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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. The usual suggestion I see pop up in this regard is a request to favorite particular handbook pages for quick access, or rather just have the handbook open back up to the page you were on. That way you can reference recipes more conveniently, without needing to look them up every time.
  2. The treadmill crane? That would be pretty cool. Not really sure what one would use it for though. Maybe it's something best installed in a mine, so you can place a load of rock and ore on it and haul it all out in one load, rather than need to make multiple trips?
  3. To their credit, that is a next logical step.
  4. How else is one to roleplay a dirty beggar? That would make for a good reason to add soap as a mechanic though. Make pretty much all the clothes have a pristine version, and then overlay a dirt texture as they get soiled, similar to how armor gradually becomes more damaged. To make the clothes look pristine again, you'll need to give them a good wash with some soap in a barrel or other water source(not salt water). If you happen to be near the village, you can also pay to have your clothing laundered(instantly cleans clothes, instead of you needing to put in the effort). I'm not really sure what effect dirty vs clean clothing would have, other than perhaps it affects healing rate. You'll heal faster if you stay squeaky clean, but staying dirty will have the opposite effect.
  5. First off, welcome to the forums! Malefactor already holds the spot of the forager class due to its inherent foraging bonus--it gets extra mushrooms, berries, and drops from wild crops. As for poisons and other herbal effects...that would be prime territory for an alchemist class, but the game needs an herbalism system first. This is already covered by Malefactor, Hunter, and Clockmaker, predominantly. Hunter and Clockmaker both have an inherent speed advantage, so they could cover ground more quickly than other classes. Clockmaker in particular can repair translocators more efficiently, which means they can take advantage of that technology much sooner and more easily than other classes. Malefactor has a bonus to cracked vessel looting, as well as has an easier time of avoiding the notice of enemies, which makes it a good class for exploring as well. It's also worth noting that according to the lore, Malefactors specifically were assigned to scavenge the surface for anything of use prior to the cataclysm. I do like the compass idea, though I think it would work much better as a Clockmaker gadget for locating translocators. That would round out the class a bit better, as well as allow it to capitalize more on translocator travel as well. This would be a prime upgrade for the Tailor class. Tailor already has more options of goods to sell, given that some saleable clothing is exclusive to Tailor. Since it's the class with the most civilized manners and likely the most business sense, it would make sense that Tailors would easily befriend traders and utilize their business savvy to cut some better deals. No. Purely because this is just asking to break the game via exploits. It sounds nice in theory to be able to craft more stairs for the same amount of material as standard, however...you can deconstruct stairs and slabs and other things back into planks. In which case, all you'd have to do is make something like purpleheart stairs, turn them into even more planks, craft more stairs, turn back into even more planks...etc. Turning off class-exclusive recipes will allow you to craft and use any class item on any class; you can also change this setting after creating a world. Very useful for singleplayer instances. The one exception is the tuning spear; it can be crafted by any class with the rule disabled, but the item's locust-taming ability is tied specifically to the Clockmaker class.
  6. The same way you create a thread anywhere else on the forums, but in this section specifically: https://www.vintagestory.at/forums/forum/6-questions/ Highlighting the best answer for a thread is a unique feature of the Questions section, but it only works for threads in that section of the forums.
  7. There kind of is--you can leave reactions on content and the results are tallied on the user's profile. It helps them rank up. However, I will also note if you author a thread in the Questions section of the forum specifically, then you can choose to highlight the particular post that best answered your question.
  8. I typically use pine, since it's easy to get and grows quickly. Maple and birch are close seconds. I tend to avoid using oak, since I can use that for tannin.
  9. Do you have aggression set to "passive" or "never hostile"? If it's passive then creatures will still attack you, but only if you attack first. In any case, it could also be a bug. There have apparently been some issues with creature hostility settings. I would double-check your settings to make sure they're as they should be(make sure you reload your save after any applied changes!), and if it's still not working as it should then report the issue over on github.
  10. It is, but that doesn't mean that everything is going to be 100% realistic.
  11. They do in real life, but keep in mind that Vintage Story is a videogame, that is also still being developed. Creature behaviors in particular are still being refined, so it's possible that bears could actually hibernate in a future update, but it's also just as possible that bears could remain active in the winter in order to keep posing a natural threat to the player.
  12. It's neat in theory, but there's a reason you don't feed dangerous wildlife IRL. The last thing you want is creatures like bear and moose to get comfortable around humans and start viewing them as food. Prey animals like moose are especially dangerous, since they tend to be a lot more aggressive when they feel the least bit threatened; a large predator will tend to avoid a fight if it can, since an injury for a predator might mean no food at all. I think the better method of taming wild creatures like this, is to use the same system as used for the elk. Catch a juvenile creature, and then raise it to adulthood yourself in order to get a partially-tamed beast. From there, you can just saddlebreak it, in the case of mounts, or breed partially tamed pairs to get tamer babies. Depending on the creature in question, it could take a few generations for the creature type to become tame enough to accept a full range of commands from the player.
  13. Could on to something there. I'm not sure how many landforms there are in the game, but I generally find more seeds in grassland areas, as opposed to swamps, forests, or hills. Of course, that could just be because seeds are easier to spot in flat grassy areas.
  14. I'll break with what others here have said and say you should build a second refractory. That way you'll double your steel output for each firing. It's also not that tough to build and maintain two refractories, although any more than that may be too much of a handful, at least for singleplayer. Having the 32 output though will make it much easier to refine your iron though, and thus make it easier to acquire steel armor as well. As for the first batch...pickaxe, hammer, and pounder caps are an absolute must. I'd also recommend a steel falx as well, for maximum damage. Chain or scale is what I would recommend for a first set...which, chain is better because it can be converted into scale or plate. Chain is probably the best overall in stats for adventuring, currently, but scale is similar to chain in that regard as well. Scale will sacrifice a bit more accuracy for a bit more protection. I do prefer plate, myself, but plate is more of a home defense armor and not great for adventuring, in many cases. Brigandine is still solid, but has the worst stats--the main reason to pick this one is for the cheaper cost, unless you just really love the look or are just needing it to complete a collection.
  15. Regarding seeds, they tend to be a lot more common in areas with more rainfall, and less common in arid regions, so making the world more arid overall will reduce your chances of finding seeds. Not all seeds can be found in forested areas either, so increasing forest coverage will probably also reduce your chances of finding seeds. Otherwise, it's just luck of the draw. Some areas have a lot of ruins or seeds, or both, and some don't. I will also note that ruins can spawn in forests, but are harder to find there given all the foliage. To my knowledge, upheaval will affect how smooth or rough the world's terrain is overall--a higher setting should make it rougher and a lower setting should make it smoother. As a general rule, increasing that value will probably make things harder to find due to the terrain being more difficult to navigate.
  16. Well...thing is, human survivors did try to found new settlements...or at least, expand the ones that they had. The short answer is they got quickly overwhelmed by monsters. The long answer: In regards to modern ruins...technically, there are, but the reason you don't really see them is human survivors are just that few and far between. Likewise, it seems to have been quite a while since the original calamity, so it's not out of the question that some of the ruins you find while exploring are actually post-calamity ruins...it's just been that long between the calamity and the player's return to the world. I'd also wager that most surviving settlements likely figured out early on that expansion is very dangerous, and thus opt to stick in one well-fortified area rather than try to spread out to new lands.
  17. I'll jump in here to note that it also depends on the iron ore in question as well. Hematite tends to be the easiest to find; failing to find it at good readings is generally bad luck. Limonite I've only stumbled across once, by accident, but I can't say that I've seen any real readings for it either. Magnetite I've seen plenty of readings for, but I fail to actually find it most of the time, even at Ultra High readings. The only time I can really recall actually finding the stuff, was in andesite...which it's the only iron type that can spawn there.
  18. Welcome to the forums! Sedna specifically likes to hang out either in the tavern, or in the village square. I'm not sure if she has a home or not, but most villagers seem to have at least some place to go to sleep. I'm not ruling out it being bugged, of course, but I will note that the village is deceptively small; there are plenty of little nooks and crannies to explore, and the villagers all have varying routines so it can be rather easy to miss them. Depending on the time of day you're exploring, it's very possible that most of them could be asleep. Probably one of the easiest ways to locate several of the more prominent ones(including Sedna) is to hang around the tavern in the evening. A good chunk of the villagers will go there to relax and socialize after a hard day's labor before turning in for the night.
  19. My first suspicion is that it might be one of the creature mods having an issue. I don't see any FotS mods in there, but I know a friend and I recently had similar issues with those mods. So it's possible that one of the mods in the list might technically be updated for 1.21, but might also have an issue lurking.
  20. Like I and others here have noted, there are other ways to get material for leatherworking outside of limestone. Chalk will grind into lime, as will marble and seashells; marble isn't worth the effort of searching for due though due to its rarity. If you can't find chalk or limestone, but can find other sediment rock, borax is a more efficient replacement for lime in the leatherworking process, as well as being a requirement for working metals better than iron. Last but not least, never discount the power of trading. It's easy to buy enough lime from commodities/survival goods traders for a couple batches of leather, though this depends on lore content being enabled. If you're playing Homo Sapiens, or otherwise playing with lore disabled, trading won't be an option.
  21. First off, welcome to the forums! Yes and no. I think there were some issues with monsters not spawning when they should--ie, the conditions were right but no monsters or fewer monsters were spawning. That has been fixed, for the most part, but there have also been issues with monsters spawning when they shouldn't as well--ie, on the surface in broad daylight. Currently, that issue hasn't quite been fixed 100% yet, but it's better than what it was previously.
  22. https://mods.vintagestory.at/bola Luckily, you can have just that already!
  23. Welcome to the forums! There is already a sling in the game--it's a weapon exclusive to the Malefactor class. You can, however, craft one yourself by turning off class-exclusive recipes. But other than that, falconry would be very cool.
  24. Are you using a watering can specifically, or just a bucket? To my knowledge, you need to use the watering can on them, as other vessels won't work. Should be as simple as placing anything else on the ground: shift + right-click.
  25. Sedimentary layers will always be the very top layers, except perhaps in the case of basalt, so if you're seeing rocks like peridotite, granite, or andesite as the surface layer, you'll want to keep looking. Metamorphic rock like marble is a bit more variable as to where it can spawn, but in the case of marble specifically it needs the proper host rock--slate, if I recall correctly. I will also note that marble is quite hard to find, so if you're after it for leatherworking, there are much better options. Limestone or chalk will be much easier to find, and both are often found alongside bauxite, another critical late game resource. Borax is better than lime when it comes to leatherworking, as well as critical for steel, and can be found in most sedimentary rock types. Lime itself can also be sourced from seashells(two per shell), or purchased from commodities or survival goods traders(assuming lore content is enabled).
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