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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. This is me too. I use the vanilla system as well, and haven't had issues. As I said before, the only time I use a mod that alters prospecting is when playing multiplayer, as it's handy to have the shared prospecting data that ProspectTogether offers. I will also note that is all that mod does--allow players to share their prospecting data with each other. It doesn't change how the system itself works.
  2. Possibly, though all the ones I've seen have been too hot to sit in. I'm fairly certain that the hot springs in Vintage Story are supposed to be like Yellowstone's--very hot and highly acidic, not the kind you want to sit and relax in. That being said, having some that were safe to sit in would be awesome, and make hot springs a more interesting find.
  3. Honestly, given what the tour guides at Yellowstone said...yeah, that's actually pretty accurate for a hot spring. It's not just uncomfortably hot water--it's actively boiling, complete with being acidic in some cases. It's one big reason why tourists are warned multiple times about not venturing off paths, keeping pets leashed, and not to chase pets should they get loose near a hot spring. The ground might support a small animal, but not something the size of a human, and if a creature(be it animal or human) falls into one of the springs chances are they will be cooked before anyone can fish them out. That being said though, I also agree with @Echo Weaver--instant death is more damage than I recall hot springs dealing. What difficulty are you playing on? If it's a higher difficulty, that could be why. It also seems like there was some sort of gameplay reason that the damage might have been increased from what it was, but I can't recall for sure. In any case, I do think that the player should have at least a few seconds grace to react and save themselves, should they jump/fall in. In any case, welcome to the forums, and may your further adventures in the game be a bit smoother! The pools do have particles in them to suggest that they're boiling, I'm pretty sure, and if you have the block information overlay turned on I'm pretty sure it will tell you the temperature of the water as well.
  4. While this is true, heavily modded clients can easily be slow to load, even on an SSD. I have Vintage Story installed on an SSD, but heavily modded worlds will still load rather slowly. To be fair though, "slow" in such cases generally equates to a minute or two. Usually I'll just scroll through the news feed on my phone while waiting, or doodle on one of my nearby doodlepads.
  5. Pretty much. I'm not saying that's the issue here, but it's worth checking. Now if you ever need creepy ambience in a place, it's also a handy thing to know about.
  6. "Chasing the meta" is essentially just playing whichever way is regarded as "best" at the time. That doesn't mean that the meta is actually the best strategy for one to pursue, though it doesn't mean that the meta is the worst strategy either. To try to use an example from Vintage Story, the meta for handling drifters might be to either stand on a dirt pillar and chuck spears, or to run around naked kiting them and chuck spears. Adding a fast monster like the shiver and a ranged monster like the bowtorn breaks that meta, since shivers are a lot harder to kite and bowtorn are highly effective against exposed stationary targets(like players on pillars).
  7. I would say allow baskets to be crafted from bark or freshly cut sticks instead; that way it's just a variant on the baskets we have already, but otherwise offers easy inventory for cool climates. Arctic starts will likely still need to rely on arctic supply caches though. But definitely keep the kelp baskets, that's brilliant! Did not know that was a thing It'd be very useful for water worlds, I'd wager.
  8. Are you in a boat or on a raft when this happens? Sailboats can be a bit finicky sometimes regarding boarding/disembarking. Otherwise, if you mean that you swim/sail out into a body of water and have trouble finding the opposite shoreline...it's probably just a really big lake, or even an ocean, especially if you changed world generation to give you a world with more water. To my knowledge, you have to actively choose to open your own game to LAN via the pause menu; it's not access that can be requested by other players. If you're getting death messages about getting killed by another player in singleplayer, that sounds like a bug. In which case, what were you doing at the time of death? My best guess there is that you somehow managed to damage yourself, and the game treated it as damage from another player, hence the weird death message. In this case, it sounds like your graphics settings are set higher than what your computer's hardware can handle, or that you've installed more mods than your hardware can handle. It could be a bug--checking the logs should show whether or not there's anything goofy going on--but settings and mods are generally the first suspects.
  9. Now you make me want to go start another Cool world. I quite enjoyed the last couple I played due to the extra challenges they present. I will note that cattails aren't completely absent from this climate zone, but they are a lot more rare. You can stumble across them in the occasional warmer chunk though. In the event you can't find any, you can collect enough flax for a linen sack or two, which will help the early game inventory issues. It really depends on how far north you settled. Oak still spawns in the Cool zone, but tends to be a bit more rare. I think flax is similar, in that it does spawn but is harder to find. If you have access to an Agriculture Trader, you can purchase oak and flax seeds, as well as other seeds that are difficult to acquire in a cool climate. Cracked vessels and ruins loot can also provide seeds. However, that assumes the player is playing with lore content enabled; if playing Homo Sapiens, then a trip south may be necessary. Cool climates can have polar bears, though they will be at higher altitudes. I believe it's also easier to find elk in cooler climates as well. As for larch trees, these will still spawn in temperate and warmer climates, though it will be on top of mountains where it's cold enough for them to spawn. As for the daylight hours being long enough to prevent most, if not all, monster spawns...yeah, that's a feature unique to the cool climate zone as well as the arctic. While a nice feature, the drawback, of course, is that winter nights will be much longer too. I think instead of buffing the fat drop, perhaps add in fatty creatures like seals for players to hunt. That not only increases biodiversity, but gives the player a good source of meat and plenty of fat to use for sealing crocks, cooking, staying warm, etc. As for flora, some crops and other plants specific to cold regions would be great, and help give players more reason to travel north. The tropical regions already have such things, like pineapples, purpleheart, and ebony, so there's no reason that colder regions couldn't have some unique berry bushes or cultivated crops. That would also give players more cold-tolerant crop options aside from just rye and turnips.
  10. Welcome to the forums! By "nothing" do you mean like what's shown in the picture? Just a stone spear? No, that's not normal at all. Some treasures are better than others, but even the worst ones I've gotten had at least a couple of decent items contained within. If you aren't using mods, I'd say it's a bug.
  11. Players need to learn how to fight, yes, and there are certain instances that fights are unavoidable. However, I believe @Teh Pizza Lady's point wasn't that players should avoid combat all together, but rather pick their battles carefully. Sometimes fights just aren't worth the cost, and nights with a lot of monster activity are a prime example of that. The player can easily remain active outside, of course, but they'll end up spending a lot of hitpoints, equipment durability, and time just dealing with the monsters instead of actually work, than if they had just opted to get work done indoors for a while or exchanged five seconds of sleeping to bring back daylight. Yeah, I'd have to partially disagree here as well. The monsters do fit the game's vision, as they all follow the same general theme of eldritch horror beasts or mechanicals gone mad. In the case of bowtorn and shivers, they follow the pattern of the eldritch horror beasts since that is the template for "all terrain monsters", essentially, with mechanicals being limited to the underground. Prior to their addition in 1.20, one of the common complaints was that monsters were too easy and didn't have enough variety. Shivers and bowtorn added some much needed variety, as well as additional challenges when it came to how players approached combat. Of course, there were several complaints about those monsters after they were added to the game, however, complaints also subsided quickly as players figured out how to deal with the new monsters, or modded them out if they really didn't want them. There's been a complaint thread or two since, usually from new players or players that took a break for a long time, and haven't yet figured out how to handle some of the new mechanics yet. I think this is the better way to put it. Increasing challenges or otherwise fixing "cheese" is in line with developing a specific vision for the game. I will note that not all "cheese mechanics" get fixed either; it's mainly the ones that are too easily executed or otherwise trivialize content(such as standing on a dirt pillar to render oneself essentially immune to attack). Of course, when a change does make things more difficult than intended(such as falls interrupting the new healing mechanic and making the first boss too hard), then the devs will make changes as needed to make the general difficulty match their vision.
  12. Possibly, but given the recent addition of ceramic tiles and colored pottery, I'm thinking it was removed in favor of potentially adding more interesting ceramic building materials later.
  13. Welcome to the forums! Have you tried sitting on the raft before attempting to remove the oar?
  14. Unfortunately I'm not aware of any, and I can't really find anything obvious with a quick search of the database. Most mods that deal with clay seem to be focused on more pottery options, brick options, or otherwise altering pottery making/clay deposit generation in general.
  15. 87 C is too low to bake anything, I'm pretty sure. You should heat the oven to a higher temperature and try again. Keep in mind that it does take a few moments to fully bake something, so just be patient. Now if you're heating the oven quite hot and it's still not baking at all, even if left in the oven for quite a while, then I would suspect mod interference, or a bug. If using mods, check your modlist and try testing on a vanilla world to see if the issue persists without mods. If the issue still exists in vanilla, you've likely found a bug and should report it on the Github bug tracker. If removing mods fixes the issue, then you can add your mods back one by one, testing as you go to figure out which is the culprit.
  16. It used to be a thing, but was phased out in 1.20 I believe. You'd have to mod it back into the game.
  17. To my knowledge, the propick still ignores surface ore deposits. Honestly, it really shouldn't. Surface ore deposits are easily found just by looking; players shouldn't need a propick to find them at all. I think this is where how likely the player is to find what they're after at the digsite depends on which ore they're after. I've never seen better than a Decent reading for chromite; that's not to say it can't happen, but I think chromite is fairly rare and in smaller deposits, whereas copper is very common and occurs in larger deposits. So copper ore has a higher spawn weight as a result, essentially. Halite seems to be somewhat similar to chromite, in that I've never seen better than a Decent reading, however, unlike chromite, halite spawns in massive deposits and it's quite easy to get readings of it with the propick. It's not easy to actually find with prospecting though, most likely because it's a common resource that occurs in huge deposits when it does spawn, so it produces many readings as a result but is hard to pinpoint just by propick readings. Magnetite is another offending ore, in that it's fairly easy to get high readings, but not uncommon to dig and find nothing. I'm thinking this is mainly due to requiring andesite as a host rock, so if there isn't enough andesite in the deeper layers to accommodate this ore's spawn, then it won't spawn. Dunno.
  18. To my knowledge, this is intended behavior. When you call the elevator, it will come to whichever floor you are on, however, it will only go as high as the highest floor you've made it to. This ensures that players will still need to complete each section of the puzzle, but they won't have to repeat sections if they happen to make a mistake. The Lens is retrievable after beating the boss, and the boss itself should appear shortly after you reach the top of the tower in the present, if it's not there already. However, there have also been issues with this particular boss not showing up to do its job and instead patrolling the Devastation--I had this issue last time I played through that section of the story. You could try reloading the world and tinkering around with the Timeswitch mechanic to see if you can get the boss to show up, but otherwise you should be able to switch to creative and smite the boss with the admin blade to unlock the Lens and progress the story. Granted, it's a bit tricky to do that, and it's not ideal to force it like that with creative, but it does work.
  19. Absolutely agree, especially since the 1.20 release saw more new players than expected join the game and...kind of melt Anego's servers for a while as a result. I'll also note that while it's perfectly fine to get "big names" to play a game for publicity...it's just that--a publicity stunt, that can quite easily come across as a bribe instead of genuine interest. Players should play Vintage Story because they're interested in and enjoy the game itself, not because it's what a popular influencer played or because it's a popular game in general. Also agreed. It's not unusual to see the occasional complaint thread arise on the forums, arguing that the game is too hard, or a specific thing is "bad"...heck there's a thread or two like that now. Threads like that also tend to be more common when there are major changes to the game; for example, 1.20 introduced new monsters, and the reactions were mixed--some players didn't like the new challenge that combat presented. However, the complaints disappeared fairly quickly given that most players either learned how to deal with the new monsters, or otherwise modded the monsters out of their game. In any case, I would be concerned about a large influx of players coming into Vintage Story expecting it to be like the other block game(or other easier games in general), getting frustrated by Vintage Story's learning curve and overall difficulty, and then slamming the game and aggressively demanding changes to cater to them as a result. That's not to say it would happen, or that none of them would enjoy Vintage Story for what it is, however...it's also not unheard of for such influxes of players to end up changing the core of a game, to the extent it loses what made it special. That's not to say that the dev team would listen to such complaints either, however, it would certainly get exhausting to deal with day in and day out, and wear down the community as a whole. Not to mention that organic growth gives the devs time to build appropriate infrastructure to handle a larger playerbase, as well as ensuring that the players in said playerbase are there because they actually enjoy the game. I don't know who Hololive is, but I would say that if they were really that popular, they ought to be able to afford their own copies of the game. I will also note that the moment one particular creator gets free copies of the game, then the precedent is set for all other creators to also get free copies. Otherwise, it's just playing favorites. But like I was saying previously...when the game is good, you don't need to bribe "big names" in order to attract more players. Good word-of-mouth assessments of a game from friends/people who actually bought the game with their own money hold a lot more weight than some big name who may have only played it due to a bribe or contract.
  20. Agreed. 14x14 is plenty for a single room, but of course, interior space doesn't always need to be insulated either. In warm weather, room insulation does not matter, and in cold weather it's easy enough to just light a fire as needed for particularly large spaces. If one is building particularly grandiose interiors, it also helps to have a mod like this, so firewood burns significantly longer: https://mods.vintagestory.at/show/mod/23518 I'm not sure what GTNH stands for, however, I will note that building on a smaller scale is more feasible in Vintage Story than it is in other titles. The chisel system lets you pack in a lot of detail, and having things like item cases and shelves as well as detailed decorative clutter really helps bring small-scale builds to life. That's not to say that one can't build on a large scale in Vintage Story, but it does tend to be a lot more work.
  21. Knowing the strategies is the easy part; it's executing them properly that can be difficult. Thorfinn's in a league of his own, as far as I'm concerned.
  22. In addition to making sure the region is stable, I also recommend adding some windows to your tower in order to make sure some natural daylight is able to shine through. If there's not enough natural light, the game will assume you're in a cave--this happens frequently in cellars and other underground player structures.
  23. Hmmm...do you have something in your offhand when this happens? Cold weather will increase your hunger rate while outside, regardless of your clothing; as @CastIronFabric already noted the clothing warmth is just to keep you from freezing. The higher the warmth value from clothing, the longer you can stay outside before you get too cold and start to take freezing damage(such damage starts to happen one in-game hour after the frost overlay is applied, I think). As for hunger rate, I would definitely check to make sure your offhand slot is empty. Equipping something in your offhand applies a 20% hunger penalty, so that is why I suspect that as the main culprit. Cold should increase your hunger rate a bit more slowly, and will be a bit more than 20% at its maximum...more like a 25% penalty, I want to say?
  24. To my knowledge they can mature, however, unless you're intending to keep them as curiosities, there's not really a point to keeping them around. They can't be domesticated, unless you're using mods to do so, and the resources they offer aren't very good in comparison to other animals, especially proper livestock.
  25. Out of curiosity, was this singleplayer, or multiplayer? If it's a singleplayer world, this scenario shouldn't be possible, since the player starts at the beginning of May and a full 24 hour day in the game is equivalent to 48 IRL minutes. The game also starts at 8 AM in-game, and on the default temperate start night doesn't really start to fall until around 8-9 PM, meaning that the player has around 24 IRL minutes to get things done. That's plenty of time to get enough resources for handbaskets, basic tools and weapons, gathering food, making bandages, and even crafting basic armor; however, I will note that doing all of those as a new player on the very first day is a very tall order and not likely to happen. I will also note that while early game equipment like improvised armor, the crude shield, and whatnot will help you survive a bit better should you get into a fight, since it's better than no equipment at all, but it's still weak equipment and won't be able to stop much incoming damage or take many hits before it breaks. You'll likely need at least tier 2 armor before surface-level opponents stop feeling like serious threats. In any case, if you are playing multiplayer, I would recommend making some friends on the server that can help teach you various things about the gameplay. Otherwise, I recommend starting a world in singleplayer, so that you can adjust settings to your specific liking, as well as not have to worry about competition for resources or worry about time passing when you aren't actively playing. I do agree here, mostly, and prior to the addition of bowtorn and shivers the surface monsters were an absolute joke. Drifters alone were easily dealt with, since the player could move significantly faster and easily exploit other enemy weakness. It was possible to just kite them around with spears, or stand on a dirt pillar and pick them off one at a time, among other strategies. Armor really wasn't necessary at all if one was decently good at movement, even for the heaviest temporal storms all you'd really need is a handful of spears and bandages. Now, the player can't just stand on top of a pillar and expect to pick off enemies like it's a shooting gallery, since they'll be sitting ducks for bowtorn. The bowtorn range also means that they'll generally be out of the player's sight when it's dark out, so the player will need to really pay attention to sound cues and shot directions if they want to find and deal with the bowtorn(would almost have to be melee as it's not really feasible to aim in the dark). Likewise, the shiver's speed means that the player also can't expect to just easily kite all the enemies or otherwise outrun them to safety should a fight go south. Overall, I think that the monsters are meant to be not so much enemies that the player has to actively fight(outside of certain story locations, that is), as much as they're meant to be environmental hazards that the player has to figure out how to deal with. Sometimes it's easy to just dispatch a handful of monsters in order to keep working outside through the night, but sometimes there are enough monsters that trying to fight through them all really isn't worth the effort. In the case of the latter, it's easy enough to work inside or sleep through the night, and then plan ahead for future similar situations by lighting up outside work space to cut down on monster spawns, or otherwise fencing it off to keep monsters out.
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