has higher durability and damage than both other types(although it could just be the highest damage only), and is made from combing copper with gold and silver. I dunno man, magnetite is rare, but I've found more magnetite than I have limonite.
  5. Welcome to the forums! When I first started playing, I too made plenty of poor and uninformed decisions, and burned through plenty of worlds before I got enough experience to be confident about hanging on to a long-term world, with the settings I enjoyed the most(similar to standard difficulty). It depends on whether or not you're really attached to your current world. In my case, I found it less frustrating to just start over whenever I made a major mistake, since I didn't have the experience to really get to bronze(at this point the time investment in a world is usually fairly significant). On these "practice worlds" I generally used easier settings as well in order to reduce my frustration. Once I got enough experience to confidently make progress, I took off the training wheels and started a fresh world for long-term play. Starting over fresh is probably what I would recommend, since that's a solid way to learn the most critical survival skills quickly. If you've got the early game handled(food supply, set up a base of operations), the rest of the game can be handled easily enough. However, I would also recommend holding on to your first world for a while before you make a final decision on whether or not to keep it. While you might hone your skills in practice worlds, it's possible you might want to return to your starter world once you have more experience, and continue the adventure. I'm not going to say that winter isn't a concern, because it is, but it's not the big scary thing that it seems to be at first. For brand new players though, I do recommend just making "survive the winter" the first goal. If you can handle the planning for winter, you'll be able to tackle anything else in the game you set your mind to. I'll also note though that in the event your foodstores do run a bit low, you can still survive by hunting animals, foraging for mushrooms/overlooked wild crops, or resorting to digging up cattail roots. It'll be rough, but it is doable, and it'll be one of the stories you can share around the proverbial campfire later with your friends.
  6. In fairness, it's difficult to tank as a Blackguard when the hunter is seemingly the tastiest thing the enemies have ever seen. It's not unusual for the hunter to be running around screaming in terror while I'm trucking along behind desperately trying to catch up and dispatch whatever beasty is giving chase.
  7. You could try changing the scale of landforms, or otherwise tamper with the world height to see if it achieves something more realistic. Just scaling up the landform size will make the mountains bigger, but I'm not sure that will make them "realistic" like what you're talking about. Changing the world height is more likely to make them taller, and thus more realistic in that sense, however, changing world height may significantly impact performance and gameplay in general, as the game isn't really tuned for extreme heights. In other words, it's probably possible to achieve something a bit more realistic, but your mileage will vary and it'll take some fiddling with the settings. The main issue I see regarding realistic generation of things like mountains, is view distance. What's the point of having such grand landscapes if the average player won't have the hardware to support a view distance required to appreciate it? I think the general idea behind the design choices is to have a landscape that is fairly realistic, but scaled down to be properly playable/enjoyable on a variety of hardware.
  8. Are you sure? Because I mean...could just order more pizza.
  9. This is my general assumption as well, though in fairness the bowtorn is probably the toughest one of the current trio to figure out. I'm also not entirely convinced that all the rotbeasts were humans either. The drifters probably were, as their design is fairly straightforward, but shivers are more animalistic in their design, and it's not entirely out of the question that the monsters are a composite of human, animal, and rust/rot corruption.
  10. This is true, but the bowtorn spawns are easily noticed since they like to have groovy parties on the front lawn.
  11. Oh gotcha. Yeah spawn radius is what you're looking for. I would try turning that down to like, five blocks or so. You should spawn right next to each other in that case, while still having a bit of wiggle room. Gotcha. I can't really speak for the future plans of the game since I'm not a dev, but there is a roadmap of planned features that you can find here: https://www.vintagestory.at/roadmap.html/ However, this isn't a feature that I would really expect to see, since it's essentially already implemented in the game with the method I mentioned earlier. Essentially, create a singleplayer world, open it to LAN and start playing if you and your friends are on the same network. If not on the same network, you'll still need to open to LAN, then open the pause menu again to open the world to internet. You may also need to adjust firewall rules or router settings for this method to work, and the world will only be playable while whoever is on the host machine is playing. https://www.vintagestory.at/selfhosting/
  12. Yeah, I get that. For storms, the spawns could be tweaked to prevent them from spawning right on top of the player, but otherwise temporal storms are meant to have erratic monster spawns so I don't expect much change on that front. For caving, the close quarters and limited visibility is also why I recommend relying more on melee while underground, instead of ranged. It's very easy for the monsters to scuttle back into the dark, where they are hard to shoot. One thing to check before you go caving though is the rift weather, since that does affect underground spawns. On days with calm or low activity, there shouldn't be more than the occasional couple of monsters to deal with, but any higher rift activity than that and you may want to save the spelunking for another day in order to avoid dealing with too many monsters. If you're already caving, it's a good idea to keep an eye on rift activity, and head for the surface if it starts to increase. Like I said, temporal storms are quite erratic in regards to spawns--if there is space for a monster to fit it's possible for one to spawn, although smaller well-lit rooms are less susceptible than wide open spaces. As for storms being bugged regarding number of spawns...that I don't know. I don't think they are, but it's always possible. If you are using mods at all I would check to make sure there's not possible interference there, but otherwise I would suspect it could also be the particular pattern of enemies the storm brings, as it can vary. I believe one of the possible storm patterns spawns predominantly shivers and few, if any, drifters or bowtorn. Since shivers run around like crazy, it's possible they could be spawning and running off before they notice you, which makes it seem like the storm isn't spawning enemies.
  13. https://mods.vintagestory.at/unchisel https://mods.vintagestory.at/dischiselblock I've not used either, so they may or may not work or otherwise accomplish what you're looking for. It seems like I saw a couple of other mods a while back that tried to tackle the same concept, but I can't seem to find them.
  14. Welcome to the forums! On this one, I would ask what kind of settings you picked for the world. By default, players spawn in a 50 block radius from the world spawn point. However, harder difficulties like Wilderness Survival and Homo Sapiens have the spawn radius set to 5000 instead. I'm guess that you may have picked one of those difficulties as the preset for your world, and that's what's likely causing the issue. The good news is that you can adjust the spawn radius for world spawn in the settings at world creation(and probably after creation as well, by using a console command and reloading the world, though I am unsure of what command to use). I'm not sure that I understand the question here though. To play Vintage Story, you will need a server of some sort. Most people either pay for hosting, or set up a server machine themselves(this is the method a friend and I use). You can also open up a singleplayer world to a friend, either via LAN or over the internet(did this with a friend too in our early days of Vintage Story), but that does still technically count as a server due to the machine running the singleplayer world counting as the host. However, that is probably the method of hosting that you're looking for, provided you have a computer strong enough to handle it(especially if you're intending to use mods).
  15. Project Glint, actually, which is Anego's Hytale, and the actual Hytale belonging to Riot still(I think). But in any case I agree otherwise, Project Glint is likely to be focused more on action and typical RPG combat, and less on survival. Which, in theory, should satisfy a lot of complaints for the ones seeking more of an action game, but I'm skeptical the complaints will stop entirely. Honestly, I think it's just a drawback of the survival genre in general. Survival games will be very difficult up front, and get easier toward the end game, which really makes sense. The player is scratching out a comfortable existence from a hostile environment, so things should get easier as they make progress. If the game is constantly throwing challenge after challenge at the player and forcing them to always be scrambling to survive, then the player isn't actually making progress and is more likely to get frustrated. Vintage Story survival does become much easier once the player has a base established, a food supply secured, and access to iron. However, that's also when the world starts to open up, since the player can focus less on establishing a homestead and more on exploring the world and tackling the main story. Honestly, I think part of the problem might also be from min-maxing and otherwise exploiting game mechanics/creature AI. I'm not saying that players shouldn't do that, because everyone has fun in different ways, but trying to optimize everything as much as possible will generally shoehorn a player into a very specific style of gameplay that can get rather old quickly. For example, using flimsy fences to mess with monster pathing might make them easier to deal with, but maybe instead of flimsy fences the player could chisel proper heavy fortifications to keep them out(which takes a lot of time and resources), or just skip the fortification entirely and deal with the monsters as they come. A proper small castle with a moat and well-lit courtyard is a lot more fun to live in and defend than a dirt box and maze of fencing.
  16. I feel like this is somewhat how the vanilla system works already. You can fire the bow very rapidly, but it's very tough to actually hit the target like that without a lot of practice, especially at range. As for holding the draw and taking time to aim, I'm not sure that the accuracy starts degrading directly, but I have found that it's difficult to hit the "sweet spot" for maximum power and accuracy that way. The best method I've found is to take the time to make aiming adjustments before drawing the bow, if possible, and then firing roughly a second after draw--no sooner, no later. There's still a bit of shot drift, especially when wearing armor, but a smooth, quick rate of fire has been the way to go. However, that method does take a lot of practice to really get the timing down. Perhaps one way to make it a little easier to master, without really changing the vanilla system, is simply to change the reticle color when it meets the crosshair at the "sweet spot". The crosshair already changes to a red color in melee when a target is in range, which helps the player determine when to swing, so the reticle changing color to indicate the best time to fire would probably help players get more out of their ranged weapons. At that point, all they really need to do is practice their aim, especially for moving targets.
  17. I think the listed maturity times might be the average expected, and not the actual. I've not crunched numbers or anything, but I'm guessing the better the soil the more likely the crop is to grow according to the listed times, if perhaps not slightly faster with good RNG. You do, yes. That's partly why I wouldn't necessarily call longer months a harder setting, as much as I would a different challenge. You will need a lot more food in order to stay fed over the winter, but the food problem is countered easily enough by simply building much bigger farms than normal. It's more effort than one would need to apply on default settings, but the advantage of having longer months is that there's more time to work as well.
  18. Also worth noting that there is region specific music too, and I don't mean the special tracks that play in story locations. Currently, there's only one regional music piece I'm aware of, and that's for the arctic...specifically arctic nights, I want to say.
  19. You are correct on this; it's caused me occasional issues as well, but that's also why I said that it generally won't interfere though I suppose it also depends partly on which mods one uses and how many When I run across issues in multiplayer though, the singleplayer mods are one of the first things I usually check, though in fairness the only server I play on is my friend's so it's also easy to troubleshoot problems.
  20. Plant growth time scales with month length. Turnips take a month to reach maturity, on average, which equates to 9 days on default settings. However, on 30 day months, turnips are going to take 30 days to mature, meaning that until your harvest comes in you will need to be hunting or foraging for food. I think livestock breeding also scales with month length. I wouldn't necessarily say it's harder, as much as it is a different type of challenge. Since the warm seasons will last longer, you'll have more time to hunt and get things done. However, the longer months also means that winter will be longer as well, so instead of say, prepping for around 36 days of winter you'll be needing to prep for 120 days instead. Overheating isn't really a thing in the base game, but Hydrate or Diedrate is about as close as you can get to that kind of mechanic. It's really more of a concern in warmer regions than the standard temperate zone though. To my knowledge, there isn't one that does this exactly, but you might be able to install this one mid-playthrough and/or otherwise fiddle with the mod settings to achieve the effect you wish: https://mods.vintagestory.at/neverwinter I will note though, that while greenhouses do extend the growing season a bit, you're not going to be growing anything in greenhouses over the winter unless you're in a warmer climate. For that kind of challenge, you might want to look into trying an arctic survival challenge, or snowball earth. They're similar challenges, but I would say the arctic survival is probably tougher, since you will have extremely long nights for around half the year.
  21. I doubt it's a priority, and honestly it seems like a problem limited to bigger servers, but I do agree that it would be a handy tool to have. I do wonder though if the tool itself couldn't be adapted for more complex NPC behaviors as well. All story locations count as claims to prevent player tampering, sure, but perhaps there could be a general "town" claim for the NPCs public areas, and then "private" claims for NPC residences. Then you could potentially set an NPC as the town troublemaker, having them attempt to burgle residences(and wind up in jail) or otherwise act like a fool in public. The public spaces could also be more lenient in what the player can do, in that the player dig through garbage or otherwise traverse at will(but not modify), while entering a private residence qualifies as trespassing unless the player is on friendly terms with the owner.
  22. That seems like a fair implementation, though I would say limit the heat penalty to temperature that are above 90 F(32 C). As for summers being drier...I think that's already somewhat of a thing. I actually disagree here--it should be the opposite, since your body has to burn more energy to stay warm in cold weather. Which, that's also already implemented in the game--the player's hunger rate will increase when they are out in the cold, causing their satiety to drain faster. I don't entirely disagree, but I do think that the warmer climates should be easier overall to survive in, since there's no need to plan for winter and the growing season is year-round. I think perhaps a better challenge is adding more dangerous wildlife, like hippos, lions, and elephants, that the player will need to contend with when out and about. Which if I recall correctly, both hippos and crocodiles were teased for a coming update, so the tropics should be getting a bit more hazardous sometime soon.
  23. Not only does it already have it, but more gets added from time to time. 1.21 added a couple of new tracks to help smooth out the transition from spring to summer, and summer to fall.
  24. For base game settings, I recommend turning the month length up to 30 days, and setting your seraph's temperature tolerance to 5 or even 10 C so that warmth is a much bigger concern(and not one limited to winter). Additionally, setting your starting climate to Cool will make it harder in general to forage certain resources(but not impossible), as well as make the winter longer and a bit harsher. You might also consider imposing specific challenges on your own progression, such as not farming until year 1. As for mods, there is also Hydrate or Diedrate, which adds thirst, and Nature's Call, which uh...well I'll just call it what it is: the potty mod. SleepNeed adds consequences for not sleeping, and Vigor makes you be more deliberate in your movement instead of sprinting around like a caffeinated chicken. And if you're wanting a more interesting diet system, with potential long term consequences(good and bad), there is Expanded Stomach. Hydrate or Diedrate: https://mods.vintagestory.at/hydrateordiedrate SleepNeed: https://mods.vintagestory.at/show/mod/27871 Vigor: https://mods.vintagestory.at/show/mod/26142 Nature's Call: https://mods.vintagestory.at/naturescall Expanded Stomach: https://mods.vintagestory.at/expandedstomach
  25. Personally, I don't think #1 is controversial at all. I've said it many times in various threads, but the hitboxes are wonky(particularly bears), and I daresay that's potentially what's frustrating many players about an otherwise fairly solid system. In melee, the hitboxes don't seem to pose quite as much issue as they do for ranged combat. As for #2...I do agree that a lot of it is mismatch of player expectations, but I also wonder if #1 doesn't factor in here as well. By that I mean that some players are running into issues with the hitboxes in combat, getting frustrated, and just assuming the entire system is bad instead of just a specific part that needs work.
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