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Everything posted by LadyWYT
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I think it's fine as-is. Ground storage is nice in the earlier stages of the game, when you may not have a lot of storage options. However, ground storage isn't very efficient in terms of space, and can be a potential fire hazard. Crates are the most efficient for mass storage of a specific item, as they compress several stacks of an item into the space of a single block.
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I think this is likely something that isn't limited to Vintage Story, but that is also an issue for first-time Minecrafters or games with similar controls. There's not the clearest indication of what to do or how to go about things, you kind of have to figure it out as you go. Which generally doesn't take too long, but I can see where it might be frustrating. The wiki is something that I think will improve with time. Keeping a wiki up to date is tough, yes, but the main factor there(in my opinion) is that Vintage Story is still very early in its development. Certain gameplay concepts are still being worked on, and there's still quite a lot more to be added. That doesn't mean that the changes can't be documented in the wiki, but it does make keeping things up to date a lot harder. Likewise, I'd wager it also makes it a bit harder to learn the ropes of the game as well, since things can change between play sessions if you play rather infrequently and third-party content(YouTube, social media, etc) may not be up to date. I like this idea. It used to be that videogames came with a physical manual that detailed the overall plot, the game's controls, and other useful tidbits of information. Including a .PDF handbook, or something similar(you could probably cut it down to a more simplified handbook for a .PDF), would be a nice throwback to those times, as well as let players read it outside the game, without the need for an internet connection. I like this aspect too, and it's one reason I can be quite critical of things presented in the Suggestions part of the forum. Vintage Story strikes a very good balance with its gameplay, giving the player lots of viable options to pick from regarding how they progress. How one progresses isn't the same for each world either, as there may be class choices or environmental conditions that alter which strategy is "best". Some strategies are better than others, of course, but I wouldn't say there's any that are so good as to make the others a waste of time. Also if you've not tried it yet, try throwing a rock at a large lake or pond.
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Fun fact--you can pet the baby elephants regardless of their generation. You do have to watch out for the mothers though, as the babies rarely stray far.
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I would assume the "Skyrim toilet" rule might apply, in that everyone has a trusty bucket or two that they collect that kind of waste in, so they can use the waste for...um...other purposes. That being said, it's not like public toilets are unheard of, so it's a bit odd that there's not a designated public privy. Even the Resonance Archive has a toilet, and it's been abandoned for ages. I don't know about upgrading the village, but Nadiya itself isn't quite finished yet, as evidenced by NPCs offering certain services(inn, barber) but having excuses as to why they can't perform their duties just yet. Perhaps part of the village will expand or be otherwise rebuilt in a future update, but it could also remain as-is and be fine. The general idea is that while humanity is creeping back from the brink of extinction, it's struggling quite a bit and recovering quite slowly. The presence of seraphs does tip the scales in their favor, of course, but recovery shouldn't happen overnight(it'd feel unauthentic), and making it take in-game years to expand the place would probably be a turn-off for most players.
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Blend a temporal gear or two into some terra preta, wait a couple of years, and there you go. Expensive, but a plausible explanation of how you could suddenly have these ancient trees springing up after only a couple years' growth. It also allows for the possibility of growing a proper forest of them too...provided there is space for them to fully mature and the player is ambitious enough to acquire enough resources to spur that growth. I suppose it could be just a very small chance that a planted tree can grow into a huge old tree; that way it's still limited to trees that the player specifically plants(though old growth can still spawn naturally, as it already does). I also like the idea of requiring the environment to be properly suited for the tree species in question to thrive, and not just good enough to reach maturity. That way you can't just go grab a bunch of tropical seeds and start your own jungle in the colder regions of the world. Of course, while we're on the subject, I suppose if the devs were inclined to overall the trees entirely and make them more similar to the fruit trees we have/that tree mod from TOBG, something like this would be the time to do it. At that point it's probably just a matter of waiting for the tree to get that old, which I would still expect to take at least a few in-game years.
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Should the temperature drop when I use helve hammer?
LadyWYT replied to Vykintas's topic in Discussion
Was the helve hammer under a roof, or exposed outside on a windy/rainy day? If you don't have it under cover, inclement weather will cool it down quickly. Otherwise, items being forged on it will cool down slowly, though at a slightly faster rate than they might if you're hand-forging. I presume the difference there is to account for the helve hammer being able to work a bit faster on average than the player can. It also depends on when the forged item was last exposed to heat. Once heated, an item will stay hot for a little bit before it starts to cool off, so if it's been a little bit since it was last exposed to heat then it may have already begun to cool off by the time you start forging.- 1 reply
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I want to grant each player a temporal gear on first spawn only
LadyWYT replied to Noah Detloff's topic in Questions
https://wiki.vintagestory.at/index.php?title=File:Clothes-neck-forlorn-talisman.png -
For me, the helve hammer is my wind chime. In all seriousness though, I love the idea. I think wind chimes would see the most use as interesting ambient decorations, but there's something to be said for just having something that's there as a nice decoration rather than something specifically useful. As for an alternate use, I recall there being a wind chime mod or two for the other block game, that made the chimes deter phantoms. Based on what's outlined in the "Ghosts" short story here on the forums, loud noise/lots of noise seems to attract monsters, so wind chimes could function as some sort of distraction for said monsters. Since there's no wind underground I doubt you could really exploit a mechanic like that very well(although you never know), but I'd wager that it could also be frustrating to deal with depending on how it was implemented. What's the point of decorating if monsters are going to constantly trash it, after all.
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I want to grant each player a temporal gear on first spawn only
LadyWYT replied to Noah Detloff's topic in Questions
Actually, there's already such an amulet--it's a relic specific to the Forlorn Hope. It serves no purpose aside from being a cosmetic item that you can find and wear, and making it something baseline to all classes makes each class a lot less unique. As for giving the player a temporal gear at world creation...maybe as option one can choose, but I would keep it as a standard temporal gear otherwise. The temporary loss of one inventory slot(and potential loss of the gear if you die before using it) is the drawback in return for having an easy way to reset your first spawn point. Likewise, the ability to respawn, as well as change your spawn point, is very powerful(as Tyron himself has noted), so it shouldn't be something that's easily done on a whim at the start of the game. -
It happens every once in a while, though it's not a bug I've encountered in quite some time. Usually a relog fixes it, or otherwise doing something to reload the area in question.
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Welcome to the forums! Which version are you playing on? There's been a couple of bugs recently regarding monsters spawning in daylight; one of those bugs was tied to turning off temporal stability, somehow. I don't recall if it's been fixed yet or not, but that's likely what's causing the issue.
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As a mod, sure, why not. As an addition to the base game? No, that's a bad idea, both for the reason that @Maelstrom pointed out, and the performance hit such a thing would introduce. If I'm recalling correctly, there was an old version of the Wildcraft mod that did similar, in that it let forests spread by creating new saplings, or something to that effect. However, unless you had a really powerful machine to play on, it would tank your game's performance due to the amount of processing power needed to simulate that kind of thing.
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Whats the Most Mods You've Been Able to Install?
LadyWYT replied to N0Stra_V0x's topic in Discussion
Could be that he has a dedicated server for hosting the world, while he runs the game client itself on a different computer. A dedicated server will help things run a lot more smoothly, even just for a singleplayer world.- 33 replies
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I've seen some oddities in lighting; some of it hinges on game settings. Vintage Story is still pretty early in development though, so it's to be expected to have some goofiness here and there. The lighting system is definitely something that will likely go through some significant adjustments before the game is considered a finished product.
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Welcome to the forums! This is something I'd like to see as well, and I daresay it will be expanded upon in some future update. For now though it's not a big priority, as we already have a decent variety of things to eat and there are other gameplay loops that need to be fleshed out more(like late-game tech and aquatics). Until then, there's always this mod: https://mods.vintagestory.at/expandedfoods
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Vintage Story so good even a meme character migrated from the other block game.
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the resonance archives library door is still closed?
LadyWYT replied to CHOZARD's topic in Discussion
Welcome to the forums! As @Maelstrom said, the library will only open once the machinery in Engineering is fully operational. Without spoiling too much, the boiler may power the machines, but unless the machines have all the parts they can't open the door. -
Agree with other posters here, there are other server options to pick from. I'm not sure just adding another server fixes the problem either, as you'd need people to opt for the new server instead of the old. I would say though that having a server queue isn't necessarily the worst thing ever either...kind of depends on how big the queue is at any given time and how many players the server can support. If it can support a lot of players and there's always a long queue waiting to get in, then I would say it's a problem and worth potentially opening a second server.
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Oh yeah, no, they aren't supposed to do that. The only times you should be seeing monsters on the surface in daylight is if the sun just came up(leftovers from nighttime), if a cave is nearby(monsters will sometimes wander out), or during a temporal storm(normal spawn rules don't apply). When rift activity is "high" or greater, all that means is rifts are more likely to appear, and will spawn greater numbers of monsters if spawn conditions are met. Underground monster spawns are also somewhat tied to rift activity, so higher levels of activity mean more monsters underground, while a calm day means fewer monsters(though usually never zero when it comes to the underground). Hmmm, a fair point. I forgot that back in the day you'd get a demo disc with consoles like the PS1. I wanna say that Minecraft had a demo world available at one time as well, though I could just be thinking of a dedicated tutorial world that shipped with certain game versions. I think piracy is an issue for videogames regardless of whether or not they have a demo, and I'm not sure there's anything one can do to stop piracy 100%. The best counter to piracy is just make a good product at a reasonable price, without being a butt on social media. If it's a good product, people will want it, and if it's priced reasonably they'll be more inclined to buy it instead of pirating. As for the social media bit...it's fairly easy to incur the wrath of the general public and earn yourself a boycott, so best not to upset the people you want to do business with.
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Oh yeah, for sure. Some of it I can figure out easily enough, but the weather part just translates better when converted to Farenheit, as that is how my brain is wired. Weather aside, everything else is easy enough to work with in Celsius.
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On Vintage Story? It depends. On singleplayer I've been sticking to the vanilla game of late, but on my friend's server I think there's around 25-35 mods. Generally when I use mods, it's to expand cooking options or add some extra flora and fauna to the world. The one I stick to most consistently though is Freedom Units, just so the ambient temperature makes a little more sense in my mind. I know 40C is hot and -10C is cold, but neither really tells me how hot or cold.
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Sounds like a bug, really, or possibly an oversight. You might consider reporting this over on the bug tracker. I think it's fine as-is. Assuming default settings, getting rained on won't hurt the player. Sounds like another bug. I don't know about foxes, but wolf taming is on the roadmap. My guess is that it might be added as a minor update sometime later. Depending on the game version, this could be a bug. There were issues recently with monsters spawning on the surface in broad daylight. Otherwise, rift activity feels fine, for the most part. The only thing I might change is always having calm activity(for an unspecified amount of time) when the world is first created. That way new players are more easily lulled into a false sense of security since there's nothing immediately amiss. As fun as spawning in to apocalyptic activity can be, seeing rifts right after spawning in immediately alerts the player to the fact that all's not well with the world. I also would not limit monster spawns to the passage of time. Sometimes you can go for days without seeing a rift, and sometimes the horde will be at your door the first night. The unpredictability adds more suspense and strikes more fear into the heart of the player, as they can never quite be certain of safety save for the daylight hours. Of course, if someone does want to set a grace period for the spawns, they can already do so at world creation. As others have said, this is due to the items having expiration times that are too different. You can, however, manually combine them into one stack. Aquatic content is still in the works. I daresay we'll see rivers about the same time that water power is introduced. No. Don't get me wrong, I like the idea, but I see this getting old rather quickly. If it is added, it should probably have a toggle in the settings, so that players can choose to disable the chat sounds if it gets too grating. Aside from players who already don't like the vocals, I see it being an issue mainly for busy multiplayer servers. Alternatively, make a new Local Chat tab that has a limited radius, and only apply the vocals for text in that tab. That leaves General free for global chat(without characters sounding like they're talking to themselves), while adding a tab that roleplayers would love. Currently, if the item goes into a bag rather than your hotbar, the bag it was stuffed into will shake briefly. However, it is easy to miss that shake, so having a small popup might be an improvement. If nothing else, make it an accessibility option in the settings. Much like wolf taming, this is probably one of those things that will likely be its own minor update, or part of a collection of such updates. Perhaps in the future. Currently, I think there's an old version of Vintage Story available for free as a demo, though I could be wrong. Otherwise, the devs have rather generous policy when it comes to refunds and the game itself is priced reasonably, so it's not a big risk to buy it and try it. Vintage Story is somewhat particular when it comes to space parameters. Certain conditions must be met to make a space an insulated room, a cellar, or a greenhouse. It's also why I'm not a fan of making too many condition checks when it comes to building, as the more there are the less creative freedom one has.
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Welcome to the forums! To my knowledge, there are no seraphim villages in lore, as seraphs are rather few and far between. The few settlements that do exist are populated by surviving humans, who so far seem neutral to seraphs at worst. I daresay we'll perhaps see a seraph NPC or two sometime in the future, and it's not out of the question that some seraphs integrated themselves into a settlement somewhere. However, I think it would be a narrative mistake to add seraph villages, as that would heavily detract from what makes them stand out in the world. Likewise, I don't see the player being able to fully integrate into a settlement to the point that they no longer have to gather their own materials and food. Stay as a guest, yes, or make such integration a mod sure, but being able to just opt out of standard gameplay and become a basic villager destroys the narrative that's been set. The player is a stranger--an odd survivor of the Old World that's been mutated into something other than human. They can befriend human survivors, yes, but they'll never truly fit back in to a normal life.