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Everything posted by LadyWYT
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Until then, there's a mod for that, and welcome to the forums! Don't know how well the mod works, as I've never used it, but judging from the comments it seems to be working for 1.20. https://mods.vintagestory.at/expressyourself
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One way to help encourage walking instead of running, is to up your hunger rate a bit. Once you figure out just how much energy you burn by running everywhere, slowing to a walk on your travels is suddenly a lot more appealing. Especially if you're not bringing a ton of food with you.
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When farming pumpkins, do you remove the withered vines?
LadyWYT replied to Broccoli Clock's topic in Questions
I generally remove the withered vines. I don't know that it actually does anything, but I presume that by removing them, it frees up space for new vines to grow, and thus increases the chances of getting more pumpkins. -
Animals sometimes "killed by another creature"?
LadyWYT replied to the_gamer_guy's topic in Questions
If more than two roosters are in the same space, they will kill each other. However, you mentioned this was the only rooster you had, so I'm guessing that there was probably a predator/other rooster nearby outside the barn, that managed to kill your rooster through the walls. It's not a common occurrence, but I've lost sheep to bears swatting at them through a fence, so it's possible that's what happened here as well. -
Most of those you can already find easily just by looking, since the blocks look different than standard grass. In regards to finding more fertile soil, you also judge the fertility simply by looking at the color. Of course, if you can't see the sides of the block, then it's difficult to spot unless you mouse over it and happen to read the tool tip. However, the best fertility soil is terra preta, which you get exclusively from crafting or as a rare find in surface ruins. High fertility soil is the best that spawns naturally otherwise, and it tends to spawn in decent-sized patches so it's not hard to acquire a lot if you keep an eye out for it.
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Isn't there a board game mod that does exactly that? Plus the omok pieces from the vanilla game, though I'm not sure that you craft those as much as buy them or find them. As for designating a chiseled block a figurine and allowing the player to pick it up with a simple right-click...it sounds great to me, but I'm not sure how much code it would involve to work without issue. Plus any small statue that one chisels is still going to be fairly big, provided you want the statue to have any kind of intricate detail. I think for figurines small enough to be game pieces, the better option is probably to roll that kind of thing into a proper lapidary system. Cut your rough gemstones into something pretty, wire together more delicate pieces of tech, or just carve a fancy game piece/figurine with the system. Lots more you can do with a system like that, and the products can all be small enough to pick up/place like other small objects in the game.
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Oh snap, I didn't even think of that, that's a great idea! Good luck, and hope the drawing turns out well for you!
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I think they were added in 1.16, and given how different they are from "regular" trees I wouldn't say they're a precursor to a tree overhaul. It's always possible, I suppose, but not likely.
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Tagging on to this--if you're the ambitious sort, look into the terminus teleporter. It's a late game piece of tech that once built, will allow you to teleport to last place you died, at the cost of one temporal gear per use. Ideally, it's not something you'll ever need, but if you want to acquire a "legit" method of teleporting to your death point, it is an option. Nothing against using console commands to fix mistakes either--that's what they're there for!
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Not a bug, more the result of my own stupidity...
LadyWYT replied to Broccoli Clock's topic in Discussion
You don't even have to do that--use spectator mode inside. It'll let you fly right through the blocks, so there's no need to move anything. -
If they decide to rework all the trees, maybe. But I'm guessing probably not. The tree models we have now work well enough, and I would also say they stand out a bit from Minecraft trees due to the more detailed textures and variety of tree shapes. The fruit trees, however, do have branches, and their appearance changes a little more dramatically with the seasons. As to why other trees don't work like this--I presume it's mostly due to the processing power it would require to simulate the loss/regrowth of all those leaves.
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I would say three regular meals, so that you can eat the entire meal in one sitting and get the satiety benefits. If you only eat part of the meal, I don't think you get any satiety bonus. That being said, if you're after variety or wanting to make a fruit/protein dish, then the hearty meals are the way to go on that.
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Ah yeah, that's the one. Which is why wolf howls and the like still remain spooky; you hear a noise, and you know that there's a real creature out there making it. It's not just ambience that you can ignore.
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My take the Surface Drifter model
LadyWYT replied to ToothedMammal's topic in Videos, Art or Screenshots
It's horrifying...I love it! The shading is especially nice. In regards to what they canonically look like, I don't think there's much in terms of in-game lore that describes them, aside from a bit of flavor text on an item or two, and the drifter models themselves. However, there is a short story that gives a few more clues about them, and I don't say that just because it comes with pictures either. The artwork for it was actually updated prior to 1.20's launch, and the old art looked similar to what you've drawn here. The main details that differ are the rusty bits of metal that seem to compose the "skeletons" of these things, and their complete lack of faces(they're described as having empty holes where the faces should be). Definitely a good story, and well worth the read. https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ -
I'm not sure that you can spawn them...if you can, I don't know how. But for snipping a rift from an image and pasting it into a different picture, you could probably just take several different screenshots of rifts in general(preferably without much detail in the background). Select whichever one looks the best, cut it from the image, paste into the new image and then blend/fade the edges of your cutout so it looks a bit more natural. However...what I would recommend doing instead, since you indicated you were drawing the image--stylize the rift instead of trying to copy the design exactly. One of the advantages to drawing is that you get to "cheat" by adjusting details as you see fit. Maybe it's a literal tear in the air, or a simple zany-looking doorway, instead of the rust-colored swirlies that we see in-game. Or maybe it looks like something else. The key is to fit it to the style you're drawing in, and use a design that looks like it could believably be spawning horrors from another dimension.
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I mean, we have chickens. There's another something that technically qualifies, as long as you aren't talking actual animal. Otherwise, I'm guessing that birds will be similar to insects, in that they'll require development of a new creature system to account for flight patterns and such. In regards to flightless birds though(or birds with limited flight, like chickens), those could probably be added whenever, though until they are, Fauna of the Stone Age has you covered with a few different options. I think there was another mod that added small game birds, but I forgot the name of it.
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Under the first tab of options when creating a new world, you just need to adjust the Starting Climate to something either warmer or colder, depending on which you wish. Icy will net you the tundra proper, while Cool will give you a taiga instead--similar to temperate forest, but a little more difficult to survive in. For the tropics, you'll want Hot, but for some seasonal variation without the snow you might opt for a Warm start instead. Edit: also, welcome to the forums!
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What a cute idea! Surprised it's not a mod already, come to think of it.
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We already have a giant triped that appears during temporal storms--his name is Dave. Interesting idea, but I think that niche is already covered better by the bells. They're very noisy and can't hurt the player directly, but summon monsters for as long as they're able to sound the alarm. I'm not sure that they hunt the player, but according to the wiki they're attracted to bright light, so if the player happens to be carrying a lantern they're likely to attract bells. Otherwise, I think the main issue with the suggested sirenhead behavior is that if they ignore the player unless provoked, the player will probably just ignore the sirenhead entirely because it's not a threat(doesn't buff enemies enough, and otherwise assuming it drops nothing of interest). Now if the sirenhead has decent health and attack, and gives out a decent buff...I think it's probably just going to prove a massive pain in the rear and not going to be particularly fun to deal with. In comparison, bells have a lot of health and are annoying with the noisy monster-summoning, but they're also manageable because they're slow(you can run away from them if need be, but they can't run from you) and don't attack you(it'll take several hits to kill them, but if you focus them you can kill them before they summon too many things). What I would probably do instead, is shorten the name to "siren" and create a semi-rare aquatic enemy instead, based of the old tales of sirens and mermaids. Or maybe it's a play on words, and an aquatic counterpart to the bell, imposing the "drunk" effect on the player while it makes noise. Instead of an attack, it could grapple the player instead and try to drag them far underwater. To release yourself, smack it until it lets you go(or until it dies). While it may not be doing damage, you're still living on borrowed time, as you won't live very long without oxygen.
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I would also say it's a great idea for a goofy challenge mod, but not a great idea for the base game in terms of either difficulty or realism. The better approach would probably be to just hide the poison information for mushrooms/other poisonous wild food until the player decides to be brave enough to sample it. That being said, it's still likely to end up more frustrating than fun, I think, even if it is somewhat fair. As for the system we already have...sure, it's easy to tell what's good to eat and what's not just by reading the tooltip or handbook entry. However, that also requires the player to do the critical task of taking a moment to actually read that information rather than just hork down whatever bit of food they foraged. And given what I've seen from working with the general public...there are several people who just don't stop to read. Plus some players place entirely too much trust in their friends and eat offered stew without question...only to figure out said stew had a secret ingredient. I've done that to my friend before, though I did make sure the stew wasn't going to kill his character. TL;DR: The system we have currently is fine, and will still catch unobservant players off-guard.
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The main advantages to travel by elk is the extra inventory slots and the energy saved by not having to run. It's also nice being able to step up to two-block heights automatically. It is a bit jank though, and smoothing out slope traversal and tightening the turn radius a bit(at the very least, tighten it up for walk speed) would improve the experience. As for the difficulty navigating thick forests and very rough terrain, I think those are fine realistic drawbacks to travel by elk. It's usually fairly easy to find a way around the terrain, though the ambitious rider can bring a pair of shears to hack their way through the undergrowth. Overall, travel by elk is still a bit faster than travel on foot, but if you opt for foot travel you'll be able to cut a much straighter line between points(at the cost of needing more food).
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Chickens OP I guess, better nerf.
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Also worth noting that you cannot, under any circumstances, tamper with story locations! Well, except for the odd bug or two, anyway, or the rare instance you need to interact with something in the location, such as a door, unowned storage containers, or obvious macguffins. Generally, all that means is that you can't break blocks or place them, like you can in the other block game. It'll be fairly obvious what stuff you can interact with otherwise. The main reasons that it's noteworthy, is that it means that you can leave most of your tools(pickaxe, shovel, ladders, etc) behind to save inventory space, as you won't be needing them. You'll also want to make sure that you cut your pies before you enter the location(assuming you're relying on pies for food), as you won't be able to place the pies down to cut them inside the location itself.
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Pretty sure it's this as well. Mountaintops are very cold, and I've seen a polar bear or two chilling around on a glacier or especially tall mountain. It's rare, but it does happen.
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Yeah, I'd say that looks better, plus it's a bit more unique than just recycling pre-existing weaknesses.