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Everything posted by LadyWYT
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Welcome to the forums! Have you tried logging out of the world and logging back in? It sounds like a block derped out and the game hasn't quite figured out what to do with itself; a relog usually fixes it. It's also worth noting that while 1.20 is close to release, it is still unstable in it's current form.
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Welcome to the forums! Unfortunately I don't know the answer to your question; I play singleplayer almost exclusively. The one thing I can think of is that there is a command you can use to teleport a target to a particular set of coordinates, provided you have permission to use server commands, but there's probably also an easier method to get players where they need to go. If nothing else, you could run around as an admin and set waypoints at locations you want to teleport targets to prior to letting any other players join. Someone who has experience running Vintage Story servers will probably have a better answer. As for commands, you can find them listed here: https://wiki.vintagestory.at/List_of_server_commands
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My understanding is the ropes had some physics issues. A lot of physics issues. Some of them similar to what happens when Skyrim giants swat enemies. Depends on the monster, really. I think new players would fine, for the most part...and by fine I mean no more terrified than what's normal. I was thinking more about preserving the fear of the unknown for more experienced players by making it harder to guess what you might be facing. Thinking about it...what about using a story location as a milestone instead? Perhaps some future location could hold something that we need, but that we can't acquire without turning some sort of additional monsters loose in the world as a result. Actually, I wouldn't be too surprised if that ends up happening someday, though I would also expect the additional monsters to be temporary and their spawns stopped after later events unfold. That being said, I think this is also good territory for the modded realm. Add new monsters, or retune the vanilla ones to be absolute pushovers or overpowered nightmares. Come to think of it...you can already do the latter in the game right now, by adjusting how much damage enemies are able to do. If we had to stick exclusively to what's already available in the game though and tweak that instead of adding new stuff: I wouldn't allow anything past tier 2 monsters to spawn on the surface outside of temporal storms. Natural predators like bears and wolves have tier 2 attacks, as do large prey animals like moose and bighorns, so having a rare enemy or two that spawns at a higher tier isn't entirely out of the question. I'm still not convinced that it would be particularly fun though, since natural wildlife and you can spot and avoid, and underground enemies you can avoid by staying out of caves until you're properly equipped. Surface enemies are a lot more random; rift activity can go from calm to apocalyptic levels in an instant, and while having a hoard of enemies spawn on top of you while you're unprepared would certainly get your adrenaline going...it's not going to be fun at all to die as a result. Edit: I should add that I'm writing all this from a viewpoint of having several many hours worth of experience with the new monsters added in the 1.20 pre-release.
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The main issue I see here isn't so much that drifters aren't scary...it's that they aren't scary once you learn how to handle them and are used to seeing them. To new players, they're absolutely terrifying, but to veterans not so much. It's a familiarity problem, in my opinion, and that's an issue that applies to pretty much any of the monsters. Sure, you could make the drifters a lot more challenging, and they might therefore pose a more serious threat to veteran players for a while, but then where does that leave new players? The better option to me would be adding another enemy type or two, with different tactics--that way players will still need to guess a bit as to what they might encounter when spelunking or running around after dark.
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Anybody else finding the Temporal Storms too difficult?
LadyWYT replied to Mourning Wood's topic in Discussion
Not necessarily. Depends on the gamemode you're playing, and what adjustments, if any, you made to the temporal settings. When you create a singleplayer world, you'll always get a warning about how many days you have until the first temporal storm hits. The message will only appear once, though you will still get the standard two warnings when the temporal storm is actually about to hit. After the first storm though, you won't receive any details on when the next one will occur, outside of the standard couple of warnings before they strike. As to the intervals between storms, that depends on which game mode you chose, and whether or not you changed the default settings yourself. Standard: Occurs every 10-20 days. Exploration: Temporal storms are disabled, along with the temporal stability mechanic. Wilderness Survival: Occurs every 5-10 days. Homo Sapiens: All story/lore content is disabled, which includes all temporal mechanics and items. Creative: Same as Exploration--temporal stability and storms are both disabled. If you change the options yourself, you can have interludes anywhere from 3-6 days, to 30-40 days. And if you aren't opposed to using console commands, /nexttempstorm will tell you exactly when the next temporal storm will arrive. As for what causes them...I'd recommend playing through the main story. -
Actually, I would say the two go hand-in-hand. There's nothing stopping players from using the dimmer lights for aesthetics, but making that choice also means dealing with the consequences, whatever those may be. For the vanilla game, that probably means dealing with the occasional unwanted house guest, which is also why I use bright lights indoors and save the dimmer lights for outside where spawns don't really matter so much. No, absolutely not. In my experience, games that make all the enemies scale with the player rob the player of the sense that they've really accomplished anything. The whole point of getting better gear is to be able to deal with stronger enemies, and thus unlock more areas of the world to explore. If the basic enemies just get stronger the better your equipment gets, you're not really gaining anything at all. I disagree here; I think that is the intention of surface drifters. They're the most basic monster that you face and help new players practice their combat skills, similar to surface shivers and bowtorn. Outside of temporal storms and certain story locations, you don't encounter the more dangerous monsters unless you're exploring caverns deep beneath the earth. The deeper you go, the more dangerous it gets. They may get some tweaks latter on, but I think they're fine as-is. Drifters, in all their iterations, are the basic, most common monster type you'll encounter, and it works. I'd also say that their combat has actually been improved in 1.20, in indirect fashion, with the addition of the shivers and bowtorn. Sure, the drifter tactics haven't changed, but now players have other things to deal with in addition to the drifters. Given some of the comments I've seen with those who have encountered them(and judging by my own experience), it works quite well.
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I know the elk has to be in a loaded chunk, but as to how far the range is, I'm not really sure. You could always test the idea and find out if it works, although I'm guessing that if it does work it's probably not intended behavior and will get patched out. My best guess though is that the effective range is whatever your view distance happens to be to set to.
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Are there going to be populated towns and villages in future updates?
LadyWYT replied to Dirty_Wizard's topic in Discussion
It's somewhat of a hidden feature, since it's a major story location and part of the player's adventure first, and a hub for select services second. There are probably some YouTube videos on it, though I'd also wager that those who are wanting something like what the VS Village mod does are probably going to be disappointed. As for what the village is and what you can do there, here are my impressions: -
Red clay spawns in higher altitudes. Blue clay spawns near sea level. Both are interchangeable for most things, outside of some brick/pottery colors, as far as I am aware. Fire clay, as @Thorfinn has already noted, only spawns now under anthracite or black coal deposits. You can, however, craft fire clay by combining blue/red clay with calcined flint powder. To get calcined flint powder, you'll need to bake regular flint in a firepit to get calcined flint, and then grind that up into a powder via a quern. I should also note that you will also need a hammer and chisel to craft the quern now, in addition to the standard four blocks of hard stone and two sticks.
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Pretty much. Slowing down when going uphill or dealing with rough terrain can be a bit tedious, but it does make for a smoother ride. I've also found that when galloping, the angle at which you approach the blocks very much matters. You'll have a bit of an easier time approaching from one of the cardinal directions rather than diagonally. If you haven't yet, claim your elk with a medallion, then make a bone flute. Then climb out of the hole and toot the flute. Assuming your elk is still conscious, he should teleport to you if he can't pathfind his way. It's not particularly immersive, but it's very handy when accidents happen, or you otherwise want to try to cheese certain obstacles.
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Anybody else finding the Temporal Storms too difficult?
LadyWYT replied to Mourning Wood's topic in Discussion
The bowtorn I actually don't mind all that much. Tier 3 armor and a decent shield is good enough to deal with them, along with a good supply of bandages stashed in a safe room so you can duck in and heal when you need to. The shivers are harder to deal with, in my opinion, because they're fast and the current goofiness of the knockback often means you'll get sent flying. When dealing with those, it's better to wedge yourself into a spot they can't bite you easily, and beat them to death. Most likely. One important thing to remember about temporal storms is that you'll always get a message eight in-game hours prior to their arrival, and then another message thirty seconds(real time) before it actually hits. That gives you enough time to wrap up whatever you're doing and either gear up for the storm, or find a safe spot to hide until it passes...provided you notice the messages, that is. The other thing to watch is your gear icon. If it drains too much(ie, turns almost entirely grey), you'll start crossing into the Rust world and be under an effect similar to a temporal storm until you recover your temporal stability(ie, turning the gear teal again). If the gear drains completely, you'll start losing health. I will also note that dying does not reset your temporal stability, as far as I'm aware. To recover stability, you'll either need to go to a stable area, kill some monsters(higher tiers restore more stability), or sacrifice a temporal gear and a bit of health. The last thing that can potentially get you is a rift spawning right on top of you. It's rare, but it does happen. It's also not especially dangerous and easily remedied. You'll notice if it happens, since the world will go rusty and warped like a temporal storm. However, you will also hear the rather obvious rift noises, and your gear will be whizzing counterclockwise draining stability at lightning speed until you move out of the rift. Unless it's nighttime, or you run too low on stability, monsters shouldn't spawn in this scenario. -
I don't know about turning down the maximum light level requirement to 0; that seems like it would make it too easy to light up caves. Perhaps turning it down just a little bit though would help. That's kind of the point though. The better lights are more expensive and take a bit more effort to acquire, but they also bring a lot of value so you'll want to acquire them sooner or later. The effort and expense just means that you'll need to be a bit pickier about where you use them. I think that mod is probably the best solution to the conundrum here. Either that, or the one that only allows monsters to spawn on natural groundcovers like stone and grass. That way the underground still remains dangerous, but players who really want the moody indoor lighting without the risk can still accomplish their goal. Of course, players could also clutter their houses with enough decor that there's not enough space for monsters to spawn. This often works for me in the early game: a small room with pelts for rugs and enough things propped up against the walls that it's very unlikely anything nasty will spawn inside.
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Allow colored leather to behave as regular leather
LadyWYT replied to Augusts Bautra's topic in Suggestions
I'm not really sure why one would have that much colored leather lying around...but yeah, this idea makes a lot of sense. -
Add version number on list of saves/fav-servers for easy overview
LadyWYT replied to Myra Midnight's topic in Suggestions
Definitely agree here. It's one of those things that doesn't really occur to you, until you either get booted for being on the wrong version, or load a singleplayer world in the wrong version by accident. -
First of all, welcome to the forums! I think more crops are somewhere on the roadmap, it's just not a priority right now given that we have a decent variety already and there are other things that need fleshing out first. Perhaps you could fry it up in a skillet instead of needing to bake it in a bread oven, which would make it a more convenient option for traveling food instead of bread. Being able to scoop porridge or stew out of a pot with one also makes a lot of sense, though you'd need to make an exception in the case of soup. To my knowledge this concept does not currently happen in the game, although I do like the idea of floating farm plots(especially with how many players seem to build their farms over pre-existing lakes!) It might be better suited as a mod though, instead of an addition to the base game. It'd be neat to go this in-depth with the farming, but I think the system we already have in the game is sufficient. Different crops require different nutrients, and all crops deplete the land they're planted on of nutrients, so players are already encouraged to rotate their crop planting or otherwise use fertilizer. It's probably also a lot easier to track one crop per tile of farmland, rather than three, when it comes to writing and executing the code. The club already covers this, although a club isn't the same thing as a macuahuitl. I think it's a more niche weapon that better fits into mod territory, especially since the general setting is(or was) more centered in Europe, Asia, and northern Africa than it is the Americas. And this is where I will somewhat contradict what I just said above, in that I could actually see something like this being added to the base game. Perhaps not being labeled an atlatl specifically, but some sort of spear-throwing aid to add an extra point or two of damage to a throw spear. It'd be useful in the early game(provided that the player is aware of its existence), as well as appreciated by spear-enthusiasts throughout all stages of gameplay. Another weapon that I think works better as a mod, rather than a base game weapon. Agreed with adding bone armor--it would look cool, give a good use for bones, and could offer some decent early game protection(even if it only has low durability). I don't know about reskinning the wooden armor though...I think the model we already have works well enough. It's cool armor, but it's another case that I think is better suited to modded territory than the base game, especially given the general setting of the story. I forgot these were a thing. This is actually a great idea for a multiblock structure! I don't think it would be of much use in temperate or colder climates, but in the warmer climates it would be much better than the standard cellar for preserving food for a very long time.
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Favouriting Items/Guides/Recipes in Survival Handbook
LadyWYT replied to HSYNS's topic in Suggestions
Welcome to the forums! It has been suggested before, but it's a suggestion that many players(myself included) would like to see implemented. Logically, it's a feature that will be added sooner or later, given the amount of information you need to know in the game.- 1 reply
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I have to agree with @Scorpictorem on this one--it's a much better idea for a mod than it is as an addition to the base game. And as @Bumber already pointed out, it renders a lot of gameplay obsolete, because all you'd have to do is keep a collection of pristine items in a chest and you're set for the rest of the game, once you achieve that tech. I've done similar things with mods in the other block game, and the end result was essentially creative mode with a few restrictions, and not all that fun as a result. Plus in my opinion, having something like a 3-D printer feels very out of place in the game's lore, despite some of the odd tech that the game does allow. I'd also argue that we already have a way to turn gears into pristine items and equipment in the game, and vice versa...they are called traders.
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Elk movement suggestions to make the elk movement feel less jank.
LadyWYT replied to Maynard Mann's topic in Suggestions
Welcome to the forums! I don't know how feasible that particular method would be, but I do agree that smoother movement up slopes regardless of angle would take care of most of the jankiness. I somewhat disagree here, since jumping three blocks high feels like it would be a bit much, especially with a rider. Instead, I would opt for letting the elk walk up slopes that are 2.5 blocks high maximum, so that it can handle those 2 blocks slopes in the snow. Currently, the elk can't handle those steep snowy slopes without jumping. Definitely disagree here. Thick forest, much like swamps or mountains, is a big obstacle to travel, and a very realistic one. I would instead opt for improving the camera angles when riding through forests or in other cramped areas, possibly even making a limited "transparency aura" around the player when riding a mount. That way mounted players can more easily see where they are going, while still retaining some of the challenges to travel. You shouldn't be needing to change the terrain at all, unless you're deliberately building a road through the terrain or have accidentally fallen into a hole. In the case of the former, building roads is a huge time and resource investment, so you need to either plan for such or find an easier(but longer) path around particular obstacles. In the case of the latter--assuming that you have claimed your elk with the ownership medallion, you can simply dismount, climb out of the hole, and toot the flute to get the elk to come to you. It might not be particularly realistic, but if the elk can't find a proper path to your location it will just teleport to you instead, provided that it's in a loaded chunk and close enough to hear the flute. I'm going to disagree with this one purely because I get a kick out of getting stomped by my elk on occasion when it takes offense to (accidental) rough handling. -
It's supposed to work, but it's a bit janky and could some use tuning in my opinion. Similar to there being a short delay before your character drifts off to sleep, I'm fairly certain there is also a short delay before your character actually wakes up. So you'll need to hit shift fairly early if you don't want to sleep too many hours away. That being said...I also wouldn't be surprised if it was bugged at this time. In the meantime, I'd recommend just finding some things to do around the base while you wait for time to pass, if you don't want to sleep for the full duration, or find a safe spot to stick your character for a few minutes and let the game keep running while you go AFK.
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I don't know that ctrl + right-click empties a bowl of rot, but it should empty a bowl of water. I seem to recall sticking a dish of rot into an empty barrel slot emptied the rot into the barrel, although it's been ages since I've needed to clean a dish so I'm not certain if that would work or not. Honestly though, when it comes to getting rot for compost...I would just wash the bowl in the water and be done with it. It's only 1 unit worth of rot, and you need 64 rot to get 16 compost. It's much more efficient to let meat, unneeded hides, and unneeded berries rot, as those are all things that you can acquire with relative ease and that have a rather short shelf life. Speed up the time it takes to decompose by shoving the items in a box in the warmest spot you can find, preferably a greenhouse.
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Or let us build a larger, more sophisticated bloomery that we don't have to break in order to get the contents. That way we can smelt way more ore at once. In regards to how it's built and functions, it could be similar to the refractory and beehive kiln that we have already: a multiblock structure that requires some replacement of bricks after each firing, depending on brick quality. Now the main catch there, of course, is that you'll need more sophisticated materials to build a structure like that, and you'll also need a dedicated spot for it. No slapping it together and plunking it down anywhere like you can with the little bloomeries. At the very least, just give us back all of our bricks if we haven't fired the bloomery yet. I wasn't paying attention last time I played and broke my bloomeries thinking the iron was smelted...it very much wasn't since I loaded them but forgot to actually light them.
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Lanterns are your best friend. Oil lamps and torches do work, to be fair, but you'll need more of them to actually spawn-proof a room instead of just lighting it up. Also, when you get to the late-game, make sure you look into rift wards. They're a bit of a resource investment, to be sure, but they'll stop rifts from spawning in the area that they're placed(provided you power them), and thus cut down on monster spawns as well.
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Are there going to be populated towns and villages in future updates?
LadyWYT replied to Dirty_Wizard's topic in Discussion
Haha, no, not at this time anyhow. Just really good at picking through what's currently in the game, the forums, and guessing at what's possibly coming next. -
I'm pretty sure the drifters give me worse spooks than the Warden from Minecraft. Probably because Vintage Story lets me hear the spooks coming, but never lets me see them until it's too late.
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Those are adorable!