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Everything posted by LadyWYT
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Welcome to the forums! This might be a bit harsh to lead with, but in all honesty...spelling and grammar. Neither one has to be perfect, however, good quality writing are important when it comes to making good first impressions. The more typos and grammatical mistakes that a post has, the easier it is to make the assumption that what's being advertised isn't the best quality either. Anyway, aside from that, my general two cents: Unless you've dealt with RP stuff and server moderation before, this might be a bit much to manage as a new server owner. When it comes to RP, it's best to think of it as running a TTRPG campaign: figure out what kind of setting you wish to have and story you'd like to tell, as well as decide whether you want the RP experience to be serious, or more casual. Once you've made those decisions, it's just a matter of finding like-minded players, and then make sure they get along outside of the game as well as while playing. I will also note that PvP scenarios especially are notorious for causing drama, especially when mixed with RP. It's possible to host an RP-PvP server, but you will likely need some stricter rules to keep the peace. This is fine, but it's also a big task to balance. The main thing to watch out for here, I think, is players creating monopolies and using that power to bully other players on the server. That kind of situation can quickly kill a server's reputation and population; new players won't be inclined to join if the deck is that stacked against them, and older players will leave if they're getting run over by the monopolies. The same I said above could easily be said for PvP as well. The thing to watch for is players who consolidate power and use it to force the rest of the server to play by their rules. That kind of situation is really only fun if the player in question is one of the ones wielding that power, or if they were otherwise looking for a pure anarchy experience. Overall, I think the issue you seem to have run into, is you tried to do too much at once, and didn't listen to your players' feedback or otherwise ask them for input prior to posting the pending changes. I'm also guessing that based on your initial description: That it was most likely a basic VS server experience, with no special rules or expectations other than just enjoying the game for what it is. If that's the case, that would be the experience that the players signed up for, and not RP, PvP, or intense competitive economic gameplay. As the server owner, you do have the final say in regards to what happens on the server. However, do keep in mind that if you drastically alter the server experience from what was originally set up, especially without considering how the current players feel about it, the players are understandably going to leave for greener pastures. I think it's better to start small, with a simple idea that will be easy to curate a good experience for, and then stick to that, rather than trying to do too much at once and winding up satisfying no one.
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I'm guessing probably not, but hey, one can always dream!
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You might try reinstalling the game(backup cherished worlds in a separate folder before you do this). A friend of mine had the same issue, and a fresh install fixed the problem.
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The obvious joke being that if you have no salt, you have no pickle to be left in.
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Rabbits should drop white meat, and chickens too
LadyWYT replied to TamanduaGirl's topic in Suggestions
I do agree here... But not here. For gameplay balance, bushmeat should remain on the lower end of the nutritional scale so that the player is pushed to hunt more valuable prey animals or establish livestock, and not rely on bears and wolves. -
If it's a mod you made yourself, you could try describing the issue over in the Modding section of the forums and see if anyone can help figure out a solution. If it's not a mod you made though, you'll probably want to go report the issue on the mod's page(or wherever the mod author tracks issues). One thing you might want to check, if you haven't already, is disabling all your other mods except that one and then testing on a fresh world to see if the issue persists. If the issue disappears, then it's probably interference from another mod causing the problems, and not the update.
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Come to think of it, the other block game might actually be somewhat worse in that regard, given that zombies can pick up certain items and use them.
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Pretty much. If it takes me an hour to do something in a videogame, that I can just as easily do in one hour in real life, then real life is going to take precedence since that will have tangible results that are beneficial to me. Plus I mean...there are certain processes natural to life, that are missing from the game because they don't really anything good to the gameplay. It's why one can read Lord of the Rings but not see a single potty break referenced; obviously it's business the characters need to do on the daily, but it's not something the reader needs to read about directly in order to know it happened, and it's definitely not going to be interesting to read about most of the time.
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The first thing to do is make sure one is male and one is female, as you need a proper breeding pair in this game to get baby animals. Assuming you have a breeding pair, simply wait for the female to be ready to breed, then feed her 10 portions of food and they'll get down to business. If you don't have a pair, then it's dinnertime. If they're both females you could keep them and hope for a male, or if they're both males you could kill one and hope to find some girlfriends for the other.
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I was just thinking similar.
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Make separate categories for animal and creature aggression.
LadyWYT replied to HaSharetz's topic in Suggestions
Welcome to the forums! I will note that this behavior is already present in the game, although it's not baked in to a setting. Wolves will growl to warn players away before attacking, and will occasionally run away instead of attacking as well. Bears will sometimes not attack or move away as well, although it's rare. However, I think the threshold for such behaviors is pretty small, and most players probably overstep it due to quick movements. -
In addition to weaving bonuses, I think giving Tailor some extra fancy, extra flamboyant unique clothing to craft might help give them a better niche, if an odd one. Like, landsknecht levels of fancy clothes, or possibly even some fancier versions of other class attire. As it stands currently, pretty much everything can be bought from traders or found in ruins, so aside from the tailored gambeson there's nothing really unique for Tailor to craft. How is it useful in a singleplayer game? It's not really, unless the player just wants the flavor of being a Tailor, since the player can just as easily turn off class exclusive recipes. In a multiplayer setting though, Tailor would definitely stand out a little more, as those players can produce things that players will likely want but otherwise have no way to obtain(assuming that class exclusives are turned off for classes to retain more identity).
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Welcome to the forums and the game! Prospecting can give you an idea of where to look, however, to my knowledge caving is supposed to be the more reliable way of finding salt deposits, and not so much the standard mineshaft method of extracting ore. According to the handbook, thicker sediment layers are more likely to host salt deposits, and warmer climates may contain salt buried beneath the sand of dry lake beds. However, I will also note that the times I have found salt deposits in the game have been by accident; that is, I wasn't looking for salt at the time and just stumbled across it. While finding a deposit is very useful, do keep in mind that if you are playing with lore content enabled, trading for salt is an option. Commodities and Survival Goods traders often carry it, for very reasonable prices. Trading is the usual way I acquire mine.
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It really depends on how good the player is at hunting and foraging. Assuming the player is decent at it, 125% isn't much different than 100%, and I say that as a Blackguard enthusiast. If the player struggles with finding food though, it's definitely going to be more of a slog until farms are established. Of course that's speaking in terms of singleplayer, and not multiplayer. Keeping one player fed is easy enough, but when there's another player or two to account for at mealtime with increased hunger rates, food quickly starts to become more of a concern.
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Possibly, but I think I would be more inclined to give them some sort of later game bonus related to weaving textiles, once weaving and textile industry is added to the game. In that case, it ends up a class that scales similar to Blackguard; fairly weak in the early game, but much stronger once established.
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I would say the better a player is at those three things, the easier time they will have in Vintage Story. I think what @hstone32 was trying to touch on, is that it's not unusual for players to come here from other games(the other block game being a big one in that regard), expecting to use the same strategies to succeed in VS as they do in other games, and then getting frustrated when they don't get the results they expected. Honestly, I think it's fair to say that VS will accommodate the player's specific ruleset...but in order to achieve that the player needs to be willing to fine-tune the game themselves via the in-game settings or mods, since the preset game modes may or may not be what the player is after.
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Gotta disagree here. Tailor is fine, and meant to be a challenge class when it comes to survival. Ironically, it's one of the better classes to pick for combat due to the armor bonus, and otherwise having no penalty to melee or range. Sewing and haggling don't really fit the theme of a diplomat though. Diplomats are good talkers and do make deals, yes, but they act as representatives for specific kingdoms or leaders, and aren't geared so much towards trade specifically. That's not to say they couldn't shift focus to trade deals specifically, but that's more in line with a merchant and not a diplomat. In regards to clothing...if a diplomat needs clothing, or clothing repairs, they're going to be visiting a tailor, not doing the work themselves.
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Rabbits should drop white meat, and chickens too
LadyWYT replied to TamanduaGirl's topic in Suggestions
I think the better option would be making rabbits drop bushmeat, perhaps, but overall I don't think it's a huge deal if they drop redmeat. Realistically, yes, you can starve eating nothing but rabbit since rabbit meat is so lean, however, for gameplay purposes it's not terribly confusing and probably saves a bit of resources when it comes to data and coding. Chicken makes more sense as "poultry" rather than "white meat", since poultry makes it clear that the meat in question came from fowl and not something else. And that way you don't get confusing scenarios like the one @Forks mentioned, of wondering why fish is "fish" and not listed as "white meat" as well for consistency. Basically, for gameplay logic: if it came from a terrestrial prey mammal it's redmeat or bushmeat; if it came from a bird it's poultry; if it came from a fish then it's fish. -
First off, welcome to the forums! The player can already do this, however, depending on the bunker design it's best to be wary anyway during a temporal storm(though the chances of something spawning indoors in a secure area are VERY low). This is already kind of a thing, in that temporal storms are one of the most consistent places to obtain Jonas parts and temporal gears, though there are other ways to obtain those things as well. Otherwise, enemies are designed mostly as an environmental hazard(as are the temporal storms themselves), and not so much as a "resource depot" for the player to exploit. Except this concept clashes with the game's emphasis on realism and natural processes, as well as the steampunk science themes. I will also note that if repelling monsters were as simple as that, storms and monsters would be no threat at all and NPCs wouldn't be living in fortifications. Getting tackled by three different high tier shivers at once makes for a pretty gnarly boss fight. Overall, I think the temporal storms are fine. The only thing I'd really be inclined to tweak is making the warnings more immersive, rather than strictly text messages. the mod Temporal Symphony does a very good job in this regard.
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Yeah, as @Diff already noted, shivers have distinct noises they make when they notice the player. Their idle noise is a weird clicking sound, unless they're having a convulsive fit(in which case they're making a raspy choking sound). When they've noticed a player, they make raspy growls or snarls.
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Actually...someone did do it! "Realistic Starvation" was the mod name, I believe, although I think it's also been defunct for a long time. I toyed with it once and the concept was interesting, however...it not only made the game way too easy, but it did not include a penalty for overeating so the ideal strategy became just eat pretty much every edible thing in front of you. The other issue was that mod did not play nicely with other mods that add food, or add drinking mechanics. Oh yeah, that's totally. One mod I forgot to mention, that you might be interested in, is this one: https://mods.vintagestory.at/tasshroombodyfat It adds a fairly simple body fat mechanic that allows you to overeat and store fat, which can be burned off later to delay starvation. Of course, I can't link that one without doing a shameless self-plug either for a mod I helped develop: https://mods.vintagestory.at/expandedstomach Expanded Stomach doesn't allow fat reserves to be burned to stave off starvation(yet...it's on the WIP list), but the mod does allow the player to adjust eating habits from vanilla and essentially just eat more, but less often. Likewise, fat reserves that are accumulated can help insulate the player from the cold, although the player does want to be careful how they balance their habits as bad ones will result in more negatives than positives.
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Echoing @Crabsoft a bit, but I think it's mostly a meme. However, I think it might also be partly because some don't understand how pineapple on pizza is actually supposed to be cooked. The pineapple is supposed to carmelize a bit, as well as be paired with toppings like Canadian bacon--basically ham and pineapple but in pizza form(and I don't recall anyone complaining about putting pineapple on baked ham). It's probably also a cultural thing too, in that the concept of "pizza" is fairly well-known across the world, but different regions have different opinions on exactly what constitutes the proper pizza topping. But if we had pizza in VS I would totally be putting pineapple on it.
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First off, welcome to the forums, and the game! While this is true in real life, it doesn't translate well to videogames. One of the primary challenges of Vintage Story is securing a food supply. It's not an especially difficult challenge, per say, but it can easily become a problem if one gets too complacent, and it's not uncommon to read forum stories about players starving to death. However, if the player could go three weeks without food before having to worry about death, they're not going to have any incentive to store food for the winter, or invest in farms, or really do anything aside from forage the occasional berry bush or hunt the occasional animal. There could be a stacking debuff, however, the drawback to that is that the player could easily find themselves weakened to the point of no recovery(a very slow inevitable death), or the debuff gets reset on death so it's just an annoyance and not a challenge. Right, but I daresay the main reason that there's not been a thirst mechanic implemented outside of mods, is that level of micromanagement might be more than what the average player wants to track while having fun in the game. And a mechanic that integral to standard survival probably shouldn't just have a toggle in the settings, if it were added. If a player stays out too long in the cold, they will start to take freezing damage, and will eventually die if they don't either seek shelter or build a fire(ideally, both). Currently, there is no penalty for extreme heat; it may or may not be added to the game later. The issue here is that if one goes unconscious while underwater, they probably aren't going to survive very long at all since they're no longer in control of their faculties. At the end of the day, it's still a videogame, and while it's more uncompromising than most other titles when it comes to mistakes, there are some compromises made in order to keep it a fun game for a wide range of players. I'm not sure which difficulty you started on, but assuming it was one of the easier ones then you might try out the Wilderness Survival preset, or Homo Sapiens if you don't want the lore content. Aside from that, there are many different settings you can tweak at world creation(or after, via console commands). Hunger rate can be decreased, if you don't wish it to drain quite so fast. Oxygen can be increased so that you can stay underwater for a longer time. Cold tolerance can be increased or decreased--by default the player's cold tolerance is 0 C so the weather will have to basically be freezing before the player will start to get cold. Mods can further alter the game, and are especially useful for tweaking areas of gameplay that the vanilla settings just don't cover. For a thirst mechanic, you might check out Hydrate or Diedrate(which adds some soft heat challenge as well), and for a harder time in the cold you might try Brain Freeze. https://mods.vintagestory.at/hydrateordiedrate https://mods.vintagestory.at/brainfreeze
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Are you saying that because a certain character of mine keeps breaking his lanterns in my stories? It was a joke about players dropping their items on death.
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You might enjoy this mod: https://mods.vintagestory.at/radialcrafting I think it's both. I prefer the more "hands on" approach of putting things in the grid myself, however, clicking a button on the recipe page to put the ingredients into the grid would be a great accessibility feature.