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Everything posted by LadyWYT
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Have you considered trying to start your own server? It's a lot of work, but you'll have full control over how it's set up and what the expected behavior is. Ultimately, the key to multiplayer is finding a group of players that you both get along with and enjoy playing with. Sometimes that can take a while. Large building projects in Vintage Story are something that, in my experience, are better handled in smaller chunks over the course of the game, rather than trying to build the entire thing within a session or two. That helps keep the project from getting too overwhelming since you'll only need to acquire the materials for a small chunk of it at a time, rather than trying to produce, say, a hundred lanterns to light up a huge mansion or something. It's also a prime opportunity to play a class you haven't played before, mess around with mods, or attempt some sort of challenge playthrough(like snowball earth or sticking exclusively to a nomad lifestyle). Of course, it's also perfectly okay to take a break and play something else for a while too. Burnout happens to everyone, and taking a break is a good way to recharge and come back refreshed when a new update drops.
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Okay yeah that makes more sense. I could see repeatable monster fights, since the respawning could be under the premise that such locations are attractive to monsters and new ones move in after enough time has passed. That would also work rather well as a source of "renewable loot", though respawning monsters means that it's going to potentially be tough for the player to make that their base, if they so choose, or that the player otherwise has incentive to try to turn it into a mob grinder. I don't know about re-randomizing the dungeon though. It's an interesting premise, and definitely prevents the location from being turned into a mob grinder, but it does offer the same problem of...the player can't decide to clean it up and use it as a base. Not to mention that the player could turn it into a different kind of loot farm by just harvesting the valuable stuff from these dungeons and then selling it to NPCs, selling it to other players, or otherwise using it as a convenient way to avoid the effort of crafting more rare blocks.
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How did you have the axles connected? To get the most power, the correct method, I believe, is to use an angled gear to connect the windmill shaft to the edge of the large gear. Connecting the windmill shaft to the center of the large gear will make it spin fast, but won't produce a lot of power in the process.
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It probably helps that I keep most of my raging off the forums.
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Wind direction is currently static, so there's no angles to consider. Windmills do produce turbulence though, so if you have multiple windmills and place them too close to each other they can lose efficiency that way. That's not a factor here though. Helve hammers require a lot of power in order to function, and pulverizers require a fair amount as well. Your windmill should be big enough to power either one though, assuming there's a decent wind. I'm guessing what's likely happened is that you're trying to use your windmill to power both at once, and a single basic windmill doesn't produce enough power for that. I'd recommend either implementing toggle switches so you're only ever running the machine you need at the time, or building separate windmills to power each machine.
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Welcome to the forums! As best I can figure, it's some sort of server error. You might just give it some time and try again later, but if that doesn't work I'd recommend submitting a support ticket or poking one of the moderators via Discord/forum DM about the problem. I don't think there's anything you can do to fix it on your end of things.
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Is the game supposed to occasionally go rainbow-y?
LadyWYT replied to Silfrenbirce's topic in Questions
Ah yeah, it used to be that cooking the shrooms removed the toxins, but they changed that before the stable release. There's also no warning about which mushrooms induce these effects, so unless you already know which shrooms are magic and which are not, checking the ingredients before eating a meal probably won't help. -
It's a neat idea but I don't think it's very workable in practice. A new game version can break older mods, yes, but it's also very possible to break mods by using outdated versions of other mods or mods that are otherwise incompatible. And several users are inclined to just say "it doesn't work!", rather than take the time to properly troubleshoot and figure out exactly why things aren't working correctly, in which case it's going to be all too easy for a mod to get several false "it doesn't work!" votes.
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I've heard rumors that the devs are experimenting with some puzzles and things. I don't think it's anything quite on the level of a story location, but I'd be surprised if they didn't add some puzzles, traps, and enemies to fight to some of the dungeons. The unique structures are reserved for story locations. Everything else is going to be more generic since it's what has to fill up the world, though some locations are a lot more rare than others and thus a little more special to find. It's not a ruin type I'd want to see too often, but it would be a neat one to find, especially if there was still some ore that you could loot/mine from the tunnels. Yeah I've seen those ruins a good handful of times. I think there's two different types of cathedral that can generate, as well as a couple of castle structures as well. They're pretty neat to stumble across even if they don't always much loot, simply because they are quite rare. I would say though, that instead of the unique ruins you mentioned above, there should just be a few more types of rare ruins that can occur. That way the player can have a slightly increased chances of running across one, as well as be more likely to find different types when they do find the rare ruins.
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That's a difficult question to answer since "anything" is a rather broad category. As a general rule, every player has things they think should be more engaging, but not everyone agrees on what those things are or what sort of mechanics count as "engaging". There's also the aspect to consider that a mechanic might be "engaging", but that doesn't mean that it's fun. MMOs and mobile games tend to be pretty notorious examples of that sort of thing, since the mechanics are designed to be addictive and keep players invested for as long as possible, but also tend to be mechanics that players frequently complain about. Likewise, mechanics can be rather fun, at least in the short term, but aren't necessarily beneficial for the long-term health of the game.
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Welcome to the game and forums! Ctrl + right-click is the default combination to empty a bucket. Do be warned though that if the bucket is completely full of water, emptying it on a tile that isn't water will create a source block, unless you disabled creation of water sources from buckets that is.
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Since the thread's been bumped again, I'll note that I'm really looking forward to the new dungeon types. I've seen snippets from one of the build livestreams and some of the potential stuff looked pretty epic.
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Ah okay, that's good to hear! That is the risk one takes by being rather aggressive with how they set their filters. Most users, I daresay, will set their thresholds pretty high, and only filter out the stuff that has multiple reports--that should filter out most of the actual low quality work and make it easier to sort through the rest and pick out whatever they find interesting. And I assume that if someone feels their mod has been unfairly tagged, they could submit an appeal to the moderators along with evidence to support their case. To my knowledge, this is how the current system already operates. There's just no easy report button to click when it comes to reporting things on the database, unlike how it is on the forums. I don't know that things should automatically be hidden from a user as soon as said user reports the content. Yes, it would keep the user from further aggravating themselves by looking at something they have a problem with, but at the same time, it also deprives the user of knowing whether or not their report was addressed. Generally, the way you can tell if a report had an effect, outside of the occasional DM from a moderator, is seeing if the problem thing is removed from the page or if a moderator comments publicly. Or in some cases, if the offending party lets some details slip. I do agree though that users should be able to ignore specific mods and mod authors separately from the filter and report functions. We already have those tools on the forums for dealing with content and users, and it would be a nice feature to have on the database as well. Rating systems can be useful, but they can also be easily abused. I think I would prefer to stick with the system we have currently on the database--that is, leave it to download and follow count. People who are really interested in the mod tend to follow it, and people who really like using the mod tend to download new releases, so mods that have both a high download count and a high follow count tend to be fairly high quality. A reaction system like what we have on the forums wouldn't be the worst thing either, but the reactions should have usernames attached so that it's easier to tell if the reactions are legitimate or if somebody's just got a personal vendetta.
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If only that were the case...
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It looks interesting and I'd like to give it a try at some point, but I also keep forgetting its existence. $20 USD seems a fair asking price. Just hazarding a guess here, but I'd wager if/when food comes into play, it will probably be more of an RPG-style buff system rather than something your character actually needs in order to survive. Which would fit right in with a game focused more heavily on adventure, since it opens up more playstyle options as well as prompts the player to seek out specific monsters in order to make specific dishes.
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Possibly, but I hesitate to say that there would be paint or chemical processing involved due to the mask's specific purpose--an indicator of whether or not an individual has potentially contracted the Rot. Untreated, lightly-colored wood will make any sort of stain or other suspicious tampering(like trying to paint over a blemish) immediately obvious. The red tally marks are an exception, since those are clearly carved into the mask and painstakingly painted/stained in order to stand out. The Rot also leaves blackened markings as its calling card, not red.
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There's no spoilers related to the mask, at least not that I'm aware of. "Whitewood" just refers to the mask's color and material, and not the specific wood it's made from. So it could easily be birch, pine, or some other light-colored wood that's both easy to acquire and light enough to be somewhat comfortable to wear as a mask.
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Trekking south makes for an interesting adventure, and if you like building infrastructure you could try to build a road to a particular chapter two location. Building a nice fort or mansion to live in and trying to collect the basic tameable livestock or trying to collect butterflies or all the shell varieties could also be entertaining. Maybe build a museum to display everything in?
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Welcome to the forums and game! Unfortunately there's no absolutely foolproof way to stop them from spawning, outside of turning off temporal storms entirely or otherwise using a mod to force monsters to only spawn underground...which most mods that tamper with monster spawns seem to be outdated. Building a small bunker to hide in can help, and if you have sleeping through storms enabled then you can sleep in a bed to bypass the temporal storm. Monsters tend not to spawn right on top of the player and also tend to prefer more open spaces as well, so small rooms with a lot of clutter(chests, shelves, rugs on the floor) tend to be quite safe, if a little cramped. If you sleep through the storm, the monsters also won't really have time to spawn. The main drawback to the bunker strategy though is that if an enemy is outside the door, you may need to fight your way out when it's time to leave the bunker. A different strategy for remaining indoors during a storm is to stay in a larger room; the room in this case should be big enough that you can move around comfortably so that you can easily fight a monster if one happens to spawn in the room with you. It's also a good idea to have at least two different doors to the room as well, so that you can escape to a different part of the interior or even escape outside should you need to. If you're going to fight through the storm, make sure you have a safe interior space to retreat to so you can heal, get a snack, and otherwise recover as needed before heading back into the onslaught.
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YOU HAVE TO TELL ME THESE THINGS ARE HAPPENING VS
LadyWYT replied to catcrazies's topic in Discussion
Right. Be warned though, that if you're using a gear to restore stability, it's going to cost you a bit of health to do so. Depending on how low your stability is, you may need to sacrifice two gears total to bring your stability back to full. As for killing monsters, the tougher the monster, the more stability it will restore. -
Holding items in your off-hand will definitely increase hunger, so keeping the slot empty will reduce calorie burn. But to my knowledge, sitting actually burns more calories than standing; I think it's coded that way to account for AFK players in multiplayer, since most tend to just stand around and there's no "auto-sit" feature. I could be wrong though.
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The food should be hot as long as it's been over a fire recently. The only reason I know it's a thing is a friend found a snippet of code accounting for that when working on a mod. So I suppose the more accurate statement is that it's already a feature, but not one strong enough to really a make a difference, or it's a feature that's planned but not fully implemented yet. That was basically my point--a "catch-all" is a little difficult to account for with the current system. Personally, I think I would lean a little more towards more specific "general" recipes, such as puddings, compotes, dumplings, sausage, etc., rather than a single "catch-all" general meal. That pushes the player to experiment a little more by making specific choices, rather than giving the player incentive to just dump everything in a pot and call it a day. There is a mod for perpetual stew though: https://mods.vintagestory.at/eternalstew I mean... This is basically what Expanded Foods does, as I said. You can cook certain things down into stock, and make soup from the result. It's just that the meal itself isn't relabeled to anything special. Some recipes require the player to cook/prepare other ingredients first in order to make certain foods, such as needing to cook bones into gelatin and fruit into syrup to make fruit bars. Meat can be cooked as-is, or it can be aged or tenderized to make it tastier, and breaded before cooking to get a fried dish.
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Welcome to the forums and game! To my knowledge, this is already a game feature, minus the extra satiety. Which in my opinion, the extra satiety isn't necessary, since the warmth bonus is enough. That being said, the warmth bonus is currently rather pointless, since it won't help you stay warm for a longer period of time, and in the time that it takes to warm up your meal you're going to be warmed back up by the fire itself. Eternal stew would be nice to have, but would require a special recipe. Currently, meals are rather specific, and while they may have the same nutritional output they don't necessarily qualify as the same thing. IE, a stew that consists of two turnips, a carrot, and an onion is not the same meal as a stew made with two carrots, a turnip, and an onion, despite both meals having the same general ingredients. This is basically what Expanded Foods does, and I daresay what most players would like to see given how popular the mod is. That being said, I'm not sure that everything that mod introduces is necessarily a good fit for the vanilla game.