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Everything posted by LadyWYT
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Welcome to the forums! I think it's something best suited to a mod, really, given that the village(and presumably other civilized places as they are added) are meant to have their own distinct cultures. Being able to just change stuff like their attire on a whim like that destroys the intended immersion, at least for standard gameplay. Now as a creative mode feature, I could see that being a thing.
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For armor and weapons, it depends on your playstyle. Tier 2 is fine if you're fairly skilled, though iron is perhaps the best choice since it offers more safety for relatively little extra effort to acquire. I do agree with @Zane Mordien, plate isn't the most ideal choice in singleplayer as it will greatly dampen your healing ability and it can be a hassle to try to unequip a piece in the middle of combat in order to heal. You'll also want plenty of bandages. Honey poultices are the best, but horsetail poultice will do just fine. Bring the raw ingredients and craft a stack or two as needed to make optimal use of your inventory space. For food, pies are the best, since you can carry multiple slices in one stack. Just make sure to slice the pies before entering the Archive, as you won't be able to slice them inside. Crocks aren't bad either, but crocks do not stack and will take up more inventory slots. I'd also recommend bringing a trunk or two, depending on how much loot you want to take with you. If you want to take everything that's not nailed down, you'll need to make multiple trips, but the trunks will let you haul everything to the surface for easy retrieval later. Depends. It's not the same as Minecraft's elytra, but it may just save your life later in the story. If you have access to one, it's not a bad idea to bring it with you while exploring. Also depends heavily on what you're after. Lore books and fancy clothing items are the main things to find, though there are also several Jonas parts to find as well. If you're after unique knick-knacks, those are more found in chapter two of the story.
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Welcome to the forums! The prospecting pick's Density Search mode only gives you an idea of what could have spawned in the chunk, not what's actually there. Node Search will tell you exactly what there is to find, if anything, but has a very short search radius. And just because Density Search reports a chance of something having generated, doesn't mean it's actually present. Likewise, there may be ore present that's not listed in the Density Search--had that happen on more than one occasion. As for gold specifically, the best way to find it is to find a quartz vein and conduct a Node Search or two to see if there is any precious metal within. Oftentimes, there are bits of gold or silver mixed in with the quartz.
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True, but in the summer you can grow crops outside, so greenhouses aren't really needed.
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Hmmmm...out of curiosity, is it a vanilla server or a modded server? Reason for asking is that the mod Better Ruins adds its own type of "Resonance Archive" location(pretty sure), so that might be where the "mansion" bit is coming from if you have that mod installed.
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Welcome to the forums! Keeping in mind that aside from artstyle preferences, more particles often means more processing power required. Aside from that, I believe smoke effects received an update in 1.20, though that may be just for explosion effects specifically.
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Welcome to the forums! To my knowledge, the armor racks do not move on their own. They do, however, count as a solid entity, much like a creature corpse, meaning that they can be pushed around by players and other creatures. What's likely happening is that the room you've got your armor stands in is dark enough to spawn monsters, or otherwise has enough space to spawn them during temporal storms. The monsters run around and end up pushing the armor stands out of place before despawning, so it looks like the armor stand has a mind of its own.
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I figure you could probably just make a portion of the clay be returned in that case, rather than the entire supply used. That way you can store clay like that if you really want, but you'll end up losing quite a bit of material long-term. Or perhaps add some sort of exception to storing raw bricks in crates.
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Where Was My Spawn Point Again? Medium temporal storm rolls around; no big deal, I've got iron armor and plenty of supplies. What I failed to account for was the nightmare shivers. The first wasn't so bad, but the second proved a bit too much to handle, so I ran into the forge area and slammed the door behind me. Unfortunately, I wasn't fast enough, because the nightmare followed me inside. Okay, no big deal, I'll just respawn in my bedroom then and grab some healing supplies before returning to the forge and dealing with it. It would have been a great plan, except for one little detail... My respawn point wasn't in my bedroom, it was in the forge! Luckily the nightmare was damaged enough that a couple of whacks killed it, but it was certainly more excitement than I had bargained for!
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Welcome to the forums! The bugs are seasonal; once the weather gets cold enough they'll disappear. Outside of that, I don't think there's a way to get rid of them outside of removing them via mod(I'm not aware of such a mod that exists) or finding and deleting that portion of code.
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It's a neat idea, but I'd wager that the core reason it isn't a thing in the game is to make winter something that players need to account for if they live in a colder climate. Greenhouses extend the growing season, but under normal circumstances you'll still have periods where crops won't grow at all, meaning you'll need to preserve food. If you can just farm all year long then the winter is pretty much meaningless. For year-round farming regardless of climate, I'd gate that behind some sort of Jonas tech that you can upgrade a greenhouse with. That way players will still need to account for a few winters before having that kind of luxury.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
I use spears for mid-long distance hunting, to make sure that the target either dies before it can get to me or is significantly weakened by the time it gets close. A sword is what I use for the dance of death, as I've found it much easier to wield in that circumstance than the spear. For really long distances, the bow is king, though I still prefer the bow for ranged combat in general. More shots and it fires a bit faster, while being a bit easier to fire while moving as well. If there's a small army of enemies nearby, the general idea is not to wade into the middle of them to begin with...for most games, not just Vintage Story. It's also generally bad to let yourself get cornered by enemies, even if there's not very many of them, as it increases the chance of taking damage. I mean, that's realistic combat in a nutshell. And depending on one's gaming preferences it can be fun; personally I find it fun in Vintage Story for the reasons you listed, especially the "environmental hazard" bit. The random rift activity really threw me for a loop when I first started playing, as I could never be sure what was going to be out there in the dark, and it still keeps me on my toes to this day. -
Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
In my experience, you need to be standing still and time your throws just right in order to achieve this. If you're moving at all, it throws off your aim way too much. You can still fire fairly fast while moving, but it requires mastering the art of pausing just long enough to pop off a shot and immediately start moving again. I would say that the recent improvements to creature AI makes "machine-gunning" a lot less viable, since the creatures will now react to being shot. -
I think you should play through the main story. 1.20 added the second chapter, and without spoiling too much, features a village. It's still a work in progress, as there are some NPC features that are obviously planned but not yet implemented. Judging by what's there though, I would say that villages/civilized areas are going to be story-specific locations and not randomly generated, thus making them very rare. The advantage of building them that way is that the NPCs and stuff within those areas can be detailed a lot more thoroughly, rather than left more generic for random generation.
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Bowtorn weren't needed or wanted and drastically take away from the game.
LadyWYT replied to foebits's topic in Discussion
Bowtorn spawns were broken when they were first added to the game. The spawn rules have since improved, however, there's still a rough spot or two that can cause a whole pack of them to appear. That is most likely the issue that most are encountering. As for issues aside from spawn rules...it really depends on a player's personal preferences and skills. Those who don't enjoy ranged opponents probably won't enjoy dealing with bowtorn. -
Which version and were you playing with mods that may have altered the behavior of those items? If it was the most recent game version and unmodded, I'd report it as a bug over on the Github bug tracker.
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Bowtorn weren't needed or wanted and drastically take away from the game.
LadyWYT replied to foebits's topic in Discussion
I think shivers also have a spawn limit of one or two for any given area; bowtorn don't have that limit, to my knowledge. I suspect the spawn limit is in place to prevent the player from being overwhelmed by them, as they are slighter tougher than drifters and much faster. The fast skitter can also make them pretty difficult to hit once they're on top of you. -
Welcome to the forums! Have you checked out the crates in Vintage Story? They can be stacked(to do this, you'll need to place them against a wall), and can hold several stacks of whichever specific item you place in them. They also come in different colors, and have different capacities depending on materials used to make them. You can also label them with parchment, and choose between an open crate or closed crate when it comes to appearance. Not that I think some functional furniture besides chests wouldn't be a good addition...but we essentially already have this particular concept implemented with crates.
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Welcome to the forums! The listed temperature is the temperature you can expect to start at in that climate zone, and you will always start in late spring unless you use mods/console commands to monkey with time. It can still get much warmer or colder than that, depending on the time of year.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Well-said. It's not going to be everyone's cup of tea, sure, but it gets the job done and doesn't shift so much focus to combat that the tone of Vintage Story changes. I'd also hazard a guess that some of the issues players have with combat is due to creatures actually behaving somewhat realistically. That is, they'll try to run away if wounded too badly, and they also won't hesitate to charge at you either, instead of giving you a generous amount of time to react by telegraphing what they're about to do. Once you get the timing of various things down, and figure out your preferred combat style, it's rather satisfying to smack the monsters around whenever they get in your way. -
I would just switch your gamemode to spectator, move to a free spot, and then switch back to survival. You don't lose items or nutrition that way. /gm 3 for spectator /gm 2 for survival(though it could be /gm 1)
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Welcome to the forums! I think stick recipes are better left to mods, as sticks are fairly easy to acquire already in the game. Making a pair of shears and shearing leaves before you chop trees is a good way to net not only a lot of sticks, but more tree seeds as well.
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Standard bronze should be just fine, and there's no need to rush iron. Just play at your own pace. I would save any black bronze for making tools to trade to the traders, since black bronze tools are worth an extra gear or two. On the other hand, if you prefer the look of black bronze or are looking to collect everything in the game, those are as good of reasons as any to make black bronze armor.
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Welcome to the forums! Have you tried other spots in the crafting grid? And are you using mods(given your inventory space, I'm guessing yes)? The recipe should be shapeless, but if you're using mods something could have broken and affected that particular recipe. In any case, I would disable any mods you have and try again in vanilla, and if it works then you know you have a mod problem. If it doesn't work in vanilla, then it's possible you've encountered a bug and I would consider submitting a bug report(after testing a fresh install to make sure nothing's broken in the main code).
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I don't think the firepit operates on game time, but the cementation furnace seems to. I could be wrong though. It takes about a week to fire one, and I tend to sleep through most of the nights in game, and never noticed it delaying the completion time. I think they use game time as well, for similar reasons above. It's another case where I've never done exact math on it, but I've never noticed slower growth times due to sleeping.