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Everything posted by LadyWYT
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Currently, helve hammers can forge either plates or ingots, but not the more complex items(such as sawblades). They're meant to help mitigate the more tedious things to forge rather than automate the process entirely.
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I think it does, yeah, depending on your setup. It'd be the first thing I'd suspect if it worked previously and then just stopped. Some of the machinery requires more power in order to operate and the bit I've messed with helve hammers, they seem to be one of the ones that require more power than something like the pulverizer. And less wind does mean that the machines run slower, but there also has to be enough wind to make it run to begin with. The wind threshold needed depends on what you're trying to power.
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Looking at the HUD in the upper left corner, I'd say that there isn't currently enough wind to power it.
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For me it's generally not scenarios as much as it is either playing a specific character or wanting a specific build style/environment. Some of it's due to getting distracted easily, but a lot of it is due to singleplayer limitations and none of my friends being the roleplaying types for multiplayer. What I usually do is play with the mod XSkills and then pick a class and skills that fit whatever character I'm playing at the time. For the actual story stuff though...that happens outside of the game for the most part, either writing little snippets or drawing stuff. In-game I tend to do whatever though since it's generally just me to account for.
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Would it be able to have a pre generated real world?
LadyWYT replied to Stejer's topic in Suggestions
I think in some other games players have essentially built the map's landmasses from scratch and then used scripts to generate all the resources and whatnot on world creation. I don't know how feasible that is for Vintage Story, but I do agree that it's just a matter of time before someone figures out how to make a real-world map, whether it be players or the devs themselves. -
Help with player model mod!
LadyWYT replied to FurryFreedom's topic in [Legacy] Mods & Mod Development
They aren't exactly full-anthro or explicitly canine/vulpine, but these two mods have both been updated to 1.19 at least. How well they work, I don't know, but the kemono one seems like some players are working on fixing and keeping it updated. https://mods.vintagestory.at/show/mod/7291 https://mods.vintagestory.at/show/mod/10189 Otherwise I'm not sure how difficult it is to change the player model. I think it depends on how much you want to change the model from what the vanilla model is; a few tweaks that still retain something close to the original may be as simple as sculpting a few adjustments in a modeling program. If there's new parts that require movement or major changes to the vanilla model though that's likely going to require some animating as well. That way you don't have any stiff parts or broken vanilla animations. -
What @ifoz said entirely. I've done this so many times in the other block game and it's really frustrating to have to keep fixing things that got debarked by accident, since putting bark back on the logs really doesn't make sense. By requiring debarking to use a different tool(like the adze) and adding a small delay to stripping the log, that at least provides a safety net to prevent accidental debarkings. Sawmill! Honestly could keep the crafting mostly as-is and just add a sawmill that can be built to automate the crafting of firewood and boards, similar to how helve hammers automate the creation of plates and ingots.
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I mean...that's more coop than my chickens have I suppose I should go build them a real home now...
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I feel like having a dedicated splitting log is probably a better solution here, given that just placing a log and hitting it with an axe to begin carving is going to cause issues when building with wood(as now there is no way to remove a misplaced log). How you would go about making such a chopping block though, I'm not really sure. Perhaps sticking a log into the craft grid with an axe yields the chopping block? This one is best suited for the addition of the adze as a debarking tool. Otherwise, woodworking sounds cool, but I'm not sure how fun it would be in actual gameplay to shape everything like that whenever you need a wooden tool or part. It would be more immersive than just a crafting grid, for sure, but I could see it slowing down crafting to the point doing anything becomes more tedious than it is fun. I do like the concept of advanced woodworking in order to build the parts for machinery though. Since it's not something the player does that often either, it runs less risk of being tedious to the point of frustration. It's probably better to use the knife or other dedicated carving tool to make it though, rather than the axe. I'm also not sure how you would incorporate the resin and animal fat into component construction either. Perhaps melt a mixture in a cooking pot and then grease the finished piece with it?
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Oh man, I completely forgot about that lore bit. Now I'm imagining the hijinks that ensue from a Blackguard-Malefactor survivor duo!
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I'd like this too, though mostly because I'm not a fan of how the Falx blades look. Plus class-exclusive recipes really shouldn't have their unique components be craftable by just anyone(even if it's technically not that hard to make, like a sewing kit), as that's going to frustrate newer players who aren't aware of the crafting limits. The thing about the Falx blade is that it feels like it's supposed to be the canon lore weapon for fighting the supernatural stuff, which I can definitely appreciate. So I don't want to see it passed over entirely just because it looks a bit strange. I'd let regular swords have the same basic stats, but give the Falx blade and Blackguard shortsword damage bonuses against supernatural mobs in order to stay faithful to lore. Alternatively, instead of that damage bonus, the weapons could have the same general stats but weapons that aren't specialized for fighting the unnatural could wear down faster when used on unnatural entities. Speculating on the design of the Falx blade itself and why it may be more effective than conventional weapons against drifters and the like--the Falx blade seems built to puncture rather than slash, focusing more energy toward the blade's tip. It's not really clear exactly what drifters are made of, but they have an unknown amount of metal embedded into their physical makeup, which is going to be hard on slashing-type weapons and resistant to bludgeoning. A Falx blade would be much more adept at puncturing thick hide at a critical weak spot, bypassing the metal bits, as well as being much smaller and easier to wield in tight spaces than a spear or bow.
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Nooooooooooooooo! *runs away screaming* In reality though that sounds like a really cool idea, if utterly horrifying! Though I imagine that that particular type of drifter would have the weapon fused into their arm rather than actually wield one like we do. The shield and armor could also be fused into the body creating an armored monstrosity that both hits hard and can't be killed quickly(outside of specialized counters, that is). Then again, one thing I've found rather fascinating and refreshing about Vintage Story is that the enemies are rather unique instead of the default zombies/skeletons/other stuff that is general player fodder. The drifters could probably qualify as undead, but there's just so much that is still unexplained about them that it's left up to the player's imagination.
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I had a thought the other day--if Dave is always there on the other side of the rifts, do you suppose he's responsible for the rift activity? Perhaps there's no activity when he's far away, but lots of it when he's nearby.
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Huh, so that's what they're doing when they're flailing about! Devious! I think what I'd do is first make sure that I'm using the best rocks for my weapons. The shiny sky rocks should do the trick, or maybe the salty pink ones. That way the target can see that it's something they really want, but can never pick up after I throw it! Also can't forget leaving a trail of rusty gears deep into a cave system. The deeper the better, and make sure nobody attacks them as they go further in. At the end, I'll stick a bell, ideally behind a wall or somewhere else it can't be easily reached. Then let the fun begin! Of course, there's always the tried and true method of getting the rift to open up near a seraph's basement or cellar, and spawning it to make a lot of noise. It gets even more effective if me and the boys unseal all the crocks stored there too!
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I'm not sure this would make the machine more dangerous, as much as it would enable players to easily set up a drifter farm for rare drops without needing to rely on temporal storms.
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What do you do in order to annoy the player and advance the cause of Rust? Any special strategies or items you keep on you to help with achieving your goal? And how are you going to make Dave proud? (Inspired by a corny idea for a special drifter class that unlocks after the player completes the game's entire story, in which the main gimmick is the rules on temporal stability are completely reversed.)
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Maybe it's how we seraphs develop enough core strength to go fight eldritch horrors! Now that I think about it, it'd be cool if the luxury traders sold the best bed. Having the best night's sleep is a luxury, after all! Or there could be a craftable bed upgrade such as a feather mattress/feather pillow, similar to the concept of upgrading lanterns for better lighting. And it would give yet another use for feathers as well.
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You just need to shove 64 rot into an empty barrel and then seal it. Wait 20 days, and your compost should be ready. No water required!
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Why doesn't alcohol provide satiation when your hunger bar is full?
LadyWYT replied to BudgetLimeSoda's topic in Discussion
I'm thinking this might be why they changed it. "Lovecraftian" brings with it certain expectations, and Vintage Story is branching off into its own thing that I've not quite seen elsewhere. Getting back on the thread topic--I'm in @Thorfinn's camp on this one. Temporal stability is a whole different matter and we already have a way to restore our stability via temporal gears(at the cost of the item and some health, of course). Plus while alcohol should have some obvious benefits, I really don't think the player should be encouraged to have their character be drunk all the time. I suppose if alcohol slowed the rate at which temporal stability is lost, it would be somewhat of a situational thing that you'd likely be using either during a temporal storm or exploring underground. In the case of a temporal storm though, a combat utility would be much better since they don't last that long and if you're out in them you're probably killing drifters in the hopes of getting some rare drops. And assuming drinking too much makes the player pass out, a temporal storm really isn't a time you want to be passed out as it likely means your death. As for exploring underground...losing stability at a slower rate would help you stay underground longer, but most trips underground(in my experience) really aren't that long. It's also a main theme of the game that the deeper you go the more dangerous it gets; you're not meant to be underground for long periods of time. And much like a temporal storm, the underground isn't a spot you want to pass out in, and the drunken visual effects are going to make whatever you're doing more difficult as well(for a fairly insignificant bonus, if you're drinking just to slow the stability loss). -
Sigh. Looking for a reason to not start a new game...
LadyWYT replied to Thorfinn's topic in Discussion
Also don't forget that if you're needing tools to use yourself and have a tough time acquiring materials to make them, you can always trade for them provided that you have the gears for it and access to the proper traders. It's not the standard route of progressing, perhaps, but it'll do in a pinch on those trickier maps! -
I didn't know this was a thing and checked my account settings to see if there was a setting for that. Lo and behold, there is! And it looks like I've almost hit my limit too, lol. Time to fix before it starts causing problems.
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It's Minecraft with a texture pack derived from Vintage Story, I'm pretty sure. As @ifoz already noted, there aren't any shaders like there typically are in VS, the bed and door are the wrong models for VS as well as the outdoors being styled like Minecraft. Particularly the trees. Vintage Story trees and Minecraft trees are both blocky, but Vintage Story shapes them in a more realistic fashion. Minecraft trees kinda look more like lollipops. The terrain generation differences I don't quite know how to describe, other than Vintage Story's generation feels both more realistic and more how beta Minecraft generation used to be(a lot more variation and cool landmarks to find).
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Why doesn't alcohol provide satiation when your hunger bar is full?
LadyWYT replied to BudgetLimeSoda's topic in Discussion
For a hangover it'd just be a matter of having the player wake back up with the drunken meter still full enough to be causing screen distortions. However, I would say the other side effects of passing out are enough of a punishment as it is with what I laid out. Assuming nothing kills you while you're sleeping it off, you're still going to be losing hunger while passed out, and may be in the process of freezing to death if you passed out in cold weather. -
Sigh. Looking for a reason to not start a new game...
LadyWYT replied to Thorfinn's topic in Discussion
Maybe consider this one a "hard mode" map with different win conditions? I had a world once where I had to go miles just to find borax and bauxite in order to progress to steel. It was frustrating, but that sense of satisfaction when I finally got there was oh-so-sweet! If you don't want to just toss the world, but are too frustrated to continue, I'd set that one aside for a while and come back to it later. -
Huh...you know, I never figured on having to potentially solve a murder-mystery should we ever find/meet him! I generally can as well, and that's speaking as someone who doesn't really bother lighting up their base except for the areas I actually need to see in, haha. That being said, a lot of times I'll just sleep through the night. It's immersive(to me) and I prefer doing most of my stuff during daylight hours, especially earlier in the game before I really have my preferred weapons and armor.