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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Indiana Jones and the Rusty Gears? Indiana Jones and the Drifters' Dungeon? Indiana Jones and the Falxian Foibles? Indiana Jones and the Legend of Dave? Or would it be "Jonas Falx and the ____" format instead? Although that sounds more like Harry Potter, somehow. Edit: and if the webs aren't combustible now...just what have those spiders been eating?
  2. I actually disagree, although it depends on the information in question. All the general information needed to get started and advance throughout the game is contained within the handbook. For specific numbers and construction setups, the handbook gives guidelines over which pieces you need, but leaves it up to the player to figure out how to actually put the pieces together. It's something that may be de-jankified in the future, but in my experience it's been fairly intuitive. Now for lore information--that's a bit different. All the lore information(or what we currently have, anyway) is accessible in the game, barring the short stories pinned at the top of the forums(The Morning and Ghosts). The catch is that it's fragmented, and you'll need to track down all the different fragments and piece them together yourself, whether it be books, tapestries, trader gossip, etc. I will also note that after taking a look at the wiki page for the pit kiln...I don't think all the information listed there is correct. Specifically, the bit about the fire spread radius. The horizontal radius of 2 blocks feels accurate based on my experience(I've burned down at least one base and accidentally incinerated multiple other things with them, myself included). But the 3 block vertical radius doesn't feel accurate at all; I usually have a dirt block hovering above the kilns so rain/snow doesn't extinguish them, and it's never set the grass on top on fire. Could just be dumb luck, but the wiki can be a little iffy. I mean, I watched several YouTube videos to see if it would be a game that I would enjoy before deciding to spend my money on it. I also figure that if I'm after a step-by-step detailed walkthrough for a thing, I'll probably be heading to YouTube anyway to find a video about it, as I do for other games. Now in regards to potential story spoilers...sometimes I go hunting for spoilers or spoiler-type content, because I'm curious what's potentially coming later on. But in any case, I don't think it's an entirely unreasonable request...but I also don't think it's a necessary change, given that all the information needed is already there for the finding.
  3. Aside from decoration, don't they slow down entities that move through them? Or am I thinking of the other block game? You can also use them to prank friends that haven't been online in a while. Otherwise I don't think they serve much function.
  4. Welcome to the forums! First you'll need a knife, then you just hold shift + right-click on the corpse. Continuing holding both down until the harvesting animation finishes and the "loot box" appears with whatever goodies the critter had to harvest. Important to note: fish do not always drop meat. If the harvest animation finishes for a carcass but no loot window appears, try moving closer to the carcass, perhaps at a different angle, and right-click again. It should bring up the loot window; I have this issue with moose sometimes and getting closer typically fixes it.
  5. That information is already there though? A 1x1x1 hole is a one block hole, which would also suggest that each side should be a full block as well in order to make it a proper pit. It's also not a good idea to build your kiln structure out of flammable material, given that you quickly will not have a kiln anymore once you set it alight. Likewise, it's not a good idea to leave flammable material next to the kiln(like tufts of grass, hay beds, reed baskets, etc), as these will also ignite rather quickly and spread the flames to other flammable objects nearby. I could see this information being added, possibly, but at the same time...it's kinda already self-explanatory, in my opinion. The in-game interface prompts you to put dry grass into the pit after you've placed your unfired items; it's 2 grass per layer, so you just add grass until it prompts you for sticks. Rinse and repeat for sticks until it prompts you for fuel. Fuel is a little more variable--most items will only require 4 pieces of fuel, but storage vessels will require 8(and are currently the only ones that require 8, I believe). Once you've placed enough fuel, the game prevents you from placing any more fuel and instead prompts you to light the kiln. It seems fairly straightforward to me, at least, and after the first couple of firings it was fairly simple to figure out the exact amounts needed for the future. The other potential issue I see with adding specific numbers like this, is that it works for the pit kiln but not other structures necessarily. A bloomery or refractory you might be able to list the minimum number of items that you'll need to build one, but structures like windmills and things that go with them are a different matter since players will build them to varying specifications. I'm not sure I want to think about the extra details that Jonas contraptions might require.
  6. Definitely like these two ideas; it would streamline things for new and veteran players alike. I've also seen several requests for the handbook to stay on the last page you visited that session, so that you can quickly reference certain information without having to flip back to that page every time you open the handbook. I'm not sure about this one. While I'm not really against players cluttering their screen as much as they want, I feel like this particular scenario would already be covered with the ability to bookmark pages. You can easily flip between pages with the bookmarks, while still retaining most of your visibility to see any incoming threats. Now that I think about it...I'm not sure how a mechanic like this would work given that time is paused by default while the handbook is open. I would presume that time ignores the pause rule when you have a page pulled out but the handbook itself is closed.
  7. Welcome! I agree with @Brady_The, the handbook already explains it succinctly, and the in-game overlay(which should be enabled by default) informs the player what should be added next once the unfired items are placed into the hole. I can't really think of anything else to add to what's already there. Whether it's the wiki or the handbook, or some combination of the two, I'm pretty sure this is the experience of every new Vintage Story player, even if they already have experience in other survival-type games. Despite being early in development, Vintage Story is quite a meaty game, with mechanics that are a bit more nuanced than other games in the genre. Many of the gameplay loops overlap with each other, so you'll often need to look up multiple pieces of information to complete a task, at least until you're experienced enough to commit it to memory. The in-game tutorial is enough to get a new player started with the very basics that they'll need to achieve everything else in the game, while the more detailed information about how to achieve such and what different things do is contained within the handbook for the player to figure out at their leisure. When I first started playing I spent a good chunk of time with the handbook cracked open figuring out how to accomplish different things, and while it felt daunting at first the results were oh-so-satisfying!
  8. It might not be the most realistic thing for a late Middle Ages setting...but I would absolutely love being able to build a huge fish tank like the ones at Bass Pro Shops and stock it with different types of fish.
  9. Really? Interesting. I may have to give Hunter a proper playthrough then, although it may well be my least favorite class. The weaknesses are big pet peeves of mine.
  10. Tis why I tried to make it clear there's a difference between spawn-proof and reduced spawns. Personally I don't bother with torches in caves, but I will use oil lamps to light them up, if I deem a cave worth lighting. Though the way I light with the lamps, it's just to make sure that most everything in the cave is visible, and not so much to make sure that it's covered in bright light. The end result, however, is reduced spawns and better visibility, so the handful of monsters that do end up spawning are easier to deal with. That being said, it does take several oil lamps, even for a small cave, so if you don't have a lot of fat to fuel them and/or don't want to be firing that many bowls, this method probably won't prove that useful. Likewise, if you're trying to spawn-proof the area, @Maelstrom is right in that oil lamps aren't particularly useful for that. It can be done, technically, but is more effort than it's really worth. This is probably my usual caving strategy, minus placing lights. I don't tend to place lights unless it's a cave I intend to be venturing into several times; I'd rather save my lights for placing at various points around my base. But how else will you find the welcoming party the drifters organized for you? To be fair, I usually forget to check the activity levels before cave diving, and don't figure it out that it wasn't the best idea until I find said welcoming party.
  11. If you have a mod like Ancient Tools, you can make leather without needing borax, limestone, or tannin. It's still a bit of an involved process though. True, though I would argue gambeson is still useful even in the later stages of the game. It's got decent protection for most common enemies that you'll encounter, and it doesn't weigh you down or throw off your aim that much. So it's good for exploration or hunting trips, or just doing chores around the house if you have a tendency to have furry company.
  12. Technically yes, though I would say that depends on whether you want to stop spawns entirely, or just reduce them. The benefit to oil lamps is that they're cheap, easy to craft early, and do not need to be refueled(as of the time of writing this, that is). The main drawback is that they don't have a very big light radius; I'd say it's comparable to a torch though, perhaps slightly smaller. To completely spawn-proof a cave will take quite a lot of them, probably, but using them to make sure the cave has decent visibility should cut back on a good chunk of the spawns. The lambs should fit into the basket traps as well; they're just a bit harder to catch. Generally I just throw rocks at the sheep and get them to follow me home, as I've found that method to be a bit faster. Of course, if the sheep are far enough away that I don't want to go through that hassle, I'm more likely to just build a sheep pen right there to breed them and check on it every so often. Once I have generation 5 lambs, I can stick those in a reed chest for easy transport. Important to note though is that to transport animals via reed chest/trap, you will need to have a bag slot empty. The animal will also only stay alive for 24 hours, so you'll want to be somewhat speedy with the transportation. They're both neat ideas, though I would be more inclined to add an upgraded forge/bellows than a stove. Not that a stove wouldn't be nice, but I think that's already accomplished with what we have available in the game currently, and adding a specific block for that could possibly cut down on the creative options. Valheim is where I got the idea, heh heh. As for smoked meats go, I would love that. I think Primitive Survival is a mod that added that, and when I had it installed it was a very useful way to preserve meat for the winter, when I didn't have access to salt. Of course it didn't last as long as salted meat, but the extra shelf life was appreciated. I agree with @Thorfinn--they're fine as the points of interest they are. If you do happen to find one, they're useful for warming up in cold weather, scavenging carcasses, or for the creatively industrious: building a drifter grinder for storms. A lower temperature variation that you could sit in could be interesting, just for something a little different, but I think for variation I'd much rather have a tar pit instead. Make it extraordinarily difficult to get out if you should fall in, scalding hot(of course!), and potentially give the tar a bit of utility such as a stain for wood, sealant option, something to that effect.
  13. Did he spawn it in a proper mountain location, or in one of the more "lowland" locations? I'm guessing he may have just picked a spot that was handy, and didn't account for the RA needing a mountain in order to look natural. That is something to consider though, that story locations will likely use specific types of terrain in their generation in order to achieve a specific mood for the setting, and if the surrounding terrain doesn't match that geography it's going to look ugly.
  14. A fire pit is much easier to build and light; you don't need to rely on world generation for that heat source and it's also easy to relocate a fire pit if you need warmth somewhere else. And as I said, the hot springs we already have warm you up if you stand next to them, so the warmth option is already there. Presumably, you could build a small structure next to/over one and have a sauna, minus the soaking wet debuff. You just don't sit in the hot springs, because the water is boiling and will cook you alive if you try. It's not that it wouldn't be cool to have; I'm just of the opinion that if it's going to be a proper structure(similar to a greenhouse or cellar) then it needs to have a bit more gameplay value aside from "warm up", as there are already more efficient options in the game. I will note that when I think of natural hot springs, I generally think of the ones in Yellowstone, which I assume the ones in-game are based on. The water looks pretty; they're warm to stand next to(albeit a bit stinky), but the water itself is hot enough to cook those unfortunate enough to fall in.
  15. Plus 1.20 is right around the corner, which would be an ideal time to start over fresh. Although for future reference, I do believe there is an option to copy existing world settings--that includes the seed as well as all the other adjustments you made when you first created the original. Useful if you find a world that you really like and want to keep around in some form or another.
  16. There's a basket trap you can craft to trap smaller animals and transport them. Likewise, you can also use a reed chest to transport small domesticated animals, provided they are at least generation 5. Otherwise, I believe rope leads are currently being worked on, although I disagree with the notion that leads should able to be used on wild animals. https://mods.vintagestory.at/show/mod/28 I believe the spawn rates underground are somewhat tied to rift activity. If rift activity is currently high, there will be more enemies to contend with. During calm periods though, it should be a bit more peaceful underground. Lighting the caves is also an option to slow down spawns or stop them entirely, provided you're willing to sink the time and resources into it. I think a lot can be done simply by block chiseling here, however...something like an iron cooking spit or an iron cookpot + metal hook to hang it on could be interesting. Cook stuff in the pot while roasting the meat at the same time. Though admittedly, this is already possible with the current game--just build more than one fire to cook with. https://mods.vintagestory.at/aculinaryartillery It goes with the Expanded Foods mod I linked previously. https://mods.vintagestory.at/show/mod/9909 I'm sure more variety will be added to the base game at some point, but for now there are mods to cover it. That would be cool, although I'm also okay with what we have now. I think the main question to answer here is what sort of function would a hotspring/sauna structure provide in regards to gameplay? You can already build one of those now, technically, for decoration, as well as pretend that it functions for roleplaying purposes. But for one to be a proper structure(like a greenhouse, or the machinery you can build) it should really serve some sort of gameplay function. Probably something a bit more than just warming the player up, as that is already accomplished by firepits(easy to build) and the hotsprings we have(you can't stand in them, but they do warm you up if you're nearby). I believe water power is somewhere on the roadmap--Tyron mentioned it in a recent interview with Oscillascape, I think.
  17. Welcome to the forums! Have you tried disabling the mods and testing on a different world to see if the issue persists? Probably the easiest way to figure out if it's a mod causing the problem, aside from checking the comments section of the mods(if there's an issue it's generally mentioned in the comments), is to disable them all and then reactivate them one by one, testing each as you go. The minute you run into an issue, you've found your problem mod. Now if the issue persists even after disabling all mods and testing on a vanilla world, then I would suspect that something has broken somewhere in the core game files. In that case, you'll want to backup any worlds that you care about by moving them to a separate folder outside of Vintage Story(you can also do this with mods if you don't want to go re-download them), then reinstall the game. Once the game has been reinstalled, create a world to test and make sure everything is working correctly, then move your worlds/mods back into the proper folders. The only other thing I can think to check is whether or not you've got other programs active in the background while trying to play Vintage Story. Sometimes those can cause issues when it comes to game performance/system resources when playing certain games. If none of the mods are causing the performance issues, and reinstalling the game doesn't clear anything up, then the problem is somewhere else on the PC.
  18. Have you tried exiting the world and reloading it? Or even rebooting the game entirely? And are you running any mods? I think I had issues with chunks sometimes loading incorrectly/being very slow to load when I was running several mods at once(likely more mods than what was ideal for my hardware at the time). If that doesn't fix it, however, and you are running mods, then I would suspect there might be incompatibilities between mods, or a buggy bit of code that's unfortunately corrupting the world. The former might be able to be fixed by figuring out which mod is causing the issue, and removing it if possible(although this could always cause other issues depending on the mod). The latter can't really be fixed without an update to the mod itself. If you're not playing with mods though, and the chunk still isn't loading despite a reboot, then it may be an unfortunate bug, or possible world corruption somehow. In that case I'm not sure that there's much that can be done about it.
  19. I'm guessing the main concerns would be having "ugly" world generation, in that changes between updates can leave noticeable seams between new and old chunks, and the spoilers/lack of finding the story structures yourself, as you mentioned. Neither of those make a world unplayable, but could be deal-breakers for some players when it comes to continuing with an old world or generating a fresh one to play in for an update.
  20. In regards to the shooty bois:
  21. One thing I forgot to touch on earlier, is that when village(s) are added to the game, those would be much stronger trading hubs than what we have now. A proper settlement is going to have multiple trade options available in one spot, and is going to have many more things that they are willing to trade for. Of course, such a settlement is also going to require a lot of effort from the player to actually find and travel to/from, so it's not going to be an addition that makes the early stages of gameplay irrelevant. And that would be my main concern about making the current traders we have stronger; if trade is too strong, then more of the early game becomes irrelevant given that it's much easier to buy/sell whatever from traders. It would also likely mean that players will start feeling shafted if they don't have access to specific traders at the start of the game. True, I didn't consider this, although I would think you'd just pack extra linen into the cargo hold in that case.
  22. I think there's a way to adjust that somewhere in the graphical/accessibility tab. One thing I will miss about my last world...there was a deep hole right outside my house that I fenced off part of to avoid falling in myself. It was quite a climb for the drifters to get out, and once they'd reach the top edge they'd stop to launch a rock. In the process of doing that, they'd often fall back down before throwing, so it wasn't uncommon for the rock to get launch straight up, like something out of a cartoon, and fall back down to bonk said drifter on the noggin. Enemy friendly fire is one thing I hope they never fix; it's too much fun watching those moshpits!
  23. Welcome to the forums! A helve hammer will speed up the process of turning blooms to ingots significantly, provided there's a strong enough wind to power the helve hammer. As for fire clay--in the current release, it's easy enough to go find a deposit somewhere else, clean it out, and turn it into bricks for the bloomeries(or refractories, in the case of steel). When 1.20 releases, I believe fire clay will only spawn naturally under coal seams, so you'll want to seek out coal deposits and clean out any clay that's there, in addition to acquiring fuel for smithing. Aside from that, you'll be able to process flint into powder, and mix it with blue clay to make fire clay, I do believe, so in 1.20 you'll be wanting to mark deposits of blue clay and stockpile flint in preparation for iron/steel, assuming you haven't got access to a coal deposit. I think a quern might also be needed for processing the flint, so you'll probably want to power the quern via windmill in order to speed up that process. Otherwise, there's probably a mod or two out there that prevents bloomeries from breaking, or makes them return all bricks when broken. I think XSkills covers that, in that it has a skill you can learn(with enough smithing experience) that allows you to remove the contents of a bloomery without breaking it, in addition to adding various other skills to enhance your character.
  24. Neutering is a common practice in general for male livestock that aren't going to be used for breeding. It curbs some of the aggressive behavior and in some cases, makes the meat more palatable.
  25. I agree, this would be cool. Though I'm not sure that they necessarily need to produce more product, except in the case of wool. Wool ought to be one product that the animal doesn't really produce much of until later generations(5+); meat and fat already feels like it's in a good spot. As for the visual changes, maybe a small change once you hit generation 5(when animals really start calming down), and then implement the proper "domesticated" model at generation 10. The one exception I can think of here though--chickens. I don't think they really need a model change, but having more meat drop from higher generations of birds would be nice. The one drawback I could see to this though is that chickens are probably the easiest to domesticate, since they breed and mature rather quickly. They also already produce protein in the form of eggs. However, sheep are still needed for milk, and hogs are good sources of fat, so I might just be overthinking it. I actually disagree here. It's a neat idea in theory, but I think it would make gears too easy to acquire if you could just sell whatever whenever to the traders. Actually, I've found some traders to be quite useful in the early game, although it does depend on your start conditions and which traders you have access to. I've bought bronze picks before, in order to have something more durable in the copper age and save on materials. I've also bought salt to preserve food and save myself the trouble of locating a salt dome, as well as bought tree seeds(oaks are harder to find on colder starts, and some trees like redwood I want for decoration). As for the post-apocalyptic setting and rebuilding society, I do believe 1.20 will be touching on that subject. I disagree. Boats should stay put where you build them, unless you go to the effort of building a canal between two bodies of water. That's also the advantage of using a raft over a boat--you can take the raft with you. Technically already a thing, given that boats seem to be able to sail up waterfalls. Technically already a thing, though if rivers were added it would be awesome to have proper waterfalls and rapids. Of course, I'd also expect those to make water navigation rather difficult in some cases. Two different ideas here, really, but I like them both. We can already repair armor, so it only makes sense to be able to repair tools and weapons as well. That being said, allowing that would probably remove the need to make more tools, so I could also see that not making it into the game. The grindstone though, that's great! It would allow players to invest a little more time into the appropriate tools/weapons to get better performance out of said items. A whetstone could be used in lieu of a grindstone, though would be much slower. We already have basket traps in the vanilla game for small animals. What you're suggesting here sounds like a rope snare, which does similar but for larger animals. In my opinion though, a better option would be bear traps. Craft them with iron, bait with meat, and use them to snare those pesky wolves and bears so you can thin their numbers more easily. Basket traps for small animals. I think rope leads are also being developed, though I disagree with being able to grab/rope a wild animal like that and lead it around. Wild animals, at least the bigger ones, should be relatively difficult to capture. That's also one of the valuable qualities of domesticated animals--they're much easier to handle. I believe this is already on the roadmap. I think if/when it's added though, herd animals should possibly be a bit harder to find, in return for there being more of them in one spot when you do find them. I would presume that eventually there will probably be some sort of aquatic enemy. Sharks could go after players that aren't in a boat. In regards to supernatural mobs...I could see it going either way here. On the one hand, it would be interesting to have a couple to spice things up. On the other hand...I don't think it's really necessary given that it's highly impractical for a player to stay at sea trying to avoid enemies. Almost all player advancements are land-based. Perhaps a deep sea monster would make the most sense, but in that case it would require a reason(as well as ability) for players to be diving that deep in the first place. The reason I say "deep sea monster" for drifter-esque enemies...they don't like bright light, hence why they don't spawn in daylight or other brightly lit areas, barring a temporal storm. The monsters also get worse the deeper down you go, so it makes more sense to have a water monster be deep down where there's little, if any, light. Good lighting already accomplishes this, outside of temporal storms. And as @Thorfinn said, rift wards are thing, though they are a late game item. Already a feature of the boats; mount storage and more cargo. I don't think it affects boat speed though. Those are the main reasons to sink the resources into building a boat, instead of just using a raft. The drawback, of course, is that the boat is confined to the body of water that you build it in.
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