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Everything posted by LadyWYT
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Rusty the Frog All right, one more silly story from earlier today. I was exploring the Resonance Archive with a friend(it was his very first time in that place!) and basically just played bodyguard, for the most part, while he lead the way and solved all the puzzles. He was rather spooked by the hum of machinery and the large contraption looming in the middle of the room(you'd think a clockmaker would be used to machinery), but eager to explore and tame a locust(dubbed Steve). The workshop was perhaps where we hit the first hiccup, since he asked if there were any real bells inside and I feigned ignorance. Needless to say, he survived his first encounter with a bell, with Steve there providing plenty of support by taking a nap outside the entrance tunnel. Alas, poor Steve would take his final rest down in the mines, where my clockmaker friend replaced him with Steve the Second--a stronger corrupted locust. Now I am happy to report that Steve the Second survived, perhaps because his master made him wait in Engineering while making the last repairs on the machines. The clockmaker had expected the fortified door at the back of the room to open once the machinery was repaired--that had to be the way, since there was a "large rusty frog" sitting in the room beyond. It was at this time that I pointed out that since the door did not open, it must just be scenery, and that this was probably how rumors like "Douglas the Death Frog That Croaks in the Night" are born. We went to go check the library doors after that. The clockmaker tried his best to climb over the pile of rubble blocking the hallway, but we ended up opting instead to clamber down some rusty pipes into a large hole in the floor. It was here that we made the most important discovery: it was not, in fact, a rusty frog in that room. I would like to report, dear reader, that we both survived the ensuing battle without issue. However, clockmakers aren't meant to fly(neither are Blackguards, for that matter), and it was towards the end of the fight that the poor fellow simply collapsed. As luck would have it, I packed extra bandages for just such an emergency, so all was well.
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I'll also note that I think a better alternative to a thirst mechanic in the vanilla game, is giving the player better reasons to make and drink beverages to begin with, and not just for survival instincts. Reasons like temporary buffs: Alcohol, when consumed, could allow players to shrug off a small percentage of incoming damage for a short time. Of course, since it's harder to control a drunk character, frequent consumption of alcohol is ill-advised, especially if a player intends to be doing something that requires more precise actions. Stronger alcohol could give a larger benefit to damage reduction, while of course getting you roaring drunk much faster. Milk already has a definite benefit, in that it increases dairy nutrition rather quickly, which in turn boosts a player's health. As for juice, I'm not really sure which benefit you could give here, aside from the extended shelf life it already offers. And while it may not currently hold a lot of nutritional value, it doesn't have much saturating value either, making it a good idea to finish your meals with a drink if you need to replenish lost nutrition quickly(you'll get hungry again much faster).
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Elk question: Can you ride an elk through a translocator?
LadyWYT replied to Maethius's topic in Discussion
Oh, that might be more manageable then. If you've claimed your elk with a medallion, you should be able to call it to you with a bone flute. If it can't pathfind to you, then it will just teleport instead. The range is limited, but as long at you're not going something like 100+ blocks away from the elk and trying to call it, it should work. -
Out of curiosity, assuming that you're playing 1.20: do the monsters look like the ones from this thread? I haven't yet noticed any issues with the new monsters in the stable release, but it seems that more tuning may need to be done(would not be the first time 1.20 has had issues with monster spawns). In which case, it's very possible you're running into scuffed spawns and not normal ones.
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Elk question: Can you ride an elk through a translocator?
LadyWYT replied to Maethius's topic in Discussion
Hmmmm, I've not tried it, but given what @Brady_The said I suppose it's possible. Depending on where the translocators are situated though, it may be much less effort to just ride for those 5k blocks instead of sinking time and effort into making the translocators elk-accessible. The elk is pretty fast and 5k is only a half-day or less of riding. Translocators, on the other hand, tend to be deep underground in rather claustrophobic places, which means you'll probably need to do a lot of digging on both sides to get your elk in and out(I don't know how much you could cheese with the whistle). Elk need a 2x2 minimum for navigable space. -
Hmmm, you might look into mods like this: https://mods.vintagestory.at/show/mod/6561 I don't know if that one in particular works on the stable 1.20 release, so if you go with that one you'll want to test it first. Another option is just turning off the rifts in your world settings. No rifts means no monsters on the surface--they should only spawn underground(or possibly a very dark enclosed space) or during temporal storms.
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Hmmmm, just to be on the safe side--have you checked the mods that you're playing with to make sure they're updated for 1.20? Older mods sometimes work on newer versions, but it's not always a guarantee. If I'm recalling correctly, someone else had trouble with HUD mod crashing their game, since that mod was not yet updated(though I'm not sure that that mod is the culprit here). In any case, I would test a new world without mods to make sure everything is working okay in vanilla, and then do some additional testing as you add your mods back to your game to make sure that everything is still working as intended before returning to the backup of your original world(I would also make a backup of that backup before playing on it). If you do run into a mod issue, you should be able to disable it for the time being and continue playing, depending on what it adds. If it's a mod that changes gameplay mechanics significantly, or adds a lot of blocks/items/entities, you may not be able to disable it without breaking that world, and need to wait for that mod to update before that world is playable again.
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Welcome to the forums @FireSB42! I think the second message is mainly intended for server owners, telling them where to find more detailed information on problems that occur, which can be very useful especially if the problem ends up being something other than the authentication servers being on the fritz. The servers should be fixed by now--friend of mine tested his earlier this morning and it was working just fine.
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It would be immersive, yes, and it can add a bit of extra challenge that some might find fun. I've added the mechanic to the game with mods before and while it was fun, I don't think it would be a good addition to the vanilla game. It becomes an unavoidable chore a little too easily, to the extent a player may spend quite a bit of time interrupting their current task to take care of that need. There are also quite a few locations that the player will need to spend quite a bit of time in, that don't have any water sources. Inventory space is a premium resource as well, so while players could just carry more water bottles, that's just more space they won't be able to use for carrying treasure or other survival supplies. As for adding the mechanic as a purely optional challenge, like the cave-ins...that's one way to handle it, but a thirst mechanic feels a bit too prominent of feature to be reduced to a simple optional challenge, if it's incorporated into vanilla.
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Blanket Shiver So I started a new world in order to try out the hunter class, and get a change of scenery with a warm start. I found some ruins to make camp in, and since there was rift activity as night approached, I did my best to repair the walls to keep out the monsters. Well, despite my best efforts at making the walls three-high, a shiver spawned and adeptly found its way into my camp. While trying to throw spears at it, I ended up right-clicking the hay bed instead, causing my seraph to immediately curl up and start going to sleep rather than fight. Despite the apparent setback, I was apparently still able to throw spears in these last moments of conscious, and somehow avoid being chomped at the same time. I managed to kill the shiver right before falling asleep, and thus spent the night asleep under a rather exotic "blanket".
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Yikes, body and items disappeared after death
LadyWYT replied to Kevin Eric Snell's topic in Questions
Are you using a mod? In the vanilla game, you won't leave a body behind if you die, but you will drop your items if you didn't have "keep inventory on death" set to true. For the vanilla game, I believe dropped items despawn after ten minutes by default, so if you waited a while for the temporal storm to end before trying to retrieve your items, it's very likely that you exceeded that grace timer. If you don't want to sink the extra time and resources into remaking all of your lost items, you can simply use /gm 2 to switch to creative, give yourself whatever you lost(that you care to replace), and use /gm 1 to switch back to survival when you're done. -
Cloudflare, which hosts the authentication servers for Vintage Story(I think), seems to be having issues right now.
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Just to make sure all the bases are covered first--are you holding anything in the off-hand slot? That will add 20% to the player's hunger rate.
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Buy her an account and PC to play on so she can come with you on the adventure!
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I do agree that it would be a decent solution, however, I think it may be best suited for a mod than incorporated into the base game. The reason I say that is that after trying Vintage Story with a thirst mod installed, it was indeed more challenging, and the challenge was rather fun, for the most part. However, it felt like a bit more micro-management than what would really be enjoyable for standard gameplay. It could just be incorporated into Wilderness Survival, I suppose, and otherwise left as an optional challenge, but I'm still not sure it would be a good fit overall, especially since inventory space is still at a premium and some parts of the story will require spending quite a bit of time in places that have no water.
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https://mods.vintagestory.at/show/mod/8582 This mod may or may not help remedy that. I've not tried it out though, so I don't know how well it works.
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Turning down the Upheaval Rate should tone down the amount of rough terrain, and turning up Landform Scale should mean that the land features that do generate will be much larger; ie, plains will be bigger, but so will any mountains or hills that end up generating. There's also some different mods out there that tweak world generation, so you may try out one of those to see if the modded generation is more to your liking. One thing I will note though, is that if you are playing with lore content enabled, certain locations need specific geographical features in order to spawn. Heavily modifying the terrain generation from the defaults may change the distances those locations usually spawn, though I haven't tested the theory to be certain.
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How is getting one shot in early game in such a harsh game considered fun?
LadyWYT replied to Greccen's topic in Discussion
I use creative and spectator modes a lot to fix various mistakes, because I don't always want to have to sink in the time and resources to do it "legit". There is an option to keep inventory on death, of course, though I don't like turning that option on as I've found it encourages me to play too recklessly. One thing I'll mention for 1.20, since we're getting close to a stable release: animals will now run away if attacked at range. This includes dangerous animals like male deer and predators, so players now have a chance to scare dangerous wildlife away from an area by throwing rocks/hitting them with some sort of projectile. It's also risky, since dangerous animals may notice your presence and choose to come after you instead of running away. -
https://wiki.vintagestory.at/Cinematic_Camera That link might help you figure out the camera controls, though the tool appears to be geared more towards recording videos instead of taking screenshots. For a screenshot, the easiest way to get one by yourself is to hit F5 a couple of times to get to the version of third-person view that does not lock the camera behind your character, adjust the angle however you wish, and hit F12 to take the screenshot after hiding the UI with F4. An alternate method is if you have a friend that plays Vintage Story, allow your friend to join your world and have them play cameraman.
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Welcome to the forums! The helve hammer should kick the finished ingot/plate off the anvil once it finishes. Are you using any mods that affect smithing? Outside of a mod causing issues, the only other thing I can think to check is to make sure that the workpiece is hot enough to be forged. If it's too cold, the helve hammer will still hammer on it, but won't actually accomplish anything.
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Vintage Story needs a mechanical logsplitter.
LadyWYT replied to Michael Gates's topic in Suggestions
It is. I'm not entirely sure why it starts at year 0, but it does. -
I know the general area it comes from too, and yeah it's weird, really weird.
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This was actually implemented in 1.20: animals will run away when hit at range, instead of standing there like a target dummy. In the case of predators, it can be a useful way to scare them away from certain areas early in the game, however, said predator may also notice your presence and decide to attack you instead. So it's a risky proposition. Otherwise, I think wolves are fine, for the most part. They're a hazard early-on, and remain a hazard later to players who get too complacent, but they shouldn't be a huge threat for the entire course of the game. The most I would be inclined to change is make them less likely to chase players into water.
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Welcome to the forums! I do agree that it seems like there should be some incentive for one to avoid wearing their finest furs in a hot environment, but I'm not sure that this would be the best solution. Maybe just a health penalty should the player's insulation value exceed a certain threshold? That seems like it might be easier to code and require less processing power to account for, without causing a lot of extra micromanagement either. I would suggest a penalty to hunger rate, but I think that would be way too easy for players to exploit in order to quickly raise their nutrition values.
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I think it's just very dense ground fog as a weather effect. It happens every once in a while, though it's not very often. I think high altitudes tend to have it more than lower altitudes, and warmer climates may also be more prone to foggy weather, though I wouldn't swear to it. But the times I've messed around with tropical climates, there did seem to be a lot more mist and fog than what I see in the usual cool/temperate climes.