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Everything posted by LadyWYT
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It's definitely a mod issue. Looking at the logs might yield some useful information on which one could be the culprit, but the first step is to disable them and test on a vanilla world to see if the issue persists. Hopefully it doesn't, but I'm guessing it might, since I had similar issues once when messing with mods and had to reinstall the game entirely in order to fix it. Once you've confirmed vanilla to be working as intended, then you can add mods back in one by one, testing as you go until you encounter the issue again. That should help you pinpoint which mod is causing the problem. The other to check when it comes to mods, is making sure they're all up-to-date for the current game version, or in the case of older mods, known to be working properly on the current game version. Given that it's wintertime, you might check to see if you have any mods that change the frost overlay, but that doesn't rule out a seemingly unrelated mod causing weird texture issues.
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Honestly, that's fine. I'm pretty much the opposite--if the lore is presented one way, and the game mechanics directly oppose it, then it's usually highly annoying since it's not really possible to get immersed in a world that doesn't even attempt to follow its own rules. I don't really see how temporal storms and rift activity could be tied to the natural weather system, given that temporal disasters are...unnatural. I'm also not sure how doing such would solve player complaints about building. If temporal activity is tied to weather, what does that mean for the underground, or places with high rainfall, or no rainfall at all? Part of the running theme of the main VS story is that not everywhere is habitable. For complete building freedom, it's really best to turn temporal mechanics off, or use mods to overhaul it. I feel the opposite, really. The storms and rift activity feel as dangerous as the world makes them out to be, so it's rather easy to get immersed and take them seriously, rather than treat them like a quick-time loot event. It's also quite clearly something that does permeate the entire world, since it doesn't matter where you go, you'll end up needing to deal with temporal mechanics unless you turn them off entirely. As for lore reasons: Heavily disagree here, because that essentially turns the storms from disasters that need to be planned around, to quick-time loot gathering events. Likewise, if the unique resource in question does not come from enemies, then how does a player obtain it whilst being assaulted from every direction during a storm? Does the player need specific gear quality to obtain said resource? I will also note that this doesn't solve the complaint about hiding in one's base during early storms, when one lacks the proper equipment to fight through them. Rather, it's probably going to make such complaints worse, since there's actually something to miss out on. I mean, as you've already noted here, current storms do have special resources to obtain, in the form of rusty gears, temporal gears, and Jonas parts. However, all of those things can also be obtained in various ways outside of temporal storms as well. As I've said many times, the storms are present both to present a gameplay challenge/obstacle to survival unique to Vintage Story, as well as serve as an aid to storytelling and otherwise getting immersed in the setting. If the NPCs are describing the temporal storms as supernatural disasters, and battening down the hatches, then temporal storms are something I would reasonably expect to be highly dangerous as well. There's even a tapestry that can be purchased, that depicts a seraph(or humanoid figure, at least) hiding in a bunker of some sort during a temporal storm. For players who really don't like dealing with the storms, there's already the option to turn the storms off. Same for temporal rifts, and temporal stability as a whole. It's also worth noting that the difficulty one picks also affects how dangerous the storms can be. On standard difficulty, they're fairly dangerous, but there's also a decent interlude between them, and it's not really a big deal if the player dies during a storm, unless they built their base far from spawn and didn't reset their spawn point. Lost nutrition is recovered easily enough, and items are typically fairly easy to recover as well if one respawns somewhere nearby. In Wilderness Survival though, the storms are more frequent, more intense, it's easier to die due to lower player health and higher enemy damage, and if the player dies without having set a spawn they're going to be respawning somewhere within a 5000 block radius of world spawn...good luck getting lost items back. In any case, I do think that if temporal storms are changed so that the player can hang out in the middle of them and survive with relative ease at any stage of the game, then that begs the question...why are bears, wolves, and other large wildlife tier 2 enemies instead of tier 0, so the player can easily counter them with early game equipment(and not have to rely on traps or spear tossing)? Why does the player have to suffer the annoyance of making a bronze anvil to work iron, or an iron anvil to work steel, instead of just using the copper anvil they already casted? And the list can go on...there's a lot of different things that technically limit player agency, but what constitutes an annoyance and what constitutes engaging gameplay is going to vary heavily depending on who you ask. I would more say that in practice most players return to the surface to recover, simply because that's rather easy to do and there's currently not a lot of reason to spend much time lingering underground. It's fairly simple to dig up a lot of ore within a couple of minutes once you've found it, and as for ruins...they are neat finds, but unless one is after collectibles, decor, or going that route for hunting Jonas parts, there's not a lot of reason to go hunting for underground ruins either. It's an interesting idea, but given what rotbeasts are, and the fact that every single monster has been shown to be extremely aggressive toward humans/seraphs, and described as such in the lore, I don't really think this fits in the setting. But as a mod? Sure.
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Will definitely be watching for it!
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another way of getting High fertility soil
LadyWYT replied to CalamityTheWitch's topic in Suggestions
Right, but...if you're crafting high fertility soil in order to use it exclusively for the more efficient terra preta recipe...you end up sinking many more resources into the endeavor overall, than you would have by just crafting the less efficient terra preta recipe in the first place. -
You don't need to google anything--simply look up the charcoal pit mechanic in the handbook. The use of iron doors in charcoal pits is simply to turn them into more permanent structures, so you can easily fill/empty the pit and light it when full, without needing to place/remove dirt blocks all the time. Simply punch a hole in the side of the pit for the entry door(you might want to make sure it's flush to the interior, but I'm not sure that's a hard requirement), and punch a hole in the top and cover that with the iron trapdoor so that you can close it after lighting a fire on top of the woodpile.
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Yours might just be my new favorite signature given that the mental image of Marvin trying to survive in Vintage Story is really something.
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got tp'ed while sailing and now my elk doesn't exist?
LadyWYT replied to Rudegaming1997's topic in Questions
Welcome to the forums! Unfortunately, I'm not sure what to do here, aside from perhaps submit a bug report to the Github bug tracker. It's probably unintended behavior, as it's not exactly common to be teleporting like that. However, before submitting a bug report on it, I would recommend disabling your mods and testing on a vanilla world, if you can. Mods are a likely suspect when it comes to strange game behavior, even if the mod appears to be unrelated to the problem at hand. Likewise, if mods were involved, the first thing you're going to get asked when submitting the bug report is whether or not the issue still occurred without the mods enabled. As for getting your stuff back...you'll probably want to pop into creative mode briefly and spawn in the missing elk/other stuff. -
You'll be interested in this mod: https://mods.vintagestory.at/show/mod/247 Otherwise, I don't think skills are a good fit for the kind of game that Vintage Story is. In VS, how easily a player can accomplish a task depends on their own ingenuity and the tool quality currently at their disposal. For example, stone axes chop trees just fine, but to chop trees faster and with less need to make a new axe in the process, the player needs to acquire metal tools. Another major drawback to a skill system like this, is that when it comes to multiplayer it's very easy for players to fall behind the power curve, without having hope of catching up.
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another way of getting High fertility soil
LadyWYT replied to CalamityTheWitch's topic in Suggestions
I dunno, in my opinion terra preta feels worth it, as it grows crops from seed to maturity in about half the time it takes via medium fertility farmland. So depending on what crop you plant, you can get an extra yield or two in a growing season. It's also very useful for growing things like pineapples outside of the tropics. Additionally, given how many nutrients terra preta has, you can easily plant the same nutrient crop again immediately after harvest, and still get a good yield in decent time without needing to fertilize. -
First off, welcome to the forums! This is already an option in the game, under the "Survival Challenges" tab at world creation. You can make tools last longer or break faster, depending on preference. To my knowledge, you should be able to modify tool durability after world creation via console command, though I am not sure of the exact command to do so.
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Depending on what you're trying to mod into the game, it's more simple than you might think. When it comes to learning to mod, Vintage Story is very beginner-friendly. This is a good place to start, if you want to take a crack at it: https://wiki.vintagestory.at/Modding:Getting_Started As for East Asian cultural items, you might poke around the mod database and see if anything strikes your fancy. There's a handful that cover armor, and this one specifically offers some Japanese architecture options: https://mods.vintagestory.at/japanesearchitecture
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I'm not sure I understand what you're referring to here. Ore nodes themselves don't change at all. Regarding propick search results: Density search will tell you what's likely to have spawned in that specific area, but not what actually did. The only way to know for sure what's there is to dig and see what you find. Node search will tell you exactly what ore is nearby, assuming that it's an ore the propick can actually "see"(that is, node search won't yield results for stuff like saltpeter, halite, marble, etc). The reading will vary though depending on how many blocks of the ore it can find within the search radius. If the search yields a lot, you're getting close to the deposit, but if it yields smaller returns you're getting further away from the ore. It's basically a hot/cold minigame. Just to make sure all the bases are covered though--if you had previous density search results change, it's almost certainly either a bug, or a mod-related issue.
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Welcome to the forums! While this idea is neat, it's better suited to a mod, where it can be properly explored in-depth, than it is suited for vanilla. The lore setting is focused mainly on Europe during the late Middle Ages, with some references to neighboring contemporaries, with what's left of humanity recovering from major catastrophe. Yayoi culture was specific to early Japan, from around 300 BC to 250 AD. However, that's not to say that a future story location couldn't borrow from the aesthetic, though I would expect the designs to more closely match those of East Asia from the same 1300-1400 AD time period. This would be nice, but I would also rather see just a few explored more in-depth, than have lots added with no real depth at all.
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Welcome to the forums! That option already exists in the game, via use of the console. This thread should help: Do keep in mind that messing with time can potentially have unintended consequences, so use at your own risk.
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another way of getting High fertility soil
LadyWYT replied to CalamityTheWitch's topic in Suggestions
Maybe, but why would a player sink resources into crafting high fertility soil, when they can just craft terra preta, which is better? Likewise, if terra preta cannot be crafted, then how does one obtain it? This could possibly work, however, it's worth bearing in mind that if the process is too time-intensive, then it's likely to be ignored by players instead of engaged with, even if it's beneficial. Case in point--some players skip livestock, fruit trees, and steel due to the amount of time and resource investment those things require, regardless of how useful it is to have them. I'm not saying the gameplay needs to be easy by any means, but whatever process is implemented(that the player is intended to regularly use) needs to be attractive enough for the average player to deem worthy of engagement, or else they're going to actively figure out ways to avoid dealing with it. -
Aside from what others have already suggested, I highly recommend stepping back from your work at intervals throughout the chiseling process. That will allow you to check the design and correct mistakes as they appear, rather than get to the end of the project and figure out that everything was off by a tiny amount and have to redo it. It's also worth noting that you don't necessarily need to opt for smooth curves either. Hexagonal or octagonal designs also work very well, especially with blocky aesthetics, and can be a lot easier to manage than curves.
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Welcome to the forums! The first thing I would check is inventory space--if you didn't have the space to hold it, it most likely got dropped to the floor. You might try clearing some inventory space and checking around his home to make sure that it didn't get dropped. If you still can't find it, it's possible that it might be a bug, in which case you should report it over on the Github bug tracker. Do note that if you are using mods, you will want to disable them and try to replicate the bug in vanilla(you can use console commands and admin blade to speedrun chapter 2, no need to complete chapter 1 first). If the bug can't be replicated in vanilla, then it's likely an issue that's being caused by a mod. The item itself doesn't appear to be available in creative, which is probably an oversight and worth a report. The good news is that you can spawn the rickety translocator via creative, so while you may not be able to craft it for that world, you can still access the tech itself(can also wait until you've made all the craftable parts before deleting them and spawning in the translocator).
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Absolutely! Yes, making iron armor without the aid of a helve hammer will be a lot of work, however, keep in mind that iron is quite durable, and withstands tier 3 attacks and below. In other words, it's a lot of work up front, but unless you're regularly brawling lots of high tier enemies, you're not going to need to repair it very often. However, if you'd rather wait for a windmill, bronze lamellar is a solid option, since that doesn't require forging. If you have flax to spare, or like to utilize trading, there's also gambeson, which offers the same tier protection as bronze but with better overall stats. I will also note that depending on what you are doing, forgoing armor is also an option. Unless you're delving into caves or dangerous ruins(story content), or fighting through temporal storms, it's usually fairly easy to avoid threats or kill/soften them up at range before dealing with them in melee. You do have to be a lot more attentive to your surroundings if you go this route though, as it's a lot easier to die from mistakes.
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another way of getting High fertility soil
LadyWYT replied to CalamityTheWitch's topic in Suggestions
Welcome to the forums! Technically, it does, though the recipe you're looking for is terra preta. Terra preta is the highest soil quality possible, and can only be acquired via crafting. There are two different recipes--one that uses high fertility soil in the making and one that does not. Both are pricey, but the one that uses high fertility soil has a better return on the resources invested. -
When I play the other block game, this becomes the other block game.
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As @ifoz already noted, it was an intended change in order to allow the player more flexibility when completing this part of story. Previously, the player would essentially have to do this section in the spring/summer(unless they were in a warm climate), lest they freeze to death. Likewise, I'm not sure it would have been able to be completed without freezing to death on challenges like Snowball Earth. That being said...I think this farming is an unintended feature of that change. I'm not sure that I would really call it an exploit, given what you're settling next to in order to achieve it...that place is called "Devastation" for a reason. Tier 2 and tier 3 monsters are common there.
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I hope the next update will start fleshing out the early/mid-game experience
LadyWYT replied to Aklone's topic in Discussion
I'm not sure about that. Caving itself is dangerous, due to the denizens lurking within, and you do have to go fairly deep for iron. Likewise, there's no guarantee that caves will cut through, or even come close to, iron veins. However, there's also the factor of...just how attentive is the average player? Granted, I don't think the average player really misses that much, but it's not uncommon either to miss spotting clay deposits, or surface copper, etc. Overall though, it's a neat idea, but I think it detracts from the prospecting system. I think that would be a better spot for stuff like pyrite or bog iron, or other small, low quality deposits. That is, a deposit that relatively easy to find and mine, but requires a LOT more ore in order to produce the same yield that standard iron veins will. My friend and I explored this concept on one of our older servers, and it felt fairly balanced. The surface deposits were definitely easy to find, but didn't produce more than maybe a couple of ingots or so. Thus the player has the option of putting in the effort to find a deep deposit and take the risk of mining it, and therefore have their iron needs supplied for a good long while. Or the player can play it safe and rely on low quality surface deposits, but need to find and process a whole lot more of them to get a decent amount of iron to work with. -
Given how many issues players have when it comes to chiselwork and functional greenhouses, that's no small feat you've accomplished. Well done!
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Or this: