Jump to content

LadyWYT

Vintarian
  • Posts

    5025
  • Joined

  • Last visited

  • Days Won

    217

Everything posted by LadyWYT

  1. Welcome to the forums(and the game)! Don't forget to take advantage of hunting and foraging as well to help supplement your farms. The output of farm tiles is the same regardless of month length. However, the yields are still quite high. As for getting the seeds to plant a huge farm, it's just a matter of picking all the wild crops that you can find. Assuming you're not playing Homo Sapiens or with lore turned off, you can also find seeds in cracked vessels or buy them from agriculture traders.
  2. The stability of a given area is static, so unstable areas will remain unstable and stable areas stable. The instability caused by rifts, however, is temporary, and will disappear when the rift closes. Settling in unstable areas is a common mistake. If at least part of your home is stable though, it should be fine--just make sure that your most highly active areas(like a smithing area) are in the stable part and your less active areas(like farms) are in the unstable part. If your entire home is unstable, then you'll want to move to a different area entirely, though you could remain in the unstable area if you really wish and simply treat it as an additional challenge(meaning you'll be limited in how much time you can spend at home). If the stability mechanics are a bit much to handle, you can also turn them off either in the options available at world creation, or via the appropriate console commands after world creation. If the latter, you will need to reload the world for the changes to take effect. La stabilité d'une zone donnée est statique : les zones instables restent instables et les zones stables restent stables. L'instabilité causée par les failles est cependant temporaire et disparaît lorsque la faille se referme. S'installer dans des zones instables est une erreur courante. Cependant, si au moins une partie de votre maison est stable, tout devrait bien se passer. Veillez simplement à ce que vos zones les plus actives (comme l'atelier de forge) se trouvent dans la partie stable et que vos zones moins actives (comme les champs) soient situées dans la partie instable. Si toute votre maison est instable, il est préférable de déménager complètement. Vous pouvez toutefois rester dans la zone instable si vous le souhaitez vraiment, en considérant cela comme un défi supplémentaire (ce qui signifie que vous serez limité quant au temps que vous pourrez passer chez vous). Si les mécanismes de stabilité vous semblent trop complexes, vous pouvez les désactiver soit dans les options disponibles lors de la création du monde, soit via les commandes de console appropriées après la création du monde. Dans ce dernier cas, vous devrez recharger le monde pour que les modifications prennent effet.
  3. What's likely happened is your brother has lost most, if not all, of his temporal stability(health will drain at 0% stability). That can happen a couple of different ways--lingering too long in an unstable chunk, or standing too close to an active rift. The easiest way to restore temporal stability is to spend some time in a stable area, though sacrificing a temporal gear and a bit of health will restore a bit of stability instantly(you'll need a knife to do this). It's also possible to restore stability by killing monsters--the stronger the monster the more stability that is restored. To check temporal stability, look at the gear in the middle of the item bar. Mousing over it will give you an exact reading, but as a general rule if it is colored teal your stability is fine. If the gear looks grey, you're at low stability. The gear will spin clockwise in stable areas(unless at 100%) and counterclockwise in unstable areas; if the gear is not moving the area is either neutral or you are at 100% stability. Il est probable que votre frère ait perdu la majeure partie, voire la totalité, de sa stabilité temporelle (sa santé diminuera si sa stabilité est à 0 %). Cela peut se produire de différentes manières : en restant trop longtemps dans une zone instable ou en se tenant trop près d'une faille active. Le moyen le plus simple de restaurer la stabilité temporelle est de passer du temps dans une zone stable, bien que sacrifier un engrenage temporel et un peu de santé permette de restaurer instantanément une partie de la stabilité (vous aurez besoin d'un couteau pour cela). Il est également possible de restaurer la stabilité en tuant des monstres : plus le monstre est puissant, plus la stabilité restaurée est importante. Pour vérifier la stabilité temporelle, regardez l'icône d'engrenage au milieu de la barre d'objets. Survoler l'icône avec la souris affichera la valeur exacte, mais en règle générale, si elle est de couleur turquoise, votre stabilité est bonne. Si l'engrenage est gris, votre stabilité est faible. L'engrenage tourne dans le sens des aiguilles d'une montre dans les zones stables (sauf si la stabilité est de 100 %) et dans le sens inverse dans les zones instables ; si l'engrenage est immobile, la zone est neutre ou votre stabilité est de 100 %. Traduit par Google.
  4. It's the kinds of things I do expect to be added to the game at some point, but most likely as a small part of a larger update. As it currently stands, food and cooking is one of the more fleshed out gameplay loops, with plenty of variety available. I think the main reason for this bushmeat decision is to help push players to make better choices about what they spend their time hunting, as well as push them to acquire livestock. Bushmeat is good in the early game because food is food and it does keep a while when cooked, but it falls off rather quickly once the player is able to properly cook. Don't get me wrong; it's fun to use in meals with Expanded Foods, but I think if it were a meal ingredient in the base game it would be too easy for players to survive exclusively off subpar prey. I do agree with adding eggs and mushrooms to pies, but I'm not completely sold on multi-nutrient pies. Yes, it's a thing in real life, but I think the idea in gameplay is that the player needs to vary their ingredients from time to time in order to keep their nutrition levels up. Having a food option that covers three different nutrient groups as well as keeps for a while and stacks conveniently is likely going to mean that many players opt to make nothing but a single type of pie and ignore everything else. I don't think the split nutrients would be a good change, as I think it's better to keep things simple when it comes to the nutrition type of raw ingredients. I do, however, like the drying requirement idea, as that could easily be applied to fruit and meat as well. A good preservation method for the early game, as well as very handy if you don't have access to salt for some reason. I do agree with this, excluding the mixed nutrition part. It would be nice to have a few more sources of plant protein to make the vegetarian playthroughs more interesting, but having multi-nutrient raw ingredients is just overcomplicating things. In this case, I think perhaps the easiest fix is to require fruit tree fruit to be prepared before using it in a meal, and perhaps up the satiety value of the raw fruit a bit as well. After all, while it makes sense to eat a raw apple as-is, when was the last time you heard of someone shoving whole apples into a pie/cookpot? The raw whole fruit could keep for a long time in most cases and serve as a handy snack as well as be the type of fruit suitable for juicing. To use the fruit in a meal though, the player would need to prepare it with a knife first, yielding more servings of raw fruit that have a bit less satiety than the whole fruit and spoil quite fast, but allows such fruit to create much more food than berries can.
  5. LadyWYT

    Audio issue

    Welcome to the forums! Trying reinstalling the game. My friend had the same issue a while back, and a fresh install fixed the problem. Make sure you backup your worlds in a separate folder before you do this! You can move them back to the appropriate game folder when the reinstall is complete.
  6. Welcome to the forums! The world shouldn't be generating like this. Was this an old world or a freshly generated one? And did you change any of the settings(like world size) or otherwise use mods that affect world gen?
  7. Welcome to the forums! I don't doubt it, but...is it technology that would have existed in the late Middle Ages? What's pictured here is quite modern. I think the better solution is probably just making a larger version of the current press. More expensive to make, takes longer to press in comparison, but can press much more fruit at a time.
  8. You could try removing all the other nests but that one, then keep your remaining chickens fed in the hopes that one sits on the nest. Worst case scenario, you'll have to start over from scratch, but at least generation 2 is fairly easy to achieve. More importantly though, I'd recommend building a lightning rod near your chicken coop in order to keep them safe from further incidents.
  9. After watching it, I would say the fight is fairly nonchalant, especially since he already knew the bear was there to begin with and thus had time to plan. Couple that with clear familiarity with the game, skill, and a little luck, and the outcome is quite spectacular. It does seem like he should have been hit a time or two, however, I'm not sure if a bear's reach is quite as large as it seems. It's quite possible to scramble out of the way if you time your movement right. More likely though, the terrain is working to his advantage here. He's circling a large pond surrounded by brush and some steep terrain, which he can navigate faster than the bear. I'm thinking the bear keeps trying to pathfind to him through the water, which slows the beast just enough for him to stay a few steps ahead.
  10. You could try regenerating the structure somewhere else, though I'm not sure of the command to do so, or whether that would even work. This does seem like a bit of an oversight though, in that while it's possible for players to create unplayable worlds there's usually warnings to accompany those settings. I would definitely recommend reducing the distance between story locations next time you reduce the world size like this though.
  11. That damage seems about right for nightmare creatures in Wilderness Survival, even with steel plate. The key is to take things slow and do plenty of planning before jumping into battle, especially if you're playing a class that will struggle in close-quarters combat, like Hunter or Malefactor. Better to retreat early and live, than take a chance and die.
  12. Looks like you're venturing DEEP where all the really bad stuff spawns. You do seem to have steel gear, which is ideal for this kind of fighting, however, I will note that it's still going to be nasty as nightmare enemies are no joke, especially when coupled with bells. I will note caving is not impossible, just difficult, even with good gear. Regarding gear, I would check your armor to see what type you're wearing. Steel is good, but armor type does make a difference. Plate armor is one of the best choices in this scenario since it's the most protective and you don't really need ranged/speed bonuses when fighting underground. Entity bombs...eh, they might be useful if you can trap a handful of creatures in a small area, but I think these are too situational to be of much use. In terms of healing, alcohol bandages are very strong but you also need to soak them before using, which takes a few seconds and isn't easily done when you're on the move. Honey-sulfur poultice might be a better choice here, as those heal for the same amount but don't need to be soaked and don't dry out. Regarding overall strategy, it's probably best to take some extra time and set up a "safe room" that you can retreat to whenever things get too rough. Make sure you're healing before your health gets critical too; the longer you wait to heal and/or retreat, the more likely you are to die. Blocking off corridors with fences and cheap blocks will help you control the space and prevent enemies from sneaking up on you. Lighting up the area with cheap lights(oil lamps or torches) might not stop enemy spawns, but it will help prevent them from surprising you so easily since you'll be able to see them. When it comes to the enemies themselves, always deal with the bells first. They take several hits to kill thanks to a large health pool, but the longer they stay alive the more monsters they'll summon. It make take a few tries to kill one, so don't be afraid to retreat if you need to heal. Drifters are fairly straightforward--just be careful not to let them mob you. Shivers are nasty, but since they are big monsters they need a minimum two block wide gap to move, making it easier to place obstacles(for the record, they can't climb over fences either). Bowtorn can be difficult, but you can disrupt their fire by simply approaching them, or ducking behind some cover. Locusts are the final enemy you're likely to find, and you'll need to kill the nests in order to stop them from spawning(the nests can drop Jonas parts sometimes too). The one exception is the sawblade locust--they don't spawn from nests, but have more hitpoints and attack than regular locusts. Possibly, but if it's just a concern about getting lost you might want to just mark a trail behind you. Though a slower option, it is a safer one, and it'll let you return home more easily if you need to for some reason. Piles of rocks, signs, or pillars made from an easily-noticed material are good choices; sticking a cheap light source like oil lamps to them will make them stand out in the dark. The base return teleporter isn't necessarily a bad idea; it's just expensive and dangerous to acquire the parts needed to build it. It's also a one-time use item, so if you had to use it prematurely to get yourself out of a sticky situation, you'd need to build another and walk all the way back to wherever you escaped from. EDIT: I forgot to mention this, but you'll also want to check the current rift activity before venturing underground. Calmer rift activity tends to mean fewer monsters, while higher rift activity tends to mean more monsters.
  13. Welcome to the forums(and the game)! My first thought is that it's probably XSkills, but it's hard to say for sure. The easiest way to figure it out is, as @Zane Mordien said, go into the mods folder for that particular server and see what's there. @RationallyParanoid also has a good point in that it might not be a mod that's causing it, but rather a choice of class.
  14. In fairness, it's guesswork on my end. I know it was quite unfinished when introduced in 1.20, and 1.21 added quite a bit more. Some areas though are still lacking, such as the player's lack of ability to rent a room at the inn. Most NPCs have something to say, but there's some dialogue that still feels a bit barebones so there could possibly be more added later.
  15. I wouldn't be surprised if they are added next release. Nadiya still isn't finished yet, and child NPC models were teased in one of the news threads.
  16. Welcome to the forums(and the game)! I do agree that blood trails and tracks would be nice to have. You might be interested in trying out these mods: https://mods.vintagestory.at/bloodtrail https://mods.vintagestory.at/footprints It depends a lot on what kind of arrows you use--flint arrows are cheap but low damage. Likewise, early bows aren't very good either. The spear is a much better choice in the early game, as a simple flint spear will do around 5 points of damage when thrown. A single spear can easily kill rabbits, unless it was thrown by a Blackguard--in that case it takes two spears.
  17. Welcome to the forums(and the game)! Like @pigfood already noted, bees will not spawn in player planted trees. Two thousand blocks is quite a wide search area though, so unless you got really unlucky with the world generation(it does happen) there's probably a beehive or two somewhere. You might want to try out Buzzwords in order to help you locate beehives, as the sound can be quite hard to notice sometimes. The mod is very lightweight, adds a text popup when you get close to bees, and can be safely uninstalled at any time. https://mods.vintagestory.at/buzzwords
  18. It's a neat idea, but I'm not sure how feasible this would actually be to code given that the world is randomly generated. I think it's probably much easier to simply allow traders to sell more goods, with the harder to obtain resources being a very rare trade and very expensive. For the record, while tier 3 bricks are nice to have, tier 2 bricks are quite durable themselves, so don't sweat it if you have trouble finding ilmenite. In regards to halite, it's usually easier to buy it, but to tack on to what @MKMoose already explained, if you've got promising prospecting results it's easy enough to armor up and do a little caving to see if you can find a deposit. Don't forget that you can also switch your focus to a different task that involves a lot of travel, like completing the main story or venturing to the tropics, and prospect along the way. Odds are that you'll find a lead on the missing resources, but if not the trip won't really feel wasted either.
  19. I've not used the mod so take what I say with a grain of salt, but judging by what I've seen lurking around the forums and mod database, the rivers can be fairly long or fairly short. The main drawbacks seem to be that the rivers aren't the most realistic as they just tunnel through terrain as needed, and the mod itself seems to be prone to causing issues with other mods related to worldgen. I doubt wind will ever be obsolete. The main advantage to a water wheel is that it's a steady source of power; the wind will quit blowing, but the water won't stop flowing. The advantage to wind power though is that you can utilize it almost anywhere, whereas a water wheel will almost certainly require a natural water source that's moving fast enough to generate power. No buckets here! The only other flaw I see to water power is that the water source could potentially freeze over, but that would probably require more complex freeze mechanics as fast-moving water doesn't freeze easily. So...pretty much the same things you noted in your post. If you're playing on default world generation, the world will be 97.5% land, meaning you'll find an ocean or two eventually but otherwise not have much water to really sail. I've found 80% landcover to be much better, as the world is still majority land but will include enough oceans/large lakes to make the sailboat feel useful.
  20. Honestly, while complaints like these feel like a modern thing, I daresay they've been around since the beginning of time. I get the frustration about them though. Pretty much. The other block game allows the player to pretty much find most resources in every chunk, and I think some players come here with the same expectation and then are understandably shocked when Vintage Story turns out to be different. However, I don't think it's just the other block game though; a lot of modern games in general tend to hold the player's hand and make sure they always have what they need, when they need it, and don't really allow the player the opportunity to get themselves in over their head. I'm just speaking generally, of course, but I do think those are two big reasons why Vintage Story tends to catch many players off-guard. I know in my case, I had to rethink a lot of my own approaches to various game loops, as logic that works in most other games just doesn't work here. If I'm recalling correctly, the devs themselves at one time said that it was a deliberate design that not every resource can be easily obtained everywhere. For exotic woods like ebony and purpleheart, the player needs to make at least one trip to the tropics. Some tropical fruit, like pineapples, can be grown in greenhouses in colder climates, but it's quite difficult to do so. Most tropical fruits require warm climates to actually grow. Granted, this kind of design does limit creativity a bit, but sometimes less is more, and seeing what one can do with local resources makes for a pretty fun challenge. I do think though, that this would be a prime time for traders to shine, when it comes to rare resources. Agriculture traders could sell exotic fruits like pineapples and mangos, while building traders could sell stuff like ebony logs or purpleheart planks. Of course, such resources would also be rather expensive, but that would give players more reason to visit traders and do something with their rusty gears. As it stands now, most of what you can purchase from traders you can either find or craft yourself easily enough.
  21. Welcome to the forums! There should already be seasonal coloring in the game, though the color changes depend on the climate the player chose to settle in. Early spring is primarily pale yellow-green, with late spring taking on bright yellow-green hues. Early summer the greens are deep and vibrant, but starting yellowing into the late summer. In the early fall, the trees turn vibrant shades of red, gold, and orange while the grass turns golden with a bit of lingering green tint. By late fall, the frost is arriving, and the bright colors turn to muted browns and beiges. Early winter brings frosty overlays and snow, making the entire landscape look asleep. Late winter is similar, but by this time the days are getting longer again so the winter colors are much more crisp as spring begins to awaken the world much more. I'm guessing though that you're likely looking for more exaggerated effects?
  22. https://mods.vintagestory.at/fogless Then there's this mod, though it is made for an older game version so it may or may not work properly anymore. Make sure you test it on a throwaway world before adding it to a world you actually intend to play! Unfortunately I don't see any other options, but if that mod fails you could try making your own if you're up to it, or drop a request over in the Modding section of the forum.
  23. Just to clarify here: temporal mechanics, while important to the lore, are separate from lore stuff in the settings. So it's very possible to just turn off temporal storms and/or temporal stability but keep all the other lore stuff. The Exploration preset has temporal storms and temporal stability turned off by default. Pretty much, though I think the players that just truly don't like the interruption already turn the storms off. I do think though that there is a subset of players who end up regarding the storms as nothing but an interruption/punishment because monsters don't really drop much loot, and the storms offer no benefits otherwise. Regarding the latter...it's an unnatural disaster so there's really no reason that it should be beneficial. Regarding monster loot, that may or may not change in the future, but I don't get the impression that monsters are meant to be a steady supply of resources. They're an environmental hazard and the main reason to kill them is to ensure your own survival. In contrast, other games like Minecraft and Valheim actively encourage the player to hunt monsters for their drops, even to the point of being ridiculous mob grinders to farm the loot more efficiently. The best way to handle disappointing monster loot in VS, I think, is mods; that way the player can set the loot tables to whatever they feel is most reasonable. Ironically, temporal storms really don't take that much time, when you do the math. A day in Vintage Story is equal to 48 minutes; I think the longest temporal storm lasts about 10 minutes, roughly. By default, each in-game month is 9 days long, and temporal storms arrive every 10-20 days. Assuming the player doesn't sleep through the night(and assuming I did the math right), that leaves them around 470-950 real life minutes free to do whatever they want between each temporal storm, which is quite a lot of time. Speaking of potential solutions though, I wonder if the code governing temporal storms is difficult to mod? That might explain why there aren't that many mods that try to modify temporal storm behavior. If that's the case, a good solution would probably be to make temporal storms easier to mod, so that players can make adjustments as they see fit. Of course, the lack of mods could also be because most of the playerbase is fine with the options that currently exist, and thus not really inclined to mod the mechanic.
  24. I think the optimal height is going to vary based on where one builds their windmill, so I'm not sure it's really possible to be more specific than "it's usually windier at higher altitudes, so build your windmill on a tall structure".
  25. LadyWYT

    Relics

    It depends on the location. The RA boss will respawn, but the boss of chapter 2 does not(to my knowledge). Treasure will not respawn at all. You can regenerate the location via console command in order to reset everything--monsters, bosses, and treasure included. Though if you're just after those particular decorations in singleplayer, I would recommend just hopping into creative and giving yourself a few extra instead. Probably a little safer than trying to regenerate the entire story area.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.