-
Posts
5027 -
Joined
-
Last visited
-
Days Won
217
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
There's an option in the mod config to turn that bit off. Makes it much more bearable, if less realistic regarding carrying buckets of liquid around. Food is currently fine. Pies are my go-to and I cut them before venturing in. Crocks were recently changed to allow players to fill bowls from the inventory(you may be able to cut pies in the crafting grid too, not sure), rather than needing to place the crock, for that reason specifically I do believe.
-
Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
It's probably simple enough to put some kind of colorblind option into the Accessibility settings. However, I think a bright teal would show up a very light color, while a dark red would show up as a darker color, so I'd expect there to be some definite contrast anyway in the event of colorblindness. -
Oof, that's rough. Have you checked the log files to see if any memory leaks were being reported? To the best of my knowledge, there's still potentially a minor leak or two, but all the major ones should have been fixed. Of course, I'm not saying it wasn't a memory leak, just that it's possible there could be another cause, especially when using mods. It's possible one of the mods has a major issue, or the mods that you're trying to play with are too much for your hardware to keep up with. Mods that add a LOT of stuff, such as Better Ruins, tend to be pretty demanding on hardware. If you're sure it's a memory leak though, one thing you can do to help pinpoint the cause is go into the Interface tab of Settings, and enable Developer Mode. That will make a new Dev tab appear--go to this tab and enable VAO Dispose Debug, then load your world and play around to try to trigger the leaks. More details should be recorded in the logs when the leaks occur. If you're going to test over multiple sessions, you'll want to check that setting before loading the world each time, as it does seem to get switched off for new sessions. In any case, it's definitely a problem to report to the VS devs if it's a problem in the base game, or mod devs if it's a mod problem. Pretty much why I'm skeptical of adding thirst or climbing mechanics. Story locations weren't built with those in mind, and would need major reworks to account for such things.
-
My first house on my first homo sapiens world (ANY TIPS)
LadyWYT replied to ATTESTEDJON's topic in Discussion
You're probably going to have to pan for your first pick, hammer, and propick, since surface copper deposits occur extremely rarely in Homo Sapiens. You can still try looking around for them though--you'll know when you've found one by the copper bits lying on the surface. You won't want to pick up those bits until you have something to dig up the deposit with though, or unless you have someway to mark the deposit. Homo Sapiens mode does not enable the map(though you can turn the map back on via command), so the usual "mark the map" just isn't an option. -
Don't worry, as soon as you get a populated skep back to your base, you will find the wild hive nearby that you previously missed.
-
Instead of glass, you can also chisel the block you place as a barrier. It'll help funnel more material into the hopper, while being unintrusive.
-
My first house on my first homo sapiens world (ANY TIPS)
LadyWYT replied to ATTESTEDJON's topic in Discussion
For Homo Sapiens? Not really. Perhaps work on acquiring copper and bronze? The worst you really have to worry about is surviving the winter and bears, though I would make sure you fence in your crops. I'm not sure if rabbits and other wildlife will still try to eat them, but better to be safe than sorry. -
It's vanilla. Rifts generate particles, yes, but the particles are most noticeable when the rift is in the process of closing. It's difficult to spot since the rifts close pretty fast; one second they're wide open and the next they've zooped shut.
-
It's due to the baking temperature being around 700C. Any item that can be heated to such temperatures will start to glow like that. Though typically, most food items cap around 300-400 C, so they never have a chance to glow. I'd say in the case of bread here, it's probably an oversight, if not potential mod interference.
-
Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Honestly, I'm not sure that it's building in neutral places, as much as it is perhaps just a lapse in attention. Maybe they're new players, maybe they typically play with stability off and decided to turn it on, maybe they're a veteran player that just wasn't paying attention for whatever. Hard to say for sure. I kinda look at it like food; it's easy enough to avoid starving to death in the game, yet it doesn't seem to be an incredibly uncommon occurrence for players to starve. Suffering the consequences doesn't mean the mechanic is bad, or working improperly, but does mean the player probably needs to put a little more diligence into certain areas of gameplay. Tweaking my earlier comment--maybe instead of changing the entire color, just have the gear keep spinning regardless of how full/empty the meter is, so that the player can tell the stability of an area even while the meter is completely full/empty. While the meter is recharging, highlight it in a glowing teal outline to help illustrate that something positive is happening, and outline it in red to indicate when it's draining. -
Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
Yeah, as @Thorfinn said, the Devastation is an extreme case, as it's permanently changed the land itself and essentially one giant rift. General surface/subsurface stability is incredibly mild in comparison, and like Thorfinn also noted, seems to mostly only affect seraphs. Presumably, seraphs are the most affected since their foothold in the present is tenuous. I also feel that temporal stability is meant to be something that can easily catch players off guard if they aren't careful, regardless of whether the player is new or a veteran. This is a better change, if there's going to be one. Or perhaps the player needs to be taught about temporal stability in the tutorial? The gear spin is fairly obvious, and when it ticks lower that suggests something bad, but it's not otherwise obvious exactly what that gauge is trying to inform the player of unless they read the temporal stability section of the handbook. -
Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
This is also why there's an option to disable the instability mechanic. Otherwise, the purpose is to help illustrate just how much of a disaster certain past events were, as well as provide an extra challenge to the player when picking a spot to settle down. -
I don't disagree that it's maybe a little too easy to get a handle on foodstores, however, I don't agree with punishing the player for excessive stockpiling. Having extra is never really a bad idea, and in the case of cooperative multiplayer, large stockpiles are mandatory. Cats would be an obvious solution to rodents, but I also think a mechanic like this mod could be added: https://mods.vintagestory.at/rottingstorage Essentially, the player would need to check their foodstores semi-regularly and either use/dispose of foodstuffs that are getting too old, or else risk losing a big chunk of their foodstores. Gives a lot more value to preserving food via crocks, pickling, or salting.
-
Ok, poeple, let's vote... what is your voice/pitch?
LadyWYT replied to Broccoli Clock's topic in Discussion
That's the actual lore as well. Although it's not the seraph voices that humans find strange--it's the accents. -
I think it's possible to go from stone to steel in about that much time, however, you have to really know what you're doing, as well as have decent RNG on the map generation.
-
Vegetable sat is vegetable sat, and mushrooms are basically free food, if you have a good source nearby. Especially good in the early game, when farms aren't yet productive. Honestly, I think it's just kind of the result of many players just opting for an efficient meta, rather than enjoying the variety that's currently there, and I don't think that's something that really ever gets "fixed". As far as just having more food types, yes, that would be nice, and I'd expect to see more variety in the future. In the meantime though, it's also why the Expanded Foods mod is so popular(which, it also seems to have finally updated for 1.21 as well).
-
What are you lighting your base up with? Lanterns or chandeliers are the best sources of light, and should stop monster spawns indoors(outside of temporal storms). Torches are decent for early game, but they don't offer nearly as much as lanterns or chandeliers, so you will need more of them to stop spawns. Oil lamps provide enough light to see, but not enough to stop spawns; I use oil lamps to light up my cellars so it's not pitch dark, and it's not uncommon to have a monster or two spawn in my cellar as a result. In any case, the lighting is what I would check. As for a mod that stops them from spawning indoors entirely...I'm not sure that one exists. You might try a mod like this one, that stops surface spawns entirely outside of temporal storms: https://mods.vintagestory.at/nosurfacemonsters
-
Combat is too shallow for it to be so integral to the game.
LadyWYT replied to Tabulius's topic in Suggestions
This is basically what I would expect from a procedural dungeon, though I might even take it a step further and say that there could probably be bits of lore added to them for players to find and speculate about. Certainly nothing as grand as the Resonance Archive or other story locations proper, but definitely something more interesting than "oh look, there was a small fort here once and...that's it". I'm not sure that I'm the one to be asking this question, as I do like the current combat system(so I don't use combat mods), and absolutely would go dungeon delving if/when they're added. Ironically, I'm also one to avoid combat most of the time unless I have a good reason to be risking life and limb, for similar reasons to what Thorfinn stated: As a result of that kind of design, the world actually feels as dangerous as it's made out to be. In my opinion, that's also a delicate balance that's easy to upset. In my case, a single spear won't kill a rabbit, but that's just the drawback of being a Blackguard. Though this is also why I prefer the bow over the spear--easier to carry more shots, just in case one misses. And while rabbits can be a good food source at times, it's still better to hunt larger prey when possible. Pigs are usually pretty easy to find, and a lot easier to kill since you can walk right up and start smacking them. Yeah, well said, and as I've tried to stress on my part, that's the main issue I have when the subject comes up. There have been several in the past that demanded the entire system change to place more focus on combat over other gameplay, which would shift the feel of the world quite dramatically. Such a drastic change also doesn't really feel warranted, since the current system is fairly solid, and could be improved easily enough with a few tweaks. In other words, if combat is to be improved, I'd rather build on what's currently there, than start over from scratch and/or just copy a mod that does essentially the same thing. @MKMoose laid out some excellent suggestions on how to improve the current combat system with hitbox tweaks, line-of-sight(perhaps a noise detection as well?), and status effects. Hitbox tweaks would help players land more of their attacks, and a line-of-sight mechanic would help make avoiding dangerous creatures more intuitive, as well as require the player to take extra precautions when hunting lest their prey spot them. Likewise, a status effect system would give some extra depth while still being easy to understand at a glance; players can potentially ruin an enemy's day with some good hits, but enemies could just as easily do the same to a player(especially if said player is lacking proper protective gear). -
This, so much this, and like I just said in another thread, you can't just swap one for the other without rewriting most of the story and lore. The stability mechanic also helps Vintage Story stand out as its own thing, given that sanity tends to be a generic feature of survival horror games. Nutrition. No meal covers all of the nutrition groups, so the player will need to have a varied diet in order to stay in good health. Likewise, not every meal is made equal. Meat dishes tend to be more filling than grains and vegetables, so the player can go a bit longer before they need to eat again. Stews have the highest saturation, provided they're eaten in one sitting, while soups can stretch ingredients a little further when food is scarce. Pies are an excellent travel food since they can be stacked(and therefore take less inventory space than crocks), but don't have the saturation that stews offer. Basic foods like cheese, roast meat, and bread may not be the most filling, but they're easily prepared most anywhere, and handy as a snack to top off nutrition meters. Also, welcome to the forums! I will note that the player already has a couple of options to recover stability, outside of hanging out in a stable area for a while. Sacrificing a temporal gear and a bit of health will instantly restore a good chunk of stability, which can be handy in emergencies or when exploring the underground for long periods of time. Likewise, killing monsters will also restore some stability, with the tougher monsters restoring more than weaker ones.
-
Add a mechanism to let players stabilize surface areas.
LadyWYT replied to Mac Mcleod's topic in Suggestions
I do like the idea of a Jonas contraption that stabilizes the surface area within a certain radius, as it opens up more building options and serves as a late game goal. There's no need to count cobblestone or anything for it though. I disagree here. The stability gauge already keeps the player informed of their own stability level, as well as whether or not the local area is stable or unstable. I will note that the sky does already turn sepia in unstable areas, however, it takes a massive amount of instability to cause that effect. Except it's not sanity though, it's temporal stability. The player isn't going insane when the meter drops, but rather, they're losing their foothold in the present space and time. Sanity and stability are not the same thing, and in order to switch stability for sanity, pretty much the entire story would need to be rewritten. It would also be much less unique, since sanity is the generic go-to for a lot of survival horror games. -
Combat is too shallow for it to be so integral to the game.
LadyWYT replied to Tabulius's topic in Suggestions
Ha! Though really, this absolutely needs to happen with any kind of combat change. For the kind of game that Vintage Story is, if the player can inflict critical injury or status effects on the creatures, then it's only fair that creatures be able to do the same in turn. Honestly though, I suspect that many who are griping about the combat aren't looking for that kind of balance, as much as they are a way to feel exceptionally powerful compared to anything else in the game. Or perhaps as MKMoose put it: -
There's also a glider, though it's mostly useful for preventing death from falls or traveling around a local area after jumping from a tower/mountaintop. Honestly, it depends on what you're looking for. There's a mod that adds horses, and a mod that adds dragons, but I'm not sure that many mods really cover transportation, and of those that do I'm not sure any are regarded as staple mods. The best advice I have to offer here is to just poke around the database and see if anything turns up that strikes your fancy.
-
I was just about to say this. Granted, it's fine for what the other game is, but still...it's very broken, and hard not to take advantage of. I actually disagree here, at least somewhat. They are somewhat spread out, yes, but in the context of a post-apocalyptic survival setting, there are way too many traders scattered around! I'd rather have traders clustered into caravans at least, which would be a much rarer occurrence but more worth a trip since there are multiple traders in one spot.
-
They will need to sit on the eggs in order to hatch chicks, yes. The hatching timer will be paused while the hen is off the nest, but once she returns the timer will resume ticking. As for whether the chickens will come when you put food in the troughs, it depends on whether or not they're hungry at the time. If they're hungry, they'll try to come eat, but may run away if they aren't very tame and you're standing too close. If the chickens aren't hungry, or aren't able to eat due to being spooked, they'll just visit the troughs once they are hungry and calm enough to eat, provided that the chunks are loaded.
-
Just fill a small trough or two with appropriate chicken food and make sure that the trough(s) are in places the chickens can easily reach. The chickens will calm down once you leave and come eat when they're hungry.