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Everything posted by LadyWYT
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I'm guessing no mods? If I recall correctly, I think there's been a bug report or two about blocks like this generating in the world, when they shouldn't. So that's probably what happened here. I don't think it'll hurt anything if you leave it be, or delete via creative mode, though it never hurts to make a back-up of your world before you try, just in case something goes haywire. I'd also note the block coordinates and world seed, and make a bug report about it, assuming you haven't already done so.
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Hmmm...could be it. I think I've seen similar a couple times when playing with a friend. It's certainly a big enough ruin to qualify as a special find. Though I wonder if the fastest way to figure it out is to go to wherever the ruin files are kept, and see which one was recently added. And spawn in that particular ruin via command, if such a command exists.
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Or make it shaped like a bell, with the tail for a handle.
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Huh...turns out the Rust world entities have nothing on veteran seraphs when it comes to the strange and unconventional. Who'd have thunk it.
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I mean, I expect the number of NPCs to remain static; I don't actually expect to see them produce new NPCs over time...although I suppose I could be mistaken. But it does make sense to add some kids around the human settlements. I'm also guessing that you might even be able to regale them with tales of your adventures, or perhaps gift them toys or other trinkets found on your travels. But at the very least, it'll add extra life to the settlements, and players won't be left scratching their heads wondering why there's only adults(as is the case with some other adventure games).
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You don't have to play multiplayer in order to roleplay in the game. I wouldn't quite call Vintage Story an RPG, but it does have many elements of such with its world-building and how the characters within react to you. Quite easy to immerse yourself within the world and make up a story for your character as you go along--I do this all the time both in singleplayer and multiplayer alike. I've also seen more than a few roleplaying servers advertising themselves over in the Multiplayer section of the forums, so I would assume there's a good chunk of the playerbase that also enjoys roleplaying. I mean, I doubt you're wrong in that regard...an animation for child NPCs. Though you could probably also recycle it for adult NPCs too, depending on the context.
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You didn't suggest using Minecraft's repair system, no, but you did draw a comparison to the game. I presume you were calling the way tools outright break in Minecraft "bad", and drawing a comparison between that and how they break in Vintage Story, with that statement right there. Hence why I made the remarks that I did. And yes, you did suggest a repair system a bit different than what's in the other block game, but I think the idea is still very weak for the reasons I have tried to explain in my previous posts. Yeah, and I disagree that it's a good thing to implement that behavior for tools. You mentioned the tools going through phases, and only breaking once they've hit 0 durability on the last phase. You didn't mention adjusting any numbers for the durability itself, so I did the math with the vanilla durability + the number of phases you suggested. By my calculations, that would give a steel pick 10,000 points worth of durability overall before it breaks entirely. Perhaps I missed that implication. It does happen. However, you didn't list that kind of change in your post either, and I would expect some sort of change to be addressed as part of the proposed idea. Maybe not exact numbers, mind you(though those help), but at least a "The durability numbers per stage should be adjusted as part of the rework, but I don't know what they should be set to." And overall a tool that's worse than what we already have(less durability overall), that also requires more maintenance to keep the same general tool speed rate as before. With the system we have now, a steel pick breaks after 2500 uses, and you'll need to build a new one, which is still a type of maintenance but less hassle with a better product than what's proposed here. Now I like the concept of sharpening your weapons every so often--that part I do like, and I think could easily fit in the game somehow. Just not with how you've proposed it. I disagree--the tool stats we have now are fine. Each tier feels like a significant upgrade, and the need to craft new tools every so often adds a bit of maintenance factor without feeling too tedious. Current tools breaking too fast? Get better tools(or opt for smaller projects, if you're burning through steel tools). Decreasing overall durability would make the game more challenging, yes, but I think it would make the building parts of gameplay a lot more tedious, which isn't ideal(building feels fine otherwise), as well as ratchet up the pressure for new players. Not that I mind increasing the difficulty for new players, however, I think the more forgiving stats we have on tools right now allows them to make a few mistakes while figuring out how to survive, instead of being punished because they didn't take the time to do math. And if they decide building things is the priority instead of progressing to bronze, they'll end up burning through all the nearby copper and learning why that might not be the most optimal choice to make in the early game. Pretty much.
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Solstin and TimmyTwoNipples are quite enjoyable watches as well. I don't think either covers the history of the game so much, but they're entertaining without resorting to the loud over-hyped clickbait formats that a lot of YouTubers(in general, not necessarily Vintage Story ones) tend to use.
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Try looking around the immediate area--sometimes they wander off right after being spawned in.
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I mean...when I was in kindergarten, teacher asked me to draw a number line between 1 and 10. So I did. I drew a 1, I drew a 10, and a drew a line in between! Turns out that's not quite what the teacher meant... Friend jumped the gun on smithing the other night, smelted the copper ore down but forgot to craft tongs. Oops. I don't think I've had a huge rookie mistake, yet, but I'm certainly due for one.
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I'm pretty sure that the deer species alone in Vintage Story equates to about half/one-third of the other block game's animal roster.
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Minecraft has a repair system that lets you sacrifice material to repair an item...and it's terrible, for many reasons(not the least of which is you can repair everything for free with Mending). I'll also note that the early versions of Minecraft didn't let you repair stuff at all; you'd eventually need to go collect more resources and craft new tools, weapons, and armor as your old equipment wore out. In contrast, you can repair your armor yourself in Vintage Story, and the metal armor won't break entirely if it hits 0 durability--it'll just cease to protect you until you repair it. Copper tools are most useful to get you to bronze, and much like stone aren't meant to be durable because they aren't really meant to be used long term. You can, but you're setting yourself up for a harder time if you do. The better the metal used to craft the item, the longer it lasts. A steel pick has over twice the durability of an iron one, and over eight times the durability of a copper pick, in addition to being over twice as fast as its copper counterpart. I'd also point out that collected materials that aren't being put to use is a form of waste in and of itself. It's good to have spare materials on hand, but they won't do you any good if you don't ever use them. RNG is pretty consistent, in my experience. There's always plenty of material that can be used to make bronze, and at least one good iron deposit within a couple thousand blocks or so of world spawn. Borax and bauxite for steel can be trickier to find, but there's generally some within a day or two of travel from spawn. Once in a while, sure. At that point, you either roll with the punches and tackle the challenge, or scrap that world and create new ones until you find one that you like. And tagging onto the comment above--if the ore distribution isn't to your liking, you can always increase the deposit generation when you create a new world. Is it? What I see being proposed in your original idea is drastically increasing the length of time that tools can last, via a repair system, so that one doesn't need to make new stuff very often at all. The main problem I see is that while it might make the early game a bit easier by making copper/bronze tools last a lot longer, it weakens the late game significantly by essentially creating tools that don't break and thus no reason to seek out more ore or refine more steel. Case in point: if I understood the initial proposal, a copper pick would have basically double its current life, which means 600 hits instead of 300. That's over twice the life that the current bronze picks have. The iron proposal gets even worse, as it would increase the life of an iron pick to 3000 instead of 1000, giving a better life span than the current steel pick. And a steel pick...the default steel pick has a durability of 2500. By your initial proposal, that overall life would increase to a whopping 10,000 hits before it finally breaks! At that point, you'd only need to make one or two batches of steel--enough to get a full set of tools plus armor--because you'd never need to make steel again unless you're building a huge project, or playing for a really, really long time. Agreed. It'd be fine as a mod, but would completely unbalance the overall player progression and late game gameplay loops, in my opinion.
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I mean, I play Blackguard, and even the times I've cranked up the hunger rate, I've never been in danger of starving. Generally I prefer settings that let me play quickly when I want, so I can get stuff done and not be waiting around through too much of what I find boring. However, I've also placed the slow-paced game a time or two, and that was also fun. So I do agree, it really does depend on how one wants to have fun with their game. Overall, I think Vintage Story has done a good job of balancing when it comes to its pacing. The one reservation I have towards making everything super realistic regarding details and time, is that if I were going to do that, I might as well not bother with the game and go learn to do the thing in real life instead. Granted, that's not always an option either.
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Nah. Just oil a raw hide with a piece of fat, and it'll turn into a pelt after a short time. Use a knife or shears to turn pelts into various clothing in the crafting grid. And if you don't have access to twine/linen/sewing kits to repair your old clothes, or otherwise have a way to purchase new, you can craft rawhide shirts and trousers using the raw hides and shears/a knife.
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I can't think of anything that you need leather for in order to survive the winter. Larger bags will help you carry more stuff, of course, and better armor will help you fight off stronger enemies. But for just basic survival you don't absolutely need either. I'd say the most important winter supplies are warm fur clothes, plenty of food, and plenty of firewood or peat so you don't need to go gather it should you need to warm up. For food preservation, I'd cook whatever ingredients are starting to turn stale, and seal the meals into crocks. You'll need fat to seal the crocks if you don't have access to beeswax, which you'll need to go hunting anyway to acquire fat and hides to turn into pelts for fur clothing. Any meat acquired along the way can simply be added to the winter stores.
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Oh wow, two citations for one's personal lore library, I'm flattered! I've got a write-up coming on the events of Chapter Two...I just need to finish hammering out my thoughts and stop procrastinating on writing it.
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Welcome to Vintage Story! I'm hundreds of hours into the game by now, and it still catches me by surprise quite frequently. There's always something to do too, even if that something is just sitting on a hilltop, watching the sun set.
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Heh...heh heh heh...it's not exactly a library. I know where the screenshot was taken(the general location, anyway)...I won't spoil anything, but you should play through Chapter Two to learn more about what it means.
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As much as I'd like to see lots of new content, I think 1.20 gave us quite a lot to chew on already. Likewise, as others have already noted, 1.20 had a lot of growing pains, so I think the best option is to finish polishing those features(and whichever others need a bit more love) and swat bugs, with a few new minor additions similar to things already implemented(like more ambience, critters, etc...things easy to add). That way, the game's foundation is a lot more stable for when more big features(like story chapters or new systems) get added; less jank in the old should mean fewer places for things to go wrong in the new...probably. Plus with polishing what we already have, and fixing lingering bugs, the overall game performance ought to increase as well.
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Plus a certain talent from XSkills. There's probably other mods that allow the acquisition of steel bits as well. Under normal, unaltered gameplay, I don't believe it's possible to obtain steel bits.
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Tool breakage is more for game balancing, than it is realism. Realistically, tools shouldn't break or wear out that fast(save for stone tools), however, if tools lasted as long in-game as they do in real life then players would really only need to make tools once, and never again. The idea is for players to acquire better materials to create tools from, so that they last longer, as well as still require players to replenish their raw materials every so often. What I would do instead, is just add a sharpening mechanic with a grindstone, and let players sacrifice a tiny bit of tool/weapon durability for more damage/faster workspeed while the item is still sharp. That way you can get a little more out of the tool/weapon, as long as you're willing to put in the time to properly maintain it. However, it will still wear out, so you'll still need to replace them and make sure you have the materials to do so.
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https://mods.vintagestory.at/show/mod/28 https://mods.vintagestory.at/aculinaryartillery Now I do like a more in-depth cooking system, however...for the base game, I think it's better to have a simpler system in place to avoid confusing players or adding "clutter gameplay" that may be fun but pull too much attention from other gameplay areas. That being said... A roasting spit to cook several items at once would be awesome, and a good fit for the game too. Could double the total portions you can cook at once with it. Useful in singleplayer for cooking large batches of jam/preserved food at once, and useful in multiplayer for feeding a lot of friends at once. The main drawback I would give it, is that it can't be equipped in the cookpot slots on the mounts--you'd need to devote one of your inventory slots in order to bring it with you on a trip. Or rather than cooking a meal, let the frying pan cook meat faster, by simply having the ingredient stack you place in it maintain its temperature(as long as the pan stays heated), instead of starting over from 0 C every time a new item starts cooking.
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If you leave the area for a little while and come back later, the bowtorn should despawn. The wolves will not, but it'll be much easier to kill them with the bowtorn gone, as others have noted, and it's less effort to let it despawn than to try to kill it.
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Hence why I'm fine with the current drop rates that we have. It's a nice little bonus every once in a while, but it's not so much that players are encouraged to hunt them down for the loot. There's better ways of acquiring most everything the monsters drop, outside of perhaps the Jonas parts and temporal gears. Those are best acquired from hunting monsters, however, only the rarest, most dangerous types drop them, which means players that seek those will need to be making a significant resource investment into that task.
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IS THAT HOW HE DID IT?! I've been wracking my brain about it for a while, but that makes a lot of sense!