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Everything posted by LadyWYT
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Not exactly what you asked for, BUT... https://mods.vintagestory.at/temporalsymphony Temporal Symphony's warnings don't come with a text warning, but they're pretty difficult to miss. The screen turns a rust color and the ground rumbles and shakes. The "approaching" warning is significant enough, but the "imminent" is more pronounced, just in case. You might also try this mod as well: https://mods.vintagestory.at/simplehudclockpatch It displays a popup notification when a temporal storm is inbound, making it much easier to track how much time you have before it arrives.
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I'm just taking a wild stab in the dark here, but it may also have something to do with region as well. I don't know if country of residence makes a difference when it comes to how fast a transaction is processed.
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Welcome to the forums! The support team is really your only option here, as forum users are regular players and don't have access to the information needed to fix this kind of problem. When did you submit your support ticket? In my experience, they're rather efficient but it can take a day or two before you get a response. Do keep in mind that the last two weeks are a prime holiday season, so it's also possible that they have more tickets than usual to handle.
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Methinks you might want to invest in a lightning rod.
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Oh yeah, for sure. But I also know it can be very irritating to watch too, depending on context. Some players don't really handle silly deaths well, and from the viewer perspective sometimes you just want the creator in question to get on with the show. I mostly agree here, but I'm also quite sure there's a decent chunk of the playerbase that primarily enjoys building but also keeps storms on for the atmosphere. At least for myself personally, I enjoy having the break in my average routine. Very true. I was mostly trying to say that it's a bit of a grey area when it comes to the lore. There's nothing to bar the monsters from wanton destruction, but based on what we've seen so far they do seem to have some strange sort of logic they use to make decisions. Right, and for the most part that's also why I'm against it. I see too many frustrations getting introduced, while having too many easy work-arounds for the good challenges it does offer. Granted, players could opt to just not use the easiest strategies, but to be fair I don't trust most players to not use the easy strats if said strats also happen to be the most cost-effective.
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I would say it probably depends on the demeanor of the player. If they don't like the mechanic and don't otherwise care, they'll turn it off. If they enjoy the ambience and lore, they'll likely keep the storms turned on. Regarding YouTube, I wouldn't really use YouTubers as a good metric of what makes something good or not. YouTubers are typically focused on being entertaining first and foremost, which means they're going to be tailoring their games and editing their videos to make entertaining content, which doesn't always translate to using the settings they actually enjoy playing with. Similar, yes, but as I've made pretty clear, I don't agree with the players expressing such sentiment about the current temporal storms. To me, the current temporal storms are just another challenge to tackle. I can't stop them from happening, so I need to figure out how to deal with them. It's interesting world-building, as well as an interesting thing to plan around for adventures, as otherwise there's really no reason to bother with planning. As for a horde base defense though, that feels like a change that goes too far. Even if I go out and aggressively stack a pile of monster corpses, there's always going to be that monster or two that happily tears something up despite my best efforts. I'll also note that based on some of the comments on this mod, such a damage mechanic doesn't seem like it would be a particular popular change to temporal storms either: https://mods.vintagestory.at/show/mod/35820 Is it the worst idea I've ever heard? No, hence why I also commented that if such a change were made, I would highly recommend/appreciate an option to turn off mob griefing. That way the more hardcore players can have their base defense, while other players can keep the ambience of storms but turn that specific thing off. The main "lore issue" I see is that monsters are described to be pretty specific in what/who they target, and not so much be mindlessly bent on destruction. Basically, if there's a humanoid target in a house, it makes sense that they'll try to break down the door or smash windows, but it doesn't really make sense for them to tear up an empty building. As far as coding behavior like that...yes, it's certainly possible, but what leaves me scratching my head is I'm not sure how you can get the monsters to determine which structures are worth destroying and which are not. The easiest solution seems to be to just allow them to start breaking nearby blocks if they can't reach a player, but at that point they become mindless griefers and not monsters with uncanny intelligence. I would hope so as well, if they make that sort of change. Given what's depicted in the Temporal Storm tapestry though, I think "small hidey hole" is meant to be a viable, if boring, option. Safety does have a price, after all. Agreed. I can appreciate a well-written idea, even if I don't agree with it.
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You can light the boiler with a firestarter instead of a torch. You will still get the warning about claim restrictions, but it does work. Given how firestarters work though, you might need to give it a few tries before it finally lights. Overall I do agree, but I'll also note that it's not really a big deal, for the most part. Venturing in without a lantern or other light source is a mistake the player really only makes once, maybe twice, before learning to carry a light source in their kit. In the event the player does forget, it's also typically a simple enough task to leave the location and make a few quick torches. Eh...it took all of about five seconds. I got lucky with the firestarter RNG. I think the longest I've ever had to fiddle with a firestarter was about a minute, but that's unusually bad luck in those cases. Most of the time it tends to take around 15-20 seconds, I would say, to light something with the firestarter.
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As much of a meme Minecraft is in the VS community, I can appreciate that we have both games to enjoy now. I tend to prefer VS, but sometimes I just want to hang out in the simple whimsy of MC for a change of pace.
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Welcome to the forums! You'd need to take it up with Discord, if it was a Discord ban. If it was just a ban from the VS Discord server, then you'd need to take it up with Anego support.
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That's a pretty good list, and yes a stack of horsetail poultice is good for fixing basic boo-boos. You might consider some basic armor like the improvised chestpiece, bear armor set, or gambeson. Improvised armor and bear armor won't make you impervious to attacks, but they can soak up just enough damage to keep you alive in situations that you might otherwise die in, while still being lightweight enough to avoid impeding movement. Gambeson is the best option for general purpose armor though, as it's much more effective at negating damage while still having few penalties. The only real adjustments I would make to your supply list, is leaving the axe and shovel behind, as well as the mining tools as well potentially, and making sure you have some rope ladders instead. Rope ladders will help you scale mountains or clamber out of holes without needing to dig. As for tools, they are useful to have, but you don't really need axes, shovels, or mining equipment if you're not doing a related task. When inventory space is limited, it's usually a better idea to only take what you really need with you, which can mean planning different trips for specific tasks. As for food...foraging is good, but you're much better off in most cases bringing some pies or a cookpot to cook the raw ingredients into something tastier, especially for extended trips. Foraging isn't bad, but raw ingredients don't last as long, and foraged items can easily take up several inventory slots since the items can't be stacked if they aren't the same variety(for example, blueberries can only be stacked with other blueberries). Fair enough, I just mention it as an option since it's a useful safety net to have while you're still learning survival skills. When I first started, this is the option I opted for to take some of the sting out of the risks; once I got more experience I turned the rule back off. As I said before, gambeson is the best all-around armor(durable and prevents a decent amount of damage), and while it's very good against bears do keep in mind it's not a guarantee they won't kill you. You'll still want to be careful when dealing with tougher opponents. Bear armor is the next best option, in my opinion, though that also requires you to have killed at least two bears. Bear armor isn't as protective as gambeson though, and will wear out much faster. When it comes to bears, you'll generally want to avoid them, unless you're planning on killing them. When it comes to killing them, you're going to want better weapons than the crude bow and arrows--flint spears are a better early-game option here. Spears do not stack or travel as far, but they do much more damage per hit when thrown. Usually I'll sleep, and then wait the rest out as needed. Traveling when it's darker isn't too bad, provided the rift activity is calm. If you still need to wait for daylight, that's a good time to review your map or do some handbook reading--just make sure the game is unpaused while using the handbook if you opt for the latter option. I'll also sometimes just tab out of the game for a couple minutes and browse the web/refill my drink. To my knowledge they have no relation to the rift activity. Temporal storms are somewhat random, but they are limited by certain windows of time, which by default is every 10-20 days. When it comes to guessing when the next will arrive, I always calculate by the lowest possible count since it's not a big deal if the storm takes longer than expected to arrive, but can certainly throw a wrench in the works if it comes sooner than anticipated. If I'm not sure how long it's been since the last storm, then I'll usually wait until a storm occurs and passes before leaving base for an extended period(that is, a trip lasting a few days instead of a few hours). As for how long temporal storms last, if I'm recalling correctly it's between 2-4 in-game hours.
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To my knowledge, there are no mods that add traders or friendly NPCs to Homo Sapiens mode. I'm not sure if this is due to a lack of demand, or that traders are possibly hard-coded as lore content. One thing I forgot to mention--there's a legitimate way to teleport to your last point of death: the terminus teleporter. It's a late game tech item, but it could be an interesting goal to work towards. If nothing else, you could set creature aggression to passive, so that they'll only attack you if you attack them first. If you don't mind the lore otherwise and it's monsters specifically that's the issue, you might look into installing a mod that prevents them from spawning, or otherwise just limits them to spawning underground/spawning in specific circumstances.
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Have you tried playing on Standard difficulty? It has a few more challenges than Exploration, while having all the story and lore content that Homo Sapiens lacks. You might also try out a challenge like beating the game on Snowball Earth worldgen, or change the worldgen so that you start in the arctic, or the tropics, or have to navigate a world that is mostly water. If you're feeling really adventurous...you could also try deliberately building your base in an unstable area and see how that affects your overall gameplay. I have yet to try this myself, but I'm thinking this kind of challenge will lead to a more nomadic playstyle. Of course, don't forget the good old "pick a different class" option. If there's one class you always tend to pick, picking its opposite(or at least, something quite different) is an easy way to make things more interesting. If you're not keen on death runs, you can always turn on "keep inventory" so that you never lose your stuff. Of course, if you prefer items to drop on death to keep you from getting too complacent, there's nothing wrong with just using a little console magic to fly back to your death point and retrieve stuff(I've done this several times).
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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
Maybe. It depends on who you ask. I don't think the player needs to consistently face multiple enemy types at the same time to justify adding such a mechanic; it's more a choice of "what kind of enemy do you want an advantage against?" It's also likely a mechanic that would have a lot more depth in a PvP situation than it would in PvE. As for my opinion, it's not my first choice when it comes to potential combat improvements. I'd rather see systems like status effects and herbalism fleshed out first, and see how much those tip the balance, before worrying about more drastic overhauls like damage types and whatnot. -
Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Not quite. There are at least two story locations where it's possible to fight two different enemy types at the same time. -
Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
I would suggest a hammer or mace rather than a spear, as a blunt weapon would be much better for smashing mechanical things. A falx is great for fighting fleshy things, but likely not so good when it comes to machines. The spear could still be decent in a cave though, since you can poke things that you couldn't otherwise reach without putting yourself in harm's way. Even so, it'd still be wise to have a sidearm(like the falx) as a backup weapon. -
Welcome to the forums! To my knowledge, this isn't a bug. Just something that takes a bit of ingenuity to accomplish since right-clicking on a storage vessel directly will open it.
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I'm not a programmer either, just making some guesses based on what I do know about coding. Complex creature behavior tends to be one of the more difficult things to implement. Perhaps, but it's also not uncommon for players to opt for the most efficient strategy possible, even if the strategy itself is rather cheap and unfun. Maybe it would encourage players to engage with the storm, but the more likely scenario I see is that more players just end up turning the storms off, or complaining about the storms feeling boring due to how easy it is to simply chisel a mob-proof bunker. Although come to think of it, all the player would really have to do is just set a claim on whatever chunks they wish to protect, since things inside of protected areas can't be altered for obvious reasons. For me personally, no I wouldn't bother defending it, as I would very likely be modding out that mechanic. Some players enjoy this type of base defense, but I very much am not one of those players. I don't mind fighting monsters, but I can't stand it when they tear up my lawn! Even moreso if I've spent hours making everything look just right. To me, it's punishment for playing the game and not fun at all, and it's one reason I despise Valheim raids. It's also, as you noted earlier, a mechanic that's easily circumvented by just ensuring you're not near any of your stuff. Maybe. But I don't really see it solving the "boredom" problem for players who don't really care about aesthetics, if the changes are only cosmetic and don't actually affect utility. When it comes to players who enjoy building(which I daresay covers a decent portion of the playerbase and a wide range of settings preferences) I don't really think it's a great idea to deliberately sabotage those efforts. At best, such a change would need to include some sort of toggle in the settings to stop monsters from griefing structures.
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97% landcover doesn't mean no oceans entirely, it just means that oceans and other large bodies of water will be very rare. You can change the landcover in the world files, I believe, but the changes will only affect newly generated chunks and will likely lead to unusual terrain. Since you're only 34 hours into this world, I would recommend starting a fresh world instead, so that you can make adjustments at the world's creation and thus avoid potential oddities with terrain blending. Personally, I would recommend 80% landcover, as that ensures several oceans while still maintaining an emphasis on land-based travel, but it's also entirely up to one's personal preference.
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It seems a little unusual, at least in my experience, but to be fair I don't really go looking for natural deposits of it either. If there's a bauxite desert nearby I'll happily take advantage of deposits that do show up; same with black coal/anthracite as I need the fuel anyway. But overall I've found it more efficient to just craft the stuff. I do like to get T3 whenever possible, as that cuts down on the maintenance I have to do. However, T1 or T2 will always have to come first given that steel is required for processing ilmenite ore, as you've already noted. T2 I prefer to have, but unless there's a handy place to look for olivine I'll happily use T1 as I care more about producing the steel than cutting down on the refractory maintenance. For what it's worth, I also tend to run two refractories at the same time, for a total of 32 steel per firing. Any more than that starts to feel like diminishing returns.
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The best drifter retexture: https://mods.vintagestory.at/show/mod/37974 It gives them dapper suits! There are also sound replacers like these, though I don't know how much they would help: Drifter Monkey: https://mods.vintagestory.at/show/mod/36706 Plankton Drifters: https://mods.vintagestory.at/show/mod/24552 For shivers you can give them cigarettes and Starbucks, as well as make them sound like clowns: Chill Shivers: https://mods.vintagestory.at/show/mod/38375 Silly Shivers: https://mods.vintagestory.at/sillyshivers And the Glowtorns mod, if you need the link: https://mods.vintagestory.at/glowtorns There are other mods that make tweaks, but overall I don't think there's really much to make the monsters less scary. It's usually the opposite. You might try changing creature hostility, in that case, and you should be able to adjust it even after creating the world. The command /worldconfig creatureHostility [aggressive|passive|off] should allow you to switch aggression to whichever level you prefer, just make sure to type the correct option without the brackets, then reload the world for the change to take place. The options should be as follows: Aggressive: Enemies will try to attack you as soon as they notice you. Passive: Enemies will only attack you if you attack them first. Off: Enemies will never attack you. I would recommend giving "passive" a try, since that will still retain some of the challenge, but stop the monsters from spooking you as badly.
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I'm not really a blue aquatic mythical creature either.
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As far as I can tell, it's tinfoil hat. The name of the computer profile that's currently being used for the installation can turn up, but that doesn't really say much in itself about the PC owner or who was using the PC at that time. The most I can tell is that there's some sort of "ID" generated when you load up a world, but I'm not sure that this "ID" remains consistent. It may vary based on login, not sure. I don't really see it being any massive information leak though. Or why someone would go dig through the bug tracker for specific user logs, and then go posting about the user's supposed information on a public forum as some sort of weird flex. Like, what? To get back on topic though--fire clay is easy enough to find or obtain, once you establish a workflow for it. In my experience, fire clay starts becoming a critical need once it's time to work steel, as refractories take quite a lot of bricks to build and said bricks break rather easily at tier 1. Something to consider in this case is trying to find a source of olivine and making tier 2 bricks instead. Tier 2 bricks will last longer, so while you'll still quite a lot of fire clay initially for the bricks, you won't need as much for repairs once the refractory is finished.
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Possibly, but my reasoning is that by the time the player is farming with terra preta, they should be well-established and not intending to move. If for some reason they wanted to move it, they could wait a little while for the nutrients to tick back up to 100% and then retrieve the terra preta without penalty.
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A firestarter is the only other method I can think of to light it, currently. Extinguished torches can't be placed in torch holder, but lit torches will stack so it's easy enough to bring a few with you and place them in the torch holders scattered throughout the Archive.
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Maybe there could be a variation of claim that covers dungeons and similar locations specifically? For example, there are no NPCs to object to the player messing around with pottery or knick-knacks or otherwise leaving a trail of garbage littering the place, but there are NPCs in other locations that would absolutely object to the player tampering with stuff. Not that it's not important to protect dungeon claims, but the inhabited claims are more critical in order to stop players from robbing the NPCs(or each other, for that matter) blind.