Jump to content

LadyWYT

Vintarian
  • Posts

    3815
  • Joined

  • Last visited

  • Days Won

    177

Everything posted by LadyWYT

  1. Welcome to the forums! This is probably why you haven't seen anyone mention it--getting your progress wiped due to circumstances you couldn't prevent isn't fun for most. Flooding also poses the issue of...how do you simulate that level of water physics, while still having a game that runs well on older hardware? Droughts I would say are already in the game, somewhat. Areas have their own chances of rainfall; some get more than others. And sometimes you can go for quite a while without any rain at all, even in an area with high rainfall. It's not really a problem though, since it's rather easy to irrigate your farms so they always have water. I am definitely in favor of adding puddles though. It would be really fun to go splash in them after a big storm.
  2. YES! Wolves too? Though perhaps instead of integrating the bear armor into other armor, maybe we could have bear/wolf pelts as cloaks? Maybe some fox fur too as a shoulder piece. That way there's more options for the cloak slot and we can wear them without armor as well.
  3. Welcome to the forums! You might try out this mod, in that case: https://mods.vintagestory.at/radialcrafting
  4. Slate is a great choice; the dark color will contrast nicely with the light color of the sandstone, and it has a warm undertone to it so it won't look out of place. Chert and bauxite rocks are also good picks since they are variations of red-orange that will mix well with the light orange of the sandstone too. Basalt is a great material for adding detail, as are "white" rocks like limestone and chalk--they'll contrast with the above colors. For a good complementary color to sandstone, try andesite, especially for your floor. If you live in a hot climate, this will help make the interior look cool and inviting instead of uncomfortably warm. For wood, pine, acacia, and ebony all have warm reddish colors that will match nicely. Oak, maple, and kapok are also solid choices if you'd rather have less bright colors. Birch and cypress are probably the weakest choices by themselves, since the light color will blend with the sandstone and look washed out.
  5. The minute you exit character creation. The crude shield only requires reeds and sticks, and while it may not last very long it's quite handy against projectiles. Shields won't prevent damage if the enemy flanks you. They do offer good protection, but you need to be facing the threat for them to be effective.
  6. Now I'm hoping for a whole short film about the various monsters competing in the Rusty Olympics.
  7. LadyWYT

    Power Creep

    Not quite. Tier 3 and 4 drifters have significant knockback on their melee attacks, which makes them even more dangerous in comparison to their lower tier counterparts. I'd also note that most drifters encountered will probably be Tier 3 or below, which means they will have 30 HP or less at default settings. The Nightmare tier, meanwhile, really lives up to its name...you really don't want to be encountering those on the regular. Temporal storms are unnatural disasters, so you really shouldn't have any control over when they show up or where they spawn monsters, outside of the world settings and maybe a gadget that protects a certain area from spawns(tech update idea?) You can fight through the storm if you wish and get some rare items for the effort, or you can play it safer and hide in a bunker. I say "safer" in regards to hiding, because it's still quite possible for a monster to surprise you indoors on occasion(this happened to a friend and I recently and it really got that adrenaline going). Overall, I think the combat system does its job well. It's simple enough that new players can understand it right away and get things done, but complex enough to offer several options for a variety of situations(ie, which gear is "best" depends on circumstances). With the monsters I do agree there is some room for improvement, but I think instead of changing the monsters we have now, the better solution is to add more monsters to the mix somewhere down the road. Of course, I would keep following the current template for future monsters as well, in that they're relatively simple, and the more challenging mechanics saved for boss fights. I'll also note that while the monsters are individually simple, the true challenge usually comes from mixing them together. Drifters are simple, until you have a couple of bowtorn shooting at you, and a shiver playing hit-and-run with your heels. As for environment variety...it really depends on your circumstances. Monsters are commonly found underground, as are ore-laden caves and the more lucrative ruins, so it's a common place for players to have to deal with them as a result. Monsters can be found on the surface as well, but that tends to be during nighttime rift activity or during a temporal storm...both scenarios that the player likely avoids unless they really want/need to deal with that situation. Outside of story locations(which are special cases), I'm not really sure how you really add more "environment" to monster encounters, aside from adding very rare special ruins or aquatic monsters(you'd need reason to be underwater though/have a good way to deal with them).
  8. If only it were that simple. Temporal stability varies; generally the deeper you go the more unstable it gets. However, there are occasionally stable chunks deep near the mantle, but it's very rare. For a tunnel, your best bet is to just tunnel through the mountain at the surface. Now that is entirely up to you. A tunnel will be quite a lot of effort, but will save you time once complete(though make sure you light it well to keep the spooks out). Running overland through the wilds is comparatively less effort up front, but isn't as short of a trip.
  9. I've never seen higher than Decent for Chromite. I would say dig a little deeper on the current shaft(like, close to the mantle deep), dig a few branches around just to make sure you didn't miss anything, and then look for another prospecting point if you still find no chromite vein in that shaft. Chances are that if you went through all the above and found nothing, then the ore didn't actually spawn. Chromite is also one of those minerals that's rare enough, that I'd say it's worth checking the Poor/Very Poor readings too, if you've got no other Decent reading spots to search.
  10. Not to mention you also need metal for the pounder caps and a windmill to power it.
  11. Typically what I do is try to make sure that each crock is completely full before sealing(each crock holds 4 servings) in order to get the most efficient use of crocks and storage space. When filling the crocks, I usually make meaty stew with a couple of vegetable options(two slots), or some berries(just one slot). Doing so allows me to make the most of a single crock by filling it with a meal of different nutrients rather than a single nutrient meal. Now exactly what you choose to put in your stews is entirely up to you, on whether you want specific ingredients(such as leaving out parsnips if you don't like parsnips) or whether you just use whatever is available. Likewise, you might also opt to seal a crock with fewer than 4 servings, if you have multiple crocks and just need to store the food before it goes to waste.
  12. From what I can tell, bowtorn are very good at aiming where you are currently, whereas drifters are very good at aiming where you will be. Both types of shots can be dodged if you time your movements correctly, there's just more wiggle-room in the timing when it's a bowtorn shooting at you. Not to really beat a dead horse in the conversation, but I would say that...it really depends on how their target moves. They can do a decent job of aiming, but they have trouble accounting for fast targets or split-second changes of direction.
  13. Welcome to the forums! Armor should cover most all clothing options, though there may be some clipping on occasion depending on the clothing item and armor in question. If you find a combination that looks particularly odd, best to head over to the bug tracker on Github and report it.
  14. Nope! It's a floating disk! There are some slightly larger hills about 50+ blocks behind it, but for the disk itself it's just a very odd piece of world generation.
  15. Elk stops before it falls in, but the player(and passenger, if applicable) keep going. Would be mildly frustrating, but also rather fitting if your elk throws you because you deliberately tried to ride it off a cliff.
  16. It's also fairly realistic, as not every plant will grow in every climate. The game is fairly lenient in that regard; it tends to be more of a problem for propagating fruit trees since the normal trees seem to survive just fine even when planted outside their ideal climates. Fruit trees and other crops you can still grow outside their ideal climates, but it takes some extra effort(greenhouses), and some might only have stunted harvests if they're able to survive at all. The general idea in Vintage Story is that you work with the resources available near where you choose to settle; if you want the more exotic stuff then it takes extra effort.
  17. They are not, though they weren't 100% accurate before. It's fairly easy to just move out of the way, step behind an obstacle, or otherwise just raise a shield in defense once you hear the warning screech. If you stand still, they will hit you 100% of the time, provided something isn't blocking line of fire...but that's really not saying much since a target that stands still is quite easy to hit compared to a moving one.
  18. https://wiki.vintagestory.at/Shears It is vanilla. You don't get a ridiculous amount of seeds, but it's a bit more than what you'd get breaking all the leaves by hand.
  19. Nah, they just go dormant when it gets too cold out.
  20. Just a small tip in regards to salt--if you're having troubles finding a salt deposit, you can always buy salt from commodities or survival goods traders. It'll cost you a few gears, of course, but it can help jumpstart your food preserving endeavors.
  21. Welcome to the forums! What version are you playing on, and are you using mods? In 1.21, the cookpot now tells you whether or not you have a valid recipe with the ingredients you added; since there's no such readout here, I'm guessing you are probably still on 1.20. In any case, I agree with @Arasine, the combination of berries and mushrooms is the most likely culprit. Removing one or the other should produce a viable porridge recipe. If you're still not getting a viable recipe after that, but are using mods, then I would suspect a mod issue.
  22. They don't have 100% accuracy though, unless you're standing still. Bowtorn are very easy to dodge if you start moving just after hearing the warning screech--duck behind cover or dart out of the way, doesn't matter as both are viable options. Drifters are a little better at aiming than bowtorns are, since drifters tend to lead their targets and bowtorn do not. That being said, you can still dodge incoming rocks, if you have good timing. I will also note that while the rock throwing can be irritating sometimes, there are situations where you want the drifters to be throwing rocks. A good example of this is what happened to me and my friend in a recent temporal storm; we didn't have armor or good weapons, so we hid inside where it was safe. Well, a double-headed drifter happened to spawn in the room we were hiding in. Since it chose to throw a rock as its first move, we were able to get a couple paces away from it and poke it to death with spears. If it had opted for a melee attack though, one(or both) of us would have most likely died.
  23. I think that's more just due to weather systems and chunk loading/updating being a bit rough around the edges. Yeah, that might work. I have seen wild elk a handful of times, but they do seem to be somewhat of a rare find.
  24. Shears greatly increase the drop rates of both sticks and tree seeds--you're supposed to use shears on the leaves first before cutting the tree in order to get the most resources. By doing so, you'll be getting tree seeds at a high enough drop rate to both sustain and slowly expand a forest. Seed drop rate also depends heavily on the type of tree in question. Common trees like pine and birch tend to drop more seeds than ebony or purpleheart. Ebony and purpleheart are much more rare since you can make the best crates out of them(more storage slots compared to other crate types). Likewise, the rarity is also to prevent players from doing like the other block game and just getting one seed for a tree like this, taking it home, and having an entire forest's worth of ebony/purpleheart with little effort. Walnuts are probably the only tree I'd agree needs a bit of tweaking. I think in this case, there ought to be a walnut seed and edible walnut items, so you can have a seed or two to plant new trees while having edible walnuts at the same time. And rather than needing to chop the trees to get your nuts, you could just look around underneath walnut trees come autumn and pick up all the ripe nuts that have fallen. Keep them in the shell for long term storage, and shell them when you're ready to cook/eat them. And of course, this idea could apply to any edible nut-bearing tree, not just walnuts.
  25. You can find them in colder regions and/or at higher altitudes. Think taigas and high mountain grasslands. If you're living in a warmer climate, you'll be wanting to look at higher altitudes, but it's possible you may need to trek a decent ways north before you begin to find wild elk.
×
×
  • 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.