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Everything posted by LadyWYT
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What are the luckiest moments you've had in game?
LadyWYT replied to SnapJelly's topic in Discussion
I've survived a few fights on 0 HP. Yes, you read that correctly. Zero. Zip. Zilch. Nadda. Turns out you don't actually qualify for death unless your HP value is negative. Now I certainly don't recommend trying to cut fights that close, since surviving like that is just pure dumb luck, but it does make for a rather harrowing experience and interesting story later. -
I don't think you need mods to do this, as long as you cook it into a stew/soup and make sure you're not trying to eat it in one go. By taking tiny bites, you should be able to spread the damage out over time and thus eat the deadly thing without actually dying. Of course, this is assuming that status effects don't get introduced and change how poison mushrooms work entirely.
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Several of those methods already exist in the game though, as myself and others have pointed out multiple times. Honey. Livestock. Fishing. Alcohol. All of these things are easily achievable within the first in-game year of play, and all of them require some time and resource investment to acquire. If players already don't use those methods to solve the problem, how is adding yet another method like that supposed to solve it? Doing the same thing over and over again while expecting the results to be different is just...asinine. Likewise, you have to consider that if the player needs to sink a lot of time into achieving this thing, that is time they don't have to use elsewhere to do other things. If the average casual player only has a couple hours a week to play, and they choose to play on a large, busy server, they're going to get through maybe two to three days in game before they have to logout. So a processing method that requires a lot of direct involvement just isn't an option, because that means they spend all of their time just scraping together enough food so they can log in and spend their next session doing the exact same thing. It can't be an option where they just throw stuff in a barrel, ignore for several in-game days, and then get food that never spoils out of it either, because that renders other preservation methods obsolete. Same problem with "forever food" that doesn't take a lot of time to create, or that has the same satiety values as other preserved foods--there's no point in investing time and resources into something that spoils when you can have something that never spoils but fills the same role, for the same or comparatively less work. The best way to fix the food problem on large servers, without unbalancing the game, is the following: 1. Tweak the player inventory so that the spoilage timer only ticks while they're online. Doing this means that the player can play on a multiplayer server essentially the same way they would in singleplayer, without needing to worry about starving to death when they next log in. While they're online, they will still need to interact with the natural cycles and food preservation loops. It's not something that can be easily abused either, because inventory space is precious and if they gather more than they can actually use then they receive the consequences to deal with(ie, it rots). 2. Tweak player claims so that the spoilage timers for things within the claim only tick while at least one of the associated players is online. This gives players the option for better storage once they've picked a spot to settle down, as well as made progress through the game's tech tree. Instead of just hoarding things in their inventory, they can put things in a cellar on their claim, and not need to worry about it spoiling if they can't play for a couple of days(or several). They still get to rely on the same preservation methods that they would in singleplayer. To keep players from abusing this mechanic, the spoilage timer ticks whenever one of the claim owners(not admins, since they can access everything regardless of whether their name is tied to it) is online, since obviously that means there's someone there to care for the claim. The above two options fix the exact problem with large multiplayer servers, while leaving the core gameplay intact and without unbalancing the game itself. That's it. That's literally all that's needed.
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Welcome to the forums! I like the idea, but I don't think it should be in the game, as this would very likely confuse and frustrate many players. A waterwheel that doesn't spin is a clear indication that something is wrong, and will prompt the player to investigate. However, if the water wheel is spinning, it's very easy to assume that it's providing power, especially if tooltips are turned off.
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Yep. It was those pesky drifters. Why else do you keep finding them in the cellar? It depends a lot on player personality and skill, as well as map RNG. If there's one veteran player in the mix, they can usually pick up enough slack and otherwise give enough direction to keep everyone reasonably safe and in good shape. Some maps though just make for very rough starts, which can be very fun for players that enjoy challenges like that, but probably won't be very enjoyable for players looking for an easier, more relaxed game. Probably also worth noting that multiplayer can break up some of the tedium, at least if you're playing cooperatively. Tasks can be meted out among players rather than one player needing to do absolutely everything, so while resource demand is higher, it's possible to get a lot more done within a shorter length of time, as well as switch jobs around as needed.
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You don't even need the fire. As long as the space qualifies as some sort of room, you won't get colder while inside and will slowly warm up, regardless of whether or not there's a heat source nearby. Though building a fire does mean you'll warm up faster.
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Here's the thing though...as far as I can tell, you're asking for a source of food that's easy to acquire, easy to prepare, and never expires--hence the "first year" requirement, apparently. That doesn't fit with the concept you mentioned earlier about a food source that never expires but is extremely time-consuming and resource-intensive to produce. Livestock, bees, and a distillery do have a time and resource cost up front, yes, however, all of this can easily be acquired within the first year of gameplay, and require little upkeep after being set up. Livestock: Pigs reproduce prolifically, and sheep can eat hay, which never expires. Livestock that is left alive can easily be harvested at any time, and all it takes is an animal or two to make a good meaty stew that will keep the player fed for quite a while. Fat can be rendered so that it never expires, providing yet another emergency food to store. Bees: They're not particularly hard to find in temperate forested areas or warmer climates. Once you find them, it's easy to transport a skep back home, which can then populate as many skeps as the player has cattails and reeds for. Bees only work while the weather is warm, but each skep produces 3 honeycomb, so a large field of skeps can easily produce a massive amount of honey in just one harvest, which should be more than enough for an emergency food supply that never expires. All that is required to make skeps is clay and cattails/papyrus, both of which are easy enough to find en-masse. Alcohol: If the player has access to metalworking, they can easily make a fruitpress and still. Ale/wine lasts for several years by itself, and takes seven days to ferment, which can happen while the player is offline, so the only commitment the player needs to make here is taking the time to press out the fruit or prepare the flour mixture for ale. The player can spend time to distill the wine/ale into a stronger drink that never expires, no matter how it's stored(which frees up cellar space), and they can easily do this at night when there is not much else to do. And no, the player doesn't NEED to propagate berry bushes to get alcohol, since there are plenty of wild berry bushes to harvest, fruit trees that don't need maintenance and grow larger every year, and grains that can be easily farmed and turned into liquor. Fishing: I include fishing here, because it can be done in any decent-size body of water(including artificial ponds), and doesn't technically need bait although worms are easy enough to find. Fish can be flayed and the resulting fillets cooked into a filling meaty stew. But if you're not willing to use any of those options because they're "too hard" or "not efficient" or "not fun", then what's the purpose of adding yet another option that is also tedious, difficult, and not very fun to acquire? And adding a "forever food" option that is very efficient and very easy to get only gets players to ignore the food preservation mechanics of Vintage Story entirely, because there's little purpose in investing in food that expires when you can just make a "forever food" that has the same satiety and fills the exact same nutritional needs. And like has been said multiple times already in this thread...the only scenario were a player really has to worry about all their foodstuffs spoiling, is if they play sporadically as a lone wolf on a large, active multiplayer server. However, that's not the fault of the game; that's the player deliberately picking a server that doesn't fit their preferred playstyle, and then getting upset when things don't work out so well. There's no one to blame but themselves.
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Welcome to the forums! Overall, I'm still inclined to say that proper flight is something that should be left to mods, with maybe a flight path or two as a story-specific event. I played around with the Draconis mod recently, and while I did have a lot of fun, it presents the same issue that the elytra has in Minecraft. Being able to just fly over obstacles and cover ground quickly means that land and water transport is obsolete. The only thing that competes with flight, in terms of travel, is translocators, but even then the teleport distance has to be very far in order for it to win over flight. As for flight paths, a preset flight path would be okay, especially if it's a one-time story event. It would be something different and give the player some convenience for traveling to a specific place, without rendering all the other forms of travel in the game irrelevant.
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I daresay this is the simplest explanation. Desperate rebels aside, I'm sure some allies of Jonas were really just allies in name only, cooperating because they didn't really have any other choice. Political jockeying and intrigue is also endemic to nobility, so even if some of them did actually mean well, old habits rarely disappear overnight. Whether any survived long enough to carve out their own kingdom after, I'm not sure, but that could at least be part of the reason that Tobias gave such stark warnings about expansion to the Nadiyans. He is a practical sort, yes, but he's also seen the ugly side of nobility, so it's entirely possible that he deliberately stifled their ambitions to prevent any sort of kingdom from growing out of the village. Which is understandable in some ways, but also rather selfish and a bit dastardly, when you think about it. The khanate, I suspect, is just a reference to the steppe people's system of governing, or more specifically, what was left of the Mongol Empire. By the 1200s, it had started to fall apart, and finished breaking apart in the late 1300s/early 1400s, which is when the story takes place. Given that torture was not uncommon at all for prisons back then, it was probably just how they punished criminals or otherwise a gruesome method of keeping control of the populace. Frightened people are easier to control, yes, but desperation also makes people extremely unpredictable. I wouldn't be surprised if the Blackguards were torturing people for information, or otherwise making a brutal example out of rebels in order to ensure that the rest of the people did as told. It's definitely not a pleasant way to handle things, but if everyone is scared into submission that's more people working and less people potentially rebelling, getting killed, or otherwise derailing work. Regarding the nobles, it's very possible that they would be more inclined towards rebellion, since they tend to think of themselves as "betters" and would probably want special treatment(that they might not otherwise be getting). But we've also seen characters like Tobias who are implied to have grudges against the nobility. Now I'm not saying Tobias would want to torture them, or that he would have had a hand in any of it, but I do think it's possible that some bitter commoners might have imprisoned nobles and tortured them to death as a result of deep hatred.
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Not exactly. As far as we know, the Rot is some kind of mysterious sickness that kills anything living, reducing it to a repulsive black sludge. A fungus doesn't behave in that matter, since fungi have distinct shapes and reproduction methods--in other words, fungus is natural and has clear cause and effects. This isn't just implied--Tobias himself confirms it. When you talk to him at the end of Chapter Two, he explains that he contracted the Rot and honored Jonas's pleading requests to go to the Lazaret and hold on to life as best he could. What happened to him after isn't quite clear, other than he wasn't turned into a seraph but not exactly human either, and the Rot-infested parts of him were just gone. He crawled free of the ruins and eventually scratched out a decent living for himself, founding Nadiya and producing the Devastation in his efforts to bring back the player and other allies. Not really possible considering that the only reason the Grand Machine even exists is that Jonas built it in an effort to save humanity and what was left of the world from the Rot. Setting off the machine cleansed the Rot, at least temporarily, as well as scrambled the world and produced the temporal storms and instability we encounter in the present day. So there's not really a reason to use it twice since it worked the first time...at least, mostly. Tobias also makes a point of mentioning that that kind of experiment decidedly shouldn't be attempted again, even if it were possible. All that we really know about the seraphs is that most, at least, were very likely allies of Jonas and involved somehow with his efforts to save the world, and turned/blinked out of existence when the Grand Machine was activated. Likewise, it's heavily implied that the rotbeasts were also some of Jonas's allies, or some of the people he was trying to save, and turned into monstrosities when the Grand Machine was activated. Regarding Prima Materia itself, it's not yet known what the substance is, aside from some esoteric thing that Jonas discovered and figured out how to use to make all his marvelous contraptions. Likewise, we don't know exactly what the substance is capable of, or what side effects its use has. The tapestry "Dangers of Temporality" hints at this. I would say the opposite. Seeing Dave up close would indeed be interesting...but only the first time. After that, the mystery is gone, and there's not much room left for imagination. If Dave remains in the background though, then the player can easily imagine lots of different things about what he could be, which helps keep Dave interesting over multiple playthroughs. As far as I'm aware, there's nothing to suggest that this is the case. They could be ruins from the Old World, but they could also just as easily be ruins from the new world, or new settlements/places that were created after the initial calamity and that have managed to survive the onslaught since. To my knowledge, the story is supposed to be somewhat linear in how it unfolds, but it's also very possible to vary the order of certain steps or even skip them entirely and still have things make sense. I could see them making some lore changes with the introduction of Chapter Three to introduce more ways to point the player to Nadiya. The Resonance Archive would remain the first mission in this case, but by adding Quiet, the Spoils, or the Cardinals, the treasure hunter's dialogue could simply be changed to include more information about the place and/or an option for the player to ask how to get to such a place(or who to ask for directions to such). The main advantage to this kind of structure is that it gives the player more choice on which place they would like to visit first, as well as the potential to perhaps skip a location entirely if it sounds menacing enough. Depends on how you wish to define "soon". 1.23 was supposed to potentially be the next lore chapter, but as far as I know, 1.23 is supposed to be focusing on reworking the armor system, as well as perhaps adding some smaller things and things that didn't make it into 1.22. Chapter Three is supposed to arrive in 1.24, so maybe sometime late next year, but we'll see. It depends heavily on how much stuff is packed into 1.23, and how many resulting bugs need to be fixed.
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Oh, good catch. I wonder if Wildcraft is being used at all. I can't recall older game versions having any issues with jam, but Wildcraft is a popular mod and it still uses the old berry bush art in addition to the old Wildcraft mechanics rather than the new berry bush mechanics introduced in 1.22. There's also Expanded Foods, which is currently incompatible with Wildcraft, and EF is a popular mod as well. If Wildcraft, or both Wildcraft and Expanded Foods, are installed here, that could easily be the cause of the issue.
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That could very well be, but I do agree that if that is the case, I'm glad they made the player backstory more open-ended. Though I also think it's worth pointing out that the Malefactor, while clearly having done something very wrong, also quite clearly repented of whatever crime it was and did their best to atone for it. The author of "In Memoriam", however, seems to be the opposite--he committed a serious crime for a very selfish reason, and rather than be sorry about it, is angry that the consequences were getting infected with the Rot. Which part of me wonders if perhaps the Rot is a physical manifestation of bad morals, and perhaps progresses faster in those more rife with evil deeds. It's a bit of a stretch, but if that were the case, it would have some serious implications about certain characters, as well as perhaps explain why the Rot is returning. It's possible, though it could also just be due to Tobias sharing some of the same tendencies as the Malefactor. If I'm recalling correctly, his accounting of how he met Jonas begins with him breaking into the Falx manor intending to steal some food/things he can sell for food and supplies, and getting caught by Jonas. He also later expresses frustration with how slow Jonas's methods are at achieving better lives for the common people, and while Tobias never exactly writes what his plans are in this regard, he does imply that he was close to taking more drastic measures himself. So I wouldn't say he necessarily has the same goals as the Malefactor, but there's definitely some similar background and morality. Otherwise, I would say it's as simple as Tobias simply having interacted with the player character enough in order to know quite a bit about their personality. He does call us friends, after all, and while he might be very pragmatic, poking a hole in reality and causing some mass destruction as a side effect isn't exactly something one does to bring back individuals they can't rely on to get a job done. Thus I think it's quite likely that he was cautious around the rougher/shadier classes like Malefactor and Blackguard at first, but warmed up to them once he got to know them.
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Oh for sure. I've said it before, but I'll say it again: a singleplayer world is like a Bob Ross painting. It's your world, and you decide what gets to live there.
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I'm not entirely sure, as I've never really timed it. But it is finished after a day of firing, maybe a little less. It might use the same firing times as pit kilns, thus making fuel type make a difference, but I'm not sure.
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I don't know that it's proper science, but I like to use peat. One stack under each fuel slot is enough to fully fire the kiln, and peat is rather easy to find.
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I really doubt it's this one. "In Memoriam" is an interesting little side piece describing in detail some of what was actually occurring in the Lazaret, and is found in a hidden alcove in a treasure chest that also contains a golden monkey statue and some other riches, which are the riches described in that journal entry. The story itself was written by a commoner, who disguised himself as a noble to sneak into the Lazaret since he believed it would save him, and was addressed to his father. As for the Old World nobility in general, it's generally implied that many of them ignored Jonas and did their own thing, perishing with the Rot or perhaps paying to secure a spot in places like the Lazaret, hoping that special treatment would save them. Others seem to have been part of the Forlorn Hope, giving their lives to defend Jonas's grand project from desperate, infected outsiders that would threaten it. There were probably others who were aligned with Jonas that did survive, or perhaps some that sailed with the Hanseatic League and survived that way. We don't entirely know for sure. That being said, I wouldn't be surprised if there were a surviving few that clung to the old ways of nobility and tried to carve out kingdoms for themselves, as had once existed in the Old World. The Spoils may be some kind of treasure horde in that regard, whether riches or lost knowledge or both, but it could be something else entirely. All we know of the location, aside from the name, is that the traders consider it a dreadful place and advise steering clear of it. No, actually, we don't know that. Every story chapter so far has had a boss battle, but not every story location has a boss to battle. Nadiya and the Lazaret were both included in the same list of names as Quiet, but neither one contained a boss fight. It could be this kind of place, but there's nothing currently to suggest that's what the Quiet is. Personally, I tend to think of a monastery or library in regards to that name--a quiet, solitary place away from prying eyes that is a good spot for thinking and planning. Regarding the Erel, I wouldn't be surprised if it makes a return later. I don't know anything about it having player commands, but there was an uncorrupted version of the creature in addition to the corrupted version that we fight. We also don't actually kill the Erel at the tower either--we only damage it enough to prompt it to fly away, and there's no body to find afterwards. That would suggest that it may still be lurking out there, somewhere. That being said, as cool as it would be to have Erel as a flying vehicle, I don't think it should be a flying machine that the player can control. As a special travel for a specific plot point to specific locations? Sure. But flight, especially controlled flight, is an incredibly powerful ability, and one that can easily break the game. The elytra from Minecraft is a rather notorious example of how badly such a thing can unbalance a game. It's heavily implied that the author of "In Memoriam" died, having contracted the Rot from the noblewoman he pushed into the cesspit. As for the Cardinals, all we know is that the trader mentions it being some kind of gathering place. That could be a religious site, or some kind of crossroads for the main travel routes of the new world, or if every remaining human settlement has the same general stories about the coming "true storm" it could be a designated global meeting spot. I would also note that maps wouldn't necessarily be useless. Maps of the Old World wouldn't be useful for navigation, sure, but would definitely be items of interest to historians and collectors. Maps of the new world, however, would likely be very useful, though there's nothing to suggest that every lore location has been discovered. For gameplay reasons, yes, the player is likely going to be able to obtain a map from someone who's aware of the location, but otherwise there's quite a lot that just isn't known. To use the Resonance Archive itself as an example: Tobias knows about it because he's one of the few original survivors of the Old World with intact memories, but no longer knows where it is since the land got scrambled. The treasure hunter the player talks to knows where it is, because they conveniently happened to have been in the area and discovered the entrance, but since they didn't really explore the place they don't know what it is other than some sort of major ruin that likely has valuables inside. Personally, I don't believe we need to fight Dave. Some things are best left as background mysteries, and Dave is one such thing. That's a big reason why Dave remains interesting and rather spooky--he's just...there...lurking...and it's never really clear what he is or if he's friendly or not. If you're referring to the Devastation Tower, there's currently nothing to suggest that Jonas was ever there. Tobias and his workers built the place shortly after the events that ruined the Old World, and the strange machinery there was what Tobias used to punch a hole in reality and allow the player(and presumably other allies) to return as seraphs, destroying the Tower and the surrounding lands in the process.
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Support tickets are submitted here: https://www.vintagestory.at/support/ I see you've made a new thread in the Vintarian Support section, however, that section still just regular players, albeit those who have purchased the game and are seeking help figuring out issues with the game itself. To DM one of the moderators, you need to go to the little envelope icon in the upper right corner of your screen--it should be right next to your forum username. Click that to go to your Messages. From there, you can DM other forum users. Rorax and Zaldaryon are the forum moderators, I believe.
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Hmmm. That should be the correct recipe. You could try removing the honey and making sure that you used exactly 1.2 L in each slot, just in case there's a sneaky .01 hiding in one of the slots that's getting rounded to read 1.2 L. Knowing your game version and whether or not you're using any mods(and which ones, if so) would also help.
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Alcohol is one thing that fills that niche gap though. The basic alcohol lasts several in-game years in a cellar, while the distilled stuff lasts forever no matter where it's stored. Distilled alcohol is a little tedious to produce, depending on available farms and such, but certainly not impossible to produce en-masse, especially if one plays consistently for a period of time. It's not a food that one would want to rely on, but it will keep one from starving long enough to go hunting, fishing, foraging, or acquiring food some other way. So I don't think it's a very good argument to say that it's pointless when it fills the exact role that you're asking for.
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I doubt it would go that far, but I could see there being penalties for eating raw meat or other undercooked foods, or perhaps being too reliant on lower quality foodstuffs like bushmeat. I could also see a lack of fruit nutrition making the player more at risk of disease; some players will let it drop over the winter because temporarily losing a bar of nutrition isn't usually a big deal, but being more at risk to colds and other illness would definitely be a good motivator to pay more attention to nutrition, without being too intrusive.
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Only if they're wild, or you smack one by accident. But that's assuming you're in the pen with them. As long as the troughs are placed somewhat close to the fence, you should be able to refill them without stepping into the pen. Carcasses can also be harvested from outside the pen if the pen is small enough and you get the right angle. The pen does need to be just big enough though that all the wilder sheep can run away to a corner while you're doing whatever, so they're less likely to bother you.
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Twenty blocks or so is more than close enough to hit a target reliably most of the time. Well, yes. Most creatures will realistically want to run away from an attacker, if running away is an option. The key in the game is to keep an eye on them to see where they run, carefully following behind, and waiting for them to stop running before you take your next shot(if you're not confident about your ability to hit moving targets, that is).
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Welcome to the forums! Your best bet is submitting a support ticket explaining the situation, or otherwise DMing one of the moderators here on the forums. Otherwise, we're just regular players here, and there's nothing we can really do about this kind of problem.
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Welcome to the game and forums. If you're not happy with the game, you can always request a refund here: https://www.vintagestory.at/support/ If you'd like to give the game another try though, I would highly recommend checking the difficulty settings and adjusting them to your liking. Many things can be adjusted, even after world creation. Vintage Story is by no means an easy game, even on Standard difficulty(Wilderness Survival and Homo Sapiens are even more unforgiving), and while it often gets compared to Minecraft, the two are very different games.