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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. In my experience, you need to be standing still and time your throws just right in order to achieve this. If you're moving at all, it throws off your aim way too much. You can still fire fairly fast while moving, but it requires mastering the art of pausing just long enough to pop off a shot and immediately start moving again. I would say that the recent improvements to creature AI makes "machine-gunning" a lot less viable, since the creatures will now react to being shot.
  2. I think you should play through the main story. 1.20 added the second chapter, and without spoiling too much, features a village. It's still a work in progress, as there are some NPC features that are obviously planned but not yet implemented. Judging by what's there though, I would say that villages/civilized areas are going to be story-specific locations and not randomly generated, thus making them very rare. The advantage of building them that way is that the NPCs and stuff within those areas can be detailed a lot more thoroughly, rather than left more generic for random generation.
  3. Bowtorn spawns were broken when they were first added to the game. The spawn rules have since improved, however, there's still a rough spot or two that can cause a whole pack of them to appear. That is most likely the issue that most are encountering. As for issues aside from spawn rules...it really depends on a player's personal preferences and skills. Those who don't enjoy ranged opponents probably won't enjoy dealing with bowtorn.
  4. Which version and were you playing with mods that may have altered the behavior of those items? If it was the most recent game version and unmodded, I'd report it as a bug over on the Github bug tracker.
  5. I think shivers also have a spawn limit of one or two for any given area; bowtorn don't have that limit, to my knowledge. I suspect the spawn limit is in place to prevent the player from being overwhelmed by them, as they are slighter tougher than drifters and much faster. The fast skitter can also make them pretty difficult to hit once they're on top of you.
  6. LadyWYT

    Drawers

    Welcome to the forums! Have you checked out the crates in Vintage Story? They can be stacked(to do this, you'll need to place them against a wall), and can hold several stacks of whichever specific item you place in them. They also come in different colors, and have different capacities depending on materials used to make them. You can also label them with parchment, and choose between an open crate or closed crate when it comes to appearance. Not that I think some functional furniture besides chests wouldn't be a good addition...but we essentially already have this particular concept implemented with crates.
  7. Welcome to the forums! The listed temperature is the temperature you can expect to start at in that climate zone, and you will always start in late spring unless you use mods/console commands to monkey with time. It can still get much warmer or colder than that, depending on the time of year.
  8. Well-said. It's not going to be everyone's cup of tea, sure, but it gets the job done and doesn't shift so much focus to combat that the tone of Vintage Story changes. I'd also hazard a guess that some of the issues players have with combat is due to creatures actually behaving somewhat realistically. That is, they'll try to run away if wounded too badly, and they also won't hesitate to charge at you either, instead of giving you a generous amount of time to react by telegraphing what they're about to do. Once you get the timing of various things down, and figure out your preferred combat style, it's rather satisfying to smack the monsters around whenever they get in your way.
  9. I would just switch your gamemode to spectator, move to a free spot, and then switch back to survival. You don't lose items or nutrition that way. /gm 3 for spectator /gm 2 for survival(though it could be /gm 1)
  10. Welcome to the forums! I think stick recipes are better left to mods, as sticks are fairly easy to acquire already in the game. Making a pair of shears and shearing leaves before you chop trees is a good way to net not only a lot of sticks, but more tree seeds as well.
  11. Standard bronze should be just fine, and there's no need to rush iron. Just play at your own pace. I would save any black bronze for making tools to trade to the traders, since black bronze tools are worth an extra gear or two. On the other hand, if you prefer the look of black bronze or are looking to collect everything in the game, those are as good of reasons as any to make black bronze armor.
  12. Welcome to the forums! Have you tried other spots in the crafting grid? And are you using mods(given your inventory space, I'm guessing yes)? The recipe should be shapeless, but if you're using mods something could have broken and affected that particular recipe. In any case, I would disable any mods you have and try again in vanilla, and if it works then you know you have a mod problem. If it doesn't work in vanilla, then it's possible you've encountered a bug and I would consider submitting a bug report(after testing a fresh install to make sure nothing's broken in the main code).
  13. I don't think the firepit operates on game time, but the cementation furnace seems to. I could be wrong though. It takes about a week to fire one, and I tend to sleep through most of the nights in game, and never noticed it delaying the completion time. I think they use game time as well, for similar reasons above. It's another case where I've never done exact math on it, but I've never noticed slower growth times due to sleeping.
  14. Welcome to the forums! It depends on your personal preference, really. If you have the resources for bronze and would rather have more protection when you go out and about, bronze armor is a decent investment. Which style of armor you choose is up to you, though for bronze tier I would recommend lamellar. It's less expensive and easier to make than the other styles, and though the protection might be a bit worse than other styles it'll be enough to get the job done while you work towards iron. Not necessarily. All you really need to do is find a good ore reading with the prospecting pick, and then dig a shaft straight down until you find what you're after(use the Node Search mode on the propick every so often to make sure you don't miss anything). It's safe to dig straight down in Vintage Story, provided that you're placing ladders as you work. As long as you don't move off the ladder's blockspace(which is difficult to do in a tiny mineshaft), it's impossible to fall off.
  15. As I've mentioned earlier in the thread, the system we have currently is fine. It's a good way to pass the time if you don't want to deal with winter, rift activity, the dark, or other various issues, in return for burning through some of your satiety. If you don't want to lose the satiety or would rather keep working on stuff, you're not penalized for going without sleep, aside from potentially working in the dark and needing to deal with rift activity. It's a system that also works well for both singleplayer and multiplayer.
  16. I think it would make a great mod, but in regards to the vanilla game the classes are baked into the lore and have specific reasons for being(and different reactions from NPCs as well). Changing them to a system like this would require a fair amount of reworking, and end up leaving the player with a rather generic role in the world instead of the more detailed experience we have currently.
  17. I mean, you could just disable the specific hitbox system on the player, but that leaves two problems...first of which is you'd have to rework how damage to the player is calculated, since where you get hit already matters in the current iteration of the game. The second problem though, is that Vintage Story so far has very much followed the rule that if you can do it, so can your enemies(in most cases). As it stands currently, I think there are three main areas you can get hit: head, torso, and legs. You take the same amount of damage regardless of where you get hit, but your torso and legs are the most likely to take the hit while your head offers a smaller target. That being said, if you neglect to wear armor in one of those slots, it can lead to a shorter adventure than you may have intended. It's also worth noting that not every enemy attack makes the enemy's tier. Boss monsters are an obvious example, but so are drifters: their melee attacks always match their tier and will thus always hurt, but the rocks will always be a piddly little low tier attack. I daresay future enemies will probably utilize a similar concept of different tiers of attack. As far as janky hitboxes, after thinking it over more I'm not sure the hitboxes are the problem. I suspect that whatever bug is causing the extreme knockback in some cases(which can trap players in blocks) is likely jostling both players and enemies around too much when hit. Enemies don't have a problem, since aiming isn't hard for an AI, but players have a lot more trouble dealing with the disorienting movement. I suppose it's somewhat realistic, after a fashion, but not really the kind of realism that's ideal for a fun game. Fixing that bug would probably clean up combat quite a bit. I believe it's possible to do with arrows as well; the key is to figure out exactly when the enemy has locked in their target position and then move. Oftentimes, that moment is the split second before the enemy launches the projectile, but not always. I wouldn't say it's a particularly hard maneuver to figure out, but it does take a lot of practice to consistently nail the timing.
  18. Personally I make like a drifter and throw rocks at them, then run like heck before I get stomped into the dirt.
  19. Welcome to the forums! Rift activity can last for a while, though the lower values tend to last longer than high activity periods. How often do you check the activity levels? It's possible the activity could have changed, and changed back to Very High without your noticing. Though from what you're reporting here, it also sounds likely that you've encountered a bug. If you've been checking it frequently, and not otherwise messed with any time-altering console commands, I would go report the issue over on the bug tracker.
  20. Upon further thought, this might also provide a good opportunity to make enemies "smarter" by stopping them from running into uncovered pits. It makes things harder for the player in that you can't just dig a hole or jump over a ravine and lose whatever's chasing you. On the flip side, enemies could easily fall into covered pits, which gives players incentives to actually put in the effort to both build and disguise such a trap. It's also another use for rope...not that rope is hard to acquire, but the more stuff that needs it the more decisions you'll need to make on what takes priority at the time. I'm not entirely sold on this one. It would make a great mod, but I feel like it would be more satisfying to bring down large prey animals with a well-placed shot or two. The problem with only requiring a couple of shots though is that hunting might then be too easy, especially for Hunter and Blackguard. One strength of Hunter is the ease at which they're able to bring down prey, and the easier hunting is the less advantage they have in that regard. Likewise, one drawback to Blackguard is they struggle with hunting, so making it easy to bring down a target in a couple of shots lessens that penalty by quite a bit.
  21. You should be able to pick up shed antlers like any other dropped item; that is, they should just pop into your inventory as soon as you walk near them. If that didn't happen, I'd say you either encountered a bug, or you didn't have a free slot available in order to pick them up. In any case, if you don't want to wait another year for another chance at them, I would just pop into creative for a moment and pick out a pair or two of antlers to replace these ones.
  22. Welcome to Vintage Story! I would say your first and most important goal should be just surviving the winter, which primarily means making sure that you have enough food stockpiled and some pelts for warm clothing. Everything else will pretty much click into place while you're working towards that goal. Also don't be afraid to mark down whatever you think might be important on your map; even if it's not immediately useful to you at that time, it could be something you'll need/want later. Otherwise, the handbook is going to be your best friend when it comes to figuring things out. If you have downtime in the game and don't know what else to do, you can always unpause time while flipping through the handbook and read up on various information. It also comes with a chapter or two outlining the main progression tiers, which is handy if you're looking for more advanced goals to work towards(like steel or cheese-making).
  23. Both nightmare and corrupt drifters have the long saw-hand, however, the corrupt drifters will have the "antler" spikes on their heads while the nightmare drifters will have a spiked spinal column. Nightmare drifters also tend to be almost black, while corrupt drifters are a brighter rust color. Double-headed drifters are the ones that hurt the most out of the drifter class, but they're also very easy to spot and only appear during temporal storms. They have two heads, as their name would imply, and rather than any kind of spines they have what seems to be yet another head sticking out back of their shoulders.
  24. I don't think that's something anyone ever quite overcomes in Vintage Story. The threats are properly threatening, so the moment you let your guard down is generally the moment you manage to die, often horribly.
  25. Welcome to the forums! To my knowledge, the axe has never matched its audio. However, I've also only been playing since 1.18, so there could have been a different sound for it in a previous version.
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