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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! This is my primary suspicion. Small creatures like fish and hares frequently don't drop meat, so it's possible to get unlucky with the rolls and not get any meat despite having a handful of kills, even moreso if you are playing a class like Tailor(which penalizes animal drops). In 1.21(currently unstable), the drops from fish have been improved, so that they consistently drop at least one fillet on average, sometimes two(unless it's a reef fish--those aren't for eating). However, the satiety value of fish was also cut in half for balance, in regards to that change. In any case, it sounds like the fish are working as intended. If you've killed several hare and chickens, you should have gotten some meat though...but that's assuming you're the one that killed them. If you're harvested another predator's leftovers or a crushed carcass, the drops will be reduced, and it's unlikely that you'll get meat if you do get a drop. I'll also note that for hares to have drops, they also need to be adults--the babies(small brown ones) won't drop anything.
  2. Sounds like you've got the release candidate installed, which is unstable. I would go report the issue on the github bug tracker, and then download the latest stable client(1.20.12) and try that instead. You will need net .7 for 1.20.12 stable.
  3. It would also be nice for those ruins you run across that don't really have anything of particular value in them. Then instead of just looking at it and going "oh...yay...more junk", you can just break it down for some scraps of raw material instead. The one drawback I can think of for that, is that if you can just break the clutter with your hands then you could potentially get some incredibly valuable items early in the game, with relatively little risk or effort.
  4. Welcome to the forums! I will actually run counter to what others have already suggested on this, and say...it depends. Do you enjoy building and actually want to have them in separate buildings, or do you prefer having everything conveniently in one general location? What my friend and I usually is power everything with one windmill so that everything stays in one general work area, and have our living quarters somewhere else nearby. Doing this requires some engineering though, as you will need transmissions and toggles for every contraption that you add to the windmill--it won't be able to power everything at once. I would also argue that it really doesn't need to either; what we generally do is switch on the helve hammer when we need to work blooms/plates, and otherwise switch on the quern or pulverizer as needed when the helve hammer isn't in use. One thing I haven't seen anyone mention yet...trophy room. If you like collecting things, you absolutely need a trophy room, and a library to go with it to store all those lore books you'll run across(if not playing Homo Sapiens). Many things you can store in display cases, while books you can stash on bookshelves. Scrolls and tuning cylinders can both be stored on scroll racks. As for paintings and tapestries, these are great for decorating walls, and you can put your chiseling skills to the test by building custom frames for them. I'd also recommend a storm bunker, for those times you just don't want to deal with the temporal storms. Even if you have sleeping through them enabled, it's still nice to have a safer spot to sleep, just in case a booger spawns.
  5. Welcome to the forums! Unfortunately I'm not sure that there's a good subtitle option out there currently, although I would be surprised if the feature wasn't added to the game itself some day. There is this mod, but it's quite out of date, and may or may not work anymore. https://mods.vintagestory.at/show/mod/496
  6. Here you go: https://github.com/anegostudios/VintageStory-Issues/issues
  7. To me it seems pretty stable, but that doesn't mean there couldn't be an issue lurking somewhere. Best to go visit the bug tracker, take a look at the recent reports, and decide for yourself whether or not you want to mess with the release candidate.
  8. whistles innocently
  9. Maybe. It seems like most of the major ones have been fixed, but I'd also wager the devs are being extra careful this time around, since 1.20 had some issues when it launched. Better a little extra time and get a smooth launch, than to push it out before it's ready and have a rocky start.
  10. I think it means hopefully enough bugs can be swatted this time for things to be considered stable enough for a proper stable release, instead of another release candidate.
  11. Yogscast Moonquest series? I mean probably not, but it's the only thing that came to mind.
  12. Pretty much, plus when they make it to market they need to be something more than mediocre in order to attract and maintain a decent playerbase. There are plenty of games out on the market(just in general, not strictly voxel-based), that are also rather mediocre. That doesn't make them bad games, but it usually means they don't really have enough meat to them to retain players for an extended time. In regards to Everwind...it's hard to tell how good the game will actually be based on the trailer alone. It looks interesting, and based purely on what's shown there's some real potential there if they can get a working concept launched for people to play with. But there have also been many games that started off strong with a trailer, only to fizzle out in development--playable product or not. And I'm not referring to just Hytale in that regard. It's a tough business, but for every game that fails there's also one that succeeds.
  13. Yeah that was pretty much my thoughts when I watched it. A mix of Hytale and Trailmakers(I think it was?). But it's still got to launch a playable product though, otherwise it's just a pretty trailer and nothing more.
  14. In all fairness, I'm pretty sure the only reason I survived, aside from very fast reflexes, was that extra bit of health inherent to Blackguards. Any other class, and I would have been toast.
  15. Definitely a shiver. Yeah, as Ryilo said, I would check the settings on your world to make sure that lore content didn't get enabled by accident. If lore content is disabled and you still have monsters spawning, I would check any mods that you might be using and potentially disable them all and try playing a copy of that world(you can copy/paste the file in your Saves folder) to see if the issue persists. If the issue persists, or you were playing vanilla to begin with, then it sounds like it's bug report time!
  16. Okay, but...where's the game? A trailer doesn't make a game. If it actually releases, then it might be competition, but it's not like players have to only play one game either.
  17. You don't need ruins if you peak inside enough cliffs and overhangs. Depending on which traders you have nearby, you may also be able to sell some basic cooked meat for a gear or two as well.
  18. Welcome to the forums! As far as I know, the wiki is managed by volunteers, and I'm not sure how much time they actually have to curate the content there. As for mountable entities besides elk, there are currently none in the base game; you would need to add them with mods. There is a village as part of the chapter two storyline, and there are wiki pages on various parts of the lore and story, complete with basic walkthroughs(although these are likely outdated by now due to recent changes). Those pages are, however, a bit difficult to get to, but you can get there by following links to lore/story content. I will note there is also quite a lot locked behind spoiler text, which may be why the pages are also somewhat difficult to find. Edit: In regards to elevators, there is only that currently exists in the game. You cannot build your own without mods.
  19. So About Them Wolves... There I was, minding my own business in a fresh new world in the latest release candidate, just wanting to continue testing all the new goodies. Fairly standard world, on standard difficulty, with just the player land claiming and auction house turned off, and the world map colors turned on. I spawn in, knap out a granite knife blade real quick since I'm lazy, then venture into the forest outskirts nearby in search of a stick. Since I was still feeling lazy, I just grabbed one off a nearby maple tree, and was in the process of trying to attach it to the knife blade when I heard it...that telltale growl... My friends, it was a wolf! I didn't have time to finish making my knife before getting chomped. I just exited the grid and made a run for it! Once reaching the grassland, I turned around briefly to see if the wolf was still behind me, and it was. So punched it...and punched it...and kept running around in a circle beating it with my stick until it started running from ME. Well, I am happy to report that it did not escape. So I guess I can say that I've legit beat a wolf to death with my bare hands(or close enough to it) in this game. Yay?
  20. In all fairness, the resource drops of some blocks(like clay, peat, and stone) is somewhat random, but since chiseled block types aren't usually full blocks, then you'd have to calculate how much of the block is actually there, and then assign that its own resource drop bracket. On top of that, the block might be composed of multiple materials, so then you'd also have to calculate how much of each material should drop. Maybe the calculations for that only run when you break a block, and therefore don't take a lot of extra processing power, but still...that's a whole lot more code to account for in order to implement that kind of function, and a lot more chances for things to go wrong, especially in relation to other parts of the game.
  21. Speaking of coffee...https://mods.vintagestory.at/vintagecoffee
  22. Welcome to the forums! There's a very good reason that you cannot visit these places like you can certain story locations. They were destroyed when the cataclysm destroyed the Old World and shaped the new one. If one of these locations were still in existence, it would be a case similar to the Resonance Archive, in that it's positively ancient and no one's been there for ages. Keep in mind that we are only on chapter two, of a planned eight chapters. There's certainly more to come. There are already plenty of ruins of cities, strongholds, and various other things to find and explore in the game, but only story locations are going to be anything elaborate. Part of this could be attributed to the cataclysm destroying most of the Old World, and the resulting temporal storms and monsters wiping out many of the settlements that managed to survive that. But a lot of it is also for performance reasons--the game needs to run smoothly across a variety of hardware, not all of which is high end. In the meantime, you might try out this mods, or search the database for similar: https://mods.vintagestory.at/betterruins
  23. I mean, it looks pretty, but I'd imagine you'd need some beefy hardware in order to even run with that option...which leads to the problem of players picking that option because it's pretty, and then complaining that the game doesn't run very well. You could add a warning label, but still... I think this would also make building harder too, in that now you have to chisel everything in order to get it to look good, or at least make it look like part of the landscape. With the current setup, you can chisel if you want to make things look extra nice, but you can also just use basic blocks and the pre-made decorative blocks(like roofing) to get results that still look very nice without a lot of effort, that still match the surrounding landscape. That, plus it would probably also make it tougher to determine how many resources a block needs to drop now, since it's not a full block anymore. I'd also be concerned about creature pathfinding, as it can already struggle sometimes with just the basic blocks. I'm not sure how much harder terrain like this would be for creatures to navigate, but it seems like there would be some issues. My general conclusion, based on my own observations here on the forums, is that the developers absolutely check in with relative frequency, but do not post or otherwise interact very often at all outside of News and other official communication.
  24. Yeah I think this pretty much covers it, really. Just my opinion, but I don't think most of us get that upset when someone points out something they don't like about the world generation, game aesthetic, mechanics, or just other parts of the game in general. It's when changes are demanded to suit the preferences of a specific individual, that users start getting upset and jumping into the fray, so to speak. To be fair, "I don't like this and want it to change" is a valid opinion, but other players may or may not agree that it's something that actually needs to be changed about the game itself(that everyone will have to deal with), instead of being a mod(that players who want those specific changes can use without changing the game for everyone else). Opinions and ideas usually get much better reception if there's a detailed explanation of why a certain thing is an issue, and how the proposed change could make things better. Users might still disagree, but it's a much better ground for having a discussion about the issue.
  25. By "someone else", did you/your friend actually see a nametag? If there was no nametag then it was likely a bear standing on its hind legs, or something else that looks similar to a player but isn't(if this is a modded server, make sure you aren't running a mod like Outlaws that adds other humanoids). If it was just a marker on the map, it was probably a desync issue, as that's happened on my friend's server a time or two. Same as for actually spotting a player tag--if it's not moving, it's probably a ghost of one of you two caused by a desync; I think that issue was supposed to be fixed, but it could have cropped back up. I know that's happened on friend's server too. That being said...the server logs should tell you for sure whether or not you had another player log in. As others have mentioned, I'd check your server settings as well to make sure that you aren't running a public server by accident. That happened when first setting up a server with my friend--the server was private, but settings were messed up so it was listed publicly and a random player joined. Thankfully, said random was polite enough to leave without issue when asked, and a whitelist has prevented that issue from reoccurring. So...yeah, whitelist and/or server password to keep out unwanted guests. As for the forest fire, you probably just have the setting enabled that allows lightning to start fires. This setting is only enabled by default on the Wilderness Survival difficulty. If it's not a desirable effect, I would check your server settings and see about setting that particular game rule to "false" to prevent it from happening again.
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