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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Sounds like a glitch to me. But now I know what happens if you try to go an alternate route!
  2. Good idea for a mod that Game of Thrones fans or those looking for a more fantasy-type playthrough will probably enjoy. As for Vintage Story's setting...it doesn't fit the lore at all.
  3. I have mixed feelings about them; I prefer to keep flying devices out of medieval-type settings(aside from flying creatures, anyway), but as a late-game tech option they aren't unreasonable, especially with the crazy steampunk tech we already have. That being said though, they seem like they wouldn't be that useful when we have teleporter technology, at least in terms of efficiently traveling long distances. A small airship or flying machine might be a better option; expensive to build, but useful for transporting cargo over short-medium distances since it can just fly over terrain. It might still be useful for long distance travel too, but that might not be very feasible due to fuel cost. The main concern I'd have is how a flying contraption of any sort balances against the other methods of travel. If it's too expensive for what it can offer, players aren't going to bother with it. If it's too cheap, then it can end up too easy to acquire and trivialize too many other things(especially parts of the story). One method of combating that is to make it require a blueprint, and then lock said blueprint behind one of the later story chapters. Personally, I'd rather skip air travel and have better teleporters available instead. Ground and water travel stay relevant throughout the game that way, but it still allows for traveling quickly between two points of your choosing, provided you're willing to set up the infrastructure. I do expect to eventually see a mod or two though that adds in balloons or some other method of air travel.
  4. LadyWYT

    Winters..

    It doesn't actually take as much time farming as you might think. Just plant bigger fields and make sure they are irrigated so you don't need to spend time watering/relying too heavily on rain. That way all you have to do is work on other things until your crops are ready to harvest, and you'll get a much bigger yield per harvest as well. That strategy does require that you have more seeds to plant to begin with, but with all the extra time you have finding seeds isn't going to be hard(unless of course you opted for some extreme environmental conditions in your world).
  5. LadyWYT

    Winters..

    I mean, when I first started playing Vintage Story I burned through several worlds due to mistakes. Sure, I could have kept those worlds and pushed through the consequences, but it was a lot easier and less frustrating to just start over with a better plan. Really just depends on player preference. Twelve days per month is a sweet spot if you want more time with each season, but also want years to pass somewhat quickly(livestock, fruit trees, storytelling purposes). The default nine-per-month isn't bad either, but it does leave you with a bit less wiggle room when timing certain things. I did once, mostly because I was still learning the game and wanted more time to cautiously figure things out without the pressure of feeling like I needed to rush winter planning. It was fun, and while the longer seasons mean you have a lot of extra time to do stuff, it also means you need to do some extra legwork when preparing for wintertime. Not that stocking supplies is terribly hard to do; it pretty much just means planting more crops and being more diligent about preserving food, along with digging an extra cellar or two. It's also nice having a realistic length of month and year, though I don't recommend picking this setting if you don't enjoy a slow-paced game. Time will drag quite a bit, especially if you don't often sleep through nights. To my knowledge, 30 day months aren't used very often outside of multiplayer.
  6. As an Arkansas native, this comparison is oddly specific. So there are two modes for the propick: density search and node search. Density Search: This is the one you'll use to get a reading of the chunk and what you're most likely to find there in terms of ore. After you sample the rock in three different spots within a small area, you'll get a list of what's potentially there, with a description and percentage values. Ignore the percentage values--the descriptors are more useful in most cases. You want to dig in spots that are listed as Decent or better; ie, spots that are yellow or green on the map. You can take a chance on a Poor or Very Poor reading if you're desperate to find a particular thing(or if it's a very rare thing like gems), but your odds of finding it there are low. Node Search: This is the one you'll want to use once you've found a spot you want to dig in. You only need to sample one block in this mode, and it will tell you exactly what ores are nearby(a six block radius by default). Since it has such a short range, you'll only want to use this mode to pinpoint the location of ore. Mining in general: When you're out exploring, I recommend bringing a propick along with you to sample chunks every now and then, even if there's not a specific ore that you're after at that moment. That way you've recorded the data for later so you can have an easier time figuring out where to look for specific things. When you've found a spot you want to mine(an Ultra High reading is ideal), you'll want to dig a shaft straight down and sample the blocks every so often with the Node Search until you get a definite reading on the ore vein. Use ladders to help make sure you won't fall to your death, since your character will cling to a ladder unless they are moved off of the ladder's space. Once you have a definite reading on the ore vein, continue using the Node Search as needed to triangulate the vein's position, as well as make sure that you've excavated all the bits of ore that there were to find.
  7. This isn't so much a suggestion that they should be added, as I expect them to be at some point, but rather how they could function when they are added and what could set them apart from the elk. Travel: Horses handle the same as elk, but can only navigate one-block heights with ease, not two, making the elk the more attractive choice for exploration or navigation of rough terrain. Equipment: Horses lack the slots for cooking pots and bedrolls, meaning that you'll need to pack these items into the saddlebags if you wish to bring them. The medallion slot is the same, though in the case of the horse an ownership medallion can be combined with metal plates/chains/scales/leather to craft armor for the head/neck(cosmetic). A lantern can be hung from the saddle, rather than the neck. More armor can be crafted for the horse's front and back, respectively, and protects from incoming damage while providing a small penalty to movement speed. The blanket slot can be occupied by either a standard saddle blanket, or by a much fancier(and therefore more expensive!) caparison. Some caparisons are only available through trade, or are exclusive to the Tailor class(there could be other equipment pieces that are exclusive to other classes though). Color Variety: The most obvious trait that sets horses apart from elk--they come in all sorts of colors. Combat: When galloping, horses are able to trample over medium or smaller creatures, doing some damage in the process. Assuming that it's feasible to code, they could also have a chance to kick nearby hostile entities, doing damage and knocking them back. How to Acquire: Horses can be found in the grassy plains of temperate and cool climates, congregating in herds(for the sake of simplicity and less frustration, adult males do not try to kill each other like roosters do). This means that you can not only acquire them for free or before pursuing story content, but that you can acquire them on the Homo Sapiens game mode as well! Of course, if you are playing with lore content enabled, you can also purchase horses from vendors in certain locations(though none of the ones that currently exist in game). Horses are never for sale at trader wagons though, as traders find elk much more useful for navigating the wilderness. How to Ride: Horses need to be tamed before they can be reliably ridden or claimed for ownership/decorated, but you can kit them with a saddle and bridle and ride them at any time. If they aren't fully tamed, however, they have a chance to buck you off, and the chance of that happening is greater the wilder they are. To tame a horse, you need to feed them from a trough; each time they eat, they'll become a little less wild. This way, you don't need to go through multiple generations of animals to acquire a mount, but early generations will still take a long time to fully tame(100 portions for gen 0). In contrast, generation 10+ will be born tame(horses purchased from NPCs will always be generation 10 or better), making them very valuable in multiplayer scenarios for players who have invested the time and resources into horse ranching. As for the chances of getting bucked off--it depends on the tamed percentage. A horse that is 0% tame will buck the player off 100% of the time. A horse that is 25% tame will buck the player off 75% of the time, whereas a horse that is 75% tame will only buck 25% of the time. Horses only buck when they are mounted or when they are damaged, but never when they are fully tamed. If a horse bucks a player off, they will become stressed and need to calm down before they can be mounted again. Stressed horses will either flee a short distance or try to kick the player should the player try to mount them before they calm down. Edited to add concepts for donkeys and mules... Like horses, donkeys can also be acquired from the wild or purchased from certain vendors(again, not trader wagons). They use the same equipment as elk(so no armor or caparisons), and like elk are capable of traversing two-block heights with ease. They are, however, slower than elk, and cannot jump as high. The main advantage to donkeys, outside of offering elk-functionality in Homo Sapiens mode, is that they can be used to power a quern for a slower but more consistent rate of grinding than wind power. You will, however, need a tame donkey to do this, and you will need to keep the donkey in Decent condition or better to keep them working, as they will lose condition over time when harnessed to a quern(perhaps losing one stage of condition for every 8 hours worth of grinding). To get a mule, one needs to breed a horse with a donkey, or otherwise purchase one from a vendor if possible. Mules cannot reproduce, though they will still follow the same generation rules as other animals when they are born. Mules use the same equipment as donkeys and elk, and use the same movement constraints as donkeys with the exception that they can run as fast as an elk. Like donkeys, you can also use mules to power querns, and mules can tolerate this work longer before they will need to be fed.
  8. It was underwhelming. I had forgotten its existence when adventuring through the second chapter, and sorely missed having it. Let's just say I spent more time than I'd like to admit as a Blackguard pancake. Now I'm also pretty sure chapter two is able to be completed without the glider, but I would highly recommend bringing one with you, just in case. Better to have it and not need it, than to want it but not have it.
  9. It's probably just one quartz deposit--they're quite large.
  10. @Vratislav I toyed around with the flute range a bit today--it's a decent range, but not a huge one. I'd say around 50 blocks, maybe, certainly no more than 100. So it'll work for getting your travel buddy around tricky obstacles, but it won't work for cheesing them through teleporters, unless there is some unknown exploit there.
  11. The difficulty curve for Vintage Story goes somewhat as follows, at least to me: Early game: Easily the most brutal, unforgiving portion. You start with nothing, it's very easy to die, and it's also fairly easy to make mistakes that will end up throwing a wrench into your plans later on. Mid-game: This is usually where the game gets easier, since the player has secured decent equipment, shelter, a good source of food, and some method of healing themselves. This is also usually where players can start thinking about starting the main story by locating and visiting the Resonance Archive. Late game: Could be classified as the point that the player acquires steel, but I think completion of the Resonance Archive is perhaps a better marker. Resources generally aren't a problem by this point, the player has the best equipment for dealing with all manner of threats, and the world really begins to open up. As for whether it's that much easier...your mileage may vary... Which brings me to my next point...I'm not going to spoil too much here, but the reason I said "your mileage may vary" above regarding the difficulty of the late game: there are a few things that won't hesitate to kick the fire out of you, if you get complacent. Some of them have to do with the story, but some of them are just the new monsters, especially during temporal storms.
  12. While I'm thinking about it--this mod will probably solve most of the problem posed in the original post. https://mods.vintagestory.at/show/mod/6561
  13. Welcome to the forums! Have you tried logging out of the world and logging back in? It sounds like a block derped out and the game hasn't quite figured out what to do with itself; a relog usually fixes it. It's also worth noting that while 1.20 is close to release, it is still unstable in it's current form.
  14. Welcome to the forums! Unfortunately I don't know the answer to your question; I play singleplayer almost exclusively. The one thing I can think of is that there is a command you can use to teleport a target to a particular set of coordinates, provided you have permission to use server commands, but there's probably also an easier method to get players where they need to go. If nothing else, you could run around as an admin and set waypoints at locations you want to teleport targets to prior to letting any other players join. Someone who has experience running Vintage Story servers will probably have a better answer. As for commands, you can find them listed here: https://wiki.vintagestory.at/List_of_server_commands
  15. My understanding is the ropes had some physics issues. A lot of physics issues. Some of them similar to what happens when Skyrim giants swat enemies. Depends on the monster, really. I think new players would fine, for the most part...and by fine I mean no more terrified than what's normal. I was thinking more about preserving the fear of the unknown for more experienced players by making it harder to guess what you might be facing. Thinking about it...what about using a story location as a milestone instead? Perhaps some future location could hold something that we need, but that we can't acquire without turning some sort of additional monsters loose in the world as a result. Actually, I wouldn't be too surprised if that ends up happening someday, though I would also expect the additional monsters to be temporary and their spawns stopped after later events unfold. That being said, I think this is also good territory for the modded realm. Add new monsters, or retune the vanilla ones to be absolute pushovers or overpowered nightmares. Come to think of it...you can already do the latter in the game right now, by adjusting how much damage enemies are able to do. If we had to stick exclusively to what's already available in the game though and tweak that instead of adding new stuff: I wouldn't allow anything past tier 2 monsters to spawn on the surface outside of temporal storms. Natural predators like bears and wolves have tier 2 attacks, as do large prey animals like moose and bighorns, so having a rare enemy or two that spawns at a higher tier isn't entirely out of the question. I'm still not convinced that it would be particularly fun though, since natural wildlife and you can spot and avoid, and underground enemies you can avoid by staying out of caves until you're properly equipped. Surface enemies are a lot more random; rift activity can go from calm to apocalyptic levels in an instant, and while having a hoard of enemies spawn on top of you while you're unprepared would certainly get your adrenaline going...it's not going to be fun at all to die as a result. Edit: I should add that I'm writing all this from a viewpoint of having several many hours worth of experience with the new monsters added in the 1.20 pre-release.
  16. The main issue I see here isn't so much that drifters aren't scary...it's that they aren't scary once you learn how to handle them and are used to seeing them. To new players, they're absolutely terrifying, but to veterans not so much. It's a familiarity problem, in my opinion, and that's an issue that applies to pretty much any of the monsters. Sure, you could make the drifters a lot more challenging, and they might therefore pose a more serious threat to veteran players for a while, but then where does that leave new players? The better option to me would be adding another enemy type or two, with different tactics--that way players will still need to guess a bit as to what they might encounter when spelunking or running around after dark.
  17. Not necessarily. Depends on the gamemode you're playing, and what adjustments, if any, you made to the temporal settings. When you create a singleplayer world, you'll always get a warning about how many days you have until the first temporal storm hits. The message will only appear once, though you will still get the standard two warnings when the temporal storm is actually about to hit. After the first storm though, you won't receive any details on when the next one will occur, outside of the standard couple of warnings before they strike. As to the intervals between storms, that depends on which game mode you chose, and whether or not you changed the default settings yourself. Standard: Occurs every 10-20 days. Exploration: Temporal storms are disabled, along with the temporal stability mechanic. Wilderness Survival: Occurs every 5-10 days. Homo Sapiens: All story/lore content is disabled, which includes all temporal mechanics and items. Creative: Same as Exploration--temporal stability and storms are both disabled. If you change the options yourself, you can have interludes anywhere from 3-6 days, to 30-40 days. And if you aren't opposed to using console commands, /nexttempstorm will tell you exactly when the next temporal storm will arrive. As for what causes them...I'd recommend playing through the main story.
  18. Actually, I would say the two go hand-in-hand. There's nothing stopping players from using the dimmer lights for aesthetics, but making that choice also means dealing with the consequences, whatever those may be. For the vanilla game, that probably means dealing with the occasional unwanted house guest, which is also why I use bright lights indoors and save the dimmer lights for outside where spawns don't really matter so much. No, absolutely not. In my experience, games that make all the enemies scale with the player rob the player of the sense that they've really accomplished anything. The whole point of getting better gear is to be able to deal with stronger enemies, and thus unlock more areas of the world to explore. If the basic enemies just get stronger the better your equipment gets, you're not really gaining anything at all. I disagree here; I think that is the intention of surface drifters. They're the most basic monster that you face and help new players practice their combat skills, similar to surface shivers and bowtorn. Outside of temporal storms and certain story locations, you don't encounter the more dangerous monsters unless you're exploring caverns deep beneath the earth. The deeper you go, the more dangerous it gets. They may get some tweaks latter on, but I think they're fine as-is. Drifters, in all their iterations, are the basic, most common monster type you'll encounter, and it works. I'd also say that their combat has actually been improved in 1.20, in indirect fashion, with the addition of the shivers and bowtorn. Sure, the drifter tactics haven't changed, but now players have other things to deal with in addition to the drifters. Given some of the comments I've seen with those who have encountered them(and judging by my own experience), it works quite well.
  19. I know the elk has to be in a loaded chunk, but as to how far the range is, I'm not really sure. You could always test the idea and find out if it works, although I'm guessing that if it does work it's probably not intended behavior and will get patched out. My best guess though is that the effective range is whatever your view distance happens to be to set to.
  20. It's somewhat of a hidden feature, since it's a major story location and part of the player's adventure first, and a hub for select services second. There are probably some YouTube videos on it, though I'd also wager that those who are wanting something like what the VS Village mod does are probably going to be disappointed. As for what the village is and what you can do there, here are my impressions:
  21. Red clay spawns in higher altitudes. Blue clay spawns near sea level. Both are interchangeable for most things, outside of some brick/pottery colors, as far as I am aware. Fire clay, as @Thorfinn has already noted, only spawns now under anthracite or black coal deposits. You can, however, craft fire clay by combining blue/red clay with calcined flint powder. To get calcined flint powder, you'll need to bake regular flint in a firepit to get calcined flint, and then grind that up into a powder via a quern. I should also note that you will also need a hammer and chisel to craft the quern now, in addition to the standard four blocks of hard stone and two sticks.
  22. Pretty much. Slowing down when going uphill or dealing with rough terrain can be a bit tedious, but it does make for a smoother ride. I've also found that when galloping, the angle at which you approach the blocks very much matters. You'll have a bit of an easier time approaching from one of the cardinal directions rather than diagonally. If you haven't yet, claim your elk with a medallion, then make a bone flute. Then climb out of the hole and toot the flute. Assuming your elk is still conscious, he should teleport to you if he can't pathfind his way. It's not particularly immersive, but it's very handy when accidents happen, or you otherwise want to try to cheese certain obstacles.
  23. The bowtorn I actually don't mind all that much. Tier 3 armor and a decent shield is good enough to deal with them, along with a good supply of bandages stashed in a safe room so you can duck in and heal when you need to. The shivers are harder to deal with, in my opinion, because they're fast and the current goofiness of the knockback often means you'll get sent flying. When dealing with those, it's better to wedge yourself into a spot they can't bite you easily, and beat them to death. Most likely. One important thing to remember about temporal storms is that you'll always get a message eight in-game hours prior to their arrival, and then another message thirty seconds(real time) before it actually hits. That gives you enough time to wrap up whatever you're doing and either gear up for the storm, or find a safe spot to hide until it passes...provided you notice the messages, that is. The other thing to watch is your gear icon. If it drains too much(ie, turns almost entirely grey), you'll start crossing into the Rust world and be under an effect similar to a temporal storm until you recover your temporal stability(ie, turning the gear teal again). If the gear drains completely, you'll start losing health. I will also note that dying does not reset your temporal stability, as far as I'm aware. To recover stability, you'll either need to go to a stable area, kill some monsters(higher tiers restore more stability), or sacrifice a temporal gear and a bit of health. The last thing that can potentially get you is a rift spawning right on top of you. It's rare, but it does happen. It's also not especially dangerous and easily remedied. You'll notice if it happens, since the world will go rusty and warped like a temporal storm. However, you will also hear the rather obvious rift noises, and your gear will be whizzing counterclockwise draining stability at lightning speed until you move out of the rift. Unless it's nighttime, or you run too low on stability, monsters shouldn't spawn in this scenario.
  24. I don't know about turning down the maximum light level requirement to 0; that seems like it would make it too easy to light up caves. Perhaps turning it down just a little bit though would help. That's kind of the point though. The better lights are more expensive and take a bit more effort to acquire, but they also bring a lot of value so you'll want to acquire them sooner or later. The effort and expense just means that you'll need to be a bit pickier about where you use them. I think that mod is probably the best solution to the conundrum here. Either that, or the one that only allows monsters to spawn on natural groundcovers like stone and grass. That way the underground still remains dangerous, but players who really want the moody indoor lighting without the risk can still accomplish their goal. Of course, players could also clutter their houses with enough decor that there's not enough space for monsters to spawn. This often works for me in the early game: a small room with pelts for rugs and enough things propped up against the walls that it's very unlikely anything nasty will spawn inside.
  25. I'm not really sure why one would have that much colored leather lying around...but yeah, this idea makes a lot of sense.
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