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Everything posted by LadyWYT
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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.
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It's a good start, but I'm more interested in how much the player numbers change after the game's been out for a while. Big numbers for a game with a lot of hype aren't really unusual; it's how many regular players the game manages to maintain that's more important.
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Welcome to the forums(and the game)! My first piece of advice: never get stuck in the trap of comparing your stuff to everyone else's. Oftentimes, we are own worst critics, and there's always going to be someone more skilled out there. The more important thing is to build whatever you want and enjoy the process. It doesn't always turn out how you'd like, but that is how we artists learn, no? Actually, I like the ground floor as it is. It has a rather cozy little feel to it. What throws the design off for me is the oak trim. It's not horrible, but the oak color is too similar to the daub color, meaning that the trim details don't really stand out that well while the darker colors of the roof and stones make those areas really pop. Switching the trim to the same color as the roof material would make a nicer contrast and allow those details to stand out from the daub much more easily.
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Welcome to the forums! To my knowledge, no, not on official Anego servers. The only way to extend the month length more than 30 days would be via mods, which will require a third party server. The best option you have with the official servers, I think, is making sure that the server is set to pause time if no one is online. Assuming your players are all playing roughly about the same times each day, that should slow down the overall rate that time passes. If your players tend to play at staggered times though, to the point that there's at least one player online at any given time, then you're probably out of luck.
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Welcome to the forums(and the game)! The locusts will start spawning once the boss is sufficiently damaged. At this point in the fight, the player needs to make killing the boss a priority since the locusts will continue to spawn until the boss dies. If the player keeps trying to play safe or turns too much of their focus toward dealing with the locusts, they'll get overwhelmed and die. It's supposed to be quite a tough fight. Half health seems a bit early for locusts to start spawning, but I seem to recall the locust bit getting adjusted to be a bit more difficult when healing was adjusted to be a little easier after the initial implement of the healing timer. I could be wrong though. I will also note that the minimum equipment level for completing the Resonance Archive is tier 2, however, players might want to opt for tier 3+ if they are playing alone or otherwise struggling. Equipping a shield should help mitigate some of the incoming damage, and jumping before the boss's ground slam will prevent the player from being launched into the air. Aside from that, the best general strategy that I've found is to stay just within his reach in order to provoke more melee attacks from the boss, and step back out of reach before the attack hits.
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I would love to have more fish like sharks and barracudas! In the case of those two examples, I don't think they'd have to be particularly aggressive to the player either, unless of course the player is injured and decides to go for a swim.
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Has anyone ever tried to implement VR support for Vintage Story?
LadyWYT replied to Reva Revenant's topic in Questions
Welcome to the forums(and the game)! Like @Foe Hammer already noted, I can't recall having seen a mod or anything either. I know that the subject has been mentioned a time or two, and several players eagerly agreed that it would be cool to have, but I don't think anyone's taken a crack at actually implementing it. Or rather, I suspect that any attempts made probably got abandoned rather quickly. Vintage Story doesn't really seem like an easy thing to port to VR given how some of the controls work. -
No. The cementation furnace is for refining iron ingots into steel. To refine iron from iron ore, you'll need to smelt the iron nuggets in a bloomery to get iron blooms. The iron blooms will then need to be worked into ingots at the forge, either by hand or via the helve hammer.
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Welcome to the forums! The general information about server hosting can be found here: https://www.vintagestory.at/selfhosting/ I wouldn't see why you wouldn't be able to change the settings like you can in single player. The one thing you can't do with official Anego servers is install mods; you'll need a third-party hosting service for that. To my knowledge, official Anego servers are also EU-only at the moment, though I could be wrong about that.
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To my knowledge that's where you find the big crystals as well. I've found big quartz crystals and olivine crystals in such geodes; other crystal types are much more rare.
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I think amethyst may show up in the density search's prospecting data given that rhodochrosite or whatever it is does, but I'm not entirely sure. The best way to find it though, I think, is to go poking around in quartz veins. Sometimes quartz will have little geode pockets containing pretty crystals and whatnot. I can't say I've ever found amethyst like that, but according to the wiki that's how it spawns.
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Welcome to the forums! I agree with @Vexxvididu--this is a good indication that there's a problem with your modlist. Sometimes the project can remain on the helve hammer's anvil for a moment before dropping as a completed project, but if the project is sitting there for several seconds that indicates that your computer is struggling to keep up with whatever the game is demanding. How many mods do you have? Very large modlists often cause problems, as more mods not only increases the demand of system resources, but also introduces more potential for mod conflicts. The first thing to check is make sure that all your mods are up to date for the current game version, or otherwise known to work correctly in the case of older mods. Checking all mods that alter smithing is a good idea too--the comments sections on the mod pages should give you an idea if other users are experiencing similar issues. Outside of that though, I think what's likely going on is there are just too many mods installed. The best option in that case is to just cut down on the number of mods that you're using, but you could also try investing in a server to take some of the workload off your computer while playing(though it's not a guarantee of clearing up the problem).
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In my experience the support team typically responds within 24-48 hours, though it can take longer than that to resolve the ticket. It depends a lot on what the issue is. The most common issues are usually pretty easy to sort out.
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Unless something changed in 1.21.6(and to my knowledge it didn't), this isn't correct. The crop growth times will scale with the month length, but the harvest will not. The server I play on is still on 1.21.5, with month length set to 20 days. The crops still had the same yield per tile despite the longer month length, so the solution for my friend and I was to build larger farms.
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You could always try it and see if it works, but I wouldn't recommend buying a new computer just to try. If you're buying a new computer just to use as a server machine then it's probably better to get something a little beefier. Honestly, I'd recommend cutting down the modlist to something simpler. I'm not aware of any of the listed mods causing issues, aside from Rivers, so that would be a prime one to cut. A lot of those mods though add a lot of new items or entities, which can eat system resources fairly quickly. Picking a couple of creature and flora mods and keeping the modlist vanilla+ otherwise should hopefully clear up the performance issues. Alternatively, if the hitching and glitching only happens with the sailboat specifically, you could just keep playing as-is if you're not running into other issues, and just be extra careful when using the sailboat.
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I did forget about that mention, so yeah, the bone arrowheads would be a solution there. The fire clay is still going to be a big problem though. It's primarily used for iron and steelworking, yes, but fire clay is also needed for baking pies and producing glass in large quantities. Many players already aren't keen on playing igneous spawns due to the lack of certain resources, so I still maintain it's probably not a good idea to make that type of map even more unattractive.
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Well, I'm hooped- no Tobias, world edge cut him off!
LadyWYT replied to Angie P's topic in Discussion
Hmmm...in that case I would add a little extra wiggle room at the world border next time. There's a similar principle when designing art for a print job--you want to leave a little bleed space around the edge of the design to account for any irregularities during the printing. Without the bleed, the image is likely to end up with slivers of white near the edges after printing, and not look as good. That's probably what happened here; the distance calculations likely don't account for the full boundaries of the story structures, making it easy to cut part of the structure off if the world boundary is right at maximum possible distance for the furthest structure. -
All this really accomplishes is making worlds dominated by igneous rock even less desirable to play. Like I said, flint is a critical resource for making fire clay, and unless the player gets lucky with a bauxite biome or black coal/anthracite deposits nearby, they're going to have to go find sediment rocks if they want to use iron. I'll also note that if flint doesn't spawn in igneous rocks, that's also locking the player out of the bow and arrow in the early game. Spears might do more damage at this stage, yes, but spears don't stack and some players prefer having the extra inventory space. While I don't think it's bad for the player to need to do some significant traveling to find certain resources(like chromite or borax), I don't think it's a good idea to force the player to travel thousands of blocks to find a basic resource like flint if they spawned in the wrong rock type.
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Of course! Vintage Story and Hytale are very different games. Vintage Story is more focused on realism, with a gritty medieval steampunk-horror story backdrop. Hytale, from what I've seen, is more focused on standard fantasy tropes and more similar to Minecraft than Vintage Story. I'm fairly certain that Minecraft has many more players than 125,000 online at any given time, and yet Vintage Story has done just fine in spite of that. I don't think there's anything to worry about here. Development has been fine so far and Vintage Story is quite a stable game despite being in an alpha state; I don't see any reason why VS development would suddenly crater with Hytale's release. Why not just buy both games and enjoy them? Valheim is very different from Vintage Story--fantasy Vikings and highly focused on combat rather than building or survival, which makes sense given the whole premise is to earn your way to Valhalla. Valheim is fun, but it's not focused on realism at all, and it definitely has a few areas it struggles in, most notably the singleplayer. Valheim can be played singleplayer, but many mechanics, like sailing and raids specifically, feel like they were tuned specifically with multiplayer in mind. In contrast, Vintage Story can easily be played singleplayer or multiplayer, without feeling either experience feeling outright inferior to the other. Keeping in mind these are MMOs, which are exclusively multiplayer and not the same kind of game as either Vintage Story, Minecraft, or Hytale. I'll also note that while WoW is a major player in the MMO market, it's not the only game that exists in that market either. Final Fantasy XIV, Elder Scrolls Online, EvE Online, and even Runescape are in the same category and still doing all right, to my knowledge, and I'm sure there are other titles as well especially when you account for Asian games. I'll also note that MMOs don't exactly support mods, while games like Valheim, Minecraft, Vintage Story, and Hytale are much friendlier when it comes to mods and supporting modding communities. Vintage Story in particular is built to support mods from the very start, and as I understand it Hytale is being designed in a similar fashion. Do keep in mind that Hytale has a lot of baggage to overcome still, even after release. So far, the Hytale devs seem to be doing a good job of fixing the mistakes and actually making the game into what was promised, but it still remains to be seen whether or not they'll be able to fully deliver. I do hope Hytale succeeds, as many people are looking forward to it and it's some much-needed competition for the block game genre. As for Vintage Story...it will be fine, and Hytale's release certainly won't kill it anymore than Minecraft did. The game is still growing and getting very high quality updates, and like I said before, Vintage Story has a very different focus than either Hytale or Minecraft. The best breakdown I've heard on it: Minecraft for low fantasy, Hytale for high fantasy, and Vintage Story for dark fantasy/realism. Modding VS into a Hytale experience is probably possible, but why do that when you could just go play Hytale instead? Or play Project Glint, when it releases, since PG is being developed by Anego Studios(different dev team than VS) and meant to offer a similar experience? Overall...just play whichever game you prefer to play. There's plenty of room for both titles to exist, and it's perfectly fine to enjoy them both as well.