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Everything posted by LadyWYT
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Pretty much my initial thoughts on it after watching some gameplay footage, though it seems more of a hybrid of Valheim and Minecraft to me. The focus seems to be heavy on combat and exploration, and not so much building. Survival elements seem to be nonexistent and more akin to old Minecraft mixed with Valheim, where food only buffs you or heals you and isn't something actually required under most circumstances. The artstyle is very nice and the models are more detailed than Minecraft, but I suspect the building options may actually end up more limited than Minecraft due to those detailed models. To my knowledge, Hytale doesn't have a chiseling system like Vintage Story, though I could be wrong. Also agree here. Younger target audience, though I'm sure the overall age range will be pretty broad. A great game for whimsical adventures and lots of action, as well as minigames, but likely lacking in the realism or story grit. That's not a bad thing, just quite different. I'm guessing that may be the reason why Tyron left the Hytale team to create Vintage Story.
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It is a niche game, but I'm not sure it's that niche. I'm thinking it may be more a factor of artists not wanting to risk copyright issues regarding merchandise, despite the fact that Anego is pretty clear about what they do and don't allow. Unofficial merchandise also isn't quite the same as the official thing either. Dave would probably be easier to get since the design is more open to interpretation. The tree logo though probably isn't going to happen unless there's official merchandise released, as it's the trademark logo of Vintage Story. From the homepage: For the tree logo, I'm guessing someone could probably draw it in their own style and it would be okay as long as it was marked unofficial, but it definitely wouldn't be the same as having the actual logo as a sticker.
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More options with map markers such as Remove on Approach
LadyWYT replied to Vexxvididu's topic in Suggestions
One potential flaw I see here is placing a marker like this, forgetting how I marked it, and then wondering where the marker went some time later after I've left the location. -
I think when the world is first generated, or otherwise first loaded in a new game version, the loading will be a bit longer than average since the world is actively being generated and whatnot. Otherwise, the average load time for a vanilla game shouldn't take all that long. Mods will definitely affect load times, especially mods that add lots of items or alter world generation. Large modlists will slow things down as well. I think the average vanilla load time for me is around 10 seconds, but the modded load times can easily be a minute or two, depending on what mods I picked. Low RAM will definitely affect things, and I'm inclined to think it may be the culprit here. You might try restarting your pc and see if that improves performance a bit.
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The issue with permanent surface instability
LadyWYT replied to A_British_Lass's topic in Discussion
They serve as some pretty good immersive worldbuilding, in my opinion, as well as a more unique survival challenge. It doesn't really feel like there were catastrophic world-altering events in the past if there's nothing wrong in the present aside from a few monsters. Of course, it's not everyone's cup of tea, hence where there are options to turn off mechanics like temporal instability and temporal storms. /worldconfig temporalStability false /worldconfig temporalStorms off You should be able to run these commands at any time after world generation; just reload the world for them to take effect. For the Standard game mode, temporal stability is enabled by default, and temporal storms are set to occur "sometimes"(with the full list of options being off | veryrare | rare | sometimes | often | veryoften). -
Hence why I said it'd be a good mod. That way the extra challenge is there, but it's optional since it's not baked into the base game itself. I could be wrong, but I don't think inventory changes are something that could just have a toggle in the settings. I think this is a better solution. I don't think that world storage options would even need buffs; a special stockpile that can only store large things like logs or stones would be more attractive to a player by default, since it could hold a lot of raw material in an aesthetically pleasing fashion rather than just shoving it all into yet another crate. With the new shelf storage that's been teased, I'm thinking there's also going to be a lot more storage space becoming available in players' chests.
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Honestly, it's not the bears I would be worried about. It's the more unnatural things.
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Having sat on a cactus before, I can confirm that it does indeed hurt! It's a little strange that the cacti in VS don't hurt, but I suspect that will likely change in a future update.
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I think it would be interesting as a specific mod challenge, but otherwise be pure torture when it comes to base game mechanics. Many stack sizes are already nerfed compared to the other block game, and limiting useful storage for the player even more is most likely going to result in players throwing items away and getting very frustrated overall, especially for items that are gathered in bulk. Stones, ore, cattails, beeswax, rusty gears, wood, etc. Temporal gears are a decent example, as they don't stack at all and thus while valuable, are difficult to store and end up being a hassle. While these sorts of changes might make the game more realistic, I don't think most players want to spend most of their time in the game managing storage. Storage space is already at a premium early in the game, which is part of what makes unlocking chests and crates so very satisfying--now the player can actually have somewhere to put all the stuff they collect! One of Vintage Story's draws is its realism, but the game itself doesn't need to be an exact replica of real life.
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You'll want to start here: https://wiki.vintagestory.at/Modding:Getting_Started Honestly, if you've never modded before, you may want to start out with something simpler before tackling a project like this. A tech mod will likely require some code writing, and while it's certainly possible to jump right into code mods those are the toughest mods to create.
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Make sure to test on a fresh world and not your played world. Unfortunately if it does turn out to be a mod issue I'm not sure there's much to be done other than disable the mod or try to find a workaround for the issue.
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How future proof is it to keep playing a world from one year ago?
LadyWYT replied to aleq's topic in Discussion
You can save builds as blueprints with the worldedit tool, and then place the blueprint into a new world in order to spawn the structure. Since you place the structure manually, that ensures you can pick the best spot to place it, but you may need to do a little cleanup after placement depending on how it blends into the surrounding terrain. To my knowledge, only the structure gets saved, not items stored in chests and whatnot, so if you want to port your full collection of everything then you'll probably want to make a paper list and spawn the stuff in via creative after placing your structures. As for how to do that via worldedit...that I don't know. I know that it's possible, but I've not played around with that tool. -
Try disabling all your mods and verify that the vanilla game works as intended. If the issue isn't present in vanilla, then it's a mod issue. Mods that are up to date for the current game version usually work correctly, but not always.
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How future proof is it to keep playing a world from one year ago?
LadyWYT replied to aleq's topic in Discussion
In theory, yes. But in reality, probably not, since the more major changes that the world has to be put through, the more likely it is for something to eventually break. Looking at the roadmap will give you some idea: https://www.vintagestory.at/roadmap.html/ But otherwise it's pretty much impossible to say for sure, as there are just too many variables to account for. So far, the developers have done their best to make sure that old worlds can be updated without issue when a new update drops, but there's also no guarantee that a future update won't break old worlds either. -
Welcome to the forums(and the game)! No, it's not normal. Your stuff should be at your death point, unless there was a water stream to carry it away, and shouldn't despawn unless the timer is up or you quit the game. If you're playing with mods, it's most likely mod interference, but if it's the vanilla game then it's more likely a bug of some kind. Are you playing singleplayer or multiplayer? I'm not sure how likely it is, but if the client/server is struggling to keep up with the game's demands that could be causing some odd behavior to occur.
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Welcome to the forums(and the game)! The best advice I can really offer here is make sure that you are using the correct login information, since your game account is different from your forum account(despite the fact that you can't have one without the other). Aside from that, also make sure to check the usual troubleshooting list: caps lock, number lock, etc. If I recall correctly, there are also limits to how many times you can change your passwords within a short time, as well as limits to how many consecutive login attempts you can fail before getting locked out for a time as a safety precaution. If you've already tried basic troubleshooting and are still having troubles with your account, I recommend submitting a support ticket about the issue so Anego staff can assist. Most tickets are resolved in a day or two, in my experience.
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It's possible, but most predators don't seem to attack prey animals unless they're hungry, though I could be mistaken. I am pretty sure though that predators immediately eat part of whatever they kill, probably to help give the player more incentive to do their own hunting instead of letting other creatures do the dirty work for them. And if the carcass has been eaten, it should say as much.
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Welcome to the forums! Animals don't die to starvation in the vanilla game, though they will die if they're deprived of light for too long. That doesn't seem to be the case here though. My first thought is that it's a predator, as that's the usual culprit, however at least one of the bodies would be partially eaten if that were the case. The bodies aren't horribly mangled either, so I don't think monsters are at fault either, though you might keep an eye on it just in case there are stray shots from drifters and bowtorn hitting your animals. You haven't mentioned mods at all, so mod inference can probably be ruled out. The only other thing that comes to mind, outside of some bug, is perhaps some sort of entity cramming mechanic to prevent overpopulation, similar to what Minecraft has. While that would explain the pig deaths, it doesn't explain the dead lamb, and I'm pretty sure @Diff has shoved about a million chickens into a similar space without issue. Given it's multiplayer, never rule out another player being the culprit, intentionally or not. Perhaps some sort of kill command was clipping your animal pens? If no one was using console commands and players are trustworthy otherwise, and you've witnessed the animals dying with no apparent cause, it's most likely a bug.
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Not something I'm interested in, however... While I do believe it's a niche thing, I also believe that there are several in the community that would enjoy a VR mod, even if it is janky. The better question to ask, I think, is whether or not playing VS in VR is something you yourself want to do to the extent you're willing to make and maintain a mod for it. If the answer is "yes" then it doesn't really matter whether the mod becomes widely popular or remains niche; you'll be making something you want to play with yourself. If the answer is "no", however, I wouldn't recommend going to that much effort for something you're not really passionate about, as that will lead to a mediocre product at best and a lot of frustration for you at worst.
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If you've ever played with FOTSA big cats...they are very sneaky and lethal.
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Welcome to the forums(and the game)! There are plenty of players on the forums that are quite happy to help new players, but you'll want to be more specific about the kind of help you're looking for. General gameplay questions, specific gameplay questions, mods, world settings, etc.