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Everything posted by LadyWYT
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And that's when you dig too deep and unearth the Things That Shouldn't Be.
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Flowers actually do have some uses. Bees need them in order to produce honeycomb, and some flowers you can use to make dye. That could work, though I'd presume the reason for not doing that is that peat and clay blocks already have different textures than surrounding grass. If you can see the sides of the blocks, it's a lot easier to notice the difference though. Maybe the top textures need a bit of adjusting to make them stand out a bit more?
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Interesting. I know there's a "Getting Started" tab in the Handbook, however, it's still a bit clunky. Instead of talking to traders for tips though, what about a small pop-up tab similar to the other block game, that appears when the player first discovers important things like clay? Unlike the other block game though, instead of directing to specific recipes it could direct to a specific page on what that resource is good for(clay pop-up could direct to the Pottery Age description, as well as a few footnotes on bloomeries and refractory bricks). The player still needs to put in the footwork themselves, of course, but new players could get a bit of extra help if they need it. As for veteran players? Every new world offers the tutorial at the start, and it's already possible to just skip that, so skipping the tutorial could easily turn off the pop-ups as well. Also, welcome to the forums!
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Windmills should take damage if allowed to spin too quickly
LadyWYT replied to Teh Pizza Lady's topic in Suggestions
This is one of those ideas that I like it and hate it at the same time. Up front it seems like it might be a bit punishing if one finally got that full windmill going only for it to fly apart in strong winds. However...nothing says you can't pick up the pieces and put it back together, and it's not terribly hard to just craft one additional part when building the machinery. Or, perhaps instead of making the windmill fly apart into pieces, some of the linen could be stripped off the sails instead? That way it's still somewhat usable, and you don't risk parts despawning. To fix it, all you have to do is apply more linen to the bare sail parts, which seems a fair price to pay if one neglected to use a brake. -
Add Ability for the Player to See Who is Online
LadyWYT replied to ADisorderlyFashion's topic in Suggestions
Welcome to the forums! I didn't even know that command existed. TIL! Will have to remember next time I'm wondering who's online. -
I don't recall zinc being used for any dyes. You can use tin as a mordant though, in addition to using it to make a type of bronze. Zinc can also be used to make a type of bronze(bismuth bronze), and can also be used to create brass. Bismuth bronze is handy for tools and a different color than tin bronze, whereas brass can be used for torch holders and has a nice golden color. Brass is also probably the cheapest gold-colored metal to produce en masse for things such as lanterns. So I'd hardly call it useless.
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This is one of those ideas that you didn't know you wanted, until you happened to read about it. Asking a merchant to send you a letter about their latest stock would be very nice, as it's a bit aggravating to make the trek to a nearby wagon only to find out they won't buy anything you brought, and they aren't selling anything you want. Of course, I would wonder how they get the letter to you, exactly. There's not exactly a functional post system. The traders do seem to be somewhat organized though, so perhaps there is some sort of Jonas contraption that they can use to send lists of goods. You could either craft the contraption yourself, or purchase one for a small fee. It adds a nice immersive way of implementing this idea, while also giving more use to the various bits of Jonas tech that are currently...underwhelming.
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To my knowledge, wind speed is mostly random. However, I do believe it is affected by elevation and time of year. At higher elevations, wind tends to be stronger, hence why many players mount their windmills fairly high. As for time of year...in my experience, there seems to be more frequent strong winds during the winter than during other times of year, which makes winter an excellent time to do your smithing and other heavy material refinement processes. To my knowledge the HUD clock is the only mod out there that gives you specific data on the current wind speed.
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Maybe that's where all those things you just "found in the woods" came from.
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Experience with using AI to generate texture packs?
LadyWYT replied to Thorfinn's topic in Discussion
I don't recall hearing about any game companies trying it just for textures. The most controversy I can recall is Wizards of the Coast(I think it was) getting caught using AI images in their DnD materials. Likewise, I believe Adobe also got caught using AI images to promote their digital art supplies. I think a few game companies have been accused of relying on AI to animate, write, or produce images, but I'm not sure anything's ever been proven. As for my take...I mean, I'm an artist, so I have a definite bias toward AI and how it's being used in creative fields. My guess is it could be used to generate some textures more easily than others(like dirt textures for the ground), but the results will still need to be checked and edited in order to ensure a polished, cohesive finished product. However, AI isn't something I would rely on, as the best results it can output are just...mediocre...and I daresay a good chunk of that is due to the human mind comprehending reasoning and nuances that a computer literally can't. -
If I'm understanding correctly here, it sounds like a small team of former Hytale devs being assigned to develop an Adventure mode for Vintage Story, while the rest of the Vintage Story team continues developing the rest of Vintage Story proper. Which sounds pretty solid and fair to me. Here's to hoping it goes well! I've said it in another thread or two of late, but I would assume a game mode like this would result in the more populated world that some players desire, more than the lonelier setting we have now(which I do love). A mode with more fantasy sounds awesome as well, and I've a hunch that the code governing player class could be recycled to cover playable races like elves, dwarves, and whatever else gets added. What I'm curious about, is that if it starts as a spin-off game/gamemode, but later becomes its own separate game from Vintage Story, do current Vs players have to go purchase it when it becomes a separate game, or do we get a free copy? Or maybe a compromise with just a generous discount on the new game? Personally I would hope for a free copy, since if it began as a free extra for Vintage Story, I wouldn't want to end up playing a lot of that mode as a free extra and then have to pay full-price later in order to keep playing(it's the principle of the matter rather than the dollar amount).
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Welcome to the forums! It should be fairly simple to find a few deposits within a 10k radius of home, as it's not really a rare resource. You just need to be looking around sea level, which I think is 100(not entirely sure). Usually it's near water, which will still be present on the default 100% land. All the 100% land means is that there's basically no large lakes or oceans to contend with when traveling. Don't forget to check the forage type of cracked vessels--I think sometimes those have clay, although it may only be fire clay and not all clay types that they can contain. Panning is another way to get blue clay, although it is very slow. I don't recall if traders sell blue clay or not...I think the artisan traders will buy it but not sell it. If blue clay is what you need though, and you're having no luck finding it, there's no shame in spawning in what you need. It is a game, after all, and the goal is to have fun. If you want, you can simply dig up red clay, and replace whatever you dig up with blue clay from the creative menu, so it feels less cheaty. The thing I would double-check is whether or not you need the beehive kiln to get the color of bricks you want, assuming you don't already have a beehive kiln. Pit kilns can produce bricks, but only the most basic colors.
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Oh, yeah, a blur effect would be a bit more immersive, as well as fit the overall effects that are already present in the game.
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Welcome to the forums! Looks like a bug, or at the very least a typo. I would submit a bug report on it, if the issue hasn't already been reported.
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I agree with @Maelstrom on this; the monsters are from a separate dimension entirely, and either spawn from rifts, in temporal storms(which are essentially giant rifts), or places deep underground/other select areas where the Rust world is bleeding through into reality. I can't say that I've read Lovecraft, but the general vibe I get from Lovecraftian themes when I encounter them is that...the stuff's not really meant to be explainable or understandable. That's what makes it so unnerving when done well, is that the stuff will exist despite defying all known logic, and the heroes(victims?) in question have to figure out how to deal with something they really can't comprehend.
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Welcome to the forums! Have never heard of this dish, but it sounds amazing. I'm kinda surprised it's not a thing in Expanded Foods, however, I've also not checked to see if those ingredients combine to a valid meal. I think to keep it balanced out against the other foods, perhaps it doesn't offer much in terms of saturation value? That is, it may cover four different nutrient groups, but it won't keep you full like a meaty stew will. That makes it a good meal to eat when you're at your base, but not something that you can expect to make a good travel food out of, as it will mean sacrificing multiple inventory slots for crocks/cookpots.
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Really? Interesting. The thought hadn't occurred to me. Most of my playtime is on a friend's server though, and there's a mod that makes firepits more efficient, so in that case firepit beats bloomery. Next time I play vanilla though I'll have to test with the bloomery to see how good it is compared to the pit.
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My general thoughts on the matter is sharpening could give weapons a bit more attack value, and tools a slightly faster work speed, but only for as long as you keep them sharp. Only metal weapons/tools can be sharpened, and they'll only stay sharp for a certain number of hits. Softer metals like copper will need to be sharpened more frequently(perhaps every 50 uses), while sturdier metals like iron and steel stay sharper much longer(300-425 for iron, 500-1000 for steel). I don't think sacrificing any durability to sharpen them is necessary, as the time spent keeping them sharp is enough, especially with lower quality metals(which also serves to help push the player to pursue high quality materials like steel, instead of settling for iron out of convenience). As for what happens if a player doesn't keep their stuff sharp? Nothing--the weapons and tools function the same as they do now. However, without a sharp weapon, it might take an extra hit or two to kill a monster, and jobs completed with unsharpened tools will take longer to complete. In regards to repairing tools and weapons...I'm not against it(and we do already have a system for it in place via NPC). I'm also not strongly in favor of adding it either, given that tools and weapons that are frequently used will eventually break. In terms of gameplay, how quickly a tool or weapon breaks is part of what helps push players to pursue better materials, instead of sticking to materials like copper and bronze because they're convenient.
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I suspect a more populated world is probably what a "Hytale mode" for Vintage Story will result in. Tyron's already proposed as much in a different thread, as I understand it. Otherwise, I don't see a lot of populated areas being added to the game, outside of mods that is. Story locations have a lot of detail packed into them since they are built from scratch; I don't think you could get that level of detail just by generating locations from a list of certain parameters. Maybe once the story for the main game is completed, then randomly generated villages like the other block game could be added to Homo Sapiens or something. However, that would significantly change the setting of Homo Sapiens itself(pure survival--you're the ONLY human), and as I said before, it's territory that would probably already be covered by a Hytale game mode.
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I don't know that the lore catapulted everything into the past, as much as it threw certain things like the players forward in time, similar to what happened to Alduin with the Elder Scroll in Skyrim. Alduin wasn't actually defeated by the ancient Nords; he was just displaced from time temporarily and had to be dealt with later by the Last Dragonborn. That being said, I've been chewing on the idea of a "Tutorial Mode" as a new preset game mode. The ones we have are currently fine, however, Standard can be a little too punishing sometimes on brand new players, and a brand new player might not think to adjust the settings(and Vintage Story allows several adjustments that most other games don't). Likewise, Exploration takes a bit too much of the challenge out of the game, and Wilderness Survival is harder than what most brand new players should probably be playing in order to learn the game. A Tutorial Mode would be a great way to start players off easy, and then ramp up difficulty as time goes on, until the eventual difficulty is the same as Standard. Or, and I don't know if such coding is feasible, perhaps Tutorial Mode could ramp up to one of the other presets of the player's choosing. That way a brand new player can play Wilderness Survival if that's what sounds the coolest, but they can also have some breathing room to learn the game basics before that level of difficulty kicks in. The other advantage I see to offering a Tutorial Mode instead of changing the standard gameplay to ramp up the difficulty, is that it gives a more forgiving option to new players without forcing old players to speedrun "tutorial sections" in order to get to the part of the game they enjoy. One quality of the current balancing that I really enjoy is that while Vintage Story starts off as a pretty steep, unforgiving challenge, each bit of progress you make feels rewarding because the problems you face become easier to deal with. Other games implement a strategy of enemies always scaling to player level, and while that kind of scaling ensures the enemies always put up a fight, it's difficult to actually feel like one has made any progress when they get new gear.
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I would make it 20k to be safe, I think. I don't recall any story location being set to spawn more than 10k north or south of spawn, however, some of the locations that spawn on the east/west axis seem to have some variation in how far north or south they are. And one of the story locations from chapter two spawns on the north/south axis in relation to a different location from chapter two. Hence why I think 20k might be a safer distance; a lot more wiggle room for some rather large locations, especially if they happen to spawn at their maximum possible distances. That would be my main concern in regards to trying to make a superflat world. Certain types of terrain is needed for certain locations, and I'm not sure what happens if that terrain isn't present.
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village/Tobias cave food rot tweaks and more structure freedom
LadyWYT replied to EXPENSIVECASHEW's topic in Suggestions
In defense of the other block game...it's nice to have the option to be lazy like that, and some of the shenanigans you can do as a result(like shoving the wither into the ceiling to suffocate instead of fighting it) are pretty wild. But otherwise, yeah...since players are intended to actually complete the story challenges in Vintage Story, the protections do need to be in place to ensure that they can't do things like just mine their way into a certain library. I know that's what I tried the very first time I went there, as I couldn't find the entrance. I figured out pretty quickly that wasn't going to be an option!- 6 replies
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I mean...it's better than not seeing that screen when you hit bottom, and learning that you have no way to climb out of said hole.
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- uncertainty
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Welcome to the forums! Fruit trees are actually pretty common, provided you're not in the arctic. They can, however, be a little hard to spot in the summer(and fall of the first year) since most look similar to birch trees. The way to tell them apart from other trees, aside from having bare/flowering/fruited branches sometimes, is that they have smaller trunks, smaller overall size, and tend to be a brighter shade of green. Once you learn what to look for, they become a lot easier to spot, though I will note that they only bear fruit in the appropriate season beginning year 1. Pumpkins and cabbages are currently only available from seed. Seeds can sometimes be found in cracked vessels, and I think purchased from agriculture traders, although I'm not entirely sure on this last one. Pineapples are only found in the tropical regions. Unless you set your world spawn to the tropics, you'll need to make the trek south and explore a jungle in order to find them. Do note that traveling that far south will take several days on default settings! I wouldn't be surprised if berry bushes get changed sometime in the future. As for fruit trees, you can propagate those via cuttings, though said cuttings only have a 40% survival rate(less if you're trying to graft to a pre-existing tree). Edibles spawns are tied to regional climate, I believe. Regions that are warmer and get plenty of rain are more likely to have more berry bushes, fruit trees, and other crops. Deserts will have very few, if any, edibles around at all. Mushrooms seem to spawn en masse in very wet chunks. There are some maps I've had that I basically lived in a wild grocery store, and there were other maps where I had to really trek in order to find any edible plants(aside from cattails, which I avoid eating). There are a couple of mods I'd recommend checking out though. Wildcraft: Fruits and Nuts will add a plethora of plants to forage to your heart's delight--I play with it frequently myself. Ancient Tools will add edible barks like birch, pine, and maple. There's also a mod someone made for more realistic starvation, though I don't know if it works with the current version of the game or not(turns out there's a fork). I know that I tried it once upon a time, as it sounded interesting, but in my experience it made hunger pretty much irrelevant. I'll also note that it doesn't play nicely with other mods that add foodstuffs or otherwise alter anything regarding hunger, so it's pretty much a mod you use almost by itself. https://mods.vintagestory.at/wildcraftfruit https://mods.vintagestory.at/ancienttools https://mods.vintagestory.at/realisticstarvationfixed Yes, hello, Blackguard here...and I would disagree that hunger is oppressive. Sort of. Personally, I've never had issues with it, unless I got one of those maps where just none of the usual edibles are to be found anywhere near spawn. However, that's also where I would agree, that whether or not hunger is a real problem depends on the player in question. Some might struggle to stay fed, or otherwise find it a hassle to deal with, and then you have others that will crank it as high as it will go and not even break a sweat. For the average player, I would guess that the default hunger rate is just enough to keep them occupied managing their food supply, without actually being overwhelming. An excellent example! There's uh...believe it or not, there's actually a toilet mod. There's one for diseases too, but it's the toilet mod that really makes me giggle every time it surfaces on the mod database. Not all wildlife...just the predators. To my knowledge, rabbits and deer cannot be bred like the standard farmstock, but will drop redmeat when slain. As for goats, they also drop redmeat, but they're similar to sheep in that the player can actually domesticate them for dairy products.