-
Posts
6163 -
Joined
-
Last visited
-
Days Won
291
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
Welcome to the forums! I don't really have any good advice here, other than submit the crash report over on the github bug tracker: https://github.com/anegostudios/VintageStory-Issues/issues If it's an issue with the TOPS server or the game code, the devs will certainly want to know, and if it's not they should be able to help potentially pinpoint the problem.
-
This is true, and I do expect creature behaviors to get more complex as time goes on. However, I'm not sure that changing behaviors from "always aggressive" to "sometimes aggressive" really makes that much of an impact on the gameplay in terms of natural creatures(monsters should really always be aggressive, as they don't feel like the creepy threats they're meant to be otherwise). On the one hand, it could give players a better chance of survival should they accidentally stumble across predators like bears and wolves. On the other hand, that could also lead new players to assume that dangerous animals aren't actually that dangerous and more similar to the other block game, if the first encounters they have with them aren't aggressive. Overall though, I expect the average player to avoid dangerous creatures to begin with, or otherwise kill them, to ensure their own safety. "Might not attack" isn't the same as "won't attack", so better to be safe than sorry.
-
I don't remember who it was, but I recall reading a post of some poor soul building their pit kilns underneath their tool racks.
-
One other thing I would check is different parts of the structure in question. It's possible you built right on a border area, so part of the house might be stable and part might be...not so much.
-
That's the one where you have to circle a tree three times, eat a bowl of turnip stew(ONLY turnips--any other ingredients will cause this to fail), squawk like a chicken, stand on your head, and then dig a hole exactly 50 blocks to the north of your location to find the duplicated peat, right?
-
There was one, but it was long out of date. It's nice to see an up-to-date option though! I like the color code idea for highlighting particular noises as well.
-
Honestly, I think it's okay to let alcohol bandages be stronger as a post-fight healing option, instead of what you choose for combat healing or long travels. Reason being, is that aqua vitae and linen bandages are very cheap. Honey-sulfur bandages never dry out and heal for the same amount, but I would actually call them more expensive since sulfur deposits aren't always available, and the traders aren't always selling sulfur either. Plus if the player is one to use bombs, that will cut into any sulfur supply as well.
-
Well technically, charcoal is renewable too since it's made from firewood. And there are other combustible organics that technically count as renewable fuel(like grass), but they aren't exactly useful as fuel, most of the time.
-
Welcome to the forums! I'm thinking we don't, mainly because it doesn't really seem to fit with Vintage Story's style. However, I also think there's a better system already being fleshed out, that covers more spectacular things that the player has done. I'm not going to spoil too much, but essentially, the player can tell stories of their adventures to certain NPCs. I think it would be interesting to have more interactions like that unlocked with appropriate characters, as the player does various things in the game.
-
I like it, though I wonder if perhaps the burn time could be improved a bit to compensate. That way instead of being an unrenewable fuel that burns slightly hotter and slightly shorter than firewood, it could be just a little bit better than firewood overall. Firewood still retains value as it's a fuel that can be available instantly, in pretty much every climate.
-
Possibly, but I was thinking something more along the lines of the dwarven ballista from Skyrim, in that it's a sentient mechanical contraption rather than a rotbeast. In that case, I would expect it to be lurking in a larger ruin underground, or perhaps a bunker carved into a mountainside. That would make mountains a little more exciting for players to run across.
-
I'd actually prefer just a simple boost to sailing speed in proportion to current wind speed. What you've proposed here works on paper, but I think in actual practice it would be very frustrating, as it only ends up encouraging water travel in one direction. If wind direction is going to factor in, it really ought to be like Valheim's system, which...honestly, I'm not really a fan of. Valheim does sailing very well, but I do find it rather tedious, if not outright frustrating, since oftentimes the wind just isn't blowing in a useful direction and the game requires a LOT of sailing. There is a special ability to unlock that will make the wind always blow in a useful direction for a short time, but taking that ability does mean you're forgoing abilities that are far more useful on average.
-
She can attack at any time in the Devastation, though as @Maelstrom says the true fight is supposed to happen at the top of the Tower. If you're not near the Tower, or not yet at the top, she will just do the occasional divebomb. I will note though that there have been issues with this boss actually showing up to the arena, however, I think those have been fixed. If the boss got stuck on blocks though, I would screenshot the exact portion and go report it on the github bug tracker, as I doubt that's intended. I'm posting the rest under spoilers:
-
Oh wow. I knew that monsters could climb up ladders, but not down. Didn't know the same logic applied to bears as well.
-
I was thinking you could probably toss some basic wiring/tubing onto that pile in order to allow players to build basic door control switches and whatnot. Some handy little gizmos and gadgets, or perhaps some grander contraptions, but nothing fully automatic or overly complex like what can be done with redstone. By that I mean the player will always need to be providing some sort of input to the machines in question, much like they do already with the helve hammer.
-
Alcohol bandages are most useful at home, but it's possible to take a jug of alcohol with you and make them on the go(although maybe not in a high pressure situation). However, honey poultices provide the same amount of healing, without drying out, so I would wager a lot of players use those instead.
-
You don't want to look for marble as your source of lime, as it's very rare. If you happen to stumble across a deposit you could use it for lime, but you may want to save it for fancy building given that there are better sources of lime to be had. Limestone and chalk are fairly common finds, and it's not uncommon to find one of the two alongside bauxite(bright orange rock, you will need this later). Depending on what kind of rock you have around spawn though, you may need to do some traveling in order to find it. The rock layers you want to look for are sedimentary, which are on the surface. Lime can also be acquired via grinding up seashells; it's certainly not efficient, but it'll do in a pinch and you'll get two lime per shell. You can also sometimes find lime/lime-producing rocks in ruins, and can trade for lime at commodities/survival goods traders. If you're after lime for leatherworking, you should also keep an eye out for borax(found in sediment rocks). Borax is more efficient for leatherworking, and will be needed later for working meteoric iron and creating steel.
-
I'm thinking it's also because quite a lot of games took a look at Minecraft and instead of trying to do something new, just copied Minecraft and maybe tacked on a couple of extras as an afterthought in order to say they were "different". It's quite obvious that Vintage Story did take some inspiration from Minecraft, but instead of trying to copy someone else's homework, so to speak, Vintage Story developed its own vision, and that's one big reason of many that it's had so much success. You would think. It's like choosing Pepsi and then getting upset that it's not Coca-cola. Both are good sodas, and there are similarities between the two, but they aren't the same thing.
-
You should be able to repair the broken translocator with two metal parts and three temporal gears. If your class is Clockmaker, the temporal gear cost will be reduced to two.
-
Welcome to the forums! Creature behavior is something that is still being worked on, however, I will note that there are lore reasons for wildlife being unusually aggressive. As for the monsters...they're eldritch horrors, or machines gone rogue, so it makes sense for those to be super aggressive. I will note that depending on the creature in question, some have somewhat unpredictable behavior. I've had several wolves growl at me when I got too close, but run away instead of attack. Bears will occasionally continue sleeping or idling instead of attacking, although this is rare. Shivers are always aggressive, however, they are quite erratic and it's not out of the question for them to bite once or twice before scuttling away to parts unknown. I think to customize creature behaviors in the specific ways you've listed, mods are probably the best way to handle it. That way the player can have a ton of different options available, without clogging up the standard settings menus.
-
clothes Rename "Byzantine Crown" or "Eastern Roman Crown"?
LadyWYT replied to DUCATISLO's topic in Suggestions
Fair enough, though I could see it being a minor change meant to make it a bit more clear as to who/what is being referred to. "Byzantine" tends to be a more familiar term than "Eastern Roman", and if it was referred to as a Roman crown players might associate it with Rome and Italy rather than the area that is now modern day Turkey. The term byzantine is also derived from Byzantium, which is just another name for Constantinople(the capitol). While it wouldn't be the term that the inhabitants of the empire use to describe themselves, I'm not sure that it's entirely out of the question that foreigners(main Old World setting and cast seems to be mostly from central Europe) might use other names to describe the location and its people/culture. -
To my knowledge, the trader carts operate off the land claim system, so just moving them won't be enough. You can, however, bypass the claim restrictions in creative mode and build/destroy in the area as you see fit.
-
It was an issue that World of Warcraft ran into with one of their expansions. For years the game had a solid reputation of running on most hardware, but Blizzard upgraded a lot of the graphics, which increased a lot of hardware requirements. The result was a massive uptick in complaints on the forums as many players logged in to figure out that the game was no longer working correctly--enough players for Blizzard to actively have to roll back some of their plans and implement a patch for the older hardware just for that expansion, so they didn't lose a ton of subs. This is true. Don't get me wrong, I'd like to see it implemented, but I am skeptical about how easy it would actually be to implement. It seems like it would almost need to be its own special update, kind of like what 1.21 was regarding world gen, and 1.21 also had quite a lot of issues implementing those changes. Even Minecraft had a lot of problems when it came to increasing world height/depth; the terrain is a lot better than it used to be, but early in Caves & Cliffs one of the drawbacks to the new terrain is that most of the world seemed to be hills, with very few plains areas to build in.
-
If I had the right spark to make that kind of meme, I'd take a stab at it. Of course, now that I think about it, if the players are allowed to have firearms in the game, then it's only fair to let some of the monsters have them too. People think the bowtorns are bad, but imagine turret locusts.