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Everything posted by LadyWYT
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Realism does not always equate to fun. There was a disease mod that someone made quite a while ago, that I tried, and while it did add a layer of realism it wasn't really fun to be playing the game properly and then get punished for it by catching an unpreventable disease. And referencing the disease mod that already tried this...if the player was playing at all optimally, most of the diseases would never even be an issue and the player would actively have to sabotage themselves to catch one. At that point...why bother adding the mechanic? The one exception perhaps was the common cold, which outside of being overtuned as to how frequently one could catch it, was incredibly annoying given you really couldn't stop yourself from catching it, or otherwise have a good way to cure it quickly. I don't know about everyone else, but I like to relax when playing videogames. That's not to say I don't enjoy some high stakes, but I don't want to have anxiety problems while trying to have fun. Okay, sure...but how does adding such a mechanic accomplish these goals in a way that will enjoyable for most players? Honestly, I don't see it getting added outside of maybe a token status effect or two implemented similar to how Skyrim does it--that is, a bit difficult to catch but fairly easily remedied. But given the experience I had with the disease mod itself, it's an idea that's really best left as an optional modded challenge, in my opinion.
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While I like the concept of noodles, I'm a little iffy on including them, as to my knowledge they were more of an Eastern food item during the Middle Ages and not that common yet in Europe. However, at a glance, it also appears that the late Middle Ages is when noodles really started to become popular in Europe, so it does fit. Rather than dumplings or altering pie crust though, I would vote for pudding as a cookpot recipe instead. Simply include dough for the first two slots, and then fill the other slots with fruit, meat, or vegetables to get a sweet or savory pudding that keeps decently well and can be cut into portions like a pie. This allows players the option of cooking a filling meal while on the road, without needing a bowl or crock to store/eat it.
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Currently that seems to be happening...sort of. A few modders have essentially been stripping out the functions of EF they enjoy, such as vinegar, and packaging it into a separate mod so they can have just that function, assuming of course that it didn't already exist as a stand-alone mod.
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Honestly I'm not even sure I've ever seen phyllite, outside of maybe one instance when I was messing about with throwaway worlds in creative. I've found marble deposits a good handful of times though. So...I suppose I would assume the answer is "yes", but my usual strategy to find marble is accidental discovery in slate cliffs while out exploring the world.
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First off, welcome to the forums! When joining a modded server, you should be prompted to download and install all of the mods required to play on said server. This download and installation happens automatically, once you click the button that allows Vintage Story to do the work for you. Of course, you can install the mods yourself, but you will need to get a list of exactly which mods, and which versions of those mods, you need. I'm guessing this is probably where the issue is though. Either you got the wrong version of a mod, or you may have gotten the correct versions but installed them in the wrong location. The Mods folder in your VintagestoryData folder is where mods for singleplayer go; mods for specific servers go into the appropriate folder within ModsByServer. If the mods are missing from the server folder, you won't be able to join the server.
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Hypothetically, was this a proper story structure, or something modded? If it were a story structure, then I would be reporting the incident on the Github...you know, just if it happened. If it was a modded structure, but one that was supposed to have protections like a story structure, then I would report it to the mod authors...you know, hypothetically Honestly though...if it was a story structure that happened to get torched, that's got to be one of the more impressive goofs I've seen in the game.
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New story location: Temporal workshop and crafting eidolons
LadyWYT replied to PaulP's topic in Suggestions
It's a neat idea, but... Locking a story location behind a specific class isn't a good idea, unless each class also gets its own special location and such locations fill the same general function for that part of the story. That's a lot of work to accomplish though, especially if more classes end up getting added later, and not every class really offers a good foundation for a unique location(Commoner being the most prominent example). It's a better idea to have one bigger, more detailed location(like the Resonance Archive) that's fully available and useful to all classes. Again, neat idea, but has similar issues to the above in that it makes the suggested location way too useful for clockmakers, compared to the other classes. Likewise, while I do agree that special clockwork contraptions are fitting for a clockmaker exclusive...an eidolon like this is going to make clockmakers much too strong compared to other classes. Now if it's something available to all classes by default, as a late-game tech item, then it would be more balanced. Now of course, as a modded location and rewards, sure! -
If you aren't having any luck in that area, I would try somewhere else. Ideally, you want a High or better reading, but it also doesn't hurt to try digging at Poor or Very Poor readings. Since iron deposits are so large, they're generally hard to miss when digging a mineshaft, so if you dug a shaft and found nothing best to try elsewhere.
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Oh, yeah, no, you are correct there! This is correct. The Devastation itself is about 7k from Nadiya, however, it starts to become visible when you're about 2k blocks away from the Devastation's perimeter...or maybe it's the Devastation marker I'm thinking of. In any case, my point there is that the Devastation will come into the distant view long before you actually reach the area itself, so it should be relatively easy to find with some travel, even without a map.
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I don't use worldgen mods that alter the terrain like this, but the reason I could see for using them is if a player prefers a specific type of terrain over others. So for players who prefer large swaths of open space, a mod like Plains and Valleys that specializes in that type of terrain would be an attractive choice.
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Welcome to the forums! I think there are supposed to be two different blacksmiths in the village. As for the Devastation map, you could try retrieving it from the creative menu, or if the female blacksmith is present in the village you can talk to her to get a map to a different location, where you can also get a Devastation map if you've not already completed the quest for the Devastation. Or if you want to go the harder route, you could just ride north or south and try to find it without the map. It's pretty hard to miss, since it starts coming into view about 2000 blocks away from the perimeter, so a day or two of riding should let you find it without the map.
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Welcome to the forums! At a glance, this appears to be a problem with your drivers. I'm not entirely sure which driver...audio, perhaps? In any case, you can submit the crash report to the devs here: https://github.com/anegostudios/VintageStory-Issues/issues Otherwise, I would check your audio and graphics drivers to make sure they are up to date. You could also try reinstalling the game, though I am not sure if a reinstall will fix this particular issue.
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The first thing I would check is your inventory--if you don't have a free slot then the map could have dropped to the floor. If you had an inventory slot free and still didn't get the map, then I'm not sure. Perhaps make sure that the free slot is on your hotbar? Or reload your save file and try again.
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I mean...if you lurk the Github bug tracker from time to time, it's not unusual at all for players to report issues with heavily modded clients...issues caused by outdated mods or mods that don't play nicely with each other, etc. Not that the devs don't want to know about modded issues, but they aren't responsible for improper mod setups or bugs in mods. And like I was getting at earlier and like you mentioned here, it's not limited to mods either. There've been plenty of help requests on the forums, where the issue was being caused by improper mod setups or poor choice of settings, etc(that's not to put down anyone asking for help--by all means if you need help, ask!). The more settings a player can tamper with directly, with ease, the more likely it is they'll break something. A more limited list of options doesn't prevent things from breaking/being too difficult to play, but it does help keep things running smoothly and cut down on the number of help requests.
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I think it also depends on when/if they were killed. The animals do roam around, but they seem to remain in the same general area they spawned in, so they typically don't stray too far. If killed, it seems like it takes at least a few days for them to respawn as well, provided the player isn't heavily active in the area. Or at least, I've had good luck hunting boar in certain areas, and returning a few days to a week later and finding more boar. That being said, I've also killed a bear that was after my chickens only to have another bear immediately spawn as soon as the old one had died. So...your mileage may vary.
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Sheep will eat grain in addition to dry grass/hay, as well as fruit mash. They'll also eat vegetables too, if I'm not mistaken.
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Having presets saved would be nice, and I could definitely see that happening some time in the future. On this part here, I'll speak from the developer side a bit--no, not a VS developer, just tinkered with mod creation I think it's better to have a list of options for players to pick from, instead of letting them punch in the specific values. That ensures a range of choices that will also work well together for actual gameplay...for the most part, at least. That's not to say that players can't make their game unplayable with the settings currently given, but it's a lot less likely than if they were able to adjust absolutely everything themselves. It's the general logic my friend and I used when working on our mod; there's a lot we let the players customize themselves in addition to the included presets, but there was also a thing or two that we deliberately did not allow the player to control in order to ensure our vision for the mod remained intact. For those wanting to adjust values like that though, that is where mods come in. Vintage Story is very friendly to making and using mods, even for those who aren't really familiar with coding. As I understand it, mods that just tweak base game values are some of the easier ones to make as well.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
LadyWYT replied to Rexvladimir's topic in Suggestions
Well said. This is pretty much the reason that at least half the time, the general veteran reaction to most suggestions is "That would be great as a mod, but not for the base game". Though the devs also said it best in the FAQ: Link: https://www.vintagestory.at/faq.html/ Pretty much this too.- 143 replies
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It's listed in the credits.txt file in your Vintagestory folder. The hurdy-gurdy is a European musical instrument from the late Middle Ages, which is the setting of Vintage Story. It is a bit niche, but it fits the time period quite well, and offers something different than what tends to be chosen for "medieval" settings.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
LadyWYT replied to Rexvladimir's topic in Suggestions
I will note that while a friend and I use that mod on our server, that's so we can share prospecting data with each other, not because the prospecting system itself is hard. Aside from the data sharing, the mechanics are pretty much the exact same as vanilla...and that's including the heat map. With this mod, the heat map just becomes a grid rather than colored dots.- 143 replies
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If you hit the map key, you should see the dot immediately. Otherwise, it can take a few seconds before the minimap updates.
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I would vote hotkey, so that way a similar effect can be applied to helmets with visors as well.
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i found some giant underwater (water filled) caves.
LadyWYT replied to Thomas Bove's topic in Discussion
The reason I don't recommend tactics like these in Vintage Story is due to the water physics working differently than in Minecraft. In VS, it's very easy to get pushed into a corner by water and end up drowning as a result. That's not to say it isn't doable, but it's risky. As for the door trick, I don't know if that works in VS or not. I think ladders work though, but I wouldn't swear to it. -
Malefactor has a hood, though I don't think it counts as rain protection. But it would be a class that would benefit from such a change. As for pure warmth bonuses, the Malefactor mask and sash both count towards warmth, as do the Tailor's mask and sash, so both of those classes are similar to the Hunter in that they have harder-to-find clothing that provides additional warmth for the slots used. Blackguard is actually the class at the biggest disadvantage regarding starting gear, since all they have is a shirt, shoes, and pants(or trousers, for you Brits out there). I think instead of rebalancing the warmth values, maybe just add a few more hood options to the game, some of which can be easily crafted early in the game. That way we can have more clothing options for looks as well as utility.