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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Technically all chairs are functional due to the player sit key(G by default). And there's quite a few items that can be placed on blocks, so it's possible to chisel one's own tables. As for pie-making tables...I'm guessing that's probably limited for simplicity's sake, though it could change in the future. I don't really mind keeping pie-making limited to a specific table though. Perhaps said table could be made bigger by combining two tables in the crafting grid, similar to how creates a trunk from two chests. Could also add tablecloths as a decorative option, which would not only look nice, but give more uses to linen(it kinda stops being as useful after you have a windmill, gambeson, and sailboat). Tailors could make fancier tablecloths, of course.
  2. @ifoz beat me to the solution, lol. I will note though that if you disable the monsters, the story locations will lose some of their flavor and challenge. Not all of course--the puzzles will still be solvable, but monsters are part of the storytelling in a couple of locations.
  3. I opt for #3. That way the fire code doesn't have to be messed with, and the brazier becomes useful. Perhaps fuel burned in it lasts a bit longer, making it ideal for lighting or warming oneself in cold weather.
  4. Mods for a server are installed to a different folder than mods for singleplayer; each server will have its own file within that folder. You don't need to mess with them at all, save for going into the appropriate server folder and deleting old mods that are no longer in use, since leaving them there can cause issues. Mods for singleplayer though, you will have to manually switch on and off as needed for singleplayer worlds.
  5. Welcome to the forums! Given that you've nearly filled your storage, I would vote you return home to drop off goodies and resupply, before venturing out again. As @ifoz noted, the village is primarily a trading hub, so you'll need gears to trade for the special goods you can find there. If you do have a lot of gears, I also don't recommend buying too many goodies in the village on your first trip; I won't say what the other locations are, but there's likely stuff there that you'll want to loot, so you will need inventory space to carry it. Village goods are best purchased before heading for home as well, so that you have the best chance of ensuring you can actually get the stuff home.
  6. Jonas parts are used to build some useful late game tech, although how useful they are might be relative to player preference. Examples include a night vision mask, a single-use gizmo that can teleport you home, a gizmo that can teleport you to your last death point, a music player, and a contraption that zaps nearby rifts closed. While that may seem like a lot, late game tech is still very much an undeveloped portion of the game, so the actual use of Jonas parts is currently quite limited. However, given how rare they are, and the high likelihood of them being much more useful in the future, makes them valuable finds when you do run across them.
  7. I mean, I don't know exactly how to trigger the exploit, but I have 100% taken advantage of it on occasion in multiplayer when it happens, at least in circumstances that food is a bit on the scarce side. Overall, it's something that players have to both be aware of and understand how to trigger in order to properly exploit it, and while it does break the game balance(especially on higher difficulties), I don't think the majority of players use the exploit and it's not as serious as a lot of other issues that affect other parts of the game. Hence why it probably hasn't been fixed yet. It's something I would expect to be fixed eventually though, since the player is meant to eat regular meals and not go days without any food at all. Sure, they could just cheat food in, but that's not really a good argument for leaving the exploit unfixed since the player can just bypass pretty much any aspect of the game via the console and creative menu. I think the game does eventually figure out that hunger needs to start ticking again, but it does seem to take a while for the game to recalculate. Usually the fastest way to fix the issue when it occurs is to just reload the world/relog on the server.
  8. Bells and sawblade locusts can drop them too, I think, and I think the drop rates are similar. It's a fairly rare drop, but it can be worth it to hunt stuff like that if you're after Jonas parts in particular.
  9. I'm thinking it's just easier to treat races as character classes, rather than trying to figure out the code for making race an entirely separate category to class. The latter route would allow for more depth, but is more work.
  10. This feels pretty accurate. I do like combat, but I don't love it to the extent that's what I want to do all the time. I also enjoy figuring out tricky ways to handle the monsters instead of always confronting them head-on as well, such as starting a drifter brawl or just saving certain activities for periods of low rift activity or daylight hours. Strategic cowardice, or just playing smart? You decide!
  11. Looking at it again--I think you also need to offset the large gear, and connect the main drive shaft to that via an angled gear. I'm not sure of all the ins and outs of machinery, but I know that I made the mistake of connecting the main drive shaft directly to the large gear on my server, and while it spun fast at first, everything ground to a halt as soon as actual machinery was connected. My friend had to fix it by offsetting the large gear from the main drive shaft and connecting via smaller gears.
  12. Except...it's not possible to reach temperatures hot enough to smelt steel in the the game, not even with coke or a bloomery. It would be nice to have a way to process steel bits back into ingot form though, just in case the player made a mistake while forging.
  13. Adding on to this: part of the growing pains for 1.20's release was due to a large influx of new players, to the extent that Anego's servers were having trouble handling the workload. Given that trouble, and that shivers/bowtorn were added in 1.20, and that there have been several many new players appearing on the forums as well as an increase in Vintage Story content on YouTube since then...I'd say the playerbase is actively growing instead of shrinking.
  14. LadyWYT

    Firearms

    Exactly. If I recall correctly, the bow was still able to outclass firearms even in the 1600-1700s, just due to fire rate--bows could be fired about twice as fast, I think, with a bit more range and accuracy. However, bows required a lot more practice to use at that level of expertise, whereas muskets took a lot less practice, and advances in firearms eventually meant that the advantages a bow might have were diminished. In any case, I'd expect any firearms added to Vintage Story to be on the same level as the earliest medieval European firearms, to preserve both the medieval flavor as well as overall game balance. In a singleplayer scenario, a firearm is likely most useful either at very close range against a single target(where it's not really possible to miss) or against clusters of targets(where accuracy isn't really a concern, since you're bound to hit something). In multiplayer, firearms would be a bit more useful since they could be massed, but the expense of crafting and maintaining them could be a struggle depending on how many players need to be equipped.
  15. This is probably working as intended, depending on the rift activity at the time. The ambient monster spawns for the area got turned down a bit in order to make exploration a little easier for the player. If it's a quiet day, there probably aren't a lot of monsters to find, but they should be there. If it was in the basement, I think that's intentional. I'm fairly certain the Tower suffers from some of the same weird space-copying that happened in the Resonance Archives.
  16. Welcome to the forums! I think the problem is that you are trying to power both a quern and a pulverizer on the same windmill. A 3-sail windmill should be able to power either, assuming a strong wind, but you'll need transmissions if you want to power multiple things with one windmill. Transmissions will allow you to toggle specific pieces of machinery on and off.
  17. LadyWYT

    Firearms

    I'm not against it entirely, given that firearms were beginning to catch on in Europe during the late Middle Ages. However...I would expect any firearms added to reflect that level of tech as well. That is...expensive, slow to reload, poor accuracy, and limited damage versus armor. Not a musket, so much as a hand cannon. Through some grenades in there too--expensive, short range, but good against groups of enemies. In any case, I wouldn't expect much from firearms. They'd be a neat novelty item to play with late-game, but hardly that useful outside of very specific scenarios. For damage overall, they should be easily outclassed by the bow simply due to the rate of fire and accuracy, especially at range.
  18. I would try digging at Reading 1 first, since that is the best reading you're found. The area might be unstable, but you should have several minutes real time to work with before your stability drops too low to continue mining. If you have extra temporal gears, you could also bring one or two with you to restore stability, rather than take a break from the expedition. In any case, you'll want to go deep for chromite, as it spawns down near the mantle. You probably know this bit already, but make sure you are digging with a steel pick as well, since chromite requires steel tools to mine. If there's nothing at Reading 1, check any other readings of chromite that you've found, unless they are marked miniscule. Poor or Very Poor readings aren't ideal, but that doesn't mean the ore isn't there at all. If you still can't find anything, then it's time to go prospect other territory until you find more readings that seem worth checking. If it's an older world that was updated to 1.21, I would try to search freshly generated chunks if possible, as it seems border chunks on older worlds have issues with prospecting data. I will note that chromite deposits, while not nearly as large as iron, do tend to be a decent size, so one deposit is likely all you will need to find.
  19. Oh they definitely exist. I've found Ultra High readings of both hematite and magnetite several many times. When it comes to finding what's actually there though, it's a lot easier to find hematite than magnetite. Pretty much all high readings of hematite that I've checked had hematite available, but I've checked several ultra high readings of magnetite and found nothing. In any case, it's worth checking Poor readings if you've got nothing better to work with, especially for iron. To my knowledge, the reading only indicates the chance of the ore spawning, not so much the deposit size. Since iron deposits are so large, there will be plenty of ore to dig up if it did spawn, even for a smaller node.
  20. *pat pat* It's okay buddy, we've all been there. Vintage Story does seem a fearsome beast when one starts out, but once you start figuring out your strategies and things the game starts feeling a lot more manageable. For clay, there are three different types: red, blue, and fire clay. Clay deposits are difficult to spot until you learn what to look for--if you are using the colored world map, you can look for circular discolorations in grassy areas, as those are usually either clay or peat. Otherwise, clay is distinguished by the patchy covering of grass on top, and the obvious mottled clay texture on the sides(which will be a stark contrast to dirt). Red clay is the most common type to find, and occurs in places that have enough rainfall. You can also find small deposits of it in the arctic, but that likely doesn't apply here. Blue clay is also somewhat common, and occurs near sea level in places that get enough rainfall. You can also find blue clay occasionally from panning gravel/sand, or as cracked vessel loot. Fire clay only spawns naturally in bauxite biomes or underneath block coal/anthracite deposits. You can sometimes find it in cracked vessels as well. Fire clay is needed for certain bits of late game industry, but it can be crafted easily enough by mixing calcined flint powder into one of the other clay types. The best general places to look for clay is along water lines and in grassy areas. It won't spawn in deserts(unless it's fire clay in a bauxite desert), and if it spawns in forested areas it generally ends up buried under the forest floor and won't be noticeable.
  21. Aside from the locusts not being able to spawn there anymore, nests can drop things such as rope, coal(I think), metal parts, and sometimes a Jonas part, is my understanding. Blackguard, if armed with a decent weapon, will one-shot locusts--only the sawblades are tough enough to withstand multiple hits--and also be able to break the nests faster thanks to the increased mining speed. If you aren't a Blackguard yourself but are playing multiplayer, it doesn't hurt to befriend the local Blackguard and take them with you to handle the little buggers...although really, having a friend or two helps anyway regardless of class. Otherwise, I would make sure you're tackling locust nests during periods of low rift activity, just to make sure you're not getting other monsters to dogpile you as well when dealing with them. Picking some of the locusts off at range can help, but the primary danger of locusts is their numbers and fast spawn time. They aren't very durable and don't hit all that hard, but the swarm itself can be troublesome. As others have already noted, it helps if you can stay out of the locusts' way while breaking the nest; blocking off the locusts' path or using ladders/nerdpoles will limit their access to you, while allowing you to deal with the nest and the few locusts that get through more easily. Also make sure that you are using a pickaxe to break the nest, as that tool should help you break the nest faster.
  22. I actually disagree here, at least partially. Yes, the player will want to pick their fights carefully, when possible, and most of the time it's better to avoid a fight if possible to avoid wear-and-tear on one's equipment and oneself. However, it is actually advisable to go kill some surface monsters if an easy opportunity presents itself, as this is a decent way to get an early temporal gear. And a temporal gear is what's needed to reset one's spawn point. Incidentally, the cost of resetting one's spawn is why it's also a good idea to build a temporary base within walking distance of the world spawn, provided one isn't playing Homo Sapiens or Wilderness Survival. In those cases, setting near world spawn won't save you any walking, as the player respawns somewhere within a 5k radius of world spawn in those cases. The rest of this is solid though. Tagging on to this: you can also shrink the polar-equator distance to make it easier to get to the arctic and the tropics, although I will note this is really only applicable to worlds with the realistic terrain generation and not the patchwork. Regarding biomes though...it's very important to take note of what kind of climate one settles in, as the game will try to realistically simulate that climate. That is, cold climates will actually experience winter, complete with absolutely brutal cold and long nights for the arctic(but long days in the summer as well). The tropics...don't actually have as much challenge at the moment, since heat doesn't really affect the player unless mods are involved(though you will die if you jump into a hot spring or lava).
  23. Honestly, I think this is everyone on their first day in Vintage Story, myself included. I dunno man... I do my best, but it's still wise to take whatever I say with a grain of salt, as I've been spectacularly wrong on occasion as well.
  24. Welcome to the forums! I'm guess that you were probably expecting Minecraft-style biome generation? Vintage Story does not have that, though if you go through the settings at world creation, there should be a world generation style known as "patchwork". The default generation in Vintage Story is realistic, in that there aren't any crazy biomes like mushroom islands or deep dark, and the biome distribution is styled after the real world. That is, the further north you go, the colder it gets, and going south will take you to the tropics. The default start location is the temperate climate zone, which will give the player a balance of flora, fauna, and seasons. However, you can also change which climate zone you start in at world creation. Ruins are hit or miss; the cracked vessels almost always have useful loot, but it's nothing particularly game-breaking. The best loot you can possibly get is a tin bronze weapon or tool, but that's if you get very lucky. There are two different versions of the map--by default, the map is stylized. You can enable the world map colors though at world generation, or by using the command /worldconfigcreate bool colorAccurateWorldmap true Make sure you reload your world after running that command for the change to take effect. Also, it's a good idea in general to mark anything you think might be useful on your map in order to make it easy to find later. Hitting C will bring up your character menu, which contains information about your character, the rainfall for that region, and the current rift activity, among other thing. What's most likely happening here in that you are currently in a region with high rainfall; moving to a region with less rainfall will mean more clear weather, but the weather itself should clear after a few days, unless that region has rainfall almost all the time. I think the main thing is that you're trying to compare Vintage Story gameplay to Minecraft gameplay, and while both games utilize similar voxel graphics...that's about as far as the similarity goes. Vintage Story pushes the player a lot harder, and leans a lot more into grit and realism than Minecraft, so a lot of logic useful in Minecraft doesn't really apply in Vintage Story. It's a quality that often catches many off-guard when they first try Vintage Story, regardless of whether or not they played Minecraft either. My advice is to take things slow and work on one thing at a time. A good first major goal is just to survive your first winter, with the main short term goals being to secure a food supply, establish a base, and acquire pottery and your first set of copper tools. The in-game handbook is your best friend, and the wiki has a lot of good information too, although some of it can be dated. There are also several good videos on YouTube about various aspects of the game, and asking questions on the forums is also a good way to get advice from others who've been through the same struggles. Last but not least, if the game turns out to be not your thing--that's perfectly okay! It's not a requirement to like the game, and the devs have a generous refund policy should you decide that's the course of action needed.
  25. I absolutely love that idea! Plus it wouldn't even have to be a late game thing. It could just be a variation of the translocators that can already be found, but instead of needing repair before it can be used, it can be used as-is...albeit with the chance to fail and break after use, resetting the player's spawn elsewhere in the world and otherwise stranding them. If stranded, the player can either start anew where they are, start walking back toward know territory(if possible, would need map enabled), or attempt to fix the now broken translocator. Of course, the player could also just opt to fix the translocator before using it and thus avoid the risk, in which case I would increase the general cost of translocator repair in order to make taking the risk a bit more attractive. If the player opts to risk it though and breaks the translocator in the process, attempting to fix it will require the same amount of materials but have a chance to fail, consuming the materials and requiring the player to find more and try again. Clockmakers, in addition to being able to fix translocators with fewer materials, would also be more likely to use a dodgy translocator without it breaking, or otherwise repair a broken dodgy translocator with a higher rate of success. For additional cheap amusement, there could also be a variation of the base return teleporter(or whatever it's called). Instead of being a single-use item that teleports you back to your spawnpoint, it could simply teleport you somewhere on the surface several thousand blocks away. In order to keep it from being a really cheaty method of travel(like getting to the tropics and back easily), this particular contraption won't be of use if the player has a base return teleport in their inventory. In other words, this thing is 100% a one-way trip, though it won't reset your spawn(you'll have to do that yourself, lest you die and lose your stuff!).
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