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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Sheep will eat grain in addition to dry grass/hay, as well as fruit mash. They'll also eat vegetables too, if I'm not mistaken.
  2. Having presets saved would be nice, and I could definitely see that happening some time in the future. On this part here, I'll speak from the developer side a bit--no, not a VS developer, just tinkered with mod creation I think it's better to have a list of options for players to pick from, instead of letting them punch in the specific values. That ensures a range of choices that will also work well together for actual gameplay...for the most part, at least. That's not to say that players can't make their game unplayable with the settings currently given, but it's a lot less likely than if they were able to adjust absolutely everything themselves. It's the general logic my friend and I used when working on our mod; there's a lot we let the players customize themselves in addition to the included presets, but there was also a thing or two that we deliberately did not allow the player to control in order to ensure our vision for the mod remained intact. For those wanting to adjust values like that though, that is where mods come in. Vintage Story is very friendly to making and using mods, even for those who aren't really familiar with coding. As I understand it, mods that just tweak base game values are some of the easier ones to make as well.
  3. Well said. This is pretty much the reason that at least half the time, the general veteran reaction to most suggestions is "That would be great as a mod, but not for the base game". Though the devs also said it best in the FAQ: Link: https://www.vintagestory.at/faq.html/ Pretty much this too.
  4. It's listed in the credits.txt file in your Vintagestory folder. The hurdy-gurdy is a European musical instrument from the late Middle Ages, which is the setting of Vintage Story. It is a bit niche, but it fits the time period quite well, and offers something different than what tends to be chosen for "medieval" settings.
  5. I will note that while a friend and I use that mod on our server, that's so we can share prospecting data with each other, not because the prospecting system itself is hard. Aside from the data sharing, the mechanics are pretty much the exact same as vanilla...and that's including the heat map. With this mod, the heat map just becomes a grid rather than colored dots.
  6. If you hit the map key, you should see the dot immediately. Otherwise, it can take a few seconds before the minimap updates.
  7. Correct.
  8. I would vote hotkey, so that way a similar effect can be applied to helmets with visors as well.
  9. The reason I don't recommend tactics like these in Vintage Story is due to the water physics working differently than in Minecraft. In VS, it's very easy to get pushed into a corner by water and end up drowning as a result. That's not to say it isn't doable, but it's risky. As for the door trick, I don't know if that works in VS or not. I think ladders work though, but I wouldn't swear to it.
  10. Malefactor has a hood, though I don't think it counts as rain protection. But it would be a class that would benefit from such a change. As for pure warmth bonuses, the Malefactor mask and sash both count towards warmth, as do the Tailor's mask and sash, so both of those classes are similar to the Hunter in that they have harder-to-find clothing that provides additional warmth for the slots used. Blackguard is actually the class at the biggest disadvantage regarding starting gear, since all they have is a shirt, shoes, and pants(or trousers, for you Brits out there). I think instead of rebalancing the warmth values, maybe just add a few more hood options to the game, some of which can be easily crafted early in the game. That way we can have more clothing options for looks as well as utility.
  11. Honestly, the time expenditure there seems fair to me; it should take a day or two for a proper mining expedition, as well as a decent investment in ladders and optional torches. As for prospecting, spending a few days to collect readings isn't really a bad thing either, especially since the player can be marking down other important resources and things as they explore. To me, the worst part of the prospecting system is sinking a shaft at High or better readings, only to find out that the ore in question didn't spawn there. With a Decent reading, you could chalk it up to just getting unlucky if you don't find anything, and with Poor or Very Poor readings...well, those descriptions don't really sound like good spots to dig to begin with. Though to be fair, magnetite seems to be the worst offender in regards to failing to spawn even with good readings, so perhaps it's just specific ores that need some tweaking and not the system.
  12. First off, welcome to the forums! Lanterns are the best option here, since they have the largest light radius and don't burn out underwater. You can increase the amount of time you can spend underwater(I'm unsure of the command to do this), but otherwise there's not really a way to breathe underwater or otherwise increase the amount of time you can spend underwater. There might be something on the mod database that covers it, but I can't recall any mods that cover it for sure.
  13. Welcome to the forums! This is a feature of summer nights, though it depends on where you settled. The further north you go, the longer the days get in summer, to the point it may be bright enough during the "night" to prevent monster spawns on the surface. By default, the start is the temperate zone, which will have longer summer days, but not to the extent that nights won't be dark enough for monsters, at least for a short time.
  14. Welcome to the forums! What you're most likely encountering is a bug: https://github.com/anegostudios/VintageStory-Issues/issues/7038
  15. To my knowledge, the male needs to eat a portion in order to breed. I would try feeding him a bit to see if that helps. Likewise, I would also check to make sure there's not mod interference, if you're using mods. Sometimes mods are bugged and break parts of the base game, and sometimes the mod itself intentionally changes vanilla gameplay loops. If you have a mod that modifies creature behavior, this might be the case. If you've fed all the animals and are otherwise playing vanilla/have thoroughly investigated your modlist, then it sounds like you may have found a bug. In which case, time to go report over on the github bug tracker.
  16. I think it's known about, but I'm not sure when it will be fixed. That being said, if you found a bug and can't find any record of it being reported on the github already, it doesn't hurt to document the evidence and submit a report. Worst case scenario, it'll just be a duplicate report. I've also heard rumors that hugging a wall will help slow a player's fall, but I haven't tested this to see whether or not it's a thing.
  17. Welcome to the forums! This is what you're looking for: This is the actual guy behind that track in Vintage Story as well; it might be one of the only music pieces currently that wasn't made by Lo-Phi.
  18. The usual suggestion I see pop up in this regard is a request to favorite particular handbook pages for quick access, or rather just have the handbook open back up to the page you were on. That way you can reference recipes more conveniently, without needing to look them up every time.
  19. The treadmill crane? That would be pretty cool. Not really sure what one would use it for though. Maybe it's something best installed in a mine, so you can place a load of rock and ore on it and haul it all out in one load, rather than need to make multiple trips?
  20. To their credit, that is a next logical step.
  21. How else is one to roleplay a dirty beggar? That would make for a good reason to add soap as a mechanic though. Make pretty much all the clothes have a pristine version, and then overlay a dirt texture as they get soiled, similar to how armor gradually becomes more damaged. To make the clothes look pristine again, you'll need to give them a good wash with some soap in a barrel or other water source(not salt water). If you happen to be near the village, you can also pay to have your clothing laundered(instantly cleans clothes, instead of you needing to put in the effort). I'm not really sure what effect dirty vs clean clothing would have, other than perhaps it affects healing rate. You'll heal faster if you stay squeaky clean, but staying dirty will have the opposite effect.
  22. First off, welcome to the forums! Malefactor already holds the spot of the forager class due to its inherent foraging bonus--it gets extra mushrooms, berries, and drops from wild crops. As for poisons and other herbal effects...that would be prime territory for an alchemist class, but the game needs an herbalism system first. This is already covered by Malefactor, Hunter, and Clockmaker, predominantly. Hunter and Clockmaker both have an inherent speed advantage, so they could cover ground more quickly than other classes. Clockmaker in particular can repair translocators more efficiently, which means they can take advantage of that technology much sooner and more easily than other classes. Malefactor has a bonus to cracked vessel looting, as well as has an easier time of avoiding the notice of enemies, which makes it a good class for exploring as well. It's also worth noting that according to the lore, Malefactors specifically were assigned to scavenge the surface for anything of use prior to the cataclysm. I do like the compass idea, though I think it would work much better as a Clockmaker gadget for locating translocators. That would round out the class a bit better, as well as allow it to capitalize more on translocator travel as well. This would be a prime upgrade for the Tailor class. Tailor already has more options of goods to sell, given that some saleable clothing is exclusive to Tailor. Since it's the class with the most civilized manners and likely the most business sense, it would make sense that Tailors would easily befriend traders and utilize their business savvy to cut some better deals. No. Purely because this is just asking to break the game via exploits. It sounds nice in theory to be able to craft more stairs for the same amount of material as standard, however...you can deconstruct stairs and slabs and other things back into planks. In which case, all you'd have to do is make something like purpleheart stairs, turn them into even more planks, craft more stairs, turn back into even more planks...etc. Turning off class-exclusive recipes will allow you to craft and use any class item on any class; you can also change this setting after creating a world. Very useful for singleplayer instances. The one exception is the tuning spear; it can be crafted by any class with the rule disabled, but the item's locust-taming ability is tied specifically to the Clockmaker class.
  23. The same way you create a thread anywhere else on the forums, but in this section specifically: https://www.vintagestory.at/forums/forum/6-questions/ Highlighting the best answer for a thread is a unique feature of the Questions section, but it only works for threads in that section of the forums.
  24. There kind of is--you can leave reactions on content and the results are tallied on the user's profile. It helps them rank up. However, I will also note if you author a thread in the Questions section of the forum specifically, then you can choose to highlight the particular post that best answered your question.
  25. I typically use pine, since it's easy to get and grows quickly. Maple and birch are close seconds. I tend to avoid using oak, since I can use that for tannin.
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