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Everything posted by LadyWYT
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Or just try leaving the kids at home while you're out hunting? Jokes aside, I'm very confused about what's being described here. The bow doesn't block that much of one's vision, and one can just...move to the side a bit when shooting. Likewise, the player already holds the bow off to the side of the aiming reticle, so unless you're standing right next to the target you should have clear vision, barring anything like brush and whatnot. In any case, welcome to the forums! I'm guessing the main issue here is animals being somewhat difficult to spot at times due to the terrain or local plant life. Plants and other obstacles can make it difficult to track prey, but this is also part of the game's challenge. I will also note that majorly wounded animals will always run when the player gets too close, which could also be a factor.
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Correct, at least at this point in the game. Glass panes can only be placed in one of the four cardinal directions. I suppose you could technically place them in a zig-zag pattern to get a diagonal, but that both takes extra glass as well as looks ugly.
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I don't know the reasoning, but I think you're probably on to something there. If the traders just sell individual tiles, then it's easy to allow different blocks to be crafted from the same tile. Additionally, if the player is ever able to fire their own tiles via beehive kiln, then they can just purchase extra at the local artisan if they happen to run a few tiles short, rather than have to fire the kiln again. Otherwise...maybe for "realism"? In that if you go to the local hardware store, they're going to sell you individual tiles/boxes of tiles, which you have to put down yourself. If that were the logic though, you'd think the building traders would sell individual boards instead of blocks of boards. Of course, it could just be for consistency regarding the more decorative stonework blocks--they all seem to require mortar of some sort and it's not really fair to have only one type be purchasable as a complete block.
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I mean...isn't that technically what all late game stuff is for to begin with? Addressing things that were problems earlier in the game, but now aren't problems anymore because of that progress? Food is an early game problem, but ceases to be a concern once the player has established farms and captured livestock. The player cannot see in the dark either, but once they get a torch or oil lamp then they can navigate dark places, and upgrading from those early light sources allows easier navigation. Ranged combat is a problem early on as well, since spears don't have a particularly long range and take up a lot of inventory space. Longbows and recurve bows significantly mitigate those issues, but aren't readily available until much later in the game. I'm with @Diff here...really don't see a problem when it comes to temporal stability, and having some sort of late game tech that can stabilize areas. It would be a great tie-in to Jonas tech as well as a great quality of life feature, and players who really don't want to have to wait that long or otherwise deal with the mechanic...will probably just have the temporal mechanics disabled at the start.
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1.21 added new ceramic tile blocks that players can purchase as decoration from artisan traders. That addition was tweaked so that instead of buying full blocks, the player now buys the individual tiles(presumably X gears for a Y tiles, and not X gears for a single tile) and must craft the blocks themselves with mortar. The wiki probably hasn't been updated yet for a lot of new content.
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What kind of difficulties are we talking here? I play Standard and rock iron brigandine or better when dealing with sawblades, and while they aren't terribly nasty they don't exactly tickle either. In any case, if one plays Wilderness Survival everything is a lot more dangerous due to dealing increased damage(150% as opposed to Standard's 100%). The player also has 5 fewer HP to work with on Wilderness Survival, while Exploration gives the player 5 more HP.
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Honestly, I bet if there wasn't a sound cue there, a lot more players would probably starve to death. I think a much better option would just be replacing the standard "player hurt" sound, with a special one for starvation damage in particular. Like a stomach growl, or something else that will immediately grab the player's attention and clue them in on what's going on.
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Game needs coffee making please. Also tea growing
LadyWYT replied to Emily the commoner's topic in Suggestions
I know you're joking, but...I actually someone order like this once . I had to stare for a couple of moments before politely asking for clarification on whether they wanted drink A, or drink B(which was very similar to drink A). It wasn't a Starbucks or Qdoba, but it was still...something. -
I mean, that's fair, but I will point out that each full bar of nutrition is worth 2.5 HP; the player's base HP is 15. If the player fills all 5 nutrition bars, that's a total of 12.5 additional HP, which almost doubles the player's health. Even just filling 4 of 5 bars is 10 extra HP. So it will add up, and it's more useful at higher difficulties or for classes with smaller health pools. Plus I've said it before and I'll say it again...a couple extra hitpoints might not seem like much, until a player winds up dead for want of a couple extra hitpoints.
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Game needs coffee making please. Also tea growing
LadyWYT replied to Emily the commoner's topic in Suggestions
What's even better is when you work at a not-Starbucks, and a Starbuck regular walks in and orders a Starbucks size, when you yourself aren't familiar with Starbucks terms. -
There have been some clipping issues lately, but to my knowledge the armor layer is supposed to cover most clothing layers. Accessory slots might be an exception.
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It is a bit finicky as to when it will play. It will also stop the moment you stand up, I believe.
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Nope, that's just how firepits work in general. Once it's done cooking an item, the temperature will reset for the next item when it starts cooking. It's also why this mod is so popular: https://mods.vintagestory.at/betterfirepit
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Given that there is a specific music track for sitting by a campfire and cooking a meal...I would say yes, it's definitely possible. Edit: I should say it's possible, but I'm not sure of how you'd need to code it to get it to work.
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I feel like this is one reason a "Vintage Science" thread would be pretty fun. List all those odd gameplay interactions that really shouldn't work, but somehow do.
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Or in the case of metals, add something like what this mod does: https://mods.vintagestory.at/show/mod/24000
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That's what I use black coal for, since it has about twice the burn time of brown coal. Brown coal is more comparable to charcoal, but doesn't burn as hot. I also don't really worry about brown coal usage as much since it tends to be rather easy to find.
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These posts have been an absolute joy to read. Seeing brand new players be so incredibly enthusiastic about the game is just...so incredibly adorable. Sounds like my current world. Claystone everywhere, but no borax to be found. I finally found a deposit after many hours of searching...and it was under a trader wagon. At least it was mineable!
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Well to go along with what Krougal said... The player isn't going to be spending all 100 hours at their base, especially if it's in an unstable area. The instability means that the player will need to either go spend time regularly in a stable area or otherwise sacrifice the occasional temporal gear in order to recharge their stability. Hence why the player would be wanting to build a gizmo to fix the stability later--for the convenience. In other words, the player could ignore stability and build wherever they want at the beginning of the game, and put up with some inconvenience until they can acquire appropriate stabilizing tech later.
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Welcome to the forums! Except it's not a negligible amount. The player will die within a few minutes if they fail to secure a decent meal. It might not be the most realistic thing, but it's a mechanic that pushes players to do the most basic but most important survival goal: secure a food supply. If a player can't do that, then everything else in the game is going to monumentally more difficult. I will also note that despite it being relatively easy to find and secure a good food supply, there are still plenty of players that manage to starve to death, somehow. The only thing I would agree on here is that players shouldn't be able to mitigate starvation with bandaids. Except 50% of hunger won't last very long, and there are other penalties to dying. The player loses 50% of their nutrition each time they die, which means a smaller health pool to work with. Likewise, death also means loss of items, though this does depend on game settings. In any case, nutrition is still a concern at the start of the game, even if the player doesn't have a lot of points yet. It's harder to acquire nutrition at this stage of the game, but the extra hitpoint or two is a lot more important for longevity since the player doesn't yet have access to decent weapons and armor. In the event of an accident, that extra hitpoint or two could be the difference between life and death. And since the hunger bar is only filled halfway at respawn, the player will be on a much shorter leash regarding what they can do before death by starvation starts looming again(assuming they keep ignoring food supply). For the sake of brevity, I'm not going to quote everything, just the major rundown. The explanation is well thought out and presented, and I think it would make a great mod, but I don't think it would be a good addition at all to the vanilla game. Chief reason being...it's way too complicated. The advantage of the vanilla hunger system is that while it has some depth regarding nutrition and whatnot, it's still very simple and easy to understand, especially for players with no prior knowledge of Vintage Story's mechanics. Eat regular meals, or you die. The "starvation timer", as it were, is lenient enough that players will have a grace period to acquire some food before they die to starvation, but the timer isn't so lenient that they can safely ignore it and wait until the last minute. With this proposed system though...the player is going to have their hands full up front just figuring out the hunger system, let alone figuring out what they need to do to secure a food supply or otherwise make progress in the game. Vintage Story has a very steep learning curve, and it's not unusual at all for new players to struggle quite a lot when learning how to play. Beginning gameplay loops are simple, so they're quite easy to understand quickly, and it's not until later in the game after the player has made some progress that the gameplay starts getting a bit more complex. The main challenge stems from there just being so much gameplay to learn at once. This is the second major problem I see with this system; the more penalties you apply to the player for going hungry, the harder it becomes for the player to actually acquire more food. It's going to be especially punishing in the early game, and for certain high-risk adventures as well, since the deck gets stacked against the player. New players especially already have a tough time securing a food supply, and while it's not uncommon for them to starve to death a time or two, they at least get a fair shot at fixing the issue each time they respawn. If they get penalized more heavily, not only does it make it harder for them to fix their mistake, but now they're going to feel actively punished for being inexperienced. It's not just new players though--experienced players will also likely become frustrated with such a system, because it's still very easy to die despite experience if one gets too complacent. Likewise, there are certain things the player needs to do to complete the main story, and some of those things are very risky...it's easy to die several times in a row. By applying this kind of penalty to all deaths, then completing certain content becomes exceptionally frustrating unless the player manages to avoid making any mistakes(which is quite difficult in some cases). For a better alternative to starvation death, I'd recommend something more like this mod: https://mods.vintagestory.at/tasshroombodyfat Essentially, allow the player to build a small fat reserve(provided they're staying well fed), and then burn said reserve before beginning to drain the player's health should they start to starve. I believe Tyron already included code for this concept in the game itself, but for whatever reason, the code was never actually implemented. That may or may not change at a future date. Endurance is an entirely different concept, I will note, and this mod implements such a mechanic very well: https://mods.vintagestory.at/show/mod/26142 The player needs to be careful about when they choose to sprint, but otherwise won't be prevented from playing the game normally. Filling nutrition bars increases the player's endurance in various ways, such as providing more stamina or draining stamina more slowly when sprinting. In any case, the system is quite easy to use and understand, so new players and veterans alike can manage it well enough. As for mitigating hunger damage with bandages...that's probably as simple as just making starvation unable to be healed while the hunger bar is empty/below a certain threshold. Starvation damage could simply "lock" part of the player's health bar until they eat a good meal, at which point it "unlocks" and the damage can be healed like normal. Other types of damage can be healed as normal.
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Ah yeah, forgot about that mod. Well the general idea was that a player would just build wherever they wanted at the start, and then fix the stability later once reaching the appropriate tech.
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You shouldn't need to do anything with worlds created in 1.21.0--just load the world as normal after updating to 1.21.1. Though if you want to be extra cautious, you can always make a backup before you load it.
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Welcome to the forums! I think traders are slated for an overhaul here in an update or two, so I'm guessing they will probably get some better vocals with a rework.
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I mean, I haven't crunched the numbers or anything, but this feels right, at least for when the metal has come to temperature and begun to actually smelt. The time it takes to get it to an appropriate temperature though varies depending on what one is smelting; for alloys, the smelting temperature is whatever the highest required temperature is for the metals being smelted.
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Forum: Can't add images. "1 file would exceed the allowed sized"
LadyWYT replied to Professor Dragon's topic in Questions
I just check it every once in a while and delete old images I don't need anymore. A friend of mine was posting some pictures of our base on here some time ago, ran out of room, and ended up posting a link to the rest on imgur.