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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. We were all spoiled by that mod. But @Teh Pizza Lady made a bit of a workaround: https://mods.vintagestory.at/scs
  2. According to the wiki, chickens need to eat at least 3 portions of feed before they can mate. My general strategy though is to just feed them once a day while they are filling the nest and then once every 2-3 days while they are incubating the eggs. Bighorn sheep are typically found up in the hills and mountains, typically in regions that a little cool and on the dry side, and not heavily forested. Mouflons(added in 1.22) spawn in the warmer lowlands, but not in dense forest. Musk ox spawn in the arctic, so you will have some long walks and a lot of work ahead of you if you want to domesticate these. Or I mean...just use the creative menu to spawn a pair in and pretend you purchased them from a trader.
  3. Ah, I missed that before. In that case, the idea sounds a lot better.
  4. I'd rather stick with the current system, really. It works, and being limited to only one bag sounds like it would be even more of a hassle for inventory management than the current system. At the very least, the slots per bag would probably have to be increased by quite a bit by default, otherwise the early game is going to feel rather tedious with little handbaskets that can't be modified. In fairness, videogame inventory isn't going to be very realistic in general. The player carries a LOT of things around that have absolutely no business being in a backpack--solid chunks of stone, piles of smaller stones or ore chunks, ladders, a pantry's worth of groceries, etc. Even an item weight system ends up breaking some rules, since at the end of the day most players don't enjoy a lot of back-and-forth running to accomplish even the most basic tasks. What I would do is cut this idea out from the rest, and perhaps add a couple of other slots in the character menu that appear when a proper backpack is equipped. While the player has at least one backpack equipped, they can store tools, weapons, bedrolls, or lanterns in these slots, at the cost of needing to open the character menu and retrieve the item from that slot when the player wants to use it. Basically, it's the elk storage system, but for the player instead.
  5. I've not tried either bait, but have been using bushmeat stinkbait and catching zip. Not sure if it's the weather, or if the fish really don't like that bait, or if it's like @dakko said and there's an issue with filenames or something.
  6. LadyWYT

    Stable 1.22

    From the first rc1 news post: No one except the devs, and even then I daresay it's more of a rough idea of when the stable version will be ready and less an absolute certainty. The current release candidates are supposed to be stable enough that players can go ahead and start a new world and have it remain playable into the stable release, but not stable enough for older worlds to be updated yet. While a lot of the major bugs have been fixed, there are still several more bugs to swat, and some of the content, like the procedural dungeon and new berry bushes, still have some rough edges that need to be polished.
  7. I mostly agree, however...I think it was the @Teh Pizza Lady that noted it earlier, either in this thread or elsewhere, but the main problems arise when the AI is in the driver's seat instead of an actual human. That is, it's one thing to use AI as a tool to whip up a quick thumbnail, or check code for potential syntax errors, or write a draft of a description, etc. But in those cases the mod author is the one in the driver's seat and checking the AI's output to make sure there's nothing goofy, and then making corrections where needed so that the code runs properly, or the description makes sense, or the thumbnail doesn't have ten fingers to a hand or something...stuff like that. Where problems tend to arise, is some will let the AI be in the driver's seat and just copy/paste whatever it spits out into the mod, without checking for quality or correcting obvious mistakes/polishing the rough edges. Making a mod in this fashion is very quick, but the result is very low quality. Unfortunately, since stuff like this is so easy to make and sort of works, it tends to end up getting overproduced and other mods might get unfairly deemed "guilty by association" since they use an AI thumbnail or something.
  8. It has been updated for 1.22, for precisely this reason. The red text is now outlined in black, making it easier to notice and read.
  9. Right, however, the majority of skills, as I recall, don't rely on mastery. Of the ones that do, it tended to be the very last "level" for a particular talent that required the mastery perk, but having 2/3 levels on a talent was still rather strong.
  10. No. While these kinds of systems can be quite fun, I don't think they fit the tone of Vintage Story very well, since such systems rely on a "one-size-fits-all" generic backstory for the player character. In the case of Vintage Story though, the player character isn't some generic nobody--they have specific ties to specific plot-relevant characters, and what those ties are depend heavily on class choice. Now the player could, I suppose, select a backstory from a predetermined list at character creation, but that spoils quite a lot of the main story, which is meant to be a mystery for the player to solve. The main problem here is that while this works in multiplayer, where there are other players to rely on...it doesn't work so well for single player. Currently, there are class-exclusive items, but none of them are so critical that the game can't be played without them. Many of them can be obtained via ruins loot or purchased from traders, but the player can also turn off class-exclusive recipes and craft whatever they want as well. I don't see that happening with a skill-based system, and I really doubt players will be thrilled about needing to either turn off the skills entirely to access everything, or lock themselves out of fun gameplay(like climbing) or incredibly useful items(like snowshoes or mechanical bits). I will also note there is a mod that implements something similar--XSkills. While it's a fun mod to play with, it's also very easy for players to fall behind the power curve in multiplayer, or characters to end up feeling very much the same in singleplayer since it's possible to earn almost every skill if one plays long enough, barring a few mutually exclusive skills. It's been a while since I've played with the mod, but to my knowledge there's no cap on how many skills one can earn. What I would rather see is classes remain as they are--specific characters with specific strengths and weaknesses--with the ability to earn new semi-permanent traits over time, good or bad, depending on what the player does in the game. Likewise, the player could also lose those acquired traits if certain conditions are met. For example, practicing archery consistently could yield bonuses to ranged damage and accuracy, while frequently neglecting ranged weapons after acquiring that trait might cause it to be lost. In this fashion, the player can have a character with specific history and ties to the world, while still having control over how the character evolves over the course of the game in a natural way.
  11. Just my two cents' worth of thought, but I think this is a step that many forget when it comes to AI usage. Personally, I'm not a fan of AI content, but I'm also not against using AI as a tool, since like any other tool it can be very useful when appropriately applied. While most AI use is fairly obvious, sometimes it can be hard to tell, so proper labeling helps players determine if AI was used, and how, allowing them to make an informed decision. Some will be okay with it and use the mod, some won't want to use the mod at all, and some might be okay with AI thumbnails but not with AI coding. I think what probably trips many players up is when the mod's description isn't clear about AI use, so they download it expecting one thing and get frustrated when the mod isn't exactly "as seen on TV", so to speak. This is also very fair, and I'm glad to hear you aren't giving up on modding! Hopefully some of the dust will settle, enough to feel comfortable sharing with the community again, but if not that's okay too.
  12. Welcome to the forums! I think development has been progressing quite well, but I don't expect 1.22 stable to be ready by the first of April. There are still several bugs to swat and some of the content still needs to be polished, like procedural dungeons and berry bushes, if those features are going to be fully added in the stable release.
  13. LadyWYT

    Subclasses

    I do like XSkills, but it struggles in multiplayer if not everyone is playing at the same general frequency. I also feel it could have benefited from having a stricter implementation, in that the player has a limited number of total skill points they earn, and can either choose to invest them broadly for several small bonuses or choose to focus on a couple of specific areas to be really strong at specific tasks(like farming or combat). As it stands(at least last time I played), there's not really any limit on how far the player can advance themselves, other than the handful of skills that are mutually exclusive. In regards to earnable traits, some of them could be permanent, but I think a lot of them could just require "light maintenance" in order to actually keep, similar to how the player needs to eat different food occasionally to keep nutrition. Practicing archery for a long time could grant a bonus to ranged damage and accuracy, but proceeding to go for a while without really using that skill at all should also cause the player to lose that acquired trait.
  14. Welcome to the forums! You will need a free backpack slot in order to carry a basket containing a creature.
  15. LadyWYT

    Subclasses

    I like the idea, but I would prefer that the concept be handled via status effects or earnable traits rather than a prompt to pick a secondary class. This way, the player has a way to develop their character further, in a way that feels very natural to how the game progresses. Want an archery boost? Better start practicing, or pay an NPC trainer for help! Consistently surviving fights could make a character tougher. Forming a habit of eating poisonous things and managing to survive could build up a resistance to toxins, etc. One thing I do want to note--movement speed increase is a nice bonus, but not a very balanced one in the current state of the game. If you look at the classes as they are now, Blackguard stands out as the one that should be moving around faster in armor. However, if you actually compare the numbers between Blackguard and Hunter/Clockmaker, the latter will be faster in every single instance except plate, in which case the classes are tied. I don't think movement speed should be removed as a trait, however, I do think it should be reworked so that it only applies when the player is not wearing armor that imposes a movement penalty. That way it still remains useful for scouting or skirmishing, but won't be so useful that the class/trait starts to become an instant pick in every circumstance. Incidentally, the above is why I'm not a fan of this particular sub-class example, even though it's usually what I like to play. The idea is nice and all, but without a way to make the enemies target the Bulwark, it becomes underwhelming rather quickly. The extra attack damage and speed only applies if the Bulwark can actually catch the the target...which isn't going to happen in a PvP situation and isn't likely to happen in PvE either as that's usually enough of a movement speed drop to allow faster enemies to start outrunning the player. The extra protection on shields helps a little for survival, at least in a PvE situation, but for a PvP situation it's not going to help very much since a faster target can easily use hit-and-run tactics to whittle down the Bulwark. Now to be fair, I don't think the game needs to be balanced around PvP, and PvP servers will generally need additional rules/mods anyway to balance combat however the players think is appropriate. However, I do think it's a good idea to look at potential PvP balance to get a sense of how each class balances against the others. If there's a trait, like the current movement speed, that is a little too useful in most situations, then it's likely to prompt players to start picking that class/trait by default rather than miss out on that utility.
  16. Usually it's best to submit this kinds of bugs/translation errors via Github ticket, as that is where issues are actively tracked. Too easy for them to slip through the cracks on the forums.
  17. In addition to keeping an eye out for borax(which you will need later for working steel and meteoric iron), it's also worth keeping an eye out for Commodities/Survival Goods traders if you are playing with lore content enabled. These traders often have lime for sale, which can be a good short-term solution while you search out a better source. Seashells can also be ground into lime(yields two lime per shell), but this is probably the most tedious way to acquire lime.
  18. It should be, yes, but if you just want to gross out your friends...
  19. Don't worry, we've all been there! It's how I learned to play.
  20. Not that you'd want to eat them or anything, but...y'know, if you can eat termites, you ought to be able to eat worms as well. They shouldn't be at all filling, of course, but they could offer a sliver of protein to keep desperate players from otherwise starving.
  21. To my knowledge, heat sources don't affect clothing durability, unless perhaps the player is standing close enough to the heat source to set themselves on fire...which I'm also pretty sure isn't the case here. Clothing will slowly wear down over time; a new fur coat at the beginning of winter will begin to become worn and start losing its warmth bonuses by mid-late winter. Wading through water can degrade boots faster, while swimming can do the same for clothes as a whole. Breaking blocks with hands seems to wear out gloves faster as well. If the player is attacked and not wearing armor in the appropriate slots, clothing is also much more likely to be damaged--if that's the case there will be a ripping sound effect. What's more likely happening here, is that the forge isn't located in a valid room, and thus won't retain heat. When the fire goes out, the character's body temperature will start to drop, and since sleeping fast-forwards time the character wakes up cold. As for the main part of the post, I do think this is a neat idea, though it would be one better suited for the addition of a status effect system or rework of the current temperature system in the game. The main purpose of a smithing apron, I do believe, is to protect the blacksmith from sparks and flecks of hot metal. Leather tends to be somewhat fire-resistant, while other clothing isn't so much.
  22. Ah I gotcha. Yeah that would be a nice section to have, though it seems like thumbnail image requests might already fall under the "Mod requests" category. Except instead of someone requesting a mod, it's the modder requesting help with assets. Probably wouldn't hurt to drop a request or two in there to see if anyone bites.
  23. That too, though a decent workaround I've found is just settling in an area with good rainfall. Irrigation does help crop growth times, but it's not absolutely required.
  24. I mean it seems fair to me. Speaking from the artist side of it though, art does take time(both to produce stuff and to acquire the skills necessary to produce said stuff), and artists are more likely to take up work that offers some kind of compensation rather than work for free. It's just business. Unfortunately, it's also not uncommon for some to expect artists to work entirely for free, offering only "But think of the EXPOSURE you'll get!" as compensation. I will note that this isn't most people, and there's not a problem with asking for free art either, but it depends heavily on how one does the asking. There's also the case of, some will catch wind of a generous artist doing free work, and try to take advantage of that generosity. I used to do free character art threads occasionally on a different game forum, and ended up quitting because some were getting rather pushy/rude/way too entitled about it. It's similar to asking a programmer to do code work for free; coding can be rather difficult and time-consuming. If it's not code they have any kind of personal investment in and they aren't otherwise feeling generous/have time to spare, they'll likely want to be compensated for the work. It also depends on the artist. The higher their skill or the more in-demand their work is, the more they're likely to charge for their work. Some undervalue their work and don't charge as much as they maybe should, while others want to charge top-tier prices for mid-low tier work. Ironically, I've heard that AI content has driven up the prices of the real stuff in some cases, in part because the real stuff is harder to produce and in many cases is produced by traditional methods that yield tangible results. Unfortunately, the popularity of AI content also means you need to be careful when looking for artists to commission, as there are some out there that might be advertising themselves as artists but relying entirely on AI production. To be fair though, shady deals are nothing new, nor exclusive to the art world either.
  25. Welcome to the forums! If you don't want the legacy bushes anymore, or want new bushes without starting a new world, the easiest way to get them is probably by switching to creative mode, retrieving the appropriate cuttings/bushes, and then placing them where you'd like before deleting the bushes from your inventory and switching back to survival. You can switch to creative via /gm 2 and to survival via /gm 1.
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