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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. It's a huge influx of this demographic that I'm concerned about. Those who decide to just jump into the game because it seems to be the "popular thing" are probably going to have a rude awakening from the difficulty, hence I would expect a rather unpleasant outburst of "Game broken, fix now!" I'd happily be wrong about that scenario, of course, but it's one of the major reasons I say it's best to just let those who are after this kind of game buy it themselves, rather than rely on some advertising gimmick to pull in a larger crowd.
  2. I just tried this on the latest snapshot, and it provided stamina just fine. So we can probably rule out that being the culprit.
  3. That part isn't hard to figure out. If you type /help, it'll bring up a list of available commands. One of those commands is /tpstoryloc, which will teleport the player to the desired story location. It also gives you a list of those location names, so there's no guesswork about what you need to type to go to a specific location. Just a side note...if you are teleporting anywhere, I recommend doing so in creative or spectator mode, not survival! Granted, the player cannot die from suffocation damage(yet), to my knowledge, but I have been using teleport commands to poke around various places and it's a bit dodgy at times. Teleporting to location #4 will trap you in stone--you won't be able to move unless you are in spectator mode. Teleporting to other story locations may get you mauled by monsters. I've also crashed my game at least once when trying to teleport to a waypoint, and while I was able to reload the world just fine, I did load back in at bedrock level, for whatever reason.
  4. If it's something that interests them, they'll buy it and play it. But if it's not something they'd really enjoy playing, they aren't exactly going to provide a glowing recommendation that actually feels genuine, even if you give them a free copy. More effective to let people buy and enjoy for themselves, and goad their friends into buying it too via glowing endorsements. A big name promoting a product, in many cases, is not genuine--someone paid them to promote it. A recommendation from someone one actually knows personally is much, much better. More people buying the game just means more money; it doesn't mean that anything gets developed faster or better. There are several many companies out there today with a ton of money and other resources to work with developing their games, that neither develop anything quickly, nor anything of particularly good quality. As I understand it, Vintage Story is currently well-funded, and I'd much rather the developers take their time making quality content. Quality content is what will pull in the customers. Depends. Assuming that a negative review holds any truth, then yeah, that can turn a lot of people away from purchasing a game, for a very good reason. But if the game is very high quality, then it's logical to assume that most reviews will be positive, and not negative. Big creators might have a lot bigger reach than smaller creators, sure...but they certainly aren't the holy grail of what determines whether or not people purchase a game.
  5. My pleasure! I'm guessing it probably wouldn't be too hard to mod, since all you really need to do is copy/paste the data for steel, and then tweak the textures and durability/tier values(if you're inclined to change them) for the items.
  6. I don't know about the dark blue flecks, but I do like that bright white tone! You could probably make the accent colors on the armor that dark blue-gray though, in order to better distinguish it from the meteoric sets.
  7. This thread will probably help you out. Given the OP's post further down in the thread, it looks like he did indeed manage to regenerate the Resonance Archive on his server, albeit in a different location. I would assume that you can similar with the other lore locations as well, though I would also assume that you'll probably not want to go resetting things all that often as it's quite a bit of work, it seems. As for bosses...I think the one for the Resonance Archive is supposed to respawn every so often, along with the other minor monsters, though I don't think the puzzles reset with them. I would assume that minor monsters probably respawn where appropriate in other locations as well, though I don't expect that the boss for the second chapter will respawn at all, mainly due to(major spoilers ahead):
  8. Are you playing with any mods? I would assume you're playing vanilla, but best to cover all the bases... I've not noticed any issues with pies so far. What kind of pie was it? If there is an issue, it might only be with a specific ingredient combination.
  9. Maybe, but I get the impression that the culture is changing a bit regarding that. I still think it's better to let those who genuinely want to play the game just buy it themselves; they don't feel obligated to force a positive reaction that way if they end up not liking it. A fair point. I just think it'd be less aggravating for a lot of people to play the more polished product. Of course, a lot of that sentiment is probably stemming from the uh...current salt levels flying around about some of the things in 1.20.
  10. I like the idea, but it seems an awful lot of work to go to just to get plain old steel, especially when meteoric iron is so pretty. I'm not sure that giving it a shorter cook time makes any sense either, as meteoric iron apparently has less carbon than standard. Maybe it could produce "meteoric steel" instead, which functions the same as normal steel but has a different color? I suppose you could throw in a tiny bit more durability as well, if just having a really pretty color isn't enough.
  11. Honestly...I think right now it's maybe for the best that Vintage Story is not widely popular. It's still got a ways to go before it's finished; story to flesh out, gameplay loops to add, jank to fix. I think it'll be easier for players to pick up and enjoy once a lot of that is sorted out, especially since there may be some major changes to some of the gameplay before the game is considered finished. I also don't think the game needs to be given to big YouTubers for publicity--let the game stand on its own merits instead. Those who are interested will buy it, and popularity can spread via word-of-mouth for a quality product. I'd also note that when a product is just given to someone, their response is tainted because it comes across as just buying their influence. Additionally, they haven't shelled out their own money for said product, so one also has to wonder if a positive review is due to the product actually being a good one, or whether it's more due to the product being free.
  12. There is a difference, somewhat. Distilled booze doesn't have an expiration date, but is certainly more resource-intensive to make. Alcohol bandages are now really good and practical to make, since the jugs of aqua vitae can be used to craft them. But I do understand your point about it not being the most exciting thing to squeeze that much honeycomb for a beverage that doesn't offer any different mechanical value.
  13. Unless you're like me, and don't bother to pick them back up after filling mineshafts and caves with them. Part of it's sheer laziness, but part of it is also to help leave behind some indication that I've explored that cave already. This is true, but sometimes you don't want to pillage the entire countryside to support a massive bee farm, and sometimes cattails are in short supply. I think it would probably see the most value in cold climates and large multiplayer settings. Could probably also nerf the straw requirement for skeps if it's too overpowered, so that cattails offer better value if you can get them. As for why one might want a lot of honey...mead. Candles I find useful for selling to traders; they might not bring in a lot of gears, but they're cheap to make and often in demand.
  14. Under the World Generation tab, look for the following options: Upheaval Rate: This setting determines how common cliffs, hills, and mountains are. By default it's 30%, so they're somewhat common. Landform Scale: This setting determines how big features like lakes, mountains, and hills are when they generate. By default it's 100%, so these features will be rather large. If you turn both of those settings down to the lowest possible values, you should get a world that is fairly flat with small, gentle hills and practically no mountains.
  15. This is what I usually do, though it hinges heavily on having access to borax or a good source of limestone. If you don't have either of those, it's a lot harder to make the jump from handbaskets straight to leather backpacks. Or the new scrap bomb from 1.20. Of course, if you have access to scrap bombs, you probably don't need the wolves for leather anymore.
  16. Excluding amaranth and rice, as I'm not sure that either really works for producing straw...but the main purpose of having straw as a byproduct is to have a better way of farming materials for rope, baskets/chests, and thatch without needing to transplant loads of cattails/tule or mow a ton of grass. Plus you're going to be planting grain crops anyway, so why not? It also gives players more wiggle-room if they need to use cattails as a food source in the early game, or in multiplayer servers with larger populations. The mass-production of handbaskets and reed chests isn't that useful later in the game, but it's there if you wanted to, of course. It does have more value though in cooler climates, where cattails don't really spawn. Regarding thatch, straw could either replace dry grass entirely for the recipe, or otherwise function like tule in that it's more efficient to craft thatch from straw than it is from dry grass. Useful if you like to build with thatch, and somewhat easier than needing to harvest tule or dry grass. Straw could also be substituted for dry grass in other recipes, such as mud bricks. It may not be more efficient, but it does mean that you won't need to spend as much time or tool durability on cutting grass, since you'll be getting straw anyway as a crop byproduct. Probably the biggest advantage to having straw is the mass-production of rope and skeps. Not that cattails don't work for this, but not everyone wants to scour the countryside clean of flora(which my understanding is that happens a lot in multiplayer). It's also useful for players that settled in colder regions, as they'll have an alternate method of producing these items efficiently without needing to transplant loads of plants. Now of course, there's also a limit to how much straw one really needs at any given time, and if straw is always a byproduct of non-flax grain crops then it's going to pile up pretty fast. No one wants to clutter their storage space with material they don't need, and it's also annoying to have to throw items away/burn them. To give excess straw a use so it doesn't go to waste, I propose allowing it to be soaked in a barrel with water to produce wet straw, which will then decay into a small amount of rot. This way, players can still turn extra straw into something useful, rather than throwing it away.
  17. Deer aren't the most realistic option, no, but they are plausible and something different than the standard. I also agree that cows(and their relatives), donkeys/mules, camels, and elephants would all be nice to have as well, and while I have ideas for how they could function I'd going to save that for another time and post. And while I do like having lots of variety, in the case of mounts I think it's also quite important to make sure that there are distinct advantages/disadvantages to each type, rather than simply have it being a model swap. Takes more work, but is more interesting. As far as mythological animals go...best to leave these to the realm of mods. I could see some sort of mechanical contraption added as a vehicle, maybe even some sort of Rust monster to "befriend"(although that's highly unlikely), but otherwise I don't think they fit into the vanilla setting.
  18. I do like the idea, but requiring boards doesn't make the most sense, not the least of which is that if you can craft boards, you also have access to the stuff that allow you to craft a quern. Probably better to allow a mortar/pestle to be crafted from sticks and rocks. Stone is more durable than wood, plus it allows access to flour/mineral powders prior to accessing the tools required for a quern. Now I'm not sure why you would go to this trouble given that you still need an oven to do anything with flour, which will require a lot of fire clay, but the option would be there for those that desire it.
  19. Oof, yeah, that's a detail I forgot about. Used picks don't work for the quest, but if there is still 95% durability or better, you can at least still sell it to a trader if you don't want to use it yourself.
  20. As Thorfinn said, welcome to the forums! In my experience, twelve wolves in one location isn't exactly normal, but I wouldn't say it's unheard of either. There's usually 2-4 to a pack, so my guess is that you have at least a couple of packs that spawned in the general area, that have managed to chase prey into the pit and now can't escape.
  21. This probably isn't the problem, but just to make sure that all the bases are covered: make sure it is a tin bronze pickaxe, as the other bronze types will not work for the quest. Otherwise, you'll need to start with the "Know of any interesting places are here?" question to begin the quest, which it sounds like you've already done. In that case, exit the dialogue with the trader, then talk to the trader again. There should now be a dialogue option to give him the pickaxe in exchange for a map to the Resonance Archive. If for some reason the dialogue option isn't there, try reloading the world and see if it appears. If there's still no dialogue option for it, then it's probably a bug.
  22. Welcome to the forums! I beg to differ that it's entirely unimmersive/unrealistic--depending on the condition of the mortar holding rock walls together, you can take them apart using your bare hands. That being said, I'm guessing it's probably coded that way in-game in order to allow for a more readily accessible, less frustrating building material to work with in the early game. There are technically quite a few things you really shouldn't be able to break with your hands in the game, but can anyway for the sake of less frustration.
  23. LadyWYT

    Winters..

    About 3-4 months, depending on whether or not you want to judge by snowfall, or musical cues. Mid-November to April sounds about right though, for standard settings. It also depends somewhat on what altitude you settled at, and not just your climate zone. In my current world, I went with the default temperate start, but got plopped on top of a high-altitude plateau. So while I'm in the temperate climate zone, the actual environment behaves much more like the cool climate zone throughout much of the local area. The game tries its best to simulate a realistic environment, but it does have limits--hence scenarios like this. Though to be fair, it's not out of the question to get little pockets of warm/cold like that in real life either, especially in regions with a lot of mountains or hills.
  24. Good luck!
  25. Welcome to the forums! I would reset the render distance to default and see if the problem persists--if it does, then the problem likely isn't the render distance itself, but something else going on with your machine. The most likely culprit though, I'd wager, is that the render distance is just turned up way too high. I'm fairly certain that if you can see the chunk, it's probably loaded in as well, or if nothing else it's going to be causing several many more chunks to generate at once when you go exploring than it would at the default settings. Even with good hardware, that's a lot to handle. If it runs fine after you reset it to the default, then you can turn the distance back up in smaller increments, stopping when you have one that is pleasing to play with without strangling your machine.
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