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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! I'm guessing the reason why Dave doesn't spawn at renders less than 384 is that Dave is very big, so moving him closer would probably break immersion. He'd need a more detailed model, which also doesn't really help in the performance department. I'm guessing Dave's render distance might be hard-coded into the game, so you would probably need to write a mod for it. To my knowledge, no one's made a mod like this, at least not yet.
  2. Welcome to the forums! I notice you're using mods--a modlist would be handy for troubleshooting, since mods can very often cause issues. One thing to check for sure is to make sure the mods you are using are updated properly for 1.22, since 1.22 introduced some code changes and many older mods no longer work correctly.
  3. Welcome to the game and forums! Were you still using the same mod list when the issues began to occur, or a different list? In any case, I'm assuming you're playing on the most recent game version, in which case you'll want to make sure all your mods are updated for 1.22. Older mods sometimes work on newer game versions, but 1.22 changed some stuff in the code and broke a lot of older mods. If you have outdated mods in the list still, it's very likely those are what are causing the issues. Otherwise, the easiest way to figure out exactly which mod is causing issues, if there are otherwise no obvious culprits, is to disable them all, verify that vanilla works correctly, and then re-enable mods one by one and test as you do so. It's a tedious process, but it will be quite obvious which mod(s) is the problem when the issue reappears.
  4. Ah okay, that makes more sense. Maybe some bunk beds should be in the tower, or a small dormitory. Large player groups would still be a problem, but a small group of friends(like, 5 or less) should be able to make use of a dorm. Odd that you weren't able to use gears in the tower though. That should work. I seem to recall it working last time I was at the tower. I think the warning message will still appear when you use the gear but your spawnpoint should be set anyway. Explained that way, yeah, I could see it working. I wouldn't go for sparks, but glowing temporal goop here or there would probably work...although all temporal fluid seems to have been burned off in the present. In which case, the torch idea is stronger. The Resonance Archive and procedural dungeons already teach players about torchholders, and there could be a stack of unlit torches as part of the tower loot if the player forgot to bring some(which the unlit torches can be lit in the past firepit). I think overall, parkour is something that a player will either love or hate, since it tends to be fairly punishing toward mistakes. While I enjoyed the tower puzzle, I wouldn't mind seeing future timeswitch puzzles be a little more "grounded". On this part, I think it would be nice if monsters didn't spawn around the tower due to the Crow's presence. While it's gone mad due to certain events, it was originally made to defend the tower, so while it might not be friendly to humans anymore it might not be friendly to rust creatures either. It would be an immersive explanation for stopping monster spawns around the tower, to be sure, as well as remove one of the more annoying hazards.
  5. Welcome to the forums! Overall I think this is better suited to a mod rather than something that fits the vanilla game. The vanilla game does have a few esoteric elements, but is overall heavily grounded in realistic natural processes. Adding magic and alchemy would shift the tone from realistic survival with elements of eldritch horror in the background, to a more generic fantasy RPG setting. Medicine crafting and other "alchemy" is on the roadmap, however, it's worth noting that such systems were renamed from "alchemy" to "herbalism". Likely because "alchemy" gives too much of a magical impression.
  6. I'll definitely need to look into this. The main goal was to keep it simple and just get the system working first, and then worry about all the potential extras later. It's an interesting idea, but as you said, it also risks being a bit tedious. "Unintuitive" shouldn't really be a problem there though, as while it might be that at first, it should be something the player can easily learn. The tooltips definitely need adjusting, especially the tempered one. Currently there's no readout for the tempered buff on a workpiece, so while it does apply effects at crafting there's no way to tell what's been tempered and what hasn't. Honestly I'm not fully convinced that shatter chances are working entirely as intended. I know that they do exist, since I snapped a piece or two when testing, but they'll definitely need some adjustment. @Teh Pizza Lady also mentioned that as well on the shatter brackets, and I mean...it's not wrong. It'll probably be fine-tuned later. 50% and 40% for power and durability is pretty big, to be fair, but those are also the buffs for exclusively finishing for power or durability. That helps give the clay quench its place for a mix of the two. Otherwise, clay quenching either becomes too underwhelming since the buffs won't be enough to make a difference in gameplay, or it renders the other finishing methods pointless since the clay quench has clearly better benefits. I also recall that one of the player complaints about the vanilla process is that the first quench doesn't feel particularly powerful, and needing to play the RNG games to quench multiple times for really good stats wasn't very fun. Thus the idea here was to give the player a more streamlined process that produces a decently powerful item as well, so there's more reason to interact with the system even in spite of shatter chances. What I may end up doing is adjusting the temperature brackets along with the shatter chances, making the window for the maximum benefit a bit harder to hit. I think that might be more satisfying than simply increasing the shatter chances, since shatter risk was a common complaint about the vanilla system as well. Losing the occasional workpiece is tolerable, but snapping several in quick succession gets rather tedious. On the tempering buff, it is a bit generous, but tempering does require the player to be a bit more patient since the item has to cool off slowly--there's no dunking it and then crafting and using. And like I said above, finishing exclusively for durability needed to be able to compete with the clay quench. I also figure it might help push some players to put in the effort for steel, when they may have skipped it before, as well as potentially satisfy some of the players who aren't happy with the standard tool durability(to be fair, those players are probably already adjusting tool durability in settings). Definitely a lot to consider here though, and some future polishing to do. I like the idea but I'm not sure how workable it would be in practice. Or how fun it would be to play with. Might be worth taking a look at later though.
  7. Welcome to the forums! I have. When it first released, there was a proper day/night cycle, among other things. As for now...I think the top of the tower may be perpetual daylight in order to make the boss fight more manageable, but I could be wrong. As a general rule, dealing with dark areas is something that's just a part of playing VS. If you go to the past, there is a usable bed and firepit at the tower's base. You'll need to complete the basement and unlock the door first in order to use it though. As for lighting it in the present, this wouldn't really make sense given that the tower has been wrecked for years. It would also diminish the stark contrast between the pristine appearance of the past and the currently devastated present. There's a general intended path, which is described on the wiki, but there may be other routes as well. There are also subtle indicators on what route the player is intended to follow, but the player must be studying the environment carefully, both in the past and present, to figure it out. On each floor there should be a detail that stands out, like a lantern, window, metal tanks, etc., and those often prove to be the key to finding the route up. The underground section is meant to serve as a training puzzle for the rest of the tower, allowing the player a chance to get used to the timeswitch mechanic before the stakes are raised. The player can also use the elevator to travel to floors they've already been to, meaning that each floor puzzle really only needs to be completed once. When chapter two was first released, there was no basement area, no rest area, and the elevator would only activate after the player reached the very top. As for the danger of falling...it's meant to be a tough area, and falling is one of the main hazards, which is fitting since the boss is a large mechanical bird. This is also why one of the rewards from the Resonance Archive is a glider schematic--the glider can help the player avoid lethal falls. Honestly, I think that would make the fight more trivial than it is. Being able to switch to the past and be completely safe to heal at your leisure or leave the area is a significant advantage. However, that kind of power doesn't come without some risk. While the player is in the past, the Crow tends to circle the tower, since there's currently nothing there to attack. The Crow itself is slower than it was at launch, with very deliberate, clearly telegraphed attacks, so it should be rather easy to dodge. I think the main issue here is that multiple players doing the content at once tend to complicate things--in these situations, communication is critical(those in the present should be informing those in the past of the Crow's activity), and too many players in the same small arena is going to mean someone's inevitably getting hit. As for the two bandages thing--it's a known issue at the moment. The game will sometimes use two bandages at once instead of one. Eh...this is kind of part of the Vintage Story brand though? It's a tough game, and not unusual to die a few times while trying to figure something out. It's why the player character has the cheeky little line "Don't worry about me; I don't see to be able to die" when convincing the village hunter to share the Devastation's location. Also why it's a good idea to bring a few temporal gears with you on your travels, or invest in a terminus teleporter.
  8. Welcome to the game and forums! Make sure you check your spam folders, just in case the email got sent there for some reason. Otherwise, the support team is who will have access to the tools and information needed to solve account issues. In my experience, tickets are usually resolved within a day or two, though response time does depend on what kind of issue it is and what the team's current workload is.
  9. Callback to this suggestion: So I got the notion to take a crack at overhauling the quenching and tempering system. The vanilla system is okay, but after playing with it for a while, it doesn't necessarily age too well. With @Teh Pizza Lady's help in putting all the pieces together, now there is an alternative! How it works: The player can choose between three different processes in order to improve the stats on an item: normal quenching, clay quenching, and tempering. The process can only be done once, so the player must choose carefully to get the stats they want. Normal quenching will boost an item's power, tempering will boost an item's durability, and clay quenching will provide a modest boost to both power and durability. The power of quenching stats are determined by the item's temperature at quenching time. Lower temperatures will yield lower bonuses, while higher temperatures will yield better bonuses but can carry more risk of shattering. Overheating an item will yield no benefits but will risk shattering the item; if the item does not shatter the player can try to quench again. The exact temperature brackets and bonuses are as follows: Tempering remains mostly the same as vanilla, save for boosting the item's durability rather than lowering shatter chance for additional quenches. To temper an item, simply heat it to within the 550-700 C range and let it cool off slowly to get a 40% boost to durability(this is the only stat not temperature-sensitive). In short, forge your item, and then choose the appropriate finishing process for the stats you'd like. Once in a while an item might shatter, but most of the time the player should be getting something quite useful. Known Issues: Tempered work items do not list the durability bonus on their tooltip, but will apply and list the bonus on the completed tool. Tempered work items still list their bonus as "Hardened" rather than "Tempered". Mod link: https://mods.vintagestory.at/improvedquenching
  10. It may or may not hit the mark exactly, but...I did a thing: https://mods.vintagestory.at/improvedquenching
  11. Welcome to the forums! Honestly, I keep forgetting travertine exists.
  12. For those wanting electricity in the game, there is at least a mod for that.https://mods.vintagestory.at/show/mod/25300 Otherwise, I agree with the other sentiments posted here. Electricity doesn't really fit the vision of what Vintage Story is as a game. There are a few advanced technical contraptions that the player can make use of, but that's the key: there's only a few, and they have very niche uses. Gameplay in general is otherwise rather down-to-earth. Plus it's not really much of a survival game if you can just hook everything up to "the grid".
  13. Welcome to the forums and game! Classic example of bad RNG. I've had worlds like this, where I trekked several minutes to get clay, only to figure out later that there's five different deposits right outside my base. It's a similar case with surface copper. My very first world, I didn't have access to lime, borax, or bauxite, so it took me a while(and several thousand blocks' worth of search) to find it. While aggravating at the time, it turned out to be a rather fond memory, and there was more satisfaction in finally accomplishing the mission than what a lot of games tend to produce.
  14. It's much better than before, but still makes for a bit of a confusing read due to the formatting. I think it's due mainly to the numbers functioning similar to asterisks, and there being one about every other sentence. ||1|| could have been cut entirely, with the rest being carefully merged into their respective places in the paragraph as a whole and still have everything make sense, if a bit rambling. Basically, using wildly different text colors is distracting(lightly colored text also tends to be more difficult to read, unless the background is very dark), and providing too many footnotes can end up distracting a reader from what you're trying to say.
  15. Welcome to the forums! My guess is that this is the usual reasoning behind such advice. The one-click install is convenient, but it defaults to the C drive(or whatever the default installation is for the OS in question). That means that if you installed the game somewhere else, or have multiple installations for some reason, the mod likely won't end up in the correct place if you use the one-click-install. As a general rule, you want to make sure that older versions of the mod are cleaned out of your folders, since leaving an older version in the folder can sometimes cause issues, especially in server mod folders. That, and deleting old mods will free up disk space. Tags are just an option to make certain kinds of content easier to find, but there's no requirement to use them. Too many tags or irrelevant tags on a thread though can give the wrong impression. I don't recommend doing this. It might be more convenient to write that way, but it's very difficult to both read and understand. That makes it easier for readers to get confused and miss what you're trying to say, or otherwise prompt them to ignore the post entirely. Posts that are easy to read or have well-organized thoughts tend to get more attention, while posts that are poorly formatted or have too many irrelevant tangents tend to get ignored.
  16. I suppose the better question is...exactly what kind of niche does a fridge fill, that's not already covered in the game? Jonas tech items are not cheap, and keeping it powered is going to be extra cost on top of that. If the storage time is the same as the current cellar/standard temperate winter, then there's no real reason to build such a thing because the existing methods are much less effort. If the storage time is considerably longer, then you run into the problem of farms and orchards being useless because fresh food isn't needed nearly as often...which begs the question, what exactly does the player do with that time? Part of what keeps the game interesting in the long-term is needing to deal with the natural cycles of the world,
  17. It's a 25% chance, I believe, to rip out a piece of loot for you to pick up, so you don't have to harvest the corpse to get the loot. That being said, you need to interact with the corpse to make it disappear, and there may be loot still left on the corpse. I'm not the biggest fan of the falx design either, but a specific bonus against certain types of monsters would make sense if it needs some extra punch over other weapons when it comes to monster fighting. As a tradeoff, perhaps the falx doesn't fare as well against traditional metal armor, or is weaker against human/animal opponents. For myself personally, I'd still be inclined to use other weapon types in spite of the falx potentially having bonus damage against monsters. Sometimes it's more about the character preference than it is what outputs the best numbers. I chalk them up to being the same as undead creatures in other franchises. Yes, they might technically have organs, or what's left of organs, but they don't really require such in order to function, same as they continue to function in spite of a broken bone or torn flesh. In such circumstances, the general idea is to inflict as much damage as possible to make sure it actually dies, rather than going for a specific weak spot or otherwise injuring it and returning to finish the job later. These might have more penetrating power, but that quality also makes them more likely to get stuck. They also don't have the sharp blade to rip through more flesh on the way out either. Generally, I assume that the metal in their bodies is what serves as their skeleton, albeit with extra bits twisted throughout. If you've ever seen an armature for a sculpture, that's probably what's going on with the monsters. Bludgeoning weapons probably aren't that effective since flesh acts as a shock absorber and metal isn't going to snap like bones will. Pretty much. If nothing else, the autoloot chance could be increased before worrying about giving it bonus damage against monsters. That sort of convenience is really hard to ignore in a temporal storm.
  18. Sure, but refrigeration just feels too modern for the theme the game seems to be going for, and I don't think it's necessarily a good idea to add an item that essentially renders the other preservation methods obsolete. Currently, machinery in general is geared towards making the most tedious processes(such as milling or refining iron blooms) much less so, with the Jonas tech items being novelty items or otherwise highly situational uses(such as the base return pylon or night vision helmet). Hence why I think it makes more sense to have a basic icebox that the player has to keep supplied with ice and sawdust, rather than an actual refrigerator or freezer. It's a bit more grounded for the setting and won't be raising questions of why one modern appliance exists but others do not(like ovens, lasersguns, cars, etc). As for ships and other long distance travel...that's the purpose of pickled foods, salted meat, alcohol, and other foods that keep well(like hardtack), and every climate already has options to support this. And like I mentioned before, if the goal is for players to rely on the resources available in their region specifically and make special expeditions/trade for more exotic things, then it's counterproductive to give players methods to just grow anything they want at their base(ie, if you want a steady supply of tropical products, you either need to live near the tropics or trade with someone who lives there).
  19. Posting in the Suggestions forum, or otherwise posting somewhere else the devs are likely to see(Discord, YouTube, etc.) is really all there is to it. Of course, the devs actually have to like the idea enough in order to add it to the game, and even then there may not be any word of such until it's actually added. As a general rule, the suggestions that get the most traction are those that are both thought out well and fit the developers' vision for the game. For my personal take on this suggestion, I don't really think a mechanical refrigeration system is necessary or fits very well with the game as a whole. Icebox storage with ice blocks and sawdust is a simpler way to offer an alternative long-term storage solution, and one of the core parts of the game is managing your food stores by acquiring fresh food from time to time and figuring out how to preserve what's not used immediately so that it doesn't just rot. Allowing the player to build a freezer/refrigerator and thus store fresh food almost indefinitely means that farming and other preservation methods can be ignored almost entirely after a year or two. As far as I'm aware, that's intentional game design. Players aren't supposed to be able to grow everything in every climate; some resources are going to be unique to specific environments and the player will need to adapt to whatever the regional resources are. For example, pineapples can technically be cultivated in the temperate zone, but it's going to require a greenhouse and otherwise be very difficult to get an undamaged harvest. That doesn't mean the player is locked out of fruity foods; it just means that pineapples are probably going to be a special treat if they live in a colder climate.
  20. Lacking the last set of sails doesn't really help, but overall, I think it's just bad RNG on the wind. Nothing stands out as being a real issue with the setup otherwise.
  21. I actually disagree. A scrap-metal space vehicle powered by temporal witchcraft doesn't really fit anymore than an Apollo-style rocket, because the devs have been pretty clear about wanting to remain relatively grounded in reality when it comes to what the player can do in regards to technology. So you have things like the library gasifier and the resonator being rather fanciful in their design, but it's pretty clear that the former is a steam-powered lighting system and the latter is a phonograph. Bells, locusts, and eidolons push the envelope a bit more, but it's not too difficult to imagine someone looking at an animal and then trying to build a clockwork version of it. Space flight, however, poses the problem of accounting for gravitational forces, friction, oxygen systems, etc., which is all stuff that someone from the medieval times isn't too likely to be aware of, and is difficult to learn about purely through trial and error. It's also difficult to justify developing in the fledgling stages of a technological revolution(and given what the lore is, it doesn't seem the Old World ever had a chance to move past that stage), especially when teleporters exist as a means of travel. Now of course, for a mod, anything goes, but more successful mods tend to remain fairly faithful to the established setting of the world. There's also a limit to how many times you can use magic to justify something before the audience sees it as a cop-out. What the "magic" can't do is just as important as what it can do, and when there are no limits then the story lacks tension, since it becomes a question of "well why didn't the characters just use magic to solve the problem". Pretty much. It's why a lot of IPs are struggling these days, while older versions of the IPs are still quite strong. Ever-changing lore means that there's no foundation for an audience to get attached to, and no attachment means no reason to give the thing your attention.
  22. Regular weapons don't work so well because the creatures have metal hidden in their flesh and their blood flows like sludge. So you can't really rely on killing them via bleedout, and metal is going to be difficult to cut through when it comes to slicing and dicing. The falx is effective most likely because it concentrates the force of a swing into the tip of the blade, so it can more easily bypass the embedded metal and tear open a large wound upon exit. For new weapons, I would assume that means functional versions of the ruined weapons you can find in the game. In terms of gameplay, the falx will still be better for monster-fighting in general due to the falx's autoloot feature, though the falx could receive a buff if needed in order for it to remain the prime monster-killer. Regular weapons will probably function more like the Blackguard shortsword--decent at fighting, but you'll have to loot the corpses yourself, and you don't always have time to do that in a fight.
  23. On hay, I think it would be okay if perhaps it had to be dried first before it could be turned into a haybale for storage, since that is how it works in real life. If I'm recalling correctly, the reason you don't bale freshly cut stuff is that the moisture in the grass will cause it to rot much faster, which in turn can potentially start a fire since the internal bale temperature can increase during decomposition. For a videogame though, I think it's enough to just let the grass dry within a couple of in-game hours after cutting. It gets the idea across and pushes the player to do their mowing on a sunny day rather than a rainy one. A couple of hours also isn't prohibitive to the early game when it comes to making torches. I'd vote for that as well, since that makes more sense to me than eternal cuttings of live plants. I wouldn't go so far as to make seeds perishable though; while seeds do lose viability over time, they aren't nearly as time-sensitive as a cutting, and it's also possible that the player might decide to skip a planting or two. In that case, the player is going to want to have seeds available for the next time they do plant, and they may not want to go scavenge an already-scavenged countryside or hunt down an agriculture trader. Also worth noting that perishable cuttings is by no means a new concept. Wildcraft has had that mechanic for a long time, and it's one of the most popular mods out there currently.
  24. Welcome to the forums! I'd recommend checking the condenser to make sure it has water in it. If it's run dry, the alcohol will continue to be boiled away, without actually producing anything for the effort.
  25. It does make sense, but I think you're overlooking the sheer knowledge and skill cap differences between Minecraft and Vintage Story. Minecraft has a lot of stuff in it, but it doesn't ever really push the player to their limits or require them to do much thinking in order to beat the game. And while it might be an easy game and prone to holding the player's hand...it's also not very good at providing certain kinds of information to the player. For example, redstone is a rather complex system, but there's not exactly any in-game information on how it works, aside from the player's own experimentation and the rare simple contraption in a generated structure. Regarding combat and other systems...yeah, there's some neat tricks the player can pull off, but the general gameplay after a hundred hours' worth of experience is about the same as it is after only a few hours. In contrast, Vintage Story demands a lot more from players, expecting them to learn several gameplay systems and then use that knowledge to survive, or else suffer the consequences. However, Vintage Story also gives the players a handbook containing information about most everything in the game, including short guides on how more complicated systems like mechanical power and temporal stability work. Combat is rather rough at first, but once you start getting the hang of timing your movements against enemy attacks you can start pulling off some crazy moves. Basically, any game could be summarized as "button-mashing", and many modern games fall into the trap of allowing the player to succeed no matter which buttons they press. Vintage Story allows button-mashing as an option, but unless the player is carefully thinking about what they're doing and applying what they learn about the game, they're not going to get very far. One important thing to note is that there's multiple different things requiring the player's attention in Vintage Story, so the more time that a single system requires is less time that's left for everything else.
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