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Everything posted by LadyWYT
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Welcome to the forums! The only concrete answer is death, since while seraphs can die, they return to a fixed place/status in time rather than moving on to the afterlife. Otherwise, the exact differences between seraphs and humans are still unknown. As you've already noted, the main reason a lot of these features aren't in the game, is that realism doesn't always equal fun. It's possible that some could be added in the future, should the devs wish to, but there is a lot that's handwaved for the sake of having a fun videogame.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Right, but my point is that if Salty and co. succeed in their quest, then it's a proof-of-concept for whether or not it's a good idea to remove the gear in favor of visual/audio cues for instability instead. Not so much whether making that kind of change makes instability easier for a player to notice. Same, though I also spent a good chunk of my first several hours of playtime just reading through various sections of the handbook to see what all there was to grasp. One of those sections was the bit on temporal stability, so I figured out pretty early on the basics of figuring out what's a good spot to build in versus what isn't. Even just going underground, walking into a rift, or a temporal storm should provide some immediate clue to what that bright teal gear in the middle of the screen indicates, given that instability is most noticeable in those instances and the gear is always spinning counterclockwise. In contrast, the gear tends to spin a little slower in stable areas, so aside from noticing that it's spinning the opposite direction, it might take a minute or two to figure out that the gauge is being refilled and not drained in that instance. Of course, that's pure speculation on my part. The only time I can recall actually draining the gauge enough to trigger temporal storm effects, was when I was testing some of the new content at a certain story location, so it wasn't a big deal. But even then, I was hanging around the area for at least a couple in-game days before my stability dropped to such a critical level. -
What may be happening there is the items are getting tossed into a solid block and then spit out the other side out of sight, since the item cannot occupy the same physical space as the block. I've not messed with support beams all that much, but from what I recall the main method of removing them is to search near the "base" of the beam--that is, the point you first anchored it. There should be a small hitbox there that allows you to break the entire thing. As for building with beams in general, unless you're building diagonal accents, I would recommend chiseling out supports from wooden blocks or other materials. Much less hassle, while still looking very nice if you're keeping the details oriented to a grid layout.
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This is basically how Primitive Survival handles it, save for locking it behind bronze(it's locked behind copper since you do need planks). Smoking meat reduces satiety points a bit, but increases the shelf life to be roughly on par with sealed crocks of stew, with the added benefit of still being able to cook the smoked meat into meals. The vanilla salted meat lasts much, much longer, however, last I checked it can't be cooked into meals for whatever reason.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Apparently the guys behind the Temporal Symphony mod are looking into a way to remove the gear and make instability clues more immersive. Personally, I'm still skeptical about it all, as outside of a niche appeal, it seems like it's exchanging one meter that's easily noticed or ignored(however one wishes at the present time) for a system that isn't so easily tuned out when one wants to focus on other things. However, I do hope they can pull it off as an optional feature for their mod, as then there will be an actual proof-of-concept to test. -
To my knowledge, there is not. The rift activity will always factor into monster rates in some form or another. The exceptions are locust nests, and most story locations(these tend to have static spawns, if they have monsters). What's probably going on, is the area that has a higher monster population is most likely more unstable than the surrounding areas. Areas with more instability tend to be at higher risk of spawning monsters, if spawning conditions are otherwise met. Just to make sure all the bases are covered though, that is an older game version, with the most recent version being 1.21.5. I don't recall any issues with underground spawns in 1.20, but I suppose it is possible, so you may try updating to the most recent version and see if that fixes the issue(if you can update, anyway). If you try this, make a backup of your world first, just in case.
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I'm laughing, because it's technically true! Way back in the early days of Minecraft, I impersonated Herobrine on a friend's Minecraft server in college and spooked a couple of other college friends. And when I say "impersonated", I meant I just switched my player skin and pretended my account got "hacked"...so a pretty poor excuse that anyone with a lick of sense should have seen through more clearly than a brand new glass door. The really stupid part though...the friends bought it hook, line, and sinker.
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For simplicity's sake, I would say no, that way the game doesn't need to calculate the boat's position while the player sleeps. As for how to handle the boat's bed mechanics, I would figure that a bed would take up the same space as an elk, so...two slots, to my knowledge. The sailboat must be anchored before the player can sleep, and if the player sleeps they will wake back up sitting at the rudder or the spot next to it(in the event that there are two players sleeping in the boat). With that kind of setup, I'd figure that two players maximum can sleep in a sailboat at one time.
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H I believed you dropped something. Welcome to the forums! I would try what @Professor Dragon said, and hopefully that should fix whatever is going on here. However, judging by your hotbar appearance there, it looks like you might be using mods as well. If that is the case, I recommend checking your modlist to make sure that everything is up to date, and that there are no issues being reported on the mods' pages. Older mods will sometimes work with newer game versions, but it's never a guarantee, and as a general rule it's always good to test mods on a throwaway world first before adding them to a played world, as well as making backups of played worlds before making major changes.
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The only stuff I'm practically guaranteed to have on me at all times: 1. Knife 2. Sword 3. Bow(or spear, if early game) Slots 4, 5, and 6 are reserved for food, bandages, or a lantern, and the order of occupation just depends on what I'm doing at the time. Sometimes the bandages and lantern are stowed in the packs. The remaining slots are typically used for other tools and building blocks, but are otherwise kept empty when possible. In my packs, I usually have a propick for prospecting while I'm out and about(and I almost always forget to actually do this), as well as a handful of rope ladders for exploration and rescue(because let's be real, "I've fallen, and I can't get up!" is NOT something you ever want to say or hear in this game). As far as actually organizing slots? The hotbar is the only thing that stays anywhere remotely close to consistently organized. Everything else just gets tossed into packs as needed, and tossed into boxes when I return to base.
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To my knowledge, bosses will ignore players who are in creative mode. Try switching to survival mode; the Crow should show up, though it may take a minute or two depending on where exactly the Crow is at the time. Ordinarily, the creature patrols the waste and will circle the Tower once the player reaches that area and begins the climb. However, if you're in survival mode and it's been several minutes, it's also possible that the boss is bugged(this issue has cropped up a couple of times over the patches), in which case you should head over to the github bug tracker and report it.
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Possibly, but they yield a LOT of redmeat, hide, and fat, even at low weights. I would say one low-weight auroch can easily be the equivalent of 4-5 high weight pigs, perhaps even more, depending on whether it's a cow or a bull. Keep in mind too that generation 3 creatures can be dispatched immediately via the butcher knife. Cattle are a significant investment up front, to be sure, but they should be paying big dividends later once you get them going.
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+1 I was just thinking the same thing.
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It's actually the Malefactor trait you need--Hunter crafts bows. I dunno, I would say kind of, but it depends on the item in question. A sling doesn't seem that hard to craft, and neither does a sword or a bow, but it's not as simple as slapping a piece of metal onto a stick or making something bow-shaped and calling it a day. Perhaps this is where it could be as you said--"improper" classes could still craft those items, but at a way worse quality. But if that were the case...why would you, when you can get more out of the same materials crafting something else? And if those crafted items are only slightly worse when crafted without the trait, then the items aren't really as special. Oftentimes, the class-exclusive items aren't that much better than their standard counterparts, and are just more of a nice bonus with extra flair than anything. Many can also be obtained through ruins or trade, so it's still possible to acquire stuff like recurve bows or special clothing without disabling exclusive recipes. I think the current setup is fine for handling it. For singleplayer, items can already be easily accessed by simply turning off class-exclusive recipes, and the same can be said for multiplayer as well, if the server admins don't wish to enforce the rule. The only class item that the rule doesn't apply to, is the tuning spear--it can be crafted, but only Clockmakers can utilize the locust taming feature, as that's tied to class and not item. Perhaps an alternative is simply giving the crafting traits a bit of extra benefit and drawback, so it does something other than solely allow crafting certain items. Or perhaps those traits just unlock even more interesting dialogue with some of the NPCs. Otherwise, those traits are basically just dead traits when crafting-exclusive is set to false.
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It's a little more common that you might guess, but still pretty rare. Nice find!
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does hunter's ranged damage increase count when throwing rocks?
LadyWYT replied to Mansa Musa's topic in Questions
Welcome to the forums! I would assume that it does, since a thrown rock is technically a ranged weapon, though I would expect the extra damage to be negligible in this case. As for whether the extra damage is actually calculated...that I'm not sure. That would be neat, especially since they have decreased range. It's a bonus I'd apply only to the sling though, as otherwise Malefactor starts to intrude on Hunter's turf. -
Possibly, I'm not against more pre-built pieces. However, I also get the impression that the chisel system is where the most build variety is going to be. I'd probably opt for palisade instead, and allow them to be stackable so that players can build different heights. It fits the bill of an early fencing option, while also appearing very protective. Not that I'm against including rope fences, but those are mostly decorative, and not intended to keep things in or out of an area.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Sure, but all I really see happening here in terms of mechanics, is that it's similar to what we have now, but with even less data for the player to work with to figure out what's stable and what's not. The current system, all the player has to do is look at the gear and see which way it's spinning to determine if an area is stable or not, as well as look at the gear to determine roughly how long they can linger in an unstable area. If you take the gear away but still keep the "gradual changes over time" balance, then what happens is the player is going to have to play a lot of guessing games to figure out exactly what's stable and what isn't, which really doesn't solve the current issue of players managing to build in unstable areas in the first place. If anything, it makes that problem worse. That's also why I say that in order to do something like remove the gear and introduce more visual/audio cues instead, those cues are pretty much going to have be immediately noticeable so the player can easily distinguish stable areas from unstable ones(otherwise they just end up building in unstable chunks by accident again), as well as have a way for the player to gauge their current remaining stability. Because I will note that the current threshold for audio cues is 60%, which is pretty low and leaves only 35% stability available to the player before they actually need to leave the area. If the audio only shifts if the player is at that 60% threshold when entering an unstable area, but there is no meter to check actual stability, all I see happening is that players are taught to avoid those areas entirely, when the reality is that it's okay to hang around them as long as the player leaves before stability becomes critical(25% or less). In the event that visual/audio clues are implemented earlier...it's still a guessing game, but that provides more immediate feedback that the player can use to determine which areas are unstable and which aren't. However, as I've already said, the main flaw I see here is that's likely going to become quite irritating to deal with, as it's not uncommon to frequently need to do stuff in unstable chunks. Dealing with visual/audio hitching and glitching for a few minutes during a temporal storm is one thing, but if it's a constant factor then it really ceases to be spooky and becomes a mild irritation instead(I mean, think of how quickly it is to get used to drifters). I suppose the better way to put it, is I would much rather see a proof-of-concept as a mod first in order to see how the idea actually plays out in practice, given that most anything can be made to work on paper. Though I would also note that if the main argument for replacing the gear gauge with audio/visual cues is "realistic immersion", then logically, the same logic could be applied to the health bar and hunger bar too. A simple status bar may not be the most "realistically immersive" thing in the world, but status bars provide immediate critical data to players so they can make informed decisions(like whether to keep caving or head to the surface, whether or not they need that bowl of stew just yet, whether they need one bandage or several, etc). -
Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Yeah, hence why I suggest including a brief mention in the tutorial It doesn't fix players not paying attention, but it does teach new players what that gauge is and why they should pay attention. As I said, the temporal stability mechanic is a feature unique to Vintage Story, so while it's a relatively easy mechanic to deal with, most new players will likely struggle a lot with it, until they read that particular section of the handbook. While this is true, that's the kind of thing that should be an optional challenge, not the default. Bear in mind that the first sign something is wrong, aside from the gear spinning the wrong way, is the Rust ambience creeping in, and that doesn't start until the player hits 60%. That's quite a long time to go without any warning, and once it sets in how, exactly, is the player supposed to figure out stable areas from unstable when the changes are that gradual? Of course, you could simply change the current balance when removing the gear, and instead introduce effects that are immediately obvious, like the suggested visual and sound distortions, when one sets foot in an unstable area. However, since it's now painfully obvious, the player has to put up with that every time they're in an unstable area, and it's no longer possible for instability to be a creeping horror factor that can catch the player off-guard. Maybe it's just me, but that sounds more annoying than spooky fun. I much prefer the subtle changes we have now, with the current gear to track it all, than something that's constantly going to be in my face with sounds and visuals like that. Plus as @Thorfinn has already pointed out several times, and you've already noted yourself...the current system gives players plenty of time to notice the area they're in is unstable and do something about it. If the player fails to account for it, it's no more the game's fault than it is when the player overestimates their abilities/situation and dies to wolves or a bear. -
Oof, yeah, it sounds like you may have done just that! I guess the immediate solutions are: 1. Chop down the forest in order to clear some space and let in some light, while getting some resources in the process. 2. Burn down the forest and indulge those secret inclinations of pyromania. 3. Roll with the role you've accidentally created for yourself and become the head spook of the forest.
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Welcome to the forums! These are probably the links you're looking for: Server commands: https://wiki.vintagestory.at/List_of_server_commands Client commands: https://wiki.vintagestory.at/List_of_client_commands Admin privileges basically just control who can do what on a server, especially when it comes to using commands that directly change the world or overall server configuration(like the whitelist). I'm guessing that's probably referring to setting up custom roles on a server in addition to the default admin roles. That way users in those roles can have access to specified commands, but won't have free reign entirely like a full admin would. At least, that's my best guess, as I'm not really a server admin.
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Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Pretty much. Most unstable surface areas one can easily spend all day in without the gauge dropping below half. The spook noises settle in around 60%, but it's not until the gauge hits the 25% mark(monsters begin spawning) that the player should be really concerned and head to more stable ground. If they somehow miss/ignore all of those warning signs, the last warning is around the 12% mark, when temporal storm effects fully set in and they start losing health. -
Sounds like you've found a haunted forest as well. Maybe they keep crawling out of caves, but part of me wonders if the light levels in dense forests are just low enough for the occasional monster to spawn in daylight, even without rift activity. Or I mean, nothing like a good hobbit hole. Or a troll cave, depending on your mood. I'm pretty sure saying anything less is a disservice to his character. I can't say that my main seraph is particularly fond of the guy either. I've also never read Lovecraft, aside from certain snippets, but I've read several stories about the Call of Cthulu TTRPG and whatnot(Old Man Henderson is a favorite!) so I've got at least a basic grasp on the overall vibe. And yeah, I agree, the devs have really nailed it. Perhaps what's most impressive is they've accomplished a major spook factor, without shoving it constantly in the player's face or resorting to the standard "lots of gore and jump scares". In other words, the spook factor in the game plays on play instinct and imagination, and not shock factor.
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That is odd, now that you mention it. It could just be due to the sailboat not counting as a solid entity, but it could also be that not really inherent danger on the water, and going without sleep doesn't really have any drawbacks. I'm not sure that I would add aquatic monsters(at least not for the surface), or that I would add penalty for not sleeping, but I would probably opt for a boat hammock being the equivalent of a hay bed in order to prompt the player to sleep ashore, if possible.