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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. One thing I want to note is that unless there's some legitimate threats to mounts, armor is going to be nothing but cosmetic. And it really shouldn't be. Not that mounts need to suddenly be in danger of dying as soon as you take them out of the stable, but there should be some risks involved if you ride a mount into combat or otherwise encounter dangerous creatures while riding. That way there's some reason behind investing in such armor; it's going to be more expensive than player armor, and pure cosmetics doesn't really justify such expense. Likewise, I think armor should also affect mount speed, similar to how it does for players. It might look cool and be very protective, but it's not necessarily something you want to have equipped all the time.
  2. Basically, when more than half the voxels are gone from the block, it stops qualifying. Pulling from the wiki: https://wiki.vintagestory.at/Room If you don't mind a bit of cheating though, there are glowing blocks in the creative menu that you could add as chiseled accents. I think they should still provide light when chiseled, though I'm not sure since I've not really messed around with them.
  3. If you went through the steps I listed above, it should work. If it's not working, my next question would be are you using mods? Mods can often cause issues, so if you're playing with mods and encountering issues one thing to always check is whether or not the issue can be replicated in vanilla. If you're not using mods though, and are still unable to make stinkbait despite following all the steps correctly, then it's possible you've encountered a bug. In which case you will want to report it on the Github bug tracker. To my knowledge, there aren't any recipes that depend on fresh ingredients. The drawback to using ingredients that have started to spoil though is that the finished product will have a shorter shelf life and less nutrition, if it's something edible. The one exception I can think of is juice--pressing fruit that is spoiling will yield fresh juice. It's also worth noting that the handbook is still a work-in-progress, especially when it comes to newer additions like fishing. Sometimes details get overlooked. As for the wiki, it's maintained by the community, and while it tends to be fairly accurate your mileage will vary. You don't need a clean pot to cook it, but if you only have one cookpot you might not want to cook stinkbait or other non-food items in it, since that will render it unusable for cooking food. Not that it's hard to make another cookpot, but it's not necessarily something you want to be doing after getting the first one dirty.
  4. Welcome to the game and forums! Just to make sure all the bases are covered, you are trying to make the bait in a cookpot and not the crafting grid, yes? The reason I ask is this: You can't put liquids directly into your inventory--they need to be placed into some sort of vessel, whether that be a bucket, jug, or bowl. In order to craft stinkbait, you'll need a piece of raw meat, 1 L of water, and a piece of fennel. Place these ingredients into a cookpot--to place the water, use a bowl or other liquid container and left-click(or possibly right-click) on the first slot to deposit the liquid. A bowl will place liquid in increments of 0.1 L, a jug 0.3 L, and a bucket will place 1 L. Once you have the ingredients in the cookpot, it should list the recipe as valid on the cookpot interface, and you should be able to cook the ingredients to receive 6 stinkbait. Do note that doing this will dirty the cookpot and render it unusable for future meals(though you can continue to cook stinkbait and candles with it). Is the meat actively rotting, or does it simply say "fresh for 2 hours"? You can still use it to cook stinkbait, even if it's not exactly fresh. It does mean the stinkbait won't be as fresh, but the fish won't care. As long as it's not turned to rot it's still usable.
  5. To my knowledge, no. You might be able to place an oil lamp inside the block(although to my knowledge, that isn't possible), but chiseling that much material from the block is going to mean it will no longer qualify as an insulating block when it comes to room calculations.
  6. Right, and that's partly because the player is already faster than many animals, and suffers no real penalty for sprinting. Boars, at least the normal ones, are a rather notorious example of this, since they're a larger animal but easily outrun by the player. Maybe, but I would say it's also due to how easy it is to exploit creature AI. The animals aren't very good at avoiding pits, so it's very easy to just herd them into a pit or otherwise set out some bait(like farms or a full food trough) to lure them in. If injuring an animal made it run slower/run shorter distances, or there was otherwise a blood trail to follow, then pit traps might be less prevalent, but I daresay a lot of players would still use them simply because...it's easy. To push players away from pit traps, animals need to be smarter at staying out of pits. Unless they're in a blind panic, they shouldn't just trot themselves into a hole simply because a potential threat showed up. Likewise, if there's food they obviously can't reach, or that's in an obvious trap, they shouldn't just happily enter their doom; the player should need to disguise the hole with branches or perhaps use a snare instead. Which is a good argument for overhauling the AI for goats, sheep, and deer. Males should be more aggressive, yes, but unless the threat is close enough to warrant a charge, the first instinct for a goat/sheep/deer really ought to be run. They might not really understand how ranged weapons work, but they do understand what a threat is, and that putting distance between themselves and that threat is a good thing. And of course, if the animals are better at avoiding traps and threats, then there's a stronger argument to make them take comparatively fewer shots to kill.
  7. A reasonable solution/explanation to this, in my opinion, is perhaps just make animals avoid monsters and other unnatural entities. Monsters might not attack them, but they're still animate creatures, and ones that don't exactly move, smell, or sound right. Animals might not care about temporal stability since they aren't sensitive to those kinds of forces, but they aren't going to be fans of unnatural things moving around either. As for the player, most animals regard humans as a threat, and seraphs look mostly human. However, they are funny-colored humans and slightly larger, and perhaps smell a little "off" as well, which is probably enough to put most animals more on edge than they would otherwise be around humans. This could also be something the player can ask/comment on to the traders, with the traders offering a shrug and expressing mild surprise that the wildlife is so aggressive to the player. It might not answer all the player's questions, but it at least expresses up front that there's something different about the player versus the NPCs. From there the player can potentially uncover more lore on it, or just make up their own reasoning. One thing I want to note here, that I forgot earlier--if an animal kills the player, it's probably a good idea to have the animal run off. While dying to wildlife is certainly frustrating, I think that's not so much a problem for the player, as it is trying to get their stuff back. It's really frustrating to die, respawn, and try to retrieve your stuff only to find that the bear/wolves/whatever is sitting on it. Yes, there is "keep inventory", but that's not a very satisfying way to play the game for many players. Having the animal move on after a kill is a fair way to handle it without making the game too easy, and feels fairly realistic since animals tend not to enjoy hanging around areas they've recently encountered threats. This is also true, and in fairness I think this should be the standard expected behavior when it comes to player-wildlife interaction. Encountering a wild animal, especially a large one, shouldn't necessarily be an immediate death sentence, but the player should ideally pay attention to their surroundings, be careful with their movements, and avoid close encounters as a general rule if they don't want a fight. If the behavior is too predictable or too lenient, then you end up with players just ignoring the wildlife and doing whatever they please. I expect that when the status effect system is finally implemented, there's going to be a LOT of complaints about it. Exactly what it looks like, I'm not sure, but I do expect that it will make the game as a whole harder, and shake up several systems/mechanics(like sleep, cold, and hunger) that players previously took for granted. That being said, I do expect such a system to make things like animal attacks and fights in general more interesting than the pure numbers game we have currently.
  8. Honestly, it might just be time to set Vintage Story aside and play something else for a while. Or just do something else in the game rather than focus the story on every world. In any case, it's a fun game, but burnout is real, and taking a break every now and then is a good thing. You're definitely not the only one with such sentiments, though I would note that what constitutes "enough points of interest" or "interesting points of interest" varies from player to player. More procedural dungeons are supposed to be coming in later 1.22 versions, at least as far as I'm aware, and those should help spice up world exploration. More flora and fauna would also help, since it's fairly easy at the moment to see most of what the world has to offer within a couple thousand blocks of spawn. One thing I've been mulling over is Morrowind-style navigation. That is, instead of NPCs just giving players a map, and the player navigating from point A to point B, perhaps the NPCs describe landmarks that the player needs to follow to reach certain locations. These landmarks could be relatively minor themselves, but unique enough to stand out from the standard ruins and land generation. For example, from chapter two: Of course, there could still be an option for players to get a map directly to the location. They just might have to supply the parchment for such or otherwise pay a few gears in order to get that kind of thing.
  9. Welcome to the game and forums! It really depends on the server in question. Some prefer vanilla-style survival gameplay, and can vary from "every man for himself" to a cooperative group effort. Some servers are lightly modded, while others are heavily modded. Some don't use mods at all. Some are PvE, some are PvP, and some are focused on roleplaying. Some servers might have lore content enabled, and some might choose to disable lore content entirely or otherwise write their own lore.
  10. From a gameplay standpoint though, it's not ideal to just let players ignore ranged weapons and simply run down the animals. I wouldn't say it's particularly realistic either to allow the player to just sprint around with impunity. A better solution would be to simply give animals more nuance to their behavior. Let the predator animals give more warning to the player so the player has more time to react, or retreat if the player lands a couple good hits(since an easy target is preferable to one that will fight). More animal variety would help tremendously, since not all animals are equal and some are more dangerous/aggressive than others. Bears and wolves don't need to be nearly as aggressive if we have things like crocodiles, big cats, bovines, geese, etc. Geese might not be particularly dangerous themselves but are notoriously aggressive, and large herbivores also tend to be more inclined to aggression since there are lots of things that would like to eat them. Venomous animals don't need to fight--they just need to bite once and then let nature take its course. Predators tend to play it safer since an injury likely means they can't feed themselves, while herbivores can still find food in spite of injuries. Many animals also tend to be more aggressive during breeding season or with young, so those would be good factors to account for as well. There's also the fact that animals do have their own personalities, and some individuals are just plain mean despite the species as a whole being unaggressive. Injuries in particular are a rather interesting solution since injuries mean the animal no longer needs to kill the player in order to be dangerous. The player could easily be left alive with plenty of health after encountering a bear or other dangerous animal, but they might have an injury that requires time and attention to heal properly and avoid more serious consequences. A more serious injury such as a broken leg or arm could reduce movement speed or affect the player's ability to fight in melee or used ranged weapons, making certain activities more difficult. A bite or scratch might count as a minor injury, but if the player doesn't take the time to treat it then it could get infected and cause more serious problems. In any case, my point is that there are better, more interesting ways to improve animal behavior and player survival rates. Limiting animal stamina without limiting players in the same fashion isn't particularly interesting and creates more problems than it solves.
  11. Depends on how you want to look at it. The "higher power" could be some eldritch Cthulu thing bent on malevolence, creeping into the world. Or it could be some benevolent higher being holding everything together and bringing you, the player, to locations like these so that the evil trying to creep into the world can be defeated. At face value though, it's a clever plot device to keep the player from breaking things and bypassing puzzles.
  12. If animals have stamina, so should the player. "The player burns hunger" isn't a good argument against it, since the player can continue to sprint even with no hunger points. Even Minecraft has a balance for player sprinting, since sprinting gets disabled when the player runs too low on hunger or is in the process of eating. Not to mention that by adding creature stamina but not player stamina, you get players ignoring ranged weapons entirely and just running prey down. If the player wounded the animal first in order to slow it down, that's fine, but otherwise it's just free food. Aside from "because lore that hasn't been explained yet", it's a videogame. There needs to be some teeth to it, especially for Homo Sapiens mode. Making the animals entirely non-aggressive, making them always avoid the player, or otherwise always letting the player avoid aggression every time leads to a pretty dull game, as well as encourages the player to play rather recklessly since they know nothing is going to hurt them. Otherwise what exactly is there to threaten the player? Starvation? Cold? Falling in a hole? Those are all quite easily mitigated. I also think that the wildlife isn't actually as bloodthirsty as the community makes it out to be. I've seen wolves and bears both in the game content to ignore me and continue sleeping/wandering around, despite me being fairly close to them. I've also seen them up and run away instead of attack. In the event one does attack, a couple moments of sprinting away is usually all it takes to get away. What tends to happen in most encounters, I think, is players are sprinting around everywhere(because there's not much drawback for doing so) and not really paying attention, and thus stumble into the wildlife and provoke a fight by getting too close. I will note that neither of these is necessary to deal with predators. Wolves can be kited rather easily, bears too, provided it's not a brown bear or polar bear since those are faster with more reach. And if the predator isn't near your base then you don't really need to worry about it. Paying close attention to your surroundings will let you spot threats in advance so you can either prepare to deal with them or avoid them.
  13. I don't think you need three. Just two. "AI" can refer to creature AI, as it has traditionally. A "Gen-AI" tag can refer to generative AI, which is the kind of AI that most people tend to complain about. Generative AI is the "new kid on the block", so to speak, and responsible for generated images, sounds, and code. Do we actually have laws like that? I'm not sure that we do, so I'll have to go look that up sometime later. I know some companies require gen-AI assets to be labeled, and some states might have laws like that. But I don't think there's been any federal rulings...at least not yet.
  14. My general strategy is to keep the modlist small; that way, there's fewer moving parts to keep track of for updating and fixing things as needed. I also don't count on carrying a modded world to a different game version, since there's no guarantee that mods are going to keep working on a new game version. I wouldn't call them necessary, but if you're intending to use a lot of mods or play multiple singleplayer mods with different modlists, they're probably very useful tools to have. Shameless self-plug: https://mods.vintagestory.at/improvedquenching Instead of grinding and playing the RNG game for good stats on an item, you can just choose a finishing method to get the benefits you want. There's also a bit of skill involved when it comes to quenching--not enough to be frustrating but enough to make you pay more attention to what you're doing.
  15. At a glance, coke feels like a prime forge material in 1.22, since it burns hotter and seems to burn longer than charcoal. I've not done the math to be certain though. I daresay charcoal will still win in most cases though, since it's so easily obtained and a quality fuel. Black coal is good but can be difficult to find in my experience. Brown coal is easy to find but a poor source of forge fuel as far as I'm concerned. Brown coal is one that I would definitely be turning into coke before using as a forge fuel. I definitely want to experiment a little more with coke fuel though. It's probably still going to be a niche fuel for quite a while, but may be more worth investing in if there is lots of coal around. Beehive kiln I always use peat. The cementation furnace will accept any kind of coal fuel underneath, but for the coffin itself you have to use charcoal or coke. Most players probably use charcoal just because it tends to be cheaper.
  16. Whichever one you feel is the best solution; it's generally up to personal preference. That could be the first message offering the solution, or a later message that offered the same solution but with better information.
  17. You must have the cats mod installed. It's the only one I'm aware of that makes drifters behave like that. It's rather overpowered, or it was when I last played with it, but funny to watch.
  18. Welcome to the forums! I think needing to dry pottery before firing would be fine, since that's both realistic and simple enough for most players to deal with easily enough. A pottery wheel might be difficult to translate into meaningful gameplay, since there's a lot of nuance to that kind of work that doesn't really translate to the voxel-crafting system very well. Needing to knead the clay or adding/removing water while working though is a bit much. The most I could see actually working here is making clay eventually dry out when removed from its original deposit, and require the player to store wet clay in a cool, dry place or otherwise mix powdered clay with water to create fresh clay. I'd recommend checking out Clayworks for more fun with ceramics in the game: https://mods.vintagestory.at/clayworks
  19. I assume that when the AI tag is applied to a mod, it would be included in the threshold slider as a "report". I could be wrong though, especially since an "AI" tag could refer to creature AI and not AI the tool. In any case, I would also assume that mods using AI assets would get a report or two, even if the mod is good and plainly discloses the use of such. That being said, that also relies on users reporting such mods. And I'm not sure that many do. The more likely scenario, I think, is that the mods that are absolute minimum effort(AI description, exclusively AI assets, AI code that clearly hasn't been checked before release) get reported while the average mod probably gets an eyeroll. At least, I've not really noticed much of a difference when playing around with the slider. Eh...you might think, but I can see why it wouldn't. Lowering the entry barrier can mean more competition in that field, since it's easier to get involved in said field, however, a lower entry barrier also means it's going to be a lot easier for people to just exit said field when the going gets tough or they otherwise lose interest, since they didn't have much invested up front. That's not to say that there needs to be high entry barriers by any means. I think what happened in the case of modding is that AI tools made it very easy for people to get into modding, and a lot of those people probably didn't do much research on what modding actually requires or how to use the tools properly.
  20. The baby ones I could potentially see scooping up and carrying around without too much trouble...from the baby. But momma critter, and potentially daddy critter too, should absolutely be more aggressive toward an individual messing with baby critter. I think it would also be the kind of thing better to add after a status effect system is in place, so that messing around with wild animals has some higher stakes. Absolutely no one is going to be afraid of a chicken in the game, but if said chicken can give you some scratches, which then get infected, then you might be more inclined to use a trap rather than your hands.
  21. Build one anyway. It's not uncommon for kitchens/dining areas to be social hangout spots for friends and family, perhaps because it's easy to grab snacks and drinks there. A living room or some other social hangout area also works, as it's not unusual to find these spaces near the home's main entrance.
  22. This already exists. Mod authors can tag their content with the AI tag, and users can choose to filter out AI content in their profile settings. A report feature was recently added to the mod database, along with the filter feature. Users can choose the report threshold for how many reports a mod receives before it's filtered out from their search. The problem with both of these is that there's no way to really enforce such a rule, without setting extremely strict guidelines on what constitutes "proper AI use" and getting very aggressive about checking everything. Getting that aggressive about the rules often drives users to third-party sites and can discourage others from learning to mod, as well as lead to unintended consequences(like banning mods that are clearly meant for a personal server and not public use).
  23. It would be cool, but it requires wind direction to be variable first, which will also require overhauls to the current windmill and sailboat mechanics.
  24. Welcome to the forums! The first step is going to be getting the vanilla game to work correctly. Once you've verified vanilla works correctly, then you can re-enable your mods one by one and test as you do so. Make sure you do this on a fresh world, since the old world might be corrupted and you otherwise don't want to break a world you actually play on. It's a tedious process, but it's the best way to figure out which mod is causing the issue if there's no obvious culprit. I would also make sure that all your mods are up-to-date for 1.22. Older mods sometimes work on newer versions, but 1.22 introduced changes that broke a lot of older mods, so out-of-date mods are more likely to cause issues.
  25. YouTube's auto-dubbing isn't great though, and while AI is a useful tool for things like translation it's not foolproof.
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