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Everything posted by LadyWYT
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Congrats! Really depends on the personality of the player in question and what, if any, prior knowledge of the game they had before starting their first world. The first playthrough will always be pretty rough, even with watching/reading some tutorials beforehand, since watching and reading about a thing are quite a bit different than doing said thing.
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Depending on what mods you have, there may already be compatibility between them, especially since Expanded Foods is so popular. Either way, I definitely recommend trying Expanded Foods at some point.
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You have one tavern, yes. But what about the seedy tavern where the more questionable crowd hangs out? I would also note that while you could build a sewer system, as others have suggested, you could also build a waste dump somewhere outside the city limits instead. Sewer systems perhaps weren't unheard of in the medieval period, but if I recall correctly, waste disposal was, in many cases, relegated to "nightsoil collecters" who would come collect waste after-hours and deposit it outside of town. You could also build a public latrine or two as a "pickup point" for such collectors.
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She used to fly off at a higher percentage of health, rendering the fight complete, but that was in earlier versions of the game. That particular fight has changed quite a bit since its launch and runs much more smoothly now thanks to slower, more clearly telegraphed attacks. Of course, since it's now much easier to dodge the attacks as well as attack the Crow, the player now needs to drain a much larger portion of the Crow's health before she flies away.
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This isn't really the best argument, since by the same logic the different food types in the game serve 0 function other than variety. We don't really need redmeat, bushmeat, poultry, and fish when we could just have a generic meat item that fills the same protein need, right? The berries could just be generic berry bushes, and fruit trees could be further simplified into generic apple trees, with a generic "tropical fruit" for the tropics where apples don't grow so well. The logic could be taken even further by simplifying clay into "fire clay" and "not fire clay", with exactly one pottery color for each. Same goes for hardwood versus regular wood types. The thing is, some variety is needed in order to make the game more enjoyable and keep things fresh over multiple playthroughs. It's not really a problem if the player wants to eat nothing but turnips and redmeat all the time, however, I think it's also safe to say that most players get a little tired of seeing the same thing over and over and over again. Mods like Expanded Foods and Wildcraft are both wildly popular for a reason, despite the fact that both add lots of "useless" items according to the above logic. This is pretty much how Expanded Foods works. It doesn't really overhaul the vanilla cooking system, as much as it does just add a few different possible steps to the process, depending on what the player wants to make. The player can cook all the vanilla recipes the same way, and get the same results. However, the player could also choose to do things like cook soup with bone broth instead of water, lending more nutrition(and I think a bit of healing) to the soup. Instead of plain bread, the player can choose to mix in fruit for a more filling variant, make a softer dough for muffins(which can be more filling and heal the player depending on the ingredients), or even make stiffer dough to bake into hardtack in order to have a food that lasts a very long time. In regards to meat specifically, the player can turn meat and fat into sausage, which can then be dried to last a while. Raw meat can be aged, which enables it to heal the player when cooked and eaten. Meat can also be tenderized, which I think improved saturation, or cut into bite-sized chunks for a tasty snack or use in making pemmican. Incidentally, I think the devs have mentioned reworking the game's temperature system at some point in the future. I think that mainly applies to smelting and forging, however, I wouldn't be surprised if the concept carried over to cooking and perhaps herbalism as well. Instead of just throwing everything in a cookpot or spitting the meat and lighting the fire, it may be necessary to manage the cooking time and temperature in order to craft certain foods and medicines/other concoctions properly. I wouldn't expect it to be too complicated, of course, but it would probably mean that using coal or coke to cook might result in burnt food, or failing to cook food thoroughly could make the player sick.
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Not to mention that, as far as I can piece together, Project Glint is supposed to be a little more focused on action and combat, and the Project Glint team seems to lend a lot of their work to the VS team in order to improve those particular aspects of Vintage Story. So I'd only expect the boss fights to get better as the game continues development.
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This is true, to an extent, however, I wouldn't call detrimental mechanics entirely pointless. It's kind of like adding salt to cookie dough--a little is necessary to get the cookies to turn out right, but too much will ruin them. There's already mechanics in the game that are "pure detriment", since they don't really offer any benefit to the player and instead serve as punishment for failing to play the game properly. The player will freeze to death if they linger too long outside in the cold without a heat source or proper clothing. If the player ignores food, they starve to death. If the player jumps off a cliff, they can easily die from the fall. However, the answer isn't to just remove those things simply because the player has no direct benefit. If there wasn't a risk of freezing, cold weather wouldn't really feel believable and the player would just run around doing what they please. Same goes for starvation and fall damage. Both are easily avoidable if the player is playing even the least bit "correctly", but accidents do happen and players sometimes miscalculate. That's when the consequences can catch up with them. Same goes for penalizing the player for eating raw meat. It's not something the player should do, however, it's something they might do because they want to be lazy, or are otherwise desperate for food at the time. It also adds a little bit of immersion that doesn't really unbalance the game, at least as far as I can figure. Even Minecraft allows the player to eat things they really shouldn't, like raw chicken and rotten flesh, and suffer consequences for doing so. I think it's also quite fair to note though, that many players also get realism confused with immersion. Yes, realism can help make a game more immersive, but at the end of the day it's still a game. In my opinion this is why a lot of starvation suggestions tend to fall flat--they operate under the assumption that making the mechanic more realistic will make it more fun and immersive, when that's possibly not the case.
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Is there a way to recycle copper arrowheads and spear heads?
LadyWYT replied to Phillip Susi's topic in Questions
There's nothing in the vanilla game that allows recycling them, to my knowledge. The feature would need to be added via mod. -
Someone did take a crack at modding this kind of customization, though the mod itself wasn't very popular. Whether it still works, I'm not sure. Maybe? https://mods.vintagestory.at/show/mod/36180 I've not exactly researched it, but I'm guessing that the way many mods get around the nutrition "imbalance" is by giving the race in question a health boost to compensate(so missing nutrition groups doesn't matter), or otherwise giving them some other strong trait as compensation.
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Welcome to the forums! Unfortunately I don't really have much advice to offer here, as there's nothing that really stands out as being an issue. I know that the invisible player model was an issue in older versions of the game, so I'm not sure that's a mod problem as much as it is just a bug in an older game version. The white squares with question marks are missing textures, suggesting that there's a missing dependency or some other issue causing problems with models and textures. The only thing I can think to check is to make sure that your friend installed the mods in the correct folder It's been a while since I played over LAN, but the mods, I'm pretty sure, need to go into the specific server folder in the ModsByServer folder, and not the Mods folder itself. If you put them into the Mods folder, they'll work fine in singleplayer worlds, but only the client-side mods will work in multiplayer, unless your friend is the one hosting. At least, I'm pretty sure. Normally, the client will download and install mods from the database automatically when you first join a modded server, however, some of the mods you have are no longer on the database, so this unfortunately isn't an option. In any case, I'm guessing that's probably why the game is working fine on your end, but not on your friend's machine.
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I can't find anything that seems out of place. Perhaps try updating the mod to the most recent version and see if that works? Apparently there was some small incompatibility with a tool from Chisel Tools, that has been fixed in the most recent version of VS Roofing. I don't know that it would cause the mod to not work at all, but I mean...might as well see if updating fixes it?
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Is there a crash report getting generated in addition to the log files? That often provides specifics about a crash that can be easier to figure out than a log file. That being said, I already see some issues here. First off, you're running the most recent game version--1.22.6. Your mods, however, aren't necessarily up to date for this game version. Older mods do sometimes work on newer game versions, however, 1.22 uses .net 10(older game versions do not) and saw other code changes that broke a lot of older mods. The first mod listed in the logs is Abandoned Kingdom, which was last updated for 1.17.9--that's five game versions behind the current. The "haybales" mod(I think it's this one: https://mods.vintagestory.at/haybales#tab-description ) is also long out of date, being for game version 1.19.3. There are probably others as well, since I didn't go through the entire list. In any case, the first order of business is going to be double-checking your mods and making sure they're all updated appropriately for 1.22, or otherwise have been verified to work correctly on 1.22. Also make sure that you have the correct dependencies installed for mods that require them. Once you've completed this step, I would recommend testing your mod list first before committing to a world, making sure that everything is playing together nicely with no obvious hiccups. If you do run into an issue and it's not obvious which mod is at fault, the easiest way to figure it out is to disable them all and re-enable them one by one, testing them as you do so. The longer your mod list, the more tedious it is, but it will be very obvious which mod is the problem when the issue resurfaces.
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I mean...if we want to be pedantic about realism in crafting recipes, I don't think just adding more planks or only focusing on barrels is enough. https://mods.vintagestory.at/vsrecipes The linked mod changes a handful of recipes to include metal hoops and nails. Technically, you could probably make several of the same things exclusively from wood, simply by employing some creative joint techniques. However, things like nails and strips, and metal hoops, also tend to be quite useful and easier to use for making various useful items. Now that being said, I think one important thing to consider is that changing recipes to be more expensive like this also tends to irritate players, even if the changes do make sense. Especially when the items in question are things the player will likely be making many copies of, like barrels. It's also going to slow down the overall pace of the game, which is fine for players who prefer slower-pace games, but is probably going to be frustrating for players that would rather just complete the lower tech tiers quickly and focus on the later game content. Clayworks has an interesting take on this. You can craft large clay urns that perform the same function as barrels, but with a 40L capacity rather than 50L. It stills gives the wooden barrels purpose, while keeping the clay urns as a viable option later into the game thanks to the color options available.
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Somethings I'd like to see in a future update
LadyWYT replied to Nathan Flaminio's topic in Suggestions
In fairness, regional temperatures rely on stuff like mountain ranges, ocean currents, and the jetstream. It's how you get some more mild climates in parts of Europe, while having more extreme climates in certain parts of the US, despite the regions being on the same latitude. I don't know that it's impossible to simulate in a game like Vintage Story, but I'm not really sure how one would go about simulating such things, aside from the standard chunk variations we have already. For adding something random to the list of wants though...I wouldn't mind seeing the paw-paw tree be added to the game. For those who don't know, paw-paws are something of a tropical fruit native to the eastern US. They look kind of like big green stumpy bananas, with creamy yellow flesh on the inside and large black seeds. The flesh has a texture like custard and apparently is supposed to taste kind of like a banana or pineapple. Definitely an odd-ball fruit, but it would be an interesting way to have a tropical fruit option that can be easily grown outside of the tropics. -
Sounds like a prime opportunity to market them as a "regional delicacy".
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They're in the handbook, so they should be in the game, and will probably be found in cooler climate regions since to my knowledge that's where cloudberries grow in real life. As to why they have the missing texture, I'm not sure. It's possible that it could be a bug, with the texture either being unfinished for a certain stage or otherwise not implemented properly. However, if you're playing with mods installed, it's also quite possible that a mod could be interfering as well.
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If you're trying to buy a game server specifically, make sure that you're in the correct region. Servers purchased from Anego, to my knowledge, are currently limited to the European region. They're also vanilla only, so if you are wanting to use mods you'll want to look at third party hosting services. I'm not sure that the region limitation will prevent players outside of Europe from purchasing a server through Anego Studios, however, it will probably impact gameplay performance due to the distance, so it's something to keep in mind.
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I have made "permanent" pit kilns before. Usually that consists of chiseling a nice little cobblestone alcove to go over the top of it, with packed dirt in the surrounding floor space to help ensure no real fire hazards. Do keep in mind that if you play with the Real Smoke mod, you'll want to make sure that the smoke has somewhere to go while the kilns are lit, so it's not a good idea to put something like this indoors. That being said...this is what the beehive kiln is for. Yes, it's expensive up front, and takes up more space compared to a single pit kiln. However, it can hold a LOT of items in that space, is more efficient at firing per block of space, and can produce different colors of pottery. The main advantage of the pit kiln is that it's very cheap, however, if you need to fire a lot of things at once then pit kilns will quickly take up a LOT of floor space. They're also less efficient when it comes to kiln space, at least for things like bricks. Each pit kiln takes a block of space but can only fire 12 bricks, whereas the beehive kiln can fire 24 bricks per block of space. And of course, if you like having multiple colors of pottery or want specific colors of decorative ceramics, a pit kiln will be rather lacking.
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Expanded Foods is as close as it gets right now. I will note that more crop/foodstuffs is a frequently requested feature, and I wouldn't be surprised if a lot more variety gets added later. But "later" is also the key; right now there's a decent variety of options available for what the game actually is(still early in development), and adding more variety on top of that perhaps isn't the most important priority considering there are still gameplay systems missing and only two of eight story chapters added.
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This would probably be the best way to handle it, especially if it goes along with some sort of reputation system. That is, renting a room temporarily might be the basic option, with the player unlocking the possibility of renting it permanently later or even buying a small plot of land to build on/premade house to live in. Unlocking such opportunity could entail just completing a few jobs for various NPCs around town, spending a certain amount of money in the village, or completing certain parts of the main story. Of course, if the player does things like pick rude dialogue options, assault NPCs, or otherwise prove themselves to be a disagreeable sort, the price for such rentals might be increased, with NPCs refusing to offer the player permanent residence.
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Sure, but players probably still aren't going to be thrilled to run inside and shut the door behind them for safety, only to learn that the monster breaks down the door in pursuit. It's scary until the player figures out that they can just...place blocks in front of the door, which brings us back to the problems originally mentioned. And of course, if the monsters can't detect the player until the player ventures outside, then you have players getting frustrated because they feel trapped inside at night, or players otherwise wondering why monsters can't detect them through windows/doors but can detect them as soon as they step outside and remain locked on even if the player ventures back indoors. In short, creature AI is complicated, and it's hard to write it in such a way that the player is appropriately challenged(ie, they can't just cheese it) and the creature in question still behaves in a somewhat believable way.
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Welcome to the forums! I think wandering traders are a "maybe" as far as future features go. Here's the thing though...there's really not much of humanity that survived the cataclysmic events of the Old World. The ones that are left, with the exception of the traders, are gathered into fortified settlements that are quite few and far between. The tech level has also regressed significantly, so communication between settlements is quite dicey at best. I also agree with what @SnapJelly already said--adding more villages changes the feeling of Vintage Story from an overall sense of surviving by your lonesome in the wilderness, after some horrifying events, to one more like Minecraft where the world is quite populated and doesn't really feel like a post-apocalyptic wilderness. There's also the fact that randomly generated villages are going to end up pretty bland compared to story locations like Nadiya. Nadiya is a specific place important to the plot, with specific NPCs that are important to the plot, and as a result can include a lot of specific details that just aren't really possible with randomly generated structures.
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Welcome to the forums! I would recommend submitting a support ticket about it, or possibly trying again later. Paypal is listed as an accepted form of payment, so it should work. However, it's also possible that there could have been technical issues going on at the time you tried to purchase, or some other issues. Hard to say for certain, but the support team should be able to shed more light on what's going on.
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In fairness, that tends to be how I look at most suggestions, as a general rule. It's easy enough to make something sound good on paper, but the actual in-game execution can be pretty lacking. Currently been dealing with that very issue playtesting a mod for a friend--the idea was good on paper, but mostly failed in playtesting.
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There's not an official thread for it, to my knowledge. But then again, brand new accounts are flagged with the little blue hand symbol for a while, so the new players do stand out for a time. That being said, welcome to the forums and the game! Feel free to ask around for advice as needed, and if you need a good laugh(or have one you wish to share) there are several that can be found here:
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