Jump to content

LadyWYT

Vintarian
  • Posts

    5432
  • Joined

  • Last visited

  • Days Won

    243

Everything posted by LadyWYT

  1. Do keep in mind that ACA and Expanded Foods are still in development and don't yet have stable releases for 1.21. That doesn't mean that you can't use them, but it does mean there's a higher risk of issues. That may or may not be the case here, but I will note that when I tampered with those mods in singleplayer I had some hiccups, and removing those mods made the hiccups go away. Difficult to say for sure though. If she is the only one having problems then it's probably not a mod issue, but again, hard to say for certain. Is everyone playing on similar hardware/connection strength? If she has weaker hardware compared to the other players her computer could be struggling with the modlist.
  2. It might be less things to manage, but the lack of food will severely impede your ability to progress in the rest of the game. Securing a food supply is managing your hunger, and it's something that players need to do throughout the game. Farms and livestock make the management easier, but it's a challenge that is always present. While it's true that you don't need to worry about losing nutrition buffs if you never acquire them, the same could be said about pretty much every else in the game. That's not really a very fun way to play the game though, at least for most players. Nutrition buffs also aren't terribly hard to build back up after death. Eating a good meal or two is typically enough to restore most lost nutrition. With all due respect, you're not going to get very far in Vintage Story if you limit yourself to staying in the general area around spawn. If the default hunger rate is proving to be a bit much to manage, I highly recommend turning it down so that it won't be as much of a concern.
  3. Ah okay, that makes more sense. The main issue I see though, is that it creates an accessibility issue. Similar camera motions in the game, like the severely wounded camera wobble, can cause motion sickness and other issues for players that are sensitive to them. While it's easy(or would be easy) enough to toggle those off without affecting overall gameplay, I don't think the same could be said for such a change to ranged combat. A toggle the disables the camera drift would make it more accessible, yes, but it would also defeat the purpose of implementing such a change if most players end up just toggling the wobble off(we're right back where we started, if not having every shot be 100% accurate). I think in this case, the maximum effective range of the crossbow could just be reduced a bit. Even so, I'm not sure that the range is going to be the deciding factor between the two. Assuming both have the exact same range, the crossbow might be easier to aim and fire, but the bow can fire more shots in the same time it takes for the crossbow to be reloaded after the initial firing. I would expect it to be essentially a choice between one powerful shot that softens up the target but likely doesn't kill it in most cases, or several shots that do less damage per hit but are more likely to kill the target at range due to the quantity of shots fired. Personally, the bow would be my primary choice for overall ranged damage, but the crossbow would be my pick when I need to make that one shot count.
  4. Those rocks aren't as useless as you might think. Assuming that you're looking for limestone for leatherworking purposes, there are other ways to get what you need. Chalk and marble can both be crushed into lime, though the latter is a rare find that you'll more likely want for building if you find it. Borax is a mineral that spawns in sediment rocks(which includes conglomerate and shale) and is not only more efficient than lime for leatherworking, but also required for working steel and meteoric iron. Seashells can also be crushed for lime, producing two lime per shell, though this is also a tedious way to get lime. Commodities and Survival Goods traders often have lime to sell, so if you can't find a source then you might consider trade. While rock layers are a thing, generally it's better to find some cliffs or caves and examine the layers that way, rather than dig. The prospecting pick's density search covers the general area of that chunk; it's a bit more complex than that, technically, but for general gameplay purposes it servers good enough. Once you've sampled an area, you don't need to sample again(unless you're trying to pinpoint the best dig site for a specific ore) and should sample much further away in order to cover the most territory. Do note that the density search will only give you an idea of what ore could have spawned in that area, and not what actually did. When it comes to finding ore, you'll want to dig a mineshaft(going straight down via ladder is fine--you won't fall off ladders unless you physically move off the ladder block) and sample every twelve blocks or so with the propick's node search--that will tell you exactly what ore is there, if the ore is within the six block search radius. Generally, you will want to dig at readings that are Decent or better, but it doesn't hurt to check Poor/Very Poor readings if that's all you're got to work with or the ore you're looking for is rare. As for whether there's enough copper to keep yourself equipped with copper equipment...yes, there should be plenty of surface copper to work with by default. If it's a big concern though, you might consider seeking out a deep copper deposit via prospecting, as deep ore deposits are much more lucrative than surface deposits. Food supply should be your primary concern in Vintage Story, regardless if you are a new player or veteran player. If you don't have a good supply established, you're going to find doing anything else in the game to be very difficult. Dying to creatures is fairly normal, even for veteran players, but the player should still take precautions to avoid death by creature, such as practicing situational awareness(stop and look around for threats every so often) and being equipped to handle threats that can't otherwise be avoided. Dying regularly to starvation, however, is not normal outside of occasional early game difficulties. As I said above, establishing a food supply is the first goal a player should work towards. It's probably an oversight, as the handbook, while solid, is still being refined. However, igneous rock will always form the bottom layers of the strata, while sediment rock will always be the very top layers when it generates. Metamorphic rock will either be on the very top or very bottom. Playing this way is fine, but it's also not a bad idea to look up information or otherwise ask for help if you find yourself getting stuck, lost, or otherwise confused when playing the game. The handbook does have all the information that a player needs to learn to play, however, sometimes it helps to watch a visual guide or get a more detailed answer from a more experienced player. Bears and wolves are lethal, yes, but they can also be avoided with relative ease. Pay attention to your surroundings and be especially careful in areas like forest and shrubland where it's much easier for threats to sneak up on you. As for armor, wearing it will increase hunger and slow movement, but the penalties also depend on armor class and player class. While it's easier to outrun threats when unencumbered by armor, it's easier to fight threats if you wear armor. Armor doesn't make you invincible, but it can mitigate enough damage to allow you to survive fights you otherwise would have died in. I will also note that you don't need to wear armor all the time either; it's fine to only equip it when you need to. As for "wasting food"...if you're starving to death, that food you saved is already getting wasted. Most food will spoil, and if you're dying to starvation despite food being available it's the same as the food being non-existent. As @williams_482 also noted already, food provides nutrition, and nutrition provides boosts to maximum health, which helps you stay alive. When you die, that nutrition is cut in half. Edit: One thing I forgot to mention: if you're struggling with the game at the default settings, you might consider turning down certain features like creature damage and hunger rate. Most settings can even be changed after creating the world by running a command or two and reloading the world for the changes to take effect.
  5. I will note that this is fairly realistic when it comes to archery. Shot drift is a thing, and there is a certain ideal firing point to get the most power out of the shot. For Vintage Story, I would argue somewhat that aiming is indeed a skill and takes quite a lot of practice to consistently hit a target with few misses. That being said, I wouldn't mind seeing draw time become a factor. Firing a shot prematurely should reduce the shot's range and damage. Holding the bow at full draw for too long isn't ideal either and should also bring some sort of penalty. Really not a fan of this one. I prefer the current style, where there's a indicator of the area the shot could go and that's it. Better quality bows have a very small window in which the shot can potentially go, and thus produce more consistent shots. While it may not be the most realistic, I think a crossbow would be a more ideal way to eliminate shot drift entirely. The expense of crafting one and slow reload times are a fair tradeoff for a weapon that is easily aimed and holds no penalties for being held at full draw.
  6. It's an interesting idea, but I don't think it solves the problem of speedrunning. All it really does is require two speedrunners, or one speedrunner to drag a friend along. In the case of RPG-style servers(and servers in general, really), it's probably best to organize the story location adventures as community events, at least for the first run, and apply consequences to players who get greedy and break that rule. Likewise, speedrunners should really consider their fellow players if they are playing on multiplayer. Just because one can do something does not mean that one should.
  7. Welcome to the forums! Dave might not have been created by a human.
  8. Welcome to the forums! While there isn't a 3x3 door option, there is a 2x3 gate option.
  9. I don't think you can combine wet mash with wet mash, but you can always try it and see if it works. However, you should be able to just throw more honeycomb into the wet mash in order to get a big enough mass to squeeze.
  10. How many mods, and which mods? Some mods impact performance more than others--those that add lots of new items tend to be more demanding on system resources especially. It's also possible that there could be a lurking issue in one of the mods that's causing such performance drops, or it could potentially be an incompatibility between mods as well. It's difficult to say for sure though. Do the issues persist when she plays the vanilla game? If the issues aren't present in vanilla, then it's almost certainly a mod-related issue. If the issues are still present in vanilla though then it's more likely to be a hardware problem, or lurking bug in the code potentially.
  11. Welcome to the forums and the game! Make sure that you are using the correct username and password for your game account, as your game account information and forum account information are different. Also make sure that caps lock and whatnot wasn't turned on by accident, and that you're otherwise typing the information correctly. If you continue to have issues then you'll want to submit a support ticket since the support team will have the tools and information required to fix account issues.
  12. For future reference, if you run into issues with mods and there's no obvious culprit, the easiest way to figure out which one is the problem is to disable them all, verify the vanilla game works properly, and then re-enable the mods one by one and testing as you do so. Tedious work to be sure, but it'll make the problem mod rather obvious.
  13. Spoilers ahead: if you've not yet played through the available story chapters I recommend doing so if you want to remain spoiler-free.
  14. There is now, but it did not exist at the time of that post's writing, to my knowledge.
  15. There is satiety from wine. It's just not as much as what you'd get from the fresh fruit or jam, most likely as a tradeoff for being relatively easy to produce and having a very long shelf life.
  16. The easiest way to find the clay deposit closest to your base is to find one that's a thousand blocks away first. Once you've done that, every clay deposit near your base will reveal itself. Surface copper is quite similar in that regard. Peat is a little different in that it doesn't spawn if it's too hot, and doesn't spawn if it's too cold. It also won't spawn if it's too dry. To my knowledge it does not spawn in forests. It seems easiest to find when you don't need it. One piece of general advice I have for locating things--if you find something useful, or that you think might be useful, mark it on your map when you find it. Even if it's not a resource you need at that moment, you will thank yourself later if you mark it down now. I've ignored my own advice too many times and relied on memory only to have trouble locating various things later on in the game when I actually do need them. Kind of. I've seen it spawn in a forest once or twice, however, I will also note that the deposits I found were on the forest's border with grassland nearby. In that case, the deposit was visible thanks to the part that was in the grassland, but it was necessary to dig under the forest floor to retrieve the rest of it. As to whether or not clay deposits will spawn entirely within forests...I'm inclined to say no. If they do, they're most likely buried beneath the forest floor and won't be visible at all unless a cave/terrain upheaval happens to cut through them.
  17. This is the most likely culprit. It affects quite a lot about the player character, and is thus more likely to have issues with mods that affect similar attributes. Other players also seem to be reporting the same stacking issue in the mod comments.
  18. Or just allow a few clay blocks to spawn at the bottom of freshwater pools/rivers(when added). It's somewhat intuitive to search for clay near water, and the clay texture won't be hidden by grass and will stand out from the surrounding gravel. Obviously, finding an actual clay deposit is much more ideal for long term work, but otherwise this method allows players some limited access to clay if they're having trouble finding a deposit.
  19. Temporal gears really aren't that hard to get though. You can buy them from treasure hunters, find them in ruins/story locations, or otherwise obtain them easily enough from killing stronger monsters. The player could just skip windmills and go straight for infinite constant power.
  20. That's where you get the creative engine out of the creative menu and hook it up to your machines for endless free power. They constantly turn when left by themselves, but I'm not sure that's the case when they're used to craft things like amulets or machines. If enough force is applied to them, they may stop spinning. From a purely game balance standpoint though, it's not really ideal to let the player have a cheap source of endless free energy like that. At least, not for a game like Vintage Story. Hence my earlier joke about the creative engine.
  21. Game progress ends when the player either has nothing else they can achieve, or they delete the world in question. Game progress is stalled when the player still has things they can achieve(like metal tools), but don't yet have the means to acquire such.
  22. Yeah, and my advice is pretty much the opposite. Storage vessels are useful, yes, but early in the game there's really not a reason to hoard food like that. Storing food for the winter is important, but the player has the end of spring as well as all summer and fall to prepare, which is plenty of time. Perishables like hides aren't hard to acquire, so the player doesn't really need to worry about preserving them since they can always hunt more hides later. Non-perishables are easily stored in reed chests or on the ground. Food will keep for a couple of days in the player's inventory; a handful of days if stored in a cookpot, bowl, or crock. A crock can hold four servings, a bowl one serving, and a cookpot six servings, for a grand total of eleven servings possible if the player has all three. That's certainly enough food to keep the player going for a few days, especially if meat is included in said meals. Is that a bad thing though? I'm not convinced that it is. Yes, it can be frustrating to get stalled on progress, however, clay tends to be a resource that trips up primarily new players. Same goes for other early game bottlenecks. The reason for that, I think, is that new players haven't yet learned what to look for or how to prioritize different tasks, and in my opinion that's also part of Vintage Story's charm when one first starts to play it. It's a big world with a lot of unknowns, and the challenges are quite difficult. The learning curve is quite steep, and the game no less fun once the player has conquered that curve, but the experience does change once those challenges have been conquered.
  23. The exact choice probably varies a bit according to player discretion, but storage vessels I wouldn't consider a priority since they are expensive and cookpots produce better food in addition to keeping the meal fresh for a handful of days. The player shouldn't really be collecting more food than they can eat within a couple of days at this point in the game. Reed chests are cheap and serve well enough as basic storage in the meantime, and many items can be piled on the ground.
  24. The part of such ideas that intrigues me more is...what does the player do when their weapon snaps unexpectedly in the middle of combat? Because in order to greatly extend the life of a tool, it only seems fair that the more repairs it's been through the higher chance it has of breaking unexpectedly(with the understanding being that brand new tools won't break at all until they've hit 0 durability or otherwise undergone repair).
  25. There is though--the player can spend time in a stable area to recover, sacrifice a temporal gear and a bit of health to instantly restore some stability, or kill monsters to restore some stability. For players who don't like the mechanic at all, there is also the option to turn it off entirely. The deeper underground one ventures, the more unstable things become. I'll also note that the Rust world ambience is only the first sign that the player's stability is dropping, and not necessarily the cue to leave the area immediately. The ambience fades in around 75% stability, but it's not until around 25% stability that monsters start to spawn nearby, and not until around 15% or lower that temporal storm effects begin. If stability drops to 0%, then the player will start taking periodic damage until they either restore some stability or die. For the most part, players don't really need to worry about stability until it dips to around the 40% mark, in which case they should consider either heading to the surface or sacrificing a gear/killing some monsters to avoid dropping too low. The intent behind the design, I think, is to require players to do a bit of planning when it comes to where to build their base or what they're doing underground. Time in such areas is limited and thus needs to be used wisely. There may or may not be such added to the vanilla game in the future, but in the meantime there are various mods that accomplish this kind of concept. I don't know if it still works on the current version, but: https://mods.vintagestory.at/show/mod/27496 I don't think it's a particularly good idea for vanilla though, given what temporal stability actually is. While it gets compared to sanity a lot, it's not the same thing. When the player loses temporal stability, they are, quite literally, losing their foothold in the present time/reality and slipping into "somewhere else". Drinking alcohol isn't going to stop that from happening. A better use for alcohol would be mitigating a small portion of incoming damage. Maybe, but I would expect it to be something more akin to the night vision mask--that is, a piece of equipment that requires significant investment, and not a simple trinket that can be easily made and worn. Trinkets should really remain cosmetic-only, as providing actual buffs is going to end up pushing players to min-max or else miss out on incredibly useful items. Of course, I will also note that if temporal stability is so easily mitigated by a simple trinket then sacrificing temporal gears to restore stability really has no purpose.
×
×
  • 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.