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Everything posted by LadyWYT
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This is true, but the bowtorn spawns are easily noticed since they like to have groovy parties on the front lawn.
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Oh gotcha. Yeah spawn radius is what you're looking for. I would try turning that down to like, five blocks or so. You should spawn right next to each other in that case, while still having a bit of wiggle room. Gotcha. I can't really speak for the future plans of the game since I'm not a dev, but there is a roadmap of planned features that you can find here: https://www.vintagestory.at/roadmap.html/ However, this isn't a feature that I would really expect to see, since it's essentially already implemented in the game with the method I mentioned earlier. Essentially, create a singleplayer world, open it to LAN and start playing if you and your friends are on the same network. If not on the same network, you'll still need to open to LAN, then open the pause menu again to open the world to internet. You may also need to adjust firewall rules or router settings for this method to work, and the world will only be playable while whoever is on the host machine is playing. https://www.vintagestory.at/selfhosting/
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Yeah, I get that. For storms, the spawns could be tweaked to prevent them from spawning right on top of the player, but otherwise temporal storms are meant to have erratic monster spawns so I don't expect much change on that front. For caving, the close quarters and limited visibility is also why I recommend relying more on melee while underground, instead of ranged. It's very easy for the monsters to scuttle back into the dark, where they are hard to shoot. One thing to check before you go caving though is the rift weather, since that does affect underground spawns. On days with calm or low activity, there shouldn't be more than the occasional couple of monsters to deal with, but any higher rift activity than that and you may want to save the spelunking for another day in order to avoid dealing with too many monsters. If you're already caving, it's a good idea to keep an eye on rift activity, and head for the surface if it starts to increase. Like I said, temporal storms are quite erratic in regards to spawns--if there is space for a monster to fit it's possible for one to spawn, although smaller well-lit rooms are less susceptible than wide open spaces. As for storms being bugged regarding number of spawns...that I don't know. I don't think they are, but it's always possible. If you are using mods at all I would check to make sure there's not possible interference there, but otherwise I would suspect it could also be the particular pattern of enemies the storm brings, as it can vary. I believe one of the possible storm patterns spawns predominantly shivers and few, if any, drifters or bowtorn. Since shivers run around like crazy, it's possible they could be spawning and running off before they notice you, which makes it seem like the storm isn't spawning enemies.
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https://mods.vintagestory.at/unchisel https://mods.vintagestory.at/dischiselblock I've not used either, so they may or may not work or otherwise accomplish what you're looking for. It seems like I saw a couple of other mods a while back that tried to tackle the same concept, but I can't seem to find them.
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Welcome to the forums! On this one, I would ask what kind of settings you picked for the world. By default, players spawn in a 50 block radius from the world spawn point. However, harder difficulties like Wilderness Survival and Homo Sapiens have the spawn radius set to 5000 instead. I'm guess that you may have picked one of those difficulties as the preset for your world, and that's what's likely causing the issue. The good news is that you can adjust the spawn radius for world spawn in the settings at world creation(and probably after creation as well, by using a console command and reloading the world, though I am unsure of what command to use). I'm not sure that I understand the question here though. To play Vintage Story, you will need a server of some sort. Most people either pay for hosting, or set up a server machine themselves(this is the method a friend and I use). You can also open up a singleplayer world to a friend, either via LAN or over the internet(did this with a friend too in our early days of Vintage Story), but that does still technically count as a server due to the machine running the singleplayer world counting as the host. However, that is probably the method of hosting that you're looking for, provided you have a computer strong enough to handle it(especially if you're intending to use mods).
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Project Glint, actually, which is Anego's Hytale, and the actual Hytale belonging to Riot still(I think). But in any case I agree otherwise, Project Glint is likely to be focused more on action and typical RPG combat, and less on survival. Which, in theory, should satisfy a lot of complaints for the ones seeking more of an action game, but I'm skeptical the complaints will stop entirely. Honestly, I think it's just a drawback of the survival genre in general. Survival games will be very difficult up front, and get easier toward the end game, which really makes sense. The player is scratching out a comfortable existence from a hostile environment, so things should get easier as they make progress. If the game is constantly throwing challenge after challenge at the player and forcing them to always be scrambling to survive, then the player isn't actually making progress and is more likely to get frustrated. Vintage Story survival does become much easier once the player has a base established, a food supply secured, and access to iron. However, that's also when the world starts to open up, since the player can focus less on establishing a homestead and more on exploring the world and tackling the main story. Honestly, I think part of the problem might also be from min-maxing and otherwise exploiting game mechanics/creature AI. I'm not saying that players shouldn't do that, because everyone has fun in different ways, but trying to optimize everything as much as possible will generally shoehorn a player into a very specific style of gameplay that can get rather old quickly. For example, using flimsy fences to mess with monster pathing might make them easier to deal with, but maybe instead of flimsy fences the player could chisel proper heavy fortifications to keep them out(which takes a lot of time and resources), or just skip the fortification entirely and deal with the monsters as they come. A proper small castle with a moat and well-lit courtyard is a lot more fun to live in and defend than a dirt box and maze of fencing.
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Stronger, slower ranged weapons. Higher tier ranged weapons.
LadyWYT replied to Redpaws's topic in Suggestions
I feel like this is somewhat how the vanilla system works already. You can fire the bow very rapidly, but it's very tough to actually hit the target like that without a lot of practice, especially at range. As for holding the draw and taking time to aim, I'm not sure that the accuracy starts degrading directly, but I have found that it's difficult to hit the "sweet spot" for maximum power and accuracy that way. The best method I've found is to take the time to make aiming adjustments before drawing the bow, if possible, and then firing roughly a second after draw--no sooner, no later. There's still a bit of shot drift, especially when wearing armor, but a smooth, quick rate of fire has been the way to go. However, that method does take a lot of practice to really get the timing down. Perhaps one way to make it a little easier to master, without really changing the vanilla system, is simply to change the reticle color when it meets the crosshair at the "sweet spot". The crosshair already changes to a red color in melee when a target is in range, which helps the player determine when to swing, so the reticle changing color to indicate the best time to fire would probably help players get more out of their ranged weapons. At that point, all they really need to do is practice their aim, especially for moving targets. -
I think the listed maturity times might be the average expected, and not the actual. I've not crunched numbers or anything, but I'm guessing the better the soil the more likely the crop is to grow according to the listed times, if perhaps not slightly faster with good RNG. You do, yes. That's partly why I wouldn't necessarily call longer months a harder setting, as much as I would a different challenge. You will need a lot more food in order to stay fed over the winter, but the food problem is countered easily enough by simply building much bigger farms than normal. It's more effort than one would need to apply on default settings, but the advantage of having longer months is that there's more time to work as well.
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Also worth noting that there is region specific music too, and I don't mean the special tracks that play in story locations. Currently, there's only one regional music piece I'm aware of, and that's for the arctic...specifically arctic nights, I want to say.
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You are correct on this; it's caused me occasional issues as well, but that's also why I said that it generally won't interfere though I suppose it also depends partly on which mods one uses and how many When I run across issues in multiplayer though, the singleplayer mods are one of the first things I usually check, though in fairness the only server I play on is my friend's so it's also easy to troubleshoot problems.
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Plant growth time scales with month length. Turnips take a month to reach maturity, on average, which equates to 9 days on default settings. However, on 30 day months, turnips are going to take 30 days to mature, meaning that until your harvest comes in you will need to be hunting or foraging for food. I think livestock breeding also scales with month length. I wouldn't necessarily say it's harder, as much as it is a different type of challenge. Since the warm seasons will last longer, you'll have more time to hunt and get things done. However, the longer months also means that winter will be longer as well, so instead of say, prepping for around 36 days of winter you'll be needing to prep for 120 days instead. Overheating isn't really a thing in the base game, but Hydrate or Diedrate is about as close as you can get to that kind of mechanic. It's really more of a concern in warmer regions than the standard temperate zone though. To my knowledge, there isn't one that does this exactly, but you might be able to install this one mid-playthrough and/or otherwise fiddle with the mod settings to achieve the effect you wish: https://mods.vintagestory.at/neverwinter I will note though, that while greenhouses do extend the growing season a bit, you're not going to be growing anything in greenhouses over the winter unless you're in a warmer climate. For that kind of challenge, you might want to look into trying an arctic survival challenge, or snowball earth. They're similar challenges, but I would say the arctic survival is probably tougher, since you will have extremely long nights for around half the year.
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Expanding the Land Claim system to create governable towns
LadyWYT replied to Tom Cantine's topic in Suggestions
I doubt it's a priority, and honestly it seems like a problem limited to bigger servers, but I do agree that it would be a handy tool to have. I do wonder though if the tool itself couldn't be adapted for more complex NPC behaviors as well. All story locations count as claims to prevent player tampering, sure, but perhaps there could be a general "town" claim for the NPCs public areas, and then "private" claims for NPC residences. Then you could potentially set an NPC as the town troublemaker, having them attempt to burgle residences(and wind up in jail) or otherwise act like a fool in public. The public spaces could also be more lenient in what the player can do, in that the player dig through garbage or otherwise traverse at will(but not modify), while entering a private residence qualifies as trespassing unless the player is on friendly terms with the owner. -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
That seems like a fair implementation, though I would say limit the heat penalty to temperature that are above 90 F(32 C). As for summers being drier...I think that's already somewhat of a thing. I actually disagree here--it should be the opposite, since your body has to burn more energy to stay warm in cold weather. Which, that's also already implemented in the game--the player's hunger rate will increase when they are out in the cold, causing their satiety to drain faster. I don't entirely disagree, but I do think that the warmer climates should be easier overall to survive in, since there's no need to plan for winter and the growing season is year-round. I think perhaps a better challenge is adding more dangerous wildlife, like hippos, lions, and elephants, that the player will need to contend with when out and about. Which if I recall correctly, both hippos and crocodiles were teased for a coming update, so the tropics should be getting a bit more hazardous sometime soon. -
Not only does it already have it, but more gets added from time to time. 1.21 added a couple of new tracks to help smooth out the transition from spring to summer, and summer to fall.
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For base game settings, I recommend turning the month length up to 30 days, and setting your seraph's temperature tolerance to 5 or even 10 C so that warmth is a much bigger concern(and not one limited to winter). Additionally, setting your starting climate to Cool will make it harder in general to forage certain resources(but not impossible), as well as make the winter longer and a bit harsher. You might also consider imposing specific challenges on your own progression, such as not farming until year 1. As for mods, there is also Hydrate or Diedrate, which adds thirst, and Nature's Call, which uh...well I'll just call it what it is: the potty mod. SleepNeed adds consequences for not sleeping, and Vigor makes you be more deliberate in your movement instead of sprinting around like a caffeinated chicken. And if you're wanting a more interesting diet system, with potential long term consequences(good and bad), there is Expanded Stomach. Hydrate or Diedrate: https://mods.vintagestory.at/hydrateordiedrate SleepNeed: https://mods.vintagestory.at/show/mod/27871 Vigor: https://mods.vintagestory.at/show/mod/26142 Nature's Call: https://mods.vintagestory.at/naturescall Expanded Stomach: https://mods.vintagestory.at/expandedstomach
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Personally, I don't think #1 is controversial at all. I've said it many times in various threads, but the hitboxes are wonky(particularly bears), and I daresay that's potentially what's frustrating many players about an otherwise fairly solid system. In melee, the hitboxes don't seem to pose quite as much issue as they do for ranged combat. As for #2...I do agree that a lot of it is mismatch of player expectations, but I also wonder if #1 doesn't factor in here as well. By that I mean that some players are running into issues with the hitboxes in combat, getting frustrated, and just assuming the entire system is bad instead of just a specific part that needs work.
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It really depends on what the update does. In Vintage Story, a mod made for an older version of the game can still work on a newer version, though it's best to test first before adding to cherished worlds. Popular mods tend to be kept up to date though, so at worst you might end up waiting a few days for the mod to update before updating your game version. Hunter can do just fine in melee--the class itself is just optimal for ranged combat. What the bonus and penalty to combat equates to is hunter takes one less shot to kill something at range, and one extra hit in melee to kill a target. So it's more ideal to fight at range when possible, but hunters can still hold their own in melee when needed. @Tom Cantine provided a good summary of hunter: it's a class that's very strong on the surface(particularly in the early game), and weak underground. The opposite of hunter is Blackguard, which is perhaps the strongest class for the underground and late game, but really struggles in the early game. As for the armor, gambeson is probably the best general purpose armor regardless of class, but it won't be sufficient for more dangerous work like the deep underground or certain story locations. For hunter, as Tom says, chain is best since it's very protective while not penalizing accuracy or speed that much. Bear in mind that as a hunter, you have an inherent boost to accuracy and speed, so the armor penalties aren't as bad as they're going to be for other classes, especially if you're using the recurve bow. I can confirm though that hunter is one of the best pairings for Blackguard, since the classes cover each other's weaknesses. I play Blackguard a lot, and my friend plays hunter, and having that extra food in the early game is very nice. When it comes to caving, it's not unusual for him to switch to melee and use the bow as his secondary weapon. It's not optimal for hunter, but it does buy sufficient time for me to catch up to wherever he's at and deal with the rest of the monsters...and also keep me from getting shot in the rear by accident. Aside from everything said above, you might try out some of the other classes, if you haven't already. While hunter is a strong class in general, it's also possible that it's just not quite your jam, and you might find one of the others more enjoyable to play.
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I know that server mods are stored in their own special folders in the ModsByServer folder in VintagestoryData; each server will have its own folder. You shouldn't need to mess with those folders at all, save for the occasional check to delete old mods in the event a server updated its modlist, or to delete the folder of servers you no longer are going to play on. Singleplayer mods are what is stored in the Mods folder. I'm not sure how the mod manager tracks which mods are enabled or disabled, but generally your singleplayer modlist won't interfere with whatever you're doing in multuplayer. As for a proper mod manager to make swapping lists easy...I want to say there's a couple out there, but I'm not sure of the names, nor of their effectiveness. I do know that the ability to switch modlists is a highly requested game feature though.
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There is, which is fitting given the lore, and the overall village design. According to the lore, most of humanity was wiped out, and the few that remain are gathered into small settlements that are very few and far between. That doesn't mean that more couldn't have cropped up over the years, however, if you talk to some of the denizens within the current village they will explain that expansion is very tough(monsters will massacre anyone who tries). Adding randomly generated villages across the landscape, like what the other block game has, would ruin the post-apocalyptic wilderness vibe. As for the design, it's easier to flesh things out fully, in a way that makes sense, if a location is built by hand. Nothing against random generation, but generally the pieces have to be simplified in order to make sure the random generation actually makes sense. The current village has NPCs with varying personalities and specific comments/reactions to specific things/people. A randomly generated village I would still expect to have fleshed out NPCs, but instead of having Bob the blacksmith gossip about his neighbors or give you his opinion on monsters or something, Bob is just a blacksmith there to sell you blacksmith goods and services, and that's it.
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Coffee: https://mods.vintagestory.at/vintagecoffee The mod that adds chocolate requires Wildcraft, and neither are updated properly for 1.21 yet, so unfortunately I don't think there's a way to add chocolate outside of modding it by oneself, unless I missed something.
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You might consider trying out Combat Overhaul. I've not used myself, but that seems to be the go-to for those who want a more combat oriented game. One thing I will note about VS combat, that(in my opinion) is quite different from other games: getting into a fight is not always beneficial, and enemies can still be dangerous even if you have the appropriate gear equipped. It's not that you'll never have to fight, or that you shouldn't engage with the enemies when you run across them, but in general it's better to treat enemies like an environmental hazard rather than as targets to actively hunt. An example on that is saying indoors on a night with higher rift activity rather than running around outside. As for equipment, having the appropriate tier for the monster tier that you're facing mitigates most of the incoming damage, but not all, so if you get complacent(or otherwise overwhelmed) it's still very possible to die. It tends to be most noticeable with early armor, since it breaks quickly and doesn't mitigate much damage. I'm thinking that may be what's happening in this scenario with the leather armor; it's better than nothing and will help keep you alive, but it doesn't make you anywhere near impervious. Bronze weapons are fine for caving(though I recommend a falx in addition to the bow, since melee is a bit easier to use in close quarters), and leather will work, but I do agree with @ifoz--you'll want to be fast about your exploration, grabbing what you need and getting out ASAP. If you want to take your time while caving and conduct more thorough searches, I recommend gambeson as the minimum armor requirement, or iron if you're venturing into the deepest caves(enemies get stronger the deeper you go). The last time I played it(several weeks ago), it was still having issues actually showing up at the arena, though this may have been fixed since. I do know that the arena itself was modified to stop a specific cheese strategy though.
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I wonder if new players are reading some of the tactics of the more experienced, and simply skipping early armor since it's "useless", when in reality it's useful for reducing damage but won't turn the player into a tank. Or maybe it's just a force of habit for all players to skip early armors since prior to 1.20, the monsters were hardly much of a threat given that drifters were the only thing you'd be running across on the regular. For myself, I still skip early armor most of the time, since gambeson isn't too hard to acquire before winter and I tend to either sleep through nights or just work indoors. Natural threats like bears and wolves are typically easy to avoid, but the rifts being able to produce the occasional monster in daytime does make me reconsider the overall strategy of skipping early armor. The bear armor would be my choice, in that case. It's not terribly durable, but it looks cool and is decently protective for its tier, and also has the warmth bonus in the event that I lowered the seraph's temperature tolerances.
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I would try planting them in greenhouses. My best guess is that it's not quite getting warm enough for them to grow properly, but isn't so cold that it will kill them either.
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Ok, poeple, let's vote... what is your voice/pitch?
LadyWYT replied to Broccoli Clock's topic in Discussion
Welcome to the forums! I suppose it's possible, but the whole "instrument = voice" idea has been around for ages. Banjo-Kazooie is a notable example, as is Animal Crossing(I think). The benefit to instruments as vocals is that it conveys character personality, without being mistaken for an actual language. The Sims had this issue, in that EA was apparently getting emails from foreign players asking how to switch the Sim language from English to their native tongue.