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Everything posted by LadyWYT
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Welcome to the forums! Looks like a bug, or at the very least a typo. I would submit a bug report on it, if the issue hasn't already been reported.
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I agree with @Maelstrom on this; the monsters are from a separate dimension entirely, and either spawn from rifts, in temporal storms(which are essentially giant rifts), or places deep underground/other select areas where the Rust world is bleeding through into reality. I can't say that I've read Lovecraft, but the general vibe I get from Lovecraftian themes when I encounter them is that...the stuff's not really meant to be explainable or understandable. That's what makes it so unnerving when done well, is that the stuff will exist despite defying all known logic, and the heroes(victims?) in question have to figure out how to deal with something they really can't comprehend.
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Welcome to the forums! Have never heard of this dish, but it sounds amazing. I'm kinda surprised it's not a thing in Expanded Foods, however, I've also not checked to see if those ingredients combine to a valid meal. I think to keep it balanced out against the other foods, perhaps it doesn't offer much in terms of saturation value? That is, it may cover four different nutrient groups, but it won't keep you full like a meaty stew will. That makes it a good meal to eat when you're at your base, but not something that you can expect to make a good travel food out of, as it will mean sacrificing multiple inventory slots for crocks/cookpots.
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Really? Interesting. The thought hadn't occurred to me. Most of my playtime is on a friend's server though, and there's a mod that makes firepits more efficient, so in that case firepit beats bloomery. Next time I play vanilla though I'll have to test with the bloomery to see how good it is compared to the pit.
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My general thoughts on the matter is sharpening could give weapons a bit more attack value, and tools a slightly faster work speed, but only for as long as you keep them sharp. Only metal weapons/tools can be sharpened, and they'll only stay sharp for a certain number of hits. Softer metals like copper will need to be sharpened more frequently(perhaps every 50 uses), while sturdier metals like iron and steel stay sharper much longer(300-425 for iron, 500-1000 for steel). I don't think sacrificing any durability to sharpen them is necessary, as the time spent keeping them sharp is enough, especially with lower quality metals(which also serves to help push the player to pursue high quality materials like steel, instead of settling for iron out of convenience). As for what happens if a player doesn't keep their stuff sharp? Nothing--the weapons and tools function the same as they do now. However, without a sharp weapon, it might take an extra hit or two to kill a monster, and jobs completed with unsharpened tools will take longer to complete. In regards to repairing tools and weapons...I'm not against it(and we do already have a system for it in place via NPC). I'm also not strongly in favor of adding it either, given that tools and weapons that are frequently used will eventually break. In terms of gameplay, how quickly a tool or weapon breaks is part of what helps push players to pursue better materials, instead of sticking to materials like copper and bronze because they're convenient.
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I suspect a more populated world is probably what a "Hytale mode" for Vintage Story will result in. Tyron's already proposed as much in a different thread, as I understand it. Otherwise, I don't see a lot of populated areas being added to the game, outside of mods that is. Story locations have a lot of detail packed into them since they are built from scratch; I don't think you could get that level of detail just by generating locations from a list of certain parameters. Maybe once the story for the main game is completed, then randomly generated villages like the other block game could be added to Homo Sapiens or something. However, that would significantly change the setting of Homo Sapiens itself(pure survival--you're the ONLY human), and as I said before, it's territory that would probably already be covered by a Hytale game mode.
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I don't know that the lore catapulted everything into the past, as much as it threw certain things like the players forward in time, similar to what happened to Alduin with the Elder Scroll in Skyrim. Alduin wasn't actually defeated by the ancient Nords; he was just displaced from time temporarily and had to be dealt with later by the Last Dragonborn. That being said, I've been chewing on the idea of a "Tutorial Mode" as a new preset game mode. The ones we have are currently fine, however, Standard can be a little too punishing sometimes on brand new players, and a brand new player might not think to adjust the settings(and Vintage Story allows several adjustments that most other games don't). Likewise, Exploration takes a bit too much of the challenge out of the game, and Wilderness Survival is harder than what most brand new players should probably be playing in order to learn the game. A Tutorial Mode would be a great way to start players off easy, and then ramp up difficulty as time goes on, until the eventual difficulty is the same as Standard. Or, and I don't know if such coding is feasible, perhaps Tutorial Mode could ramp up to one of the other presets of the player's choosing. That way a brand new player can play Wilderness Survival if that's what sounds the coolest, but they can also have some breathing room to learn the game basics before that level of difficulty kicks in. The other advantage I see to offering a Tutorial Mode instead of changing the standard gameplay to ramp up the difficulty, is that it gives a more forgiving option to new players without forcing old players to speedrun "tutorial sections" in order to get to the part of the game they enjoy. One quality of the current balancing that I really enjoy is that while Vintage Story starts off as a pretty steep, unforgiving challenge, each bit of progress you make feels rewarding because the problems you face become easier to deal with. Other games implement a strategy of enemies always scaling to player level, and while that kind of scaling ensures the enemies always put up a fight, it's difficult to actually feel like one has made any progress when they get new gear.
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I would make it 20k to be safe, I think. I don't recall any story location being set to spawn more than 10k north or south of spawn, however, some of the locations that spawn on the east/west axis seem to have some variation in how far north or south they are. And one of the story locations from chapter two spawns on the north/south axis in relation to a different location from chapter two. Hence why I think 20k might be a safer distance; a lot more wiggle room for some rather large locations, especially if they happen to spawn at their maximum possible distances. That would be my main concern in regards to trying to make a superflat world. Certain types of terrain is needed for certain locations, and I'm not sure what happens if that terrain isn't present.
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village/Tobias cave food rot tweaks and more structure freedom
LadyWYT replied to EXPENSIVECASHEW's topic in Suggestions
In defense of the other block game...it's nice to have the option to be lazy like that, and some of the shenanigans you can do as a result(like shoving the wither into the ceiling to suffocate instead of fighting it) are pretty wild. But otherwise, yeah...since players are intended to actually complete the story challenges in Vintage Story, the protections do need to be in place to ensure that they can't do things like just mine their way into a certain library. I know that's what I tried the very first time I went there, as I couldn't find the entrance. I figured out pretty quickly that wasn't going to be an option!- 6 replies
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I mean...it's better than not seeing that screen when you hit bottom, and learning that you have no way to climb out of said hole.
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Welcome to the forums! Fruit trees are actually pretty common, provided you're not in the arctic. They can, however, be a little hard to spot in the summer(and fall of the first year) since most look similar to birch trees. The way to tell them apart from other trees, aside from having bare/flowering/fruited branches sometimes, is that they have smaller trunks, smaller overall size, and tend to be a brighter shade of green. Once you learn what to look for, they become a lot easier to spot, though I will note that they only bear fruit in the appropriate season beginning year 1. Pumpkins and cabbages are currently only available from seed. Seeds can sometimes be found in cracked vessels, and I think purchased from agriculture traders, although I'm not entirely sure on this last one. Pineapples are only found in the tropical regions. Unless you set your world spawn to the tropics, you'll need to make the trek south and explore a jungle in order to find them. Do note that traveling that far south will take several days on default settings! I wouldn't be surprised if berry bushes get changed sometime in the future. As for fruit trees, you can propagate those via cuttings, though said cuttings only have a 40% survival rate(less if you're trying to graft to a pre-existing tree). Edibles spawns are tied to regional climate, I believe. Regions that are warmer and get plenty of rain are more likely to have more berry bushes, fruit trees, and other crops. Deserts will have very few, if any, edibles around at all. Mushrooms seem to spawn en masse in very wet chunks. There are some maps I've had that I basically lived in a wild grocery store, and there were other maps where I had to really trek in order to find any edible plants(aside from cattails, which I avoid eating). There are a couple of mods I'd recommend checking out though. Wildcraft: Fruits and Nuts will add a plethora of plants to forage to your heart's delight--I play with it frequently myself. Ancient Tools will add edible barks like birch, pine, and maple. There's also a mod someone made for more realistic starvation, though I don't know if it works with the current version of the game or not(turns out there's a fork). I know that I tried it once upon a time, as it sounded interesting, but in my experience it made hunger pretty much irrelevant. I'll also note that it doesn't play nicely with other mods that add foodstuffs or otherwise alter anything regarding hunger, so it's pretty much a mod you use almost by itself. https://mods.vintagestory.at/wildcraftfruit https://mods.vintagestory.at/ancienttools https://mods.vintagestory.at/realisticstarvationfixed Yes, hello, Blackguard here...and I would disagree that hunger is oppressive. Sort of. Personally, I've never had issues with it, unless I got one of those maps where just none of the usual edibles are to be found anywhere near spawn. However, that's also where I would agree, that whether or not hunger is a real problem depends on the player in question. Some might struggle to stay fed, or otherwise find it a hassle to deal with, and then you have others that will crank it as high as it will go and not even break a sweat. For the average player, I would guess that the default hunger rate is just enough to keep them occupied managing their food supply, without actually being overwhelming. An excellent example! There's uh...believe it or not, there's actually a toilet mod. There's one for diseases too, but it's the toilet mod that really makes me giggle every time it surfaces on the mod database. Not all wildlife...just the predators. To my knowledge, rabbits and deer cannot be bred like the standard farmstock, but will drop redmeat when slain. As for goats, they also drop redmeat, but they're similar to sheep in that the player can actually domesticate them for dairy products.
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village/Tobias cave food rot tweaks and more structure freedom
LadyWYT replied to EXPENSIVECASHEW's topic in Suggestions
It's a known bug. You can break the blocks if you switch to creative mode. Otherwise, story locations are protected from almost all player tampering in order to ensure that the player actually completes the challenge. The other block game has a serious weakness in that regard, since the player can bypass most puzzles and fights by simply breaking/placing blocks. The chunk protection also stops players from just robbing the NPCs blind, or otherwise stripping the locations bare of all resources.- 6 replies
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Any way to close off the room if an axle is entering it?
LadyWYT replied to Broccoli Clock's topic in Discussion
It's a suggestion that comes up fairly often. I'm not sure if it's something that will ever be added to the vanilla game or not. It seems a likely candidate for some later addition...perhaps once we have more machinery? -
What the fucky fuck is up with enemy spawns in this game?
LadyWYT replied to Shotai's topic in Discussion
Ah okay. I knew it was a very low percentage, I just wasn't sure how low. I usually skedaddle back to safety once I hit the 30% mark. -
There was another one, I think, that let you sacrifice items in rituals in return for getting a temporary buff. Unfortunately I don't recall the name of said mod though.
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Welcome to the forums! I love these little doodles. They remind me of a lot of the illustrations in the old children's books I read when growing up. That strange cozy yet uncannily realistic vibe...which I suppose is also Vintage Story's aesthetic in a nutshell, heh heh.
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I'm not sure you even need a model, at least not for the tiny fish. You can probably just slap a fish.png into the texture spot, maybe tweak how they move as a school a bit, and call it a day. An old Ecco the Dolphin game I have for PS2 had schools of fish that were essentially just that...mobile .pngs
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Snowball earth. You could also just start a game in the arctic, and go from there. As for adding natural disasters to vanilla, even as a toggle...yeah, that's better suited to the mod realm than a vanilla feature. We already have a sort of natural(unnatural, really) disaster in the game for players to deal with, in the form of temporal storms, and it's not uncommon to see complaints here on the forums about how those are implemented.
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What the fucky fuck is up with enemy spawns in this game?
LadyWYT replied to Shotai's topic in Discussion
It depends. Early armor won't let you tank enemies or anything, breaks easily, and wears down your resources faster. However, it can absorb a hit or two, which can buy you enough time to escape whatever's trying to kill you. I would say it's something that's useful for newer players as a bit of a safety device, but quickly loses value as a player becomes more skilled at the game. Veteran players tend to skip early armors entirely, as they've developed enough skill to be able to easily go without it. However, it's not always the case...as a veteran player, I still use things like improvised armor on occasion, as sometimes I'm accident prone. Personally I play with the cave-in mechanic turned off. If I'm not mistaken though, you should be able to use the dirt blocks to craft packed dirt, which should be sturdy enough to build the traditional starting dirt box house. The temporal mechanic is pretty weird until you get the hang of it. The most important thing to remember is that when you're choosing a base, you ideally want a location where the gear is either spinning clockwise, or not spinning at all. Clockwise means a stable area; no gear movement means the area is either neutral, or stable but you're at full stability already. If it's spinning counterclockwise, that's bad--you're losing stability, and losing enough will eventually cause monsters to start spawning(around 25-33% full), and even kill you if it's drained to zero for an extended period. You don't want to stand in rifts, as doing that rapidly drains your stability. The most you can do is wait for the rift activity to subside--the rifts will disappear on their own with time. Keeping areas well lit will help prevent them from spawning, but if one happens to spawn in an inconvenient location the best thing to do is just find something to do elsewhere for a little while. As for destroying rifts...there is a late game item called the rift ward, that will stop rifts from spawning within a certain radius provided that the ward is powered. -
There's at least a couple, though I'm not sure there's a way to really solve that issue in multiplayer. On smaller servers, especially the ones where it's just a handful of friends that play roughly around the same time, it's not really an issue. On a large server, however, it can be a real problem. It's kinda just one of the extra challenges that goes with multiplayer itself. ServerPauseMod: https://mods.vintagestory.at/show/mod/24765 No offline food spoil: https://mods.vintagestory.at/offlinefoodnospoil Immersive Inventory Spoilage: https://mods.vintagestory.at/immersiveinventoryspoilage Also keep in mind that those mods may be out of date. Doesn't mean that they won't still work in a newer version of the game, but you're more likely to run into issues with outdated mods.
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Not just that, it would remove a lot of drawback from playing Blackguard. It takes two shots from low-tier weapons to kill a rabbit, and I would say an extra hit on average to kill larger creatures at range as well. Blackguards are very strong fighters, but one of the prices they pay for that strength is that they need more food...and it's harder for them to get said food. Meat is the best food source when it comes to pure calories, so if you make it easy for Blackguards to hunt there's no real challenge left to hold them back in the early game.
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What the fucky fuck is up with enemy spawns in this game?
LadyWYT replied to Shotai's topic in Discussion
Tagging on to this here--hunger rate is also affected by armor type, weather, and things carried in the off-hand slot. If you have something in your off-hand slot, that automatically increases your hunger rate by 20%. Equipping armor will increase hunger as well, at a proportional rate to how heavy the armor is. Heavier armors drain more hunger in return for providing more protection, while lighter armor drains less but offers less protection. As for weather, being outside in the cold can increase your hunger rate if you're not near a heat source, although I think this hinges on your game settings regarding winter(true winters enabled, I think). -
With all due respect sir, don't drag me back into this. I said my piece regarding the initial suggestions in the thread, did my best to make my case on breaking them down in regards to how they could be implemented and potentially affect the game. I don't have anything further to say currently on those suggestions, and I don't have an interest in making the fight personal, which at this point is what the thread has turned into. The most I'll say is thus: Some players do enjoy hanging out at base more, and that's a fair point. However, the game still needs to be able to be completed for the average player in singleplayer. The more maintenance the player has to do at home, the less opportunity they really have to go wandering off exploring. The reason I point out problems I see with the farming suggestions, and don't offer a solution as to how they could be implemented in a way that's likely to be fun for most players ...is that I've turned the ideas every which way in my head, and don't see a good solution for it. If I can't think of a good solution for a suggestion, and don't otherwise see that it adds anything particularly valuable in terms of gameplay, then I tend not to be in favor of implementing the idea into the game.
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Hi! New player here; first impressions and a personal gripe
LadyWYT replied to CynAq's topic in Discussion
Welcome to the forums! Threads like this are always a refreshing breath of air, and it's fun to watch new players take their very first steps into the game. Vintage Story can seem intimidating at first, but a lot of it is just that it's a very meaty game in terms of information you need to know, and most gameplay loops intertwine with each other in some fashion or another. Once you figure out how to progress things, the game becomes much easier, though it will still happily punish players who get too complacent. Regarding bears and wolves, it's pretty much a rite of passage to get mauled several times when learning the game. I've definitely been there. Bear trophy armor is supposed to be added next update, which I'm super excited about! Sounds like you're off to a great start too, and I daresay you'll get through winter without much issue at this rate. Fish I wouldn't worry too much about, when it comes to food. They're a convenient source if they happen to spawn nearby, but until proper fishing is implemented your time and effort is typically better spent elsewhere. Personally I tend to call it the hunger or stamina bar. I somewhat agree with @traugdor, in that it'd be a little less confusing if the community used a consistent name for it, but it is what it is. Oh for sure, go for it if you have friends that want to play too. Multiplayer with a friend or two is an absolute blast! Just make sure to check the food before you eat it, unless you prepared it yourself. It's a bit of a running joke to sometimes slip a few...er...special shrooms...into a stewpot to feed your friends, heh heh.