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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. The latest stable version, or the most recent release candidate(which is unstable)? If I understand the mod page correctly, the mod version for the stable Vintage Story release requires a mod-specific nesting box for the birds(species doesn't seem to matter) to use. For release candidate versions of the mod, it looks like vanilla nesting boxes can be used instead. I'm guessing that you're probably playing on the stable release, and have vanilla nesting boxes in the chicken house. I would try replacing them with the mod's nesting boxes, and see if that makes a difference. If the crafting recipe is missing, you might try getting the item via creative mode(/gm 2) and switching back to survival(/gm 1) when you're done replacing the boxes.
  2. I didn't even consider this. I'm not sure there's that much in the game that would be causing issues with colorblindess, but a color blind option might be a good idea. In the case of clay though, since there seem to be many players having issues spotting it...I'm inclined to partially agree with @Echo Weaver--the block texture might need a bit of tweaking. Or instead of tweaking the texture, maybe just a setting that makes certain resources easier to spot(clay, resin)? That way it can be toggled on to give a boost to those who need, but left off by default to preserve the overall challenge. Surface tin is incredibly rare by default, and not worth looking for. If you happen to stumble across a deposit, it can give you a big boost for progression, but otherwise it's much better to use the prospecting pick to find the minerals you need for a bronze alloy, or even just trade for the minerals needed. In terms of stats, bismuth bronze seems to be a tiny bit weaker in terms of attack power, but is a bit more durable to compensate.
  3. I'd wager that would also come with a link to the modpage on the VS title screen itself. That way everyone is not only aware of the existence, but has an easy way to jump straight to the appropriate page without needing to sort through the database.
  4. In all fairness, you haven't seen a drifter thread yet either. They're rare, but they do happen. This is the general forum community though, thankfully. For bushes? Probably blueberries, or currants. For fruit trees I'm partial to the classic red apple, although any apple tree will do.
  5. Welcome to the forums! As others here have noted, clay is one of those things that's difficult to spot, until you learn what the block looks like. It gets easy to spot consistently after that. Red clay will spawn at higher altitudes in areas that get enough rainfall, and doesn't need to be next to water in order to spawn. Red clay is the most common clay type you'll find. Blue clay spawns around sea level, in areas that have enough rainfall, and also seems to consistently spawn next to water, so looking around bodies of water at low altitudes is a good strategy for finding this clay type. Fire clay only spawns naturally in bauxite biomes(regardless of rainfall) or under black coal/anthracite deposits; it's not likely you'll be finding this one nearby. Aside from the naturally spawning deposits, you can also acquire clay from panning, from certain cracked vessels, or for sale from some of the traders.
  6. A really good point when it comes to balancing the negatives of mechanics like this--went through similar with a friend when working on a mod. Different concept, but same logic applies...how do you apply appropriate negatives without making it too frustrating for the player, or engineer it so all the negatives can't be erased just with a death? In our case, we just made the negatives persist even after death, but also added plenty of configuration options so the player could choose how easy/hard they wanted their experience with the mod to be. And that's one of the main advantages of making something like a mod instead of baking it into the game--the players that want that kind of challenge can have it, while leaving the base game unaffected for everyone else. Likewise, I think it's easier to pack a ton of configuration options into a single mod due to how the config files work, whereas for the base game you'd need to be concerned about cluttering the world creation options too much.
  7. I don't think there is, unless it's a story location. Given what others here have said though, it sounds like it's probably due to picking the Snowball Earth setting--the world is getting treated like it's the arctic, so not much is spawning.
  8. Welcome to the forums! The answer is...it depends. I would say probably, since there have been some pretty severe issues with chunk generation errors and certain story locations not spawning at all. Generally, it's best not to play cherished worlds or start new worlds(that you intend to keep) on a release candidate, as these versions are unstable and often contain several bugs. If you haven't progressed very far, it's probably best to just start over. If you've done a fair amount of building and really want to keep those builds, you should be able to save them as a schematic with the world edit feature, and place them into a new world once a stable version of 1.21 releases. If you had items you really want to keep as well, make a list and then use creative mode(/gm 2) to retrieve them in the new world. You can use /gm 1 to return to survival mode and play as normal once finished. The only other thing I can think of that you can potentially do, is just keep playing the old world on the stable release, and try to regenerate problem chunks and structures as you find them. Depending on how much is messed up in the world though, it may not be worth it in the long run.
  9. Another thing I discovered just now--you can also hop up one block heights without resetting the bandage timer, so it's even more feasible to bandage yourself while trying to escape an enemy. Edit: Likewise, you can move down one block without getting interrupted, provided that it's only one block and you don't jump in the process.
  10. It depends on how many more bugs there are that need swatting before the devs can consider things stable.
  11. I'm thinking they take one look at your nametag and make themselves scarce. Jokes aside, what version are you playing, and are you using mods? If you're playing a release candidate, you've likely encountered a bug, and will want to report it on the Github bug tracker. If you're using mods though, it's possible one could be affecting trader spawns. It also doesn't hurt to create a new world to see if the issue persists. You might also try turning on the colored map(assuming it was disabled), as the colored map makes the traders much easier to find.
  12. I mean if you don't like the gravel fields, it's a problem. Personally, I've not had any issue with the gravel fields, and I quite like some of the striations we're getting in 1.21. Very much Painted Desert vibes.
  13. Like Mrozak, I also tend to use default settings for storms. I don't allow sleeping through storms(temporal storms preventing sleep is default) since I prefer that as my standard setup. The storms are a pretty big deal in regards to the lore and overall setting, so it feels better to me to have it be a proper looming disaster that you're going to have to figure out how to deal with. However, if I'm doing some major testing in a world and don't want to bother with the storms, then I just enable sleeping through them. The reasoning for that is that way I can still do my testing with monsters and temporal mechanics enabled, and still go through the storms if I wish, but I also have the handy option of just skipping through them as well. Also welcome to the forums! If it's your first time in the game, I would recommend playing Exploration for an easier time learning the basic gameplay, but Standard is also perfectly fine as well(though it will be harder). I don't recommend Wilderness Survival for new players, unless they really want that style of game, since Vintage Story has a pretty steep learning curve and Wilderness Survival is incredibly unforgiving of mistakes. Another option to keep in mind that if it's just the monsters that you are struggling with, you can set a grace timer at the world's creation that will prevent them from spawning for a few days, which will give you a little time to figure out what you're doing before you have to deal with them.
  14. I forgot that's a thing. But given that the gravel fields are technically deserts, increasing world rainfall should alleviate a good chunk of the issue.
  15. It could be as complex as sections of code having unforeseen effects on other code sections, or as simple as fatfingering a key when writing/examining portions of the code to begin with. It's really hard to say.
  16. Not quite. It's a lot easier to spot those telltale signs of surface copper and other minerals in a gravel field than it is in a grassy field. It's also somewhat easier to spot threats or points of interest, since there's not a lot of grass or other foliage to obscure your vision.
  17. You would think, but...lawyers.
  18. Happenstance. That would be a cool power. If not a constant drain, you could just make the monster take a sliver of your stability every time it hits you, instead of doing standard damage. That way you can still deal with it without taking damage, if you're skilled enough, and you wouldn't be punished by it if it happens to be somewhere you can't reach for some reason. And much like the bell...it's also not something you can afford to ignore either.
  19. I mean...they had little sprout-plant people creatures...that's about all I recall that really stood out as unique. Most of it was pretty generic fantasy, which isn't to say it was bad, but it wasn't anything I would call "groundbreaking" in terms of design. Most of the hype stemmed from it being a possible competitor to Minecraft, at a time when many were getting frustrated with Minecraft.
  20. Tagging on to this, I guess, because it's funny, and what @Thorfinn said as well...the main problem I see with making death permanent in the corrupted areas is...pretty much every important story bit has you going to a corrupted area, where you are highly likely to die. Quite easily too, I might add, since certain parts of certain areas are quite difficult. And if one really wants that level of challenge, they can already have it simply by playing hardcore and limiting themselves to one life only. And of course, if you want to push the concept even further...just set your temporal stability to 0 in appropriately corrupted areas, so that your health will constantly be ticking down as well. I'm sure some players would enjoy this proposed game mode, but it really doesn't fit the setting and gameplay that Vintage Story has established. I also figure that to make it actually work as a proper playable game mode would require overhauling quite a lot of the game, which would take a lot of development time and resources, which doesn't seem worth it given that this isn't the kind of thing most VS players seem to be interested in.
  21. Well, Hytale was never technically a game, since nothing playable actually launched. So it wouldn't make sense to include it in lists like that. I think it's more accurate to say that the idea was popular, at the time it was announced. I forget exactly what was going on with Minecraft at the time, but I think by then the community was quite large, and had mixed reactions to what was happening in Minecraft at the time. Some wanted a game different than what Minecraft was turning into, and thus started working on their own thing, which was Hytale. Tyron was one of those people, and ended up splitting ways with the Hytale team later when Hytale turned out to not really be what he was looking for either. In any case, the trailer dropped, a lot of people got really excited because it looked cool and seemed like it would be a great alternative to Minecraft where none really existed. And then...nothing. No news, no playable demo, nothing. I never really followed Hytale too closely myself, as while it looked cool I was skeptical since I'd been burned on game hype before(the infamous Yogventures, anyone? ). There probably was news, but I don't recall seeing any mention of Hytale post-trailer until they announced the acquisition by Riot Games. After that, it was pretty much radio silence until they announced it would be free-to-play, somehow, and the complete engine rework. At that point I just lost whatever shred of interest I had in it, and didn't see more news until they announced the cancellation. My general conclusion is that the conditions were certainly there for a successful game to be made, but the trailer was dropped way too early--they should have made the announcement when they were close to having something playable, so all the hype wouldn't be for nothing. Since it was dropped early though, without at least a follow-up demo, people started asking questions, the hype died, and most just forgot about Hytale's existence, for the most part. The times it did resurface in the news(like the Riot acquisition), a bit more hype was generated, but it was also met with a lot of skepticism given that a lot had been promised with little to show for it. It sounds a little goofy, and given Hytale's history(and Riot's as well), I'm highly skeptical of any good product getting produced until there's a playable proof-of-concept. Until either Riot, or the founder, can produce such a product, it's just more talk without an actual game. As for what Tyron and Anego Studios are doing with the Adventure Mode concept though, I'm not that skeptical of it and am inclined to believe they'll do a good job on the adventure. They have a solid track record taking care of Vintage Story so far, and though there have been some bumps in the road the issues were addressed and fixed rather quickly. It might still take a while for an "Adventure Mode" to be playable, but as long as they keep up their current standards I don't have any qualms about seeing something good later. I haven't followed the issue too closely, but last I recall, Nintendo wasn't faring too well in either the lawsuit or with its customers. I suppose Riot could decide to sue Anego Studios over Adventure Mode, but what would they really stand to gain? Not a lot, that I can think of, but they could stand to lose a lot of their customers if they start looking like Nintendo. That's not to say they would or wouldn't sue, just that I don't really see that scenario being anything more than a "what-if" right now. I'll also note it's not against the law to make a similar product--look at how many Oreo knock-offs there are, for example. Likewise, there are plenty of games that are similar to each other, or fit into the same genre but are very different. League of Legends is one of the most well-known MOBAs out there, but it's not the only MOBA--Heroes of the Storm(RIP), DOTA, SMITE, and...I think it was Heroes of Newerth(that was a thing, right?) that all implement similar concepts and weren't created/owned by Riot, but Riot didn't sue those studios for having something similar. Not to say you shouldn't be concerned about any of it, or shouldn't keep an eye on the situation. I just don't think it's worth getting terribly worked up over given the present evidence. Well if I ran a game studio and had a chance to pick up developers that I knew could both do the job while getting along with me and my current team, I'd hire them too if I had the resources available to do so. Saves the trouble of trying to sort through resumes and taking risks on more unknown individuals. As for copyright...the key there is to make something similar to what Hytale was supposed to be, but different enough that it's clearly its own thing. Vintage Story versus Minecraft is a good example--they're both similar, in that they have similar voxel-based graphics, crafting concepts, and the like...but they're also very different in gameplay and appearance. As for whatever is going on between Hytale's founder and Riot regarding money and the game's sale in general...I have no idea. I would assume it was sold to Riot because Riot offered a lot of money, and lots of money is hard to say no to.
  22. LadyWYT

    Music issues

    I'm not sure what causes it, but a friend of mine had similar issues in that the music stopped playing for him entirely. A fresh install of the game fixed it. Make sure you back up your worlds and mods before going that route though!
  23. I think radfast already reported it, yes.
  24. I think it depends on whether or not the worldgen issues get sorted out or not. Aside from those issues specifically, everything else has felt pretty stable, so once worldgen is fixed I'd wager we'll see a stable release.
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