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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. If one is resorting to panning for their clay, a cookpot and bowl is really all they should be worried about getting, outside of maybe an additional crock to store food and bowl for an oil lamp. The main goal in this case is to get the cookware up and running so that the player can worry less about food and thus devote more time to looking around for a proper clay deposit. Item molds will be needed to unlock metal equipment and progress further in the game, yes, but the first order of business is survival.
  2. Love that artwork! And congratulations on ten years of development! That's quite the milestone! Seriously though...those drifters are cracking me up. Took me a minute to realize one is channeling its inner cowboy on one of the background gears.
  3. Not exactly a base, but I started a new world last night in the tropics. Fairly standard settings, turned landcover down to 80% so I would have most land but a few oceans to actually find and use. The game stuck me on a small collection of islands in the middle of an ocean...with maybe one or two trees, and one of them had no leaves. One thing on my Vintage to-do list though, is deliberately build my base in an unstable area and then try to beat the game.
  4. Just to make sure all the bases are covered--did you try the vanilla game after reinstalling? If you did and vanilla still isn't working correctly in spite of a fresh install, you'll want to head to the bug tracker and report it, if you haven't already done so.
  5. I'm not really sure how that gets accomplished, given that, as you've already noted, there are ways to counter the storms with minimal risks, that aren't just sitting in a hole doing nothing, and aren't just pure cheese either. The problem, I think, is that some(not all) players making the complaints want monster drops to be lucrative, or otherwise be able to charge out into the middle of the storm with basic equipment and dominate everything(which seems to be a somewhat common occurrence in other games). Regarding lucrative monster drops...there are mods that change the loot tables, but otherwise monsters are intended to be an environmental hazard for the player to overcome, and not something the player farms for loot like the other block game. As for being able to just dominate every enemy with ease, that's already possible to do but requires tuning one's own settings to achieve that kind of balance(turn player health up, turn monster damage down). However, it's not the default balance because the monsters are intended to be somewhat serious threats; they may be simple but getting complacent around them is an easy way to get paddled. Yeah, I agree with Broccoli here--that's just subjective opinion, and the answer will change depending on who you ask. I like VS combat, and leaving a trail of monster corpses in my wake tends to be one of my more favorite things to do in this game. The controls are simple enough to pick up and start having fun immediately, without the need to memorize a slew of different combos, strengths/weaknesses, etc, but they're also just complex enough that it does take some time to truly master them. As a Blackguard, I outshoot my hunter friend frequently due to having more practice, and he's plenty of game experience himself. Contrary to some popular belief, VS combat does not require cheese in order to do well. Sticking bears in holes or blocking monsters with fences or cheap blocks like dirt and hay bales may make those enemies trivial to deal with, but it's also just as easy to kill them at range or otherwise soften them up, or build your base with plenty of cover and doorways for maximum realistic protection while fighting(like how real life fortifications are designed). I'll also note that creature behavior is a little more variable than one might think. Bowtorn don't check for a clear field of vision before they try to shoot the player--they only have to notice the player in order to begin attacking. Drifters will usually try to attack once they notice a player, but in daylight it's not unusual for them to dither around and/or run away without actually attacking. Shivers are typically quite aggressive but will sometimes disengage and run off to parts unknown, day or night. Bears will usually attack players that get too close, but I've also seen bears ignore me or otherwise run away after displaying aggression.
  6. You can submit tickets here: https://www.vintagestory.at/support/
  7. Welcome to the forums! You might want to try out a mod like this one instead: https://mods.vintagestory.at/show/mod/18888 As @Vexxvididu already said, deleting the monster folder will probably stop them from spawning in the game, but can also very easily cause unintended game behavior as well.
  8. To be fair, placing dirty dishes in water like that should still clean them...at least you would think. But then again you can put an empty bucket in water too and still have it be empty when you pick it back up, so...there's that.
  9. You need to actually throw it into the water via pressing Q(or whatever "throw item" has been rebound to). I would have mentioned it before, but I wasn't aware that you could set bowls and crocks down in the water like this.
  10. A grindstone and tempering mechanics have been teased for 1.22. It still remains to be seen exactly what such things will entail, but my guess is that players may be able to have a bit more control over how durable a utensil is versus how efficiently it can work/how much damage it can do.
  11. Oh yeah, I don't disagree that it's a bit too easy compared to vanilla, but it is pretty nice to have one expensive hive like the Langstroth rather than a field of skeps(though ironically, you still need a small field of skeps initially in order to breed enough bees to fill FGC hives). The controls are a bit clunky though, and the honey production seems a bit faster than it is in vanilla, though I could be mistaken. I do like that the Langstroth frames have durability and require linen, as that gives more use to linen outside of building a windmill. The ability to stores multiple frames of honey is also nice, as then the hive is still working even if I forget to check it every now and then. I think another reason FGC ends up feeling fairly easy, is that bees contained in FGC hives don't produce angry bees. It'd be one thing if the player needed to smoke the hive before harvesting, but no risk whatsoever for the harvest? Come to think of it, that could be a way to make beekeeping just a bit more involved than it is--allow players to smoke the bees before harvesting for less chance of angry bees. Likewise, perhaps the player needs to be careful about when they harvest honey/how much they harvest; if the bees have no food for the winter then the hive population could decline or even be wiped out entirely. The concept could probably be taken a step further simply by slowing down how fast a swarm of bees grows, and how efficiently the bees produce honey depending on swarm size(if this isn't already accounted for). Then bees take some actual investment that's still relatively easy to manage, instead of being the current "whack a few skeps down and surround with tons of flowers".
  12. Welcome to the game and forums! The answer is...maybe. It looks like you're using the test release of Jaunt, which is more likely to contain issues. I'd recommend trying out the stable version of the mod(make a backup of your world first!) and see if that helps. You'll probably also want to report the issue to the mod author as well, though you may also want to create a test world and test just Jaunt and Equus to see if the issue still occurs in case the problem is actually with a different mod(probably not the case, but doesn't hurt to make sure). Otherwise...you may want to play a different world for a while and wait for the Jaunt issue to be resolved.
  13. The easiest way to do so is via temporal gear. Their respawn value can be set to infinite uses, and you can use creative to give each player their own gear.
  14. To my knowledge, it's not possible to change the orientation of the block texture with blocks such as dry stone.
  15. I'd recommend submitting a support ticket. The support team will have the tools and information required to solve a problem like this.
  16. Given that the player can easily transplant cattails/papyrus to the safety of their homestead, I'm not sure this is the best counterargument to use here. I do like Golden Combs, but it does feel just a tad overpowered in some ways. While I would like to see a more expensive but more permanent beehive as a later game investment option, I'd also be okay with being able to use straw or some other crop byproduct to craft things like skeps and rope instead. Still the same concept as cattails regarding the latter, but doesn't give the player as much incentive to go strip the countryside barren.
  17. Welcome to the forums(and the game)! Tickets can take a couple of days to receive a response, especially if it's the weekend or the support team is otherwise swamped with tickets. If you haven't yet, I recommend checking your spam box/other inboxes just to make sure that the email in question didn't get dumped there.
  18. What are the other world gen settings, or did you stick with the defaults?
  19. /worldconfig temporalStorms off will turn them off. Or /worldconfig temporalStormSleeping 1 to enable sleeping through temporal storms. Either one should work to take the threat out of the storm. It seems like it has, though to be quite honest I've read so many various complaints and suggestions about temporal storms and temporal stability that everything has started blending together into one big mess. In any case, for this idea specifically, I don't think it works given the nature of temporal stability/storms and how they affect the world. Seraphs seem to be uniquely sensitive to it since their own foothold in the present is...tenuous, at best. Normal creatures and humans don't seem to be affected by temporal stability at all, although they can witness certain side effects like the underground becoming more dangerous the deeper one delves, etc. Temporal storms are a bit different--these are essentially a supernatural disaster that affects the entire world for a brief time, and is easily noticed by humans and seraphs alike. One important thing to note about the storms: Basically, temporal storms will affect both humans and seraphs(animals don't seem to be affected since monsters only target humanoids), while temporal stability itself is mostly just a concern for seraphs given their unique biology. I do agree with most of this, but as for the thought there at the end...I think perhaps several players do see the intent behind the design--they just really hate it. Temporal stability and related mechanics are quite a divisive feature, and I'm pretty sure that they're a feature that players will either like or dislike, with no in-between. Most changes I see suggested I really doubt would change that divisive quality; they would just change which players like it and which hate it. The best decision here is for the devs to just make the game they wish to make, and include options when feasible for players to tweak their experience. As I understand it, temporal storms and stability are also one portion of the game that's quite difficult to mod, so making that area of the code more mod-friendly is probably a good solution as well. Personally, I like the mechanic as it is and highly dislike most changes that I've seen proposed. The only things I would be inclined to change about it, aside from making the warnings something more immersive than text messages, is correlate monster strength to storm strength a little more(ie, light storms only spawn tier 0-2 monsters, with the occasional special monster) so that they're more approachable in the early game, as well as what @ifoz suggested: make the monsters spawn at a distance from the player. With the latter, players can more reliably hide, escape from monsters, or otherwise have a smoother combat experience.
  20. It was part of the ground storage update for 1.21. That seems like an oversight/bug. You might want to go report that on the bug tracker so that it can be fixed.
  21. Try using ctrl + shift + right-click to place the stones. It differs a bit from the typical piles given that shift + right-click is the prompt for knapping.
  22. Welcome to the forums! I don't play on public servers as I prefer to play with people I know at least fairly well, so take my advice with a grain of salt. When it comes to running a public server, I think the most important thing to do is figure out what kind of experience you wish to curate, and then set up a framework of rules, game settings, and mods to support that kind of experience. It helps to be specific on what kind of server you want to run; a roleplaying server will need a different set of rules than a standard server, and a PvP-focused server different rules than a PvE server, etc. You can mix these qualities, but it's very difficult to offer some of everything and still have a high quality experience given that casting your net too wide is a fast way to achieve mediocrity. It's much better to pick one area to focus on and make that experience as high quality as possible. When it comes to rules, you will want to make sure that they're not only clear, but fairly enforced. One complaint I often see about bad multiplayer experiences is that the server rules weren't clearly advertised, so players will join the server expecting one kind of experience and get something else instead. Likewise, it's unfortunately not uncommon to read horror stories about server admins abusing their power to reward their friends/favored players and mess with players that they don't like/don't care about. When it comes to mods, do keep in mind that just because a mod is popular does not necessarily mean you absolutely have to install it. Like I said before, it depends on what kind of experience you wish to curate. Additionally, the more mods you have, the more likely you are to run into issues with performance(especially with players who have weaker hardware) and mods playing nicely with each other.
  23. If it's a bug you might consider reporting it here: https://github.com/anegostudios/VintageStory-Issues/issues
  24. There isn't, to my knowledge. The only other thing I can think of, outside of a potential bug, is that if you're using mods, there could be mod interference of some sort going on.
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