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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Definitely agree here. It's one of those things that doesn't really occur to you, until you either get booted for being on the wrong version, or load a singleplayer world in the wrong version by accident.
  2. First of all, welcome to the forums! I think more crops are somewhere on the roadmap, it's just not a priority right now given that we have a decent variety already and there are other things that need fleshing out first. Perhaps you could fry it up in a skillet instead of needing to bake it in a bread oven, which would make it a more convenient option for traveling food instead of bread. Being able to scoop porridge or stew out of a pot with one also makes a lot of sense, though you'd need to make an exception in the case of soup. To my knowledge this concept does not currently happen in the game, although I do like the idea of floating farm plots(especially with how many players seem to build their farms over pre-existing lakes!) It might be better suited as a mod though, instead of an addition to the base game. It'd be neat to go this in-depth with the farming, but I think the system we already have in the game is sufficient. Different crops require different nutrients, and all crops deplete the land they're planted on of nutrients, so players are already encouraged to rotate their crop planting or otherwise use fertilizer. It's probably also a lot easier to track one crop per tile of farmland, rather than three, when it comes to writing and executing the code. The club already covers this, although a club isn't the same thing as a macuahuitl. I think it's a more niche weapon that better fits into mod territory, especially since the general setting is(or was) more centered in Europe, Asia, and northern Africa than it is the Americas. And this is where I will somewhat contradict what I just said above, in that I could actually see something like this being added to the base game. Perhaps not being labeled an atlatl specifically, but some sort of spear-throwing aid to add an extra point or two of damage to a throw spear. It'd be useful in the early game(provided that the player is aware of its existence), as well as appreciated by spear-enthusiasts throughout all stages of gameplay. Another weapon that I think works better as a mod, rather than a base game weapon. Agreed with adding bone armor--it would look cool, give a good use for bones, and could offer some decent early game protection(even if it only has low durability). I don't know about reskinning the wooden armor though...I think the model we already have works well enough. It's cool armor, but it's another case that I think is better suited to modded territory than the base game, especially given the general setting of the story. I forgot these were a thing. This is actually a great idea for a multiblock structure! I don't think it would be of much use in temperate or colder climates, but in the warmer climates it would be much better than the standard cellar for preserving food for a very long time.
  3. Welcome to the forums! It has been suggested before, but it's a suggestion that many players(myself included) would like to see implemented. Logically, it's a feature that will be added sooner or later, given the amount of information you need to know in the game.
  4. I have to agree with @Scorpictorem on this one--it's a much better idea for a mod than it is as an addition to the base game. And as @Bumber already pointed out, it renders a lot of gameplay obsolete, because all you'd have to do is keep a collection of pristine items in a chest and you're set for the rest of the game, once you achieve that tech. I've done similar things with mods in the other block game, and the end result was essentially creative mode with a few restrictions, and not all that fun as a result. Plus in my opinion, having something like a 3-D printer feels very out of place in the game's lore, despite some of the odd tech that the game does allow. I'd also argue that we already have a way to turn gears into pristine items and equipment in the game, and vice versa...they are called traders.
  5. Welcome to the forums! I don't know how feasible that particular method would be, but I do agree that smoother movement up slopes regardless of angle would take care of most of the jankiness. I somewhat disagree here, since jumping three blocks high feels like it would be a bit much, especially with a rider. Instead, I would opt for letting the elk walk up slopes that are 2.5 blocks high maximum, so that it can handle those 2 blocks slopes in the snow. Currently, the elk can't handle those steep snowy slopes without jumping. Definitely disagree here. Thick forest, much like swamps or mountains, is a big obstacle to travel, and a very realistic one. I would instead opt for improving the camera angles when riding through forests or in other cramped areas, possibly even making a limited "transparency aura" around the player when riding a mount. That way mounted players can more easily see where they are going, while still retaining some of the challenges to travel. You shouldn't be needing to change the terrain at all, unless you're deliberately building a road through the terrain or have accidentally fallen into a hole. In the case of the former, building roads is a huge time and resource investment, so you need to either plan for such or find an easier(but longer) path around particular obstacles. In the case of the latter--assuming that you have claimed your elk with the ownership medallion, you can simply dismount, climb out of the hole, and toot the flute to get the elk to come to you. It might not be particularly realistic, but if the elk can't find a proper path to your location it will just teleport to you instead, provided that it's in a loaded chunk and close enough to hear the flute. I'm going to disagree with this one purely because I get a kick out of getting stomped by my elk on occasion when it takes offense to (accidental) rough handling.
  6. It's supposed to work, but it's a bit janky and could some use tuning in my opinion. Similar to there being a short delay before your character drifts off to sleep, I'm fairly certain there is also a short delay before your character actually wakes up. So you'll need to hit shift fairly early if you don't want to sleep too many hours away. That being said...I also wouldn't be surprised if it was bugged at this time. In the meantime, I'd recommend just finding some things to do around the base while you wait for time to pass, if you don't want to sleep for the full duration, or find a safe spot to stick your character for a few minutes and let the game keep running while you go AFK.
  7. I don't know that ctrl + right-click empties a bowl of rot, but it should empty a bowl of water. I seem to recall sticking a dish of rot into an empty barrel slot emptied the rot into the barrel, although it's been ages since I've needed to clean a dish so I'm not certain if that would work or not. Honestly though, when it comes to getting rot for compost...I would just wash the bowl in the water and be done with it. It's only 1 unit worth of rot, and you need 64 rot to get 16 compost. It's much more efficient to let meat, unneeded hides, and unneeded berries rot, as those are all things that you can acquire with relative ease and that have a rather short shelf life. Speed up the time it takes to decompose by shoving the items in a box in the warmest spot you can find, preferably a greenhouse.
  8. Or let us build a larger, more sophisticated bloomery that we don't have to break in order to get the contents. That way we can smelt way more ore at once. In regards to how it's built and functions, it could be similar to the refractory and beehive kiln that we have already: a multiblock structure that requires some replacement of bricks after each firing, depending on brick quality. Now the main catch there, of course, is that you'll need more sophisticated materials to build a structure like that, and you'll also need a dedicated spot for it. No slapping it together and plunking it down anywhere like you can with the little bloomeries. At the very least, just give us back all of our bricks if we haven't fired the bloomery yet. I wasn't paying attention last time I played and broke my bloomeries thinking the iron was smelted...it very much wasn't since I loaded them but forgot to actually light them.
  9. Lanterns are your best friend. Oil lamps and torches do work, to be fair, but you'll need more of them to actually spawn-proof a room instead of just lighting it up. Also, when you get to the late-game, make sure you look into rift wards. They're a bit of a resource investment, to be sure, but they'll stop rifts from spawning in the area that they're placed(provided you power them), and thus cut down on monster spawns as well.
  10. Haha, no, not at this time anyhow. Just really good at picking through what's currently in the game, the forums, and guessing at what's possibly coming next.
  11. I'm pretty sure the drifters give me worse spooks than the Warden from Minecraft. Probably because Vintage Story lets me hear the spooks coming, but never lets me see them until it's too late.
  12. Those are adorable!
  13. You could try, I suppose, though whether it works or not I do not know. I would recommend just finding a pack of wolves, wiping them out, marking the area, and then coming back whenever you want to...erm..."harvest" wolves. They respawn fairly fast, and to help expedite the process you could probably dig out a pit and cage a bunny or other small prey animal in it to help bait the wolves into jumping in.
  14. Yes, or kind of. Once in a while the cart is empty. I recall seeing a few people report traders spawning in the cart roofs, although I've only seen the empty carts. In any case, if you leave the area for a while and come back later, the trader should be there. Regarding vanilla traders, if you manage to kill one, they do respawn eventually, I believe. As for mods though, I have no idea. Assuming this mod is the right mod though: https://mods.vintagestory.at/show/mod/3371 It looks like there is a "dead trader camp" included in the mix, so I'd say you just had a bad stroke of luck with the spawning and got the dead camp both times. However, judging by some of the comments left on the page, it also looks like that mod may be causing some traders to disappear from their wagons...in which case, I'm not sure if they'll respawn at all.
  15. Welcome to the forums! What quality of diamond are you trying to sell to the trader? The gems that are panned from bony soil tend to all be low quality; I don't recall seeing any medium or high quality drops but I could be wrong. In any case, if the gem you are trying to sell isn't that specific quality(potential), the trader won't buy it. I'm guessing here that the diamond you have is low potential, and the trader has trades for medium and high potential diamonds only.
  16. How about instead of this, some sort of climbing mode? It would be very useful for traveling on foot and exploring caves(albeit perhaps in foolhardy fashion). The main drawback though is that you must have both hands free in order to climb. Climbing also speeds up your hunger rate, and I would also put some sort of limit to how far you can actually climb before getting too tired to keep clinging to the climbing surface(repurpose the oxygen meter here?). At most, I'd expect it to be most useful for scaling smaller mountains and searching surface ruins. Now on the other hand, the main drawback that I see to adding something like this is that it can potentially break some of the story locations we have. They weren't designed with free-climbing in mind, so outside of special rules that prevent climbing in specific locations(which will also break immersion), the locations themselves would probably need a massive redesign, which I don't think would be a good thing. I'd rather just keep what we have, and leave that kind of mechanic to the mod realm. As for your original suggestion...I wouldn't impose any speed penalty and just put it as an accessibility option. Auto-step up one block heights, instead of needing to jump. Could be interesting, but may be too much of a performance hit depending on what kind of coding accomplishing that would require. I'd rather have some sort of craftable item to mask your scent, or otherwise reduce the range at which natural creatures can detect you. Or just hold shift for defensive posture, like a shield. It's a neat concept, but I don't think it really works that well in terms of gameplay. Wolves generally come in packs, so making just one flee won't cut it. Sheep won't charge you unless you either get too close or attack them first. Boars...aside from being the least dangerous of the mentioned creatures in the game, there's a reason that boar spears exist IRL. The little prongs on the sides prevent the boar from ramming itself down the entire length of the spear to ruin your day, and real boar are VERY dangerous. I daresay this will probably get added sooner or later. That being said...I could also see ambient noises fading abruptly within a certain radius of monster creatures. Not that monsters really seem to bother wildlife at all, but it would be a nice touch and help keep the spooks spooky in the dark.
  17. Which ones do I like? Whichever ones will keep me alive! If I had to pick a favorite though...probably the common morel. Those are both native to my area, and something that I have both foraged and eaten IRL. Very tasty, but can be gritty if you don't wash them good enough. Chicken-of-the-woods is a close second, just because it has "chicken" in the title and has a fun model. Tinderhoof is another one and I don't know why...probably because of the strange name and odd-looking model. As for an honorable mention...deathcaps. They were edible in the modded version of the other block game...by edible I mean they wouldn't kill you, but you still shouldn't eat them. A buddy of mine killed his character by eating one the first time he played this game, as a result.
  18. Aside from what's being added in 1.20(teased in the trailer)...yes, I would expect to see at least one major town and a couple of villages. As for the traders themselves, I don't expect them to actually move their wagons anywhere. As cool as it would be, it would be even more of a hassle for players to find the traders that have what they're looking for. The most update for them I would expect is a small model update, and possibly a creature or two tethered nearby that could believably haul their wagon. Regarding a quest system...I definitely think we'll get more quests, though I'm not sure that they will be repeatable. I'm fairly certain that quests will probably be limited to the main storyline, with a few offshoots here and there for the world to react to the player and their choices. So choose carefully when you are presented with a choice! You may only get to pick one particular option from certain selections in a playthrough. As for repeatable actions...I expect most of the repeatable player interactions with NPCs will be trading goods or purchasing services, in addition to the standard repeat of certain information.
  19. The current state of the temporal storms--this is a heavy one. It's currently 3 AM in the summertime in a temperate climate, so it's not like visibility would be the best anyway, but it's absolutely impossible to see much of anything with the dark blue-purple tint. Not even holding a lantern helped.
  20. To my knowledge, it does not. You are correct in that pumpkin vines will die once they reach growth stage 8. Typically they produce more than one pumpkin, and branch out a little more though. It looks like you gave the plant plenty of space here, so I'd say it's just really bad luck. You can at least turn the pumpkin back into a seed and replant though, and hope for a better crop. One thing I like to do with my pumpkin vines is keep the withered portions trimmed off. I'm not sure if that actually helps the plant or not, it's just something I do out of habit.
  21. You'll be fine going into the game with no external resources, and I'd actually recommend doing so. You almost certainly will be overwhelmed by the game itself though, but that's just the nature of things. As @Grummsh noted, the learning curve is very steep, and Vintage Story is not very forgiving of mistakes. However, I'd also say that most mistakes you really only make once, and quickly learn not to repeat. As for learning the game itself, there's a short tutorial that will teach you the basic controls of the game, as well as help you acquire your first tools. At that point, you have everything you need to actually progress throughout the rest of the game, and the game itself will stop holding your hand and let you figure out exactly how to do that. The handbook provides detailed information on most everything in the game, so whenever you get lost or have some downtime, it's not a bad idea to just flip through and make a plan of what to work on. Also, welcome to Vintage Story and the forums! Don't forget that if you get stuck in the game, you can always come here to ask questions. Most of us have been through the same struggles when we first started, and are happy to lend advice when needed.
  22. It's definitely a 1.20 thing, but I don't think it's quite working as intended yet, along with a handful of other things. Without spoiling too much, I know that a certain contraption can't be crafted despite having a recipe due to one part being currently unobtainable. Unless I really missed something. In any case, I cheated one in just to play around with it, and uh...oh boy, it was finicky on how it wanted to work.
  23. In my experience, running on unstable blocks like floating sand/gravel is usually fine. It's when you decide to start jumping that you get more than you bargained for.
  24. It's definitely too strong in this case. Wildlife has the same problem. Limited to bosses and high tier monsters, it's fine, because it's not something you'll encounter that often and adds some extra challenge. But not everything should be able to throw you around like a ragdoll. I did this fight as a Blackguard, and focused on melee since ranged turned out to be not that useful with my available equipment. While the fight wasn't too bad, I don't think that much knockback is intended either, so you are correct in that it's most likely a bug. Still, I think the hard knockback could be kept at least for bossfights. Limit it to certain attacks, make it a percentage chance, and make it so that if the player is blocking they have a much lower chance of being swatted around.
  25. It's a handy way to preserve fruit, if you don't have access to honey. If you distill it, you get stronger alcohol that keeps forever, which can also be distilled again to make aqua vitae. Aqua vitae makes the best bandages in the game, though they will dry out quickly. I believe 1.20 gave them a bit of a buff, in that you can now use a jug of aqua vitae to craft your bandages, making them a more viable option while adventuring. Definitely. I second this, and also...what about a "calming effect" for temporal storms? That is, it stops some of the wobbling around for a bit so you can see straight, without needing to adjust your settings.
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