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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Livestock generations should show up automatically in the information panel at the top of the screen. If you don't see any information panel there, try checking your Interface settings to see if it's turned off.
  2. I don't have to see them frequently; just knowing that they're there to find is enough.
  3. It's also not unusual for one or two resources to be missing from the world spawn/whatever area was settled in, and require the player to do a bit of searching to find the resource that they're after. Sometimes it's clay, sometimes it's borax, sometimes it's limestone/chalk, sometimes it's bauxite, etc. What is rather unusual is getting everything needed for progression within a reasonable stroll of the world spawn.
  4. This is probably one of the better breakdowns on weapon/armor tiers: https://wiki.vintagestory.at/Armor Basically, the weapon tier needs to match the armor tier in order to be fully effective. A low tier attack against high tier armor is much less effective, if not mitigated entirely. A low tier armor will still provide some protection against a high tier attack, but more damage will be inflicted and the armor will lose durability much faster. When it comes to fighting monsters/wildlife, I don't think they really have armor, so weapon tier doesn't matter quite as much. However, a higher tier weapon will be much better at killing stronger opponents simply because it does more damage than low tier weapons. When mods are involved, that's when vanilla rules tend to stop applying, especially in the case of mods like Combat Overhaul which changes quite a lot about vanilla systems. In this case, I'd recommend providing a modlist so that other users know exactly what's being dealt with here. This is definitely a mod change, as the vanilla Malefactor "Nervous" trait only gives a -15% penalty to melee damage. Based on what you've described here, I would expect the new trait to make a tier 1 piercing weapon cont as a tier 0 piercing weapon when wielded by a Malefactor.
  5. Pretty much, hence why they're an emergency food.
  6. I would say that small songbirds would be just fine as ambient critters without hitboxes, similar to the crickets and small fish. Larger birds that could feasibly serve as a food source and otherwise interact with various things in the world should behave as normal creatures. While most probably think of flight-capable birds whenever the subject comes up, there are several birds that don't fly that could be added prior to figuring out a flight system. Ostrich, emu, rhea, kiwi, penguins, dodos, and even potentially moa are suitable options there. But why not turkeys? Wild turkeys are actually pretty good at flying, so I don't include them here. While they only fly short distances, I think it's more appropriate to include them with proper flight mechanics, as well as giving chickens some limited flight ability as well. Such a change also means they ought to be easier to domesticate as well, to make up for being harder to capture and pen.
  7. LadyWYT

    Stuck

    Sounds like the Archive might have generated in the middle of a cave system that was already there. I'm not sure how far the location's boundary extends, but the location itself is quite large and has areas where you wouldn't necessarily expect them.
  8. You have to dig up the roots with a knife and cook them before you can eat them. Each root gives 100 points of vegetable nutrition.
  9. What class and difficulty are you playing? Blackguard will have an extra 30% added to hunger rate as well as a penalty to foraging and a penalty to ranged damage, which can make hunting more difficult. Wilderness Survival turns the hunger rate up to 125%, compared to the default of 100%. Playing a class like Malefactor or Hunter will make foraging or hunting easier, respectively. Likewise, turning down the hunger rate might be a good idea if you're struggling to the point of not having fun. Edit: Also keep in mind that holding things in your off-hand will result in a 20% increase in hunger rate. Sleeping through the night will also drain hunger, so while it's handy for passing the time it may not be ideal to do this if you're low on food. Farms are a good idea, but are more of a long term investment as you'll need to create farmland to plant crops and then wait for the crops to actually mature. Until you can get farms going, you will need to rely on what you hunt or forage. The default start is the temperate zone, and unless you get very unlucky, there should be some combination of berry bushes, mushrooms, and wildlife near spawn that you can use as an immediate food source. A handful of berry bushes alone will give you enough food to survive for a couple of days, as will mushrooms, but hunting will most likely be the predominant food source since meat is a rich food source. Spears are a powerful early game weapon, and easy to craft with sticks and flint or other hard stones. Small game such as rabbits, foxes, chickens, and raccoons are fairly easy to kill with little risk to yourself; while small game like this might not provide much, it's food and the calories will add up. You'll also want to get a cookpot and bowl as soon as you can, since cooking food into proper meals will pause the hunger drain for a short time. The pause effect is most noticeable for redmeat stews. In an emergency, don't forget that you can dig up cattail roots with a knife and cook them. It's not ideal, as the cattail plant will be destroyed in the process and the cooked root isn't that filling, but it's better than starving.
  10. Just to make sure all the bases are covered--you might want to make a backup of your world before messing with settings that govern world generation. Adjusting land/water ratios, rainfall percentages, enabling/disabling all lore content, etc. probably won't break your world, but could have side effects that are undesirable(like odd chunk blending).
  11. There's also /gm 2 to switch to creative, get the admin blade, and delete the wolves before using /gm 1 to switch back to survival(after ditching the admin blade). Do note that the admin blade has a good range on it--avoid going too close to your stuff while in creative, as you don't want to risk accidentally deleting it by picking it up(most picked up items get deleted in creative). Perhaps not the most ideal solution, but it's sometimes the most efficient one when you find yourself irritated by a stalemate like this.
  12. Welcome to the game and forums! I don't think this would be a very good fit for the game given how the respawn system already works, why it's designed that way, and the fact that there's already a device that allows one to return to their last point of death with ease. Respawning is a powerful ability, as is picking one's spawn point; I don't see how a player could respawn near their last point of death and still be able to set a spawn point elsewhere. Aside from the potential coding issues, it's also a definite risk of getting the player stuck in a death loop somewhere. While having to run back to one's death point might be inconvenient, or in some cases impossible, the static respawn point does allow the player a safe spot to recover and continue playing as normal. As for exploring far away, yes, that can be risky, but that's also why the player should be more cautious when they intend to travel far from home. Taking a temporal gear or two along to set a new spawn point is a good idea as well if death is a big concern--a player can store up to three gears on their elk. For late game options, building the terminus teleporter will allow the player to teleport to their last point of death, for the cost of one temporal gear. However, if you'd really like to try this sort of thing, the good news is that a mod for it already exists! I'm not sure how well it's working on the latest game version though, so you'll want to test it out on a trial world first both to make sure it works properly, and that it's a feature you actually enjoy enough to play with. https://mods.vintagestory.at/reborn
  13. You need to toss it into some water and let it sit for a few seconds. That should clean it out. Works for bowls and cookpots too, save for the dirty cookpots that have been used to make glue and candles. Those are dirty beyond cleaning.
  14. I was just about to say as much! I think it's fine if it boosts a player's internal temperature a bit when consumed, while coming with the penalty of losing body heat more rapidly when in the cold. That's fairly close to how it works in real life, to my knowledge. The alcohol flushes heat to your extremities, so it can be good for warming back up after being out in the cold for a while, but it's not something one should be drinking if they're going to be staying out in the cold. Kudos! That's no easy accomplishment right there.
  15. LadyWYT

    Stuck

    Adding to this--/gm 3 will put the player into spectator mode, where they can freely fly through blocks.
  16. It's the user tagging that's broken. If you try to tag someone in your post, the forums will throw an error instead of posting whatever you wrote. Quotes still seem to be working though.
  17. LadyWYT

    Refund Request

    Welcome to the forums(and the game)! You'll want to submit a support ticket for that.
  18. Trees will rustle in the wind though. The wind does need to be strong enough to actually rustle the leaves though. It's most noticeable in a forest during strong winds, and one reason bees are difficult to find. Really need birds first. Ambient noise is great and all, but it's better if the creature noises are connected to actual creatures you can encounter, and not just noise. If it's just noise then it's easily ignored. Waves will splash the shore and flowing water will produce the appropriate watery sounds. You do need to be standing near the appropriate water source to hear the sounds though.
  19. Black bronze is useful for getting an early bronze pickaxe for mining tougher materials/mining faster. However, it's also useful as a weapon material since it does the most damage of the bronze options. Aside from that, black bronze items fetch better prices at your friendly local traders, so if you need a few low-risk early game gears for some reason, selling a black bronze item or too can be a good way to get them.
  20. I wouldn't be surprised if there was some inspiration taken from TFC, however, I'd also note that concepts such as knapping stone tools and creating pottery are pretty standard when it comes to basic realistic survival concepts. Games that have a focus on realistic survival methods are likely to have overlap as a result, regardless of whether the devs drew any inspiration from each other.
  21. Welcome to the forums! You should submit a support ticket--the support team will be much better equipped to help you with login and other account-related issues. We're just regular players here. The only other thing to note is make sure that you are using the correct login information, as there are different logins for your forum account and game account.
  22. Welcome to the forums, and the game! As far as I'm aware, stuff disappears when picked up in creative mode. Whatever was in your personal inventory will still exist though when you switch to creative, save for anything discarded from the hotbar. Creative mode is...creative mode. The player can retrieve anything they need from the creative menu while in creative mode, so whatever stuff is picked up isn't really a problem. What is a problem, is dropped blocks and items lingering after getting dropped. Dropped stuff is clutter that is a real nuisance when building, and creative mode is primarily for building or otherwise freely messing around with the game.
  23. As I understand it, Tyron wasn't involved with TFC, though TFC and VS often get compared because they have some similar goals regarding realism. Vintage Story started out as the Vintagecraft mod for Minecraft, and became it's own thing once Tyron realized that a Minecraft mod wasn't enough to handle what he wanted to do. Likewise, Hytale wasn't really going in the direction he wanted either, so he cordially parted ways with the Hytale team and set off to make Vintage Story.
  24. Torches can help mitigate monster spawns, but are easily outclassed by lanterns. They do, however, have a reddish light that lanterns do not when it comes to aesthetics. Torches are also able to easily start fires, which is something lanterns can't do, so it's useful to place torch holders near your forges, fireplaces, and other things that you intend to be lighting with relative frequency.
  25. With a candle or two and some clear quartz, those plates can also be turned into lanterns. Welcome to the forums and the game! If you really want the materials back, you can use /gm 2 to set your gamemode to creative and exchange the brass ingots for the raw materials, then use /gm 1 to set yourself back to survival and continue playing as normal.
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