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Everything posted by LadyWYT
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I missed this somehow when it was first posted. But yes, absolutely yes. I also like the concept of using gold nuggets in addition to thread to repair these items; similar methods could be used to repair other things we've already got access to. Maybe require leather and thread to repair boots and bracers?
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I was about to say that I hate the idea, but the ring aspect is intriguing. It would certainly open the door for adding another cosmetic slot and gameplay loop of gemcutting. The reason I'm not a fan of the idea though, is that I'm not sure that it would look very good. I would at least have the standard four fingers + thumb on each hand if going that route, unless there's a specific lore reason that seraphs don't have the same numbers of digits as humans. That being said, I think it would still be difficult to model without looking too awkward, and the arm models that we have currently look pretty good, in my opinion. Personally, I think it's the feet that should be adjusted to have actual chunky feet, as the current stilt-legs look rather goofy. I agree here. One major issue with proper hands is that it's going to take a lot of time animating each digit in order to match existing animations, let alone new ones. You could cut some time by making the hands a simple mitten-like model, instead of having individual digits, but again...it still takes extra time to rework everything. It's also somewhat difficult to create hands that don't look awkward. A foot, in comparison, can be a much simpler shape, and requires much less work to animate. In addition to reworking the animations, you'd also have to rework the clothing models that are worn in the hand(or foot) slots. The short of it is, if done well, it would be cool to have a more expressive model(you could add more emotes and flair to existing animations), possible cosmetic items, and potential gameplay loops. However, it would require a lot of time and resources that are better spent on other areas of the game right now. Perhaps in the future it might be something that gets added/adjusted, as I seem to recall reading somewhere that a lot of the current animations(and models?) are placeholders.
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If you have a mod that messes with seasons, yeah, that would do it. My other guess would be that you're far enough south for foliage to noticeably change colors, but not far enough north for snow or frost.
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Sounds like you have the crude door then, which unfortunately those don't insulate from the cold. Having a solid door will keep out the cold(or, as @Thorfinn said, plunking a couple of blocks down to plug the hole), allowing you to warm up inside without a fire(in my experience), though it will be very slowly. The better option though is to just build a fire; there's a lot you can toss on to fuel it, and it doesn't need to burn too long in order to warm you back up. Looking at your screenshots though, I would recommend investing in some warmer clothing. Pelts are easy to acquire and craft into warm fur clothing, which will significantly increase the amount of time you can be outside in cold weather.
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Plus having some ore-laden gravel that gives a much higher chance of a gold nugget/silver nugget/precious something when panned would be cool. If said gravel had higher spawn rate in the more northern latitudes too, it would give players more incentive to travel far north and brave the cold, much like purpleheart and ebony provide incentive to travel to the tropics. Given some of the new beasties and other changes coming with 1.20, I would also hazard a guess that panning for copper and other materials might be a bit more attractive in the early stages of the game, since it tends to be less risky than venturing underground or running around the wilds.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
Honestly, I thought about going for some kind of penalty to the player health pool(the opposite of nutrition bars, essentially), or ticking damage similar to being too cold. I ended up opting against both, since neither seemed like it would be particularly enjoyable or satisfying to deal with. In regards to cold lethality...being too cold for too long will kill you, similar to starvation eventually killing you as well, but both are easily avoided in the game with the most basic of planning. I don't really see an overheating mechanic being that much different. The reason I opted for the healing rate penalty, or more preferably, a movement speed penalty, is that those are effects that are negligible most of the time, but will catch up to you quickly with the consequences if you're too reckless. Healing rate, I do believe, affects the effectiveness of healing items, so a lower healing rate means that you not only need more poultices to heal the same amount, but you might not be able to heal fast enough to stay alive in the heat of battle should you require healing. Armor helps mitigate damage, of course, but further amplifies the healing penalties the more of it you wear(and unequipping it to heal leaves you exposed). In regards to the movement speed penalty...it's just enough to not be much of a hindrance to a player going about their daily business, but that quickly changes when a wolf, bear, or something much worse start chasing you. Suddenly, you're not able to outrun danger, and if you don't have adequate equipment to defend yourself with then you're probably going to die. Especially so if the overheat penalty takes a couple of moments to wear off, similar to how it takes a few moments to warm back up if you're too cold. -
I mean...I thought about writing something else, but opted for the politer statement. Yes and no--it depends on the context, similar to other exploits/unintended methods of gameplay. Blocking off dangerous areas when possible makes a lot of sense, and it's not really possible(or advisable) to prevent the player from plunking down blocks to serve as obstacles in a game that encourages building. In reality, the player should be figuring out new, better ways to solve the challenges that the game throws at them, and not in constant danger of being on death's door. Where it really becomes a problem though, is when the exploit returns a significant benefit for very little investment, compared to the intended gameplay loop. On the other hand, I would also say that hinges somewhat on playstyle; some players find the most enjoyment in finding the absolute most efficient methods of acquiring resources and completing tasks the most fun thing to do in the game. Other players will find much less enjoyment from doing that same thing. I think it depends a lot on whether an exploit is effective enough that players feel forced to pick that option over the intended option. I don't think it's possible to completely eliminate exploits, but as long as players don't feel forced to utilize it over the intended gameplay functions then the exploits aren't really that bad. I think this is where the new mobs and their tactics will come into play. Some enemies, like the drifters, will always be a fairly straightforward fight and not much of a challenge. However, other enemies could have different methods of coming after you(which we see being added in 1.20), making standard player tactics much less effective and requiring the player to think of something else in order to stay alive. Things get even more interesting when you start mixing the enemy types together. One thing I do like about Vintage Story though--it takes its story locations very seriously by stopping the player from tampering with the builds. To complete the area, you have to complete all the puzzles in the intended fashion while, as you pointed out, fighting the monsters on their own turf. The player can't just whip out a pickaxe and dig through to the goodies at the end of the dungeon. I'm not sure I would call any fight in Vintage Story a fair one.
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Assuming you're after notes to stick on a bulletin board for quick reference while playing, instead of going to the handbook every time...it's probably a lot easier and faster to look up specific things in the handbook, write down the information you find most relevant, and then use that for your quick-notes. Otherwise you're going to be printing out several many pages worth of material. One another important thing to note about Vintage Story--it's not as simple as just crafting recipes, when it comes to crafting. Some things require multiple blocks, some things require multiple steps, and a lot of items/methods cross-reference each other. It's not unusual at all to look up a recipe in the handbook, and then need to go look through a few others pages to figure out exactly what you need to do to get a specific thing.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
What if instead of a thirst bar, overheating reduced rate of healing/health from healing items? That way you could still wear a full fur parka set in the tropics/very hot weather, but it's not going to be particularly ideal for staying alive if you expect to be getting into trouble. At the same time, it's not so intrusive to the player that it's going to become an annoying chore to put up with, instead of something fun and engaging. You could also probably apply a small movement speed penalty too(or instead of the healing penalty), given that being too hot tends to sap one's desire to do much of anything. It still accomplishes the same thing, in that the player isn't punished too harshly if they insist on wearing their finest furs while it's scorching hot. However, it's not the best idea, especially with the addition of new, faster mobs, if you expect to be good at staying alive. In any case, it's a challenge that's fairly easy to remedy--just wear lighter clothing/equipment, or go to a cooler location. One could also go for a swim or drink a beverage in order to temporarily halt the adverse effects of wearing heavy attire in hot weather; those options would also give the player incentive to utilize the fruit press/brewing mechanics and give more purpose to the "wet" status effects on the player(aside from just making it easier to freeze to death). -
To me, requiring a knife to be held in the offhand slot in order to extract the honey would make more sense--slice open the comb and let the liquid gold drain out. Squashing it in a fruit press seems like it would make a waxy mess.
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I mostly agree with the sentiment, but I would also argue that Minecraft isn't really a survival game anymore, nor does it really try to be(nor should it). It is, for the most part, a building game with a few simple survival elements and other bits thrown in to make it more interesting, and personally that's what I enjoy about it. It's easy to jump in, build pretty much whatever I want, with a few challenges to keep it interesting, and then put aside for a while to tinker with other things. As for Minecraft's immersion, I think a lot of that hinges on how much you put into the world yourself, otherwise there's not a lot there in terms of lore or story to engage with. In short--it's a great blank canvas that appeals to a wide audience. Vintage Story, in contrast, is very much a survival game with a solid range of building mechanics to go with it. It also isn't shy about knocking the player down and kicking them in the shins, so to speak, when it comes to difficulty(assuming the player did not adjust the settings to easy mode). It makes the player actually work for each advancement they make, though at the same time the effort required to progress doesn't feel unfair. Vintage Story also handles world lore very differently, in that it has a specific story to tell, makes this very clear to the player...and at the same time makes the player go find and put the pieces together themselves. The building system is also better than a lot of similar games, due to the how much customization the chisel mechanic allows. Overall, I enjoy both games a lot, and which one I choose to play depends on what I want to do. Vintage Story I enjoy a lot more for the challenge and immersive world/story. Minecraft I enjoy more for how easy it is to just jump in and start building(not in creative mode!) whatever fantastical thing strikes my fancy, which I find much harder to do in Vintage Story.
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It might mean that change, in order to prevent players from just storing the hides in barrels to get around the stack limits. That being said, at least barrels are still(presumably) cheap.
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Huh, TIL what the other mode does.
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Isn't that already kind of a thing in the game? Grass does grow back after you mow it with a scythe, and it's useful to keep the grass around your house mowed in order to help keep things from sneaking up on you, especially if it's really tall grass. I think grass height is determined by climate warmth and rainfall; warmer climates with a lot of rain will have taller grass. As far as other plants overgrowing structures...some weathering effects and the like might be added later, but otherwise I'm not really aware of any mods that accomplish this kind of thing for Vintage Story. There is one that does such for the other block game though, so I would wager it's only a matter of time before someone makes similar for Vintage Story, if it's not added to the base game itself.
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I'm pretty sure this is a feature and not a bug; I believe it's called a "supermoon". Basically, it's the point that the moon is closest to the earth, so it will look bigger than normal. It's a thing in real life, although the effect isn't quite as dramatic as it is in the game.
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Welcome to the forums! As far as I am aware, yes, any dropped items will currently despawn when you exit the game on a singleplayer world.
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It's generally not a good idea to delete mods after loading them into a world. Depending on what the mod is and does, you can get away with it sometimes, but more often than not it will bake data into the world files that will cause it to crash if you uninstall the mod and try to load that world. Probably the best way to salvage the world, if you're attached to it, is to reinstall the mod(s) that you removed; it should load fine. You could also try moving the world file to a different spot outside Vintage Story, reinstall the game entirely, then put the world file back in the proper folder and see if it loads. However, I don't expect that method to work, given that there is likely mod data baked into the file that it will need to load the world properly.
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Celestial Navigation (and primative cartography)
LadyWYT replied to EmperorPingu's topic in Suggestions
Navigating via stars at night would be cool, although I'm not sure that any of the constellations would be ones that we're familiar with, due to the whole...world-rearranging catastrophe and all. I'm not sure what the code behind it would be though, in regards to hemispheres and seasonal changes. Compass/lodestone/sunstone. The sunstone could be used in overcast/stormy weather to get a bearing on the sun's location, and used to navigate from there. It'd also give another use for quartz. Lodestone/compass are pretty interchangeable; they could reliably point the way north regardless of weather. The only thing that might affect them is large deposits of iron nearby. I'd expect a compass to be acquired later in the game, given its utility. Of course, one flaw I see with these methods--the minimap pretty much renders them obsolete, outside of doing it for funsies. If you're playing without the minimap though, these navigation methods become a lot more useful. -
In addition to heading south with shears, you might also check in with any nearby agriculture traders. They sell tree seeds from time to time, and you may find one selling walnuts(though I don't recall if those are in the loot table or not).
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Welcome! Are you playing on 1.19(the current, stable release), or the 1.20 pre-release? If you're playing on the pre-release, it's possible you've found a bug, as pre-releases aren't stable and often have a lot of rough issues to sort out before they're properly ready for launch. If you're playing on 1.19--first I would make sure that you have at least one empty space in your inventory(which is probably only the hotbar when first starting). If there isn't space for you to pick up the newly created axe head, it will just fall to the ground after creation, and should be visible nearby. Now if that's not the case, I would move any world files you care about to a separate folder, and reinstall Vintage Story entirely. Start a new world(no mods!), and try again; it should work. It doesn't happen very often, but sometimes things get messed up in the code, and the fastest way to fix it is usually backing up any of the game files you care about and starting over with a fresh installation.
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Or instead of extra inventory slots, lean into the cosmetic route more heavily and allow certain items to be displayed on belts when not in use. That is, tools like hammers and pickaxes on toolbelts, swords on the Blackguard belt(or other equivalent), etc. Whatever the first appropriate item that's on the hotbar, and not currently in use.
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On the one hand, it'd be neat if there was some added bonus, or eventual penalty(like, after 7 consecutive days awake) for lack of sleep, but at the same time I'm not sure it'd actually be that fun of a game mechanic. Reason I say that, is that I said similar about a thirst mechanic, and tried the mods that added it...and while it was fun, it just ended up being something that interrupted all the other gameplay loops I was trying to do. So as for how sleeping is now...I think it's actually fine. Aside from roleplaying, it's a quick way to pass the night(or a good chunk of it), especially if you're a more passive player and/or prefer doing most of your stuff during daylight hours. If you have the option enabled in the settings, it's also a good way to bypass the temporal storms, if you're not a fan of those but still want the other lore content. I've also found sleeping to be a good way to recover health naturally(despite there being no boost to regen while asleep, and assuming you didn't wear armor to bed), which lets me keep my bandages for emergencies and travels. If XSkills is installed, sleeping is also a good way to help acquire skill points faster, if you took the perk that gives that bonus. It's also a better system than what the other block game has. Minecraft will let you go three days without sleeping, and then phantoms start spawning, which are annoying to deal with. However, to counter those, you don't actually need to sleep, you just need to jump in a bed, and then jump back out, and it resets the counter. The problem with that though is that beds reset your spawn in Minecraft, and breaking the bed sets your spawn back to the worldspawn, until you change it again. So it ends up being a mechanic that actively gets in the way of players enjoying the other things the game has to offer, instead of being something that enrichs the other gameplay. I also agree with what some of the other posters here have pointed out about the multiplayer aspect--multiplayer isn't friendly to just skipping time, since all players online need to sleep at the same time for it to count. And most players don't want to just drop what they're doing to go find a bed. On small servers(ie, a handful of friends only) it can be easier to get everyone on the same page, but it's still a bit of a hassle. Now, you could just mod the server to allow sleeping to skip time if half the players sleep(or even as few as one player!), but the problem that poses is that now players who want/need nighttime for some reason have a frustrating time, because the nights are being skipped(although politely asking for it to be left night will usually solve this problem). Overall, it's not a very useful mechanic for multiplayer scenarios. It might be interesting as a difficulty toggle for singleplayer, but I think it's best left to the realm of mods, at least for now.
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Some of the items you can find in ruins, I think. I know I've found pieces of hunter garb as a blackguard. Otherwise, you're probably out of luck unless you either create a new world, or pop into creative mode for a moment and spawn the items back in.
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Very much this too! When it comes to building, Vintage Story very much prioritizes building with local materials, given how harder it is to acquire materials. That also happens to have the interesting side effect of making things that aren't local more of a status symbol, even if it's not an uncommon resource. Now as for tech stuff that requires gold...finding one quartz vein with gold deposits will probably supply all the gold you really need. For lanterns, silver is a much cheaper lining option, and brass/tin bronze have similar golden coloring for the lantern frame itself, while being easy to obtain.
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This. Very much this. If you find a seam of quartz, do a node search in a couple of spots to see if there's anything else to be found there, if you don't see anything to otherwise indicate precious metal deposits buried within. You might also go looking for quartz seams in desert areas, as I seem to have better luck finding both gold and silver deposits in those areas than others.